James Jacobs wrote:
YOU HEAR THAT BELIMARIUS! WE’RE COMING FOR YOU!!
A while back I was asking for a sequel to Rusthenge and I think k people got confused with what I was asking for. I could care less about resolving Rusthenge’s major plot point, it was the hint of Runelords political stuff that most excited me about the one off adventure- and I see Revenge of the Runelords jumping well into that direction as a potential resolution to the story of small island adventurers with big dreams.
keftiu wrote:
Correct. There may be other Golarian peoples based upon the Inuit but the Varki aren’t them. Edit: so excited for this Gazetteer!
I’m really hoping that Paizo hired an international relations and/or strategic studies consultant for this. I’ve been waiting for a long time to see some broad(er) power-moves between inner sea countries. While I don’t expect everything in real life IR or Strat studies scholarship to be applicable, I think a book that borrowed from the major IR theories in its explaination of what’s going on would be glorious. Think of it. We have four?! IR levels of analysis here: individual, state, system, AND cosmic (extraplanar)!!! They could introduce new scholarly factions of International relations scholars that mirror the budding paradigms and theories of WWI and the Interwar period before WWII. Heck, I’d even go so far as to argue that Golarion’s international system is more advanced than what earth’s was in pre- and post WWI so it would make sense that later theoretical schools would already be in development in today’s Golarian. IR Realism and Liberal internationalism would obviously take precedence among Golarian’s IR debates, but so too would more critical theories and approaches such as world systems theory, constructivism, feminism, and more! The presence of magic and cosmic ‘great powers’ would also lend itself to IR frameworks that aren’t really reputable in earth’s understanding of IR. There are entire heavens and held duking it out across the multiverse and maybe most of Golarian’s IR is best explained as the result of all this greater cosmic conflict. This is a chance for Paizo to really step up its game and distinguish itself from the poorer worldbuilding of other settings.
I just rewatched The Sandman and it made me wonder: Are there Malabranche in Pathfinder for planes such as the Dreamlands/Dimension of Dreams, elemental and transitive planes, or smaller demiplanes with mortal populations? The lore I’ve read thus far suggests the answer is no, but it makes more sense that Hell would be interested in any plane with exploitable resources, beings and souls. There are entire mortal cities and nations among many of these planes, but they’re also sometimes much larger than a single world than Golarian. Maybe these planes have multiple Malabranche orchestrating Hell’s interests there? I dunno, but I now wanna run a campaign where Hell begins invading the Dreamlands.
James Jacobs wrote: ~ Is it possible James , that we could we have a mid to high-level AP or adventure that picks up on the plot point of Sorshen and Belimarius’ delicate and quiet feud? This is why I asked about any planned sequels to Rusthenge a few months back, as everything’s pointing to a confrontation there of some kind, and it would delineate nicely from Seven Dooms as a up-to-date Varisia series of adventures. The worldbuilding, updated maps and city profiles could then be put in the backmatter.
Thx James! This might be helpful for my Rusthenge campaign if it doesn’t fork into another AP. I’m torn as I really would like another book on New Thassilon but not at the expense of a few more books on other regions like Iblydos, Crown of the world and Vudra. I’m more curious about New Thassilon as a modern state and how it’s reconstructing itself politically, culturally and economically than the now-well-established history. Same for Xin Edasseril, as the Rusthenge adventure encourages players to (re)visit these locations, yet we’re mostly left in the dark as to how they’re managed currently.
James Jacobs wrote:
How does most of the city’s (Shalast’s) imports and exports enter and leave? Magic? I imagine there’d be base camp settlements. I would also think there’d be more people settling the mountain’s valleys and foothills post-resettlement to sell and buy goods.
Iblydos!! Yaaay! Pathfinder Greece gets some love! I like that it’s low level as another potential avenue for those who want a classical game and start from first level. My newbie group was surprised at how many 2e starter paths had horror/other grimdark and gritty themes. A sword and sandal setting is also nice in that it’s familiar enough to my family as alternative introd should they wish it.
Green Hill zones. I’ve decided upon prepping my fam for Rusthenge that Pathfinder needs more “Green Hill zones”, or relatively non-threatening micro-settings in a game. The setting is beautifully gritty in most places, but that can also at times be intimidating for new players. After listening to an episode of Mythkeeper with me, one family member implied she wouldn’t want to live anywhere on Golarion, as it all sounds so hazardous. The Shining Kingdoms seem a great place to add additional comforting locales in addition to the setting’s danger.
For the next aquatic/sea-based campaign, what about Wanshou? A campaign where you undermine the Kraken Lord, and build make way for a new successor state? What I like about Wanshou as a setting is that it set up aquatic aberrations as a major enemy that, while possibly related to Lovecraft, would more likely relate to Asian mythology and pop culture on tentacled monstrosities from the deep. The only problem ofc is that the setting lends itself to horror, and they just did a horror themed AP last time they visited Tian Xia.
Scarablob wrote:
Actually I like this idea. Why not an AP that’s like the “Claw of the Tyrant” compilation adventure. Think of it: your players each build two characters on opposite sides of the war. The book is split, featuring adventures for either side, with one half dedicated to one and the other to the other. The final adventure then concludes with a Big bad/greater threat worse than both Geb and Nex (or maybe you’re forced to confront Geb and Nex) and both parties must work together to bring the conflict to a halt. This allows GM’s to also modify the ending of they want one of the two nations to “win” or have the edge in the aftermath.
CastleDour wrote:
Is the vampire fully statted as a vampire? From what I remember vampires are notoriously difficult to kill for low level players. (Not a critique, in fact I kinda hope he is statted as a full vampire)
UpliftedBearBramble wrote:
Some of the criticism is valid, others less so. I don’t understand the criticism re: the vampire and I even watched your entire vid. The character is a hypocrite but there’s nothing to suggest that as somehow bad writing or a betrayal of character. Quite common in fact to want something and not reciprocate. The Oregon Trail part sounds pretty rad and I’m not annoyed that Ardax left as much as I am that the author forgot that he left. I’m also willing to wait and see if there’s any benefits for the influence gained in book 1 in books 2 and 3. The inconsistency re: Ardax is a problem worth bringing up and I would expect editors to catch that as well as the item issues. Hoping they can correct the matter on the PDF and other digital products at the very least. I think Bramble’s critiques are useful when it concerns ‘crunch’, but unless the narrative has gaping holes/editing issues, I find that his critiques of an AP’s overall story to be less relevant or reliable than his comments on the mechanics. As more people get into Pathfinder from D&D we should expect more reviewers and budding influencers across the spectrum of production value- and as much as I find Bramble’s tone and comments sometimes pedantic and grating, I also don’t see anyone else doing accessible AP reviews on the Tube. Bramble’s critics (which includes sometimes myself) are just as free to write their own AP reviews as Bramble is to write his own AP’s (and sell them). That’s what the ORC licence is for. I do think that Paizo, at the very least, should reconsider their editing process, because aside from a few slip ups, the adventure itself sounds pretty fun. If a single editor tackling all of an AP’s content is impossible, then I would gently suggest divvying different editorial tasks to different persons. One for crunch, another for grammar, and one lastly for the broader narrative.
Arcaian wrote:
I would agree in that I find building characters more enjoyable when there are constraints in addition to choice. Like the grit that forms to become an oyster’s pearl, giving players a narrational constraint helps them develop interesting characters they might never have played without the AP’s narrational conceit.
CorvusMask wrote:
I too want both Nagajor and Serpenfolk!
James Jacobs wrote:
What about and AP where you are all Agents or lodge-managers of the PFS? With a story that’s more or less tied to the region the lodge or society’s interest there lay? I’m not proposing anything structurally like the real world PFS of gamers, but an AP where you are all agents solving a mystery or something.
James Jacobs wrote:
I like the idea of exploring that with religions, and organizations, but classes are tricky and if the latter, you’d need to find a way to do it while maintaining party balance. I love the Pathfinder Society and remain surprised that there isn’t a Pathfinder faction AP for those that can’t play PFS. Building a new lodge in a new and far away setting would be super fun. I would also find fun an AP that focuses upon benevolent mystery cults, where non-core deities, demogods, and religious networking for a common good is the focus. A message like ‘pluralism is power’ could be the theme, with minimal emphasis on competing with other religions (aside from explicitly evil ones). Witches, oracles, champions, exemplars, clerics, etc. these would be the focus. Maybe someplace like Iblydos where you’re working to build up a hero-god and end up having to take over and become hero gods in response to a crisis.
Luis Loza wrote:
Sorry I just realized I should use the reply function. Zibik and Benoras are missing.
shepsquared wrote: Supposedly there's going to be a supplemental god table released sometime soon, for gods that didn't make it into the book. Some subscribers got an old version of it with the main pdf. Supposedly. Haven’t heard anything yet and I’ve sworn off buying the book until I get my current project done. If they’ve updated the supplemental table I’ve not heard anything and they have also yet to provide the PFS guidance document.
reganator5000 wrote: I suspect the actual issue with Council of Thieves is that it came out long before Hells Rebels, so the people who wanted to be playing Hells Rebels ended up playing council of thieves, an AP that is definitely not about people rebelling against the hellish rule of Chelliax, and definitely is about... well, a council made up of thieves. Whilst this is blindingly obvious (see previous sentence) now you can choose between the two, I suspect a lot of the people dissappointed in playing CoT were so not because it broadly preserves the rule of central government in Chelliax, but because they didn't, at the time, have the option to play an adventure which wasn't actually about the shady underworld of the nation's former capital. Though I also think it might be that some of the older APs are a bit less committed to the PCs having 'good' alignment (which is somewhat ironic given that the newest ones are in an edition with no alignments at all, they're just less likely to give you an intro where you're probably playing a low-grade criminal in a real dump of a city). That’s an interesting point, as you’re essentially saying that each region has a few core core story beats players are most excited to play. A region can host many more adventures ofc but a play group will likely be disappointed if one of the region’s primary adventures fail to fulfil their basic expectations.
keftiu wrote:
Aye, and precisely. You’ve got Arcadian interests well and covered heh.
I expect/hope we see more AP’s outside of the Inner Sea region. Paizo has recently worked very hard to expand on areas outside the Inner Sea and I’d like to see this continue. I don’t need to argue on behalf of Arcadia (it has motivated advocates enough) but Vudra, Kellesh, Iblydos and other parts of Casmaron seem ripe for an AP. Happy to see a return to Azlant in the near future.aybe I’m seeing things but they seem to be doing one non-Inner-Sea-Region AP a year. I approve.
WoW I felt gave too much of a bait and switch. I’m fine with it cuz that means my table is more likely to enjoy it (they doubt anthropogenic climate change) but I myself was disappointed because I expected many more exploitative antagonists from the AP. I like that we explore the plane of wood and I actually like Zibok’s role, but the storytelling was convoluted and often unclear. The closest AP to an eco-fantasy narrative currently is Quest for the Frozen Flame.
I don’t see Arazni as being evil. There have been no innocents targeted by her since her release from Geb’s enslavement. Sorshen however has no excuse in my mind. Just because she avoids atrocity now doesn’t mean she has atoned for the evil she willfully chose for hundreds of years prior to Earthfall. Arazni was an undead puppet that still bore intellect and a soul. Sorshen was a tyrant who did what she did to maintain her own authority, immortality, and intemperance. I got nothing against lust per se (it’s not a sin in my worldview) but she maintained said lust via her own subjects’ servitude, death and constant subjection to violence. Her character furthermore hasn’t much changed, and you bet she’d continue on in a world absent of heroes. The work of ending the runelords’ reign remains unfinished.
Are we allowed to vaguely refer to real life politics here? Because with all big global and US-related stuff happening over the past year and past two weeks, I also see something personal in the elevation of Arazni to full Core-20 status. Role-playing is often used as both a means for both escape and (counterintuitively) finding resolution for real-life hardship and trauma. Few of these Paizo gods have been so degraded as Arazni. Even fewer have managed to pave a way of resolving said degradation without resorting to normative (often Christian) assumptions about forgiveness, closure, and acceptance of what was done. With everything that’s been happening, may or about to happen, I know I could personally use a construct like Arazni, the Survivor.
Arazni is great for revealing the existentialism and flaws within the setting’s cosmology. The idea that neither the chief forces of good, evil, or judgement are omniscient, omnipotent, or necessarily “correct”. It also means that despite the presence of literal gods, Pathfinder’s cosmology bears greater similarity to our own in the sense that goodness, purpose, and meaning aren’t exactly clear. There’s ambiguity, differences of priorities- and agency- all bound within a context where nothing is safe, and the reasons for things are often inscrutable, absurdist, and manifold. Thus players can be agents (whatever that means) as e’en Pharasma doth not know the meaning nor proper course of creation’s entirety. It hath become something new.
AnimatedPaper wrote:
No. She’s basically Sylvanus Windrunner from Warcraft III, before that character’s deliberate transformation into the very thing that abused her. Arazni represents tho a different choice. “Screw redemption, screw willful corruption, Ima gonna find a third path.” I like her. She likewise reminds me of The Exile in Knights of the Old Republic II. The heavens and traditional forces of good don’t always have it right, and there is beauty in reclaiming moral autonomy.
James Jacobs wrote:
That’s fair. I hope ya’ll eventually incorporate the remaining Osirion gods into the setting more fully in the future. Apep and Set need to be kept in check :p
CorvusMask wrote:
Perhaps Apep will eat the sun as part of an Osirion AP. Apparently Shades of Blood is NOT the subject of that Stolen Fate prophesy.
About Koytine Pfanak___________________________________________________________
+1 CMB (+1 BAB, +0 Str)
+1 Dagger (+1 BAB, +0 Str) Damage: (1d4)
Spells Available: Zero Level: Unlimited
Special Abilities Available:
+2 Fort (+1 base, +1 Con)
Skills:
+6 Acrobatics (Dex +1, Ranks 1, Class(trait) Skill +3, Trait +1)
+1 Appraise (Int +1, Ranks 0), +8 Bluff (Cha +4, Ranks 1, Class Skill +3) +0 Climb (Str +0, Ranks 0) +* Craft(untrained) (Int +1, Ranks 0) +4 Diplomacy (Cha +4, Ranks 0) +8 Disguise (Cha +4, Ranks 1, Class Skill +3) +2 Escape Artist (Dex +1, Ranks 0) +* Fly (Dex +1, Ranks 0) +0 Heal (Wis +0, Ranks 0) +4 Intimidate (Cha +4, Ranks 0) +5 Knowledge, Arcana (Int +1, Ranks 1, Class Skill +3) +* Knowledge, Dungeoneering (Int +1, Ranks 0) +* Knowledge, Engineering (Int +1, Ranks 0) +* Knowledge, Geography (Int +1, Ranks 0) +* Knowledge, History (Int +1, Ranks 0) +* Knowledge, Local (Int +1, Ranks 0) +* Knowledge, Nature (Int +1, Ranks 0) +* Knowledge, Nobility (Int +1, Ranks 0) +* Knowledge, Planes (Int +1, Ranks 0) +* Knowledge, Religion (Int +1, Ranks 0, Class Skill +3) +* Linguistics (Int +1, Ranks 0) +1 Perception (Wis +0, Ranks 0) +1 Profession(Seamstress) (Wis +0, Ranks 1) +1 Ride (Dex +1, Ranks 0) +0 Sense Motive (Wis +0, Ranks 0) +6 Spellcraft (Int +1, Ranks 2, Class Skill +3) +5 Stealth (Dex +1, Ranks 1, Class Skill +3) +0 Survival (Wis +0, Ranks 0) +0 Swim (Str +0, Ranks 0) +8 Use Magic Device (Cha +4, Ranks 1, Class Skill +3) Each level skill points gained = 4 (2+1(race)+1(Int)) + FC Traits:
• Rescued (Koya) - +1 Acrobatics, Acro is class skill, +1 trait bonus on all attack rolls against foes that threaten Koya.
• Transmuter - Whenever you cast a spell from the transmutation school, its effects manifest at +1 caster level. Additionally, select one of the following transmutation spells: bear's endurance, bull's strength, cat's grace, eagle's splendor, fox's cunning, or owl's wisdom. Once per day when you cast that spell, its duration is doubled. A spell affected by this trait cannot be modified further by the Extend Spell metamagic feat or similar abilities. • Thrown Together Fashion - With a basic sewing kit or disguise kit, you can make a Disguise check to change one outfit into another outfit. The DC of this check is equal to 10 + the gp difference between costs of the outfits. The alteration takes 10 minutes per 1-gp difference in the cost of the outfits. Feats:
Spell Focus(Illusion) (Level 1) Greater Spell Focus(Illusion) (Human Bonus) Racial:
Human +2 Charisma 1 bonus skill point per level bonus feat Favored Class:
Favored Class: Veiled Illusionist Lvl 1 (HP +1) Lvl 2 (HP +1) Lvl 3 () Lvl 4 () Base State:
NPC Relationships:
Amieko Kaijitsu - 4 (+4 Cha) Koya Mvashti - 10 (+4 Cha, +4 Campaign Trait, +2 (Level 1 bonus), +1(post goblin baby episode rant)) Sandru Vhiski - 4 (+4 Cha) Shalelu Andosana - 4 (+4 Cha, -1 (fix goblin doll), +1 gave flowers) Baby Goblin - 7 (+4 Cha, +2 (fix doll), +1 (make dress)) Veiled Illusionist:
While skilled in all forms of illusion, veiled illusionists primarily excel at casting glamers—spells that alter or conceal the illusionist's true form. Most veiled illusionists are uncomfortable with maintaining one disguise for an extended period of time. Instead, they prefer to change their appearance from day to day, or even from hour to hour. This makes it difficult for veiled illusionists to integrate fully into society, so most end up wanderers, taking on a new face with each new town they visit. Class Details
Class Skills:
Table: Veiled Illusionist Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
Class Features Veil Pool (Sp):
As a standard action, the veiled illusionist can spend 1 point from her veil pool to alter her appearance as per the spell disguise self. This is a glamer effect that lasts a number of hours equal to the veiled illusionist's class level. The DC to disbelieve the effect is equal to 15 + the number of points remaining in the veiled illusionist's veil pool. At 3rd level, the veiled illusionist can alter her perceived audible (sound) properties when she assumes her disguise. At 5th level, the veiled illusionist can also alter her perceived tactile (touch) properties, and can imitate any voice with which she is familiar. At 9th level, the veiled illusionist's veil fools even extraordinary senses, such as scent, blindsight, or tremorsense. Goddess's Veils
Human: At 1st level, a veiled illusionist may select an illusion spell from the sorcerer/wizard spell list of a level she can cast and add it to her class spell list at the same level. If the spell is already on her spell list, she adds it to her spellbook, familiar, or list of spells known. Each time the illusionist gains a level, she may select an additional illusion spell. Halfling: At 2nd level, a veiled illusionist can spend 1 point from her veil pool as a free action while casting an illusion spell to disguise her spellcasting. Creatures attempting to identify the spell as it's being cast must succeed at a Will save (DC 15 + the number of points remaining in the illusionist's veil pool) or misidentify the spell as a spell of the illusionist's choice. The illusory spell must be the same level as the true spell, and must be one the illusionist can cast. Elf: At 4th level, a veiled illusionist can spend 1 point from her veil pool as an immediate action to reroll a caster level check made to bypass spell resistance. She must use this ability before the results of the first roll are revealed, and must accept the second roll, even if it's worse. Gnome: At 6th level, a veiled illusionist can spend 1 point from her veil pool to concentrate on a glamer or figment as a swift action, rather than a standard action. Cyclops: At 8th level, a veiled illusionist can spend 1 point from her veil pool as a free action to gain the benefits of the spell true seeing until the beginning of her next turn. Naga: At 10th level, as a free action while casting an illusion spell, a veiled illusionist can spend 1 point from her veil pool to coil the illusion upon itself. Any creature that disbelieves the illusion sees a second illusion within the translucent outline of the first, as if the illusionist had cast the spell a second time. Effectively, after a creature disbelieves the first illusion, it sees a second illusion in its place, which it must attempt to disbelieve separately. The veiled illusionist must determine the features of the second illusion as she casts the first. If the second illusion is especially similar to the first one, creatures that study or interact with it receive a +4 bonus on the save to disbelieve the effect. Quick Veil
True Veil
If disguised as a humanoid using her veil pool ability, the veiled illusionist gains the benefit of alter self. If disguised as a cyclops or naga, she gains a +4 size bonus to Strength, a –2 penalty to Dexterity, a +4 natural armor bonus, and any of the following abilities possessed by the creature whose form she has taken: burrow 30 feet, climb 90 feet, fly 90 feet (good maneuverability), swim 90 feet, darkvision 60 feet, low-light vision, ferocity, guarded thoughts, poison, and spit. The effect lasts for a number of minutes equal to the veiled illusionist's level if she is disguised as a humanoid, or rounds per level if disguised as a cyclops or naga.
Spells:
Spells Per Day: 5 1st Level
Spells Known
2+0 Level 1
0 Level 2 *Indicates Bloodline Spell
Equipment:
Arms, Armor, and Clothing
Robe, Masterwork
(500) Ioun Stone(Dusty Rose Prism, Cracked) - +1 Competence Bonus on Initiative (100) Potion of CLW Scroll of Haste (CL5) 16.5 lbs In Backpack (50)Backpack, Masterwork, 2 lbs
16 lbs Belt Pouch Chalk, 3 pieces
Carrying Capacity Current Weight: 32.5 lbs Light Load: x < 33 lbs.
Appearance:
In her normal appearance, you see an attractive young woman with long dark hair and slightly sunken eyes as though she has not had enough sleep, for a very long time. However, unless you are a personal friend, you are unlikely to see Koytine as herself. Instead, you might see her as a halfling, a half elf, a human, or something else. The sex she appears as is as likely to be male as female. By listening, one can usually tell her voice is female, but even this is difficult as she is skilled at mimicking and bluffing her voice as that of another. Background:
The small halfling man sat upon the end of the Sandpoint pier watching the waves wash in and splash against the fishing boat moored to the side. The halfling knew that she would have to go and visit with Koya soon. She had promised to visit whenever she was back in town and with Sandru’s caravan having just returned, a visit was necessitated. The halfling looks down into the water and sees an elderly halfling man looking back at her wearing torn overalls and wearing a battered old hat. With a sigh, the halfling shakes her head. I will have to look like myself I suppose, Koya hates it when I take on other appearances. With that, the halfling stands up and walks back along the pier. The man walks between two buildings and when the halfling exits the other side, an attractive woman wearing weathered traveling clothes covered by a plain looking robe appears. The woman walks along the mostly deserted street before stepping up to Koya’s door and knocking. A moment later, the elderly Koya answers and looks the young woman over appraisingly. Not trying to be someone else today I see. Well, come on in, dinner is almost ready. Amazing how you always know to stop by at dinner time. Koytine recalls how she first met Koya. It was four years earlier. Koytine had somehow gotten herself stuck in a bear trap. . . . Ok, she had been attempting to steal food from a farmer’s stores when she stepped in the trap. Fortunately for Koytine, it was the strict, albeit kindly, Koya who found her and not the farmer. Koya had nursed Koytine back to health and Koytine had joined Koya in her travels for a time together with Sandru’s caravan. Although she was welcomed, Koytine did not feel at home in the caravan. It was not the caravan life, but rather that Koytine never felt comfortable in one place and the caravan with its regular Sanpoint, Magnimar, Korvosa route quickly became routine. Actually, it was not caravan or those in the caravan that caused Koytine to leave. Rather, it was her own past. The middle daughter of a Riddleport merchant, she always had to watch behind her. Then, at the age of 12, her older sister had been taken hostage and ransomed. Eventually, her father had caved and paid the ransom, but the experience made Koytine deathly afraid for her safety. Shortly thereafter, Koytine discovered that she had a skill with disguising herself. Initially, it was wearing wigs and using makeup. Soon, she learned how to quickly change her clothes to further alter her appearance. Koytine does not recall exactly when she began to be able to use magic to make her disguises even more believable, but over the years she found that she could even make herself appear to be of a different sex or race. Most recently she has taken to appearing as a halfling, sometimes male and other times female. On her last trip to Korvosa, she found an old clothing shop. Koytine always like stores which sold used clothing. It was inexpensive and she could easily transform it into various costumes. But, in the store was a magnificent robe. She did not know what material it was made of, but whenever she looked at it, it appeared to be something different, first cotton, then velour, then plaid wool. Koytine purchased the robe and with some practice found that she could cause it to appear as almost any time of clothing. A fine dress, a torn farmers clothes, traveling garb, literally almost anything. She got the robe on her last trip, but is unsure whether she should tell Koya about it. After all, the priestess has never been pleased with the way that Koytine imitates the appearance of others. Not that Koytine causes harm or commits crimes while using other disguises. No, Koya is mostly displeased as she believes that Koytine is a beautiful woman who should use her magic and skills for good, not spend all the time concealing her appearance and hiding from her past.
Campaign Notes:
Day 14 to Brinewall --> Amieko fell into a coma like trance and said: “One treasure beyond two seals in the third vault...” “Beware the birds who wish to fly but cannot...” “A key you seek lies in the grip of the ten-handed one—his fear is your greatest ally...” “Beware the cuckolded cuckoo—it is in his shattered silent love you should seek aid...” “Grandfather waits in the dark, but he knows not who he was...” |