Monday, May 9, 2016

Wednesday, April 20, 2016

Advanced Adventures #34: The Crocodile's Tear

Oh lookie, another Advanced Adventure's on the way! This one's by Geoff Gander, has a a rather Meso-American feel, and fits right in the sweet spot of levels 3-6.

Advanced Adventures #34: The Crocodiles Tear is an OSRIC(tm) module designed for 4-6 adventurers of levels 3-6.
A wealthy patron is outfitting an expedition to sail to the mysterious southern continent.  The goal of the expedition is none other than the legendary Crocodile’s Tear: a massive magical emerald! Many tales are told about the southern continent, most of which paint it as a disease-ridden jungle filled with hostile natives, reachable only by crossing a pirate- and monster-infested sea.
As the port winds fade into the winds of the open sea, the sails of The Mermaid billow firmly. Will the player characters survive the voyage, and will they find more than they bargained for? Oh, and was it mentioned that that two other trips set out before this one only to be swallowed up by the dense jungle…
If you enjoy this adventure, look for future releases in the Advanced Adventures line from Expeditious Retreat Press.

Saturday, April 16, 2016

Tome of Tomes: Volume Three released!

Heya all, I'm glad to say that the next 100 books in the Tome of Tomes are compiled and released as the PDF Volume Three of the Tomes of Tomes! Thanks again to all my Tome of Tomes Patreons for their support, without which I would not be creating these as the clip that I am. Thanks!


Friday, April 8, 2016

A Month without Posts

I should update all of you since it's been a month without posts. There are two main reasons for this: 1. We moved from Ohio to Vancouver, WA, and 2. My computer fall down go boom.

The move is the big reason. Suzi (my wife) found a new job on the west coast and moving our household (and business) 2,500 miles has taken almost all of our collective attention for the past month. We're here finally and the house is 95% set up so things are back to normal on that front. Unfortunately, we've got about two weeks of travelling into (south) Portland for Suzi's orientation/on boarding and that's a terrible, terrible, drive, so I'm not going to be 100% at the helm until the next two weeks are done.

(we get to see this monster a lot while we cross the river)

But the computer issue isn't to be ignored. It's simply amazing how much time it takes to migrate from one computer to another when you've got as much computer-related stuff to move over. For instance, just finding all the damn fonts you used takes forever. Oh, and I still haven't figured out how to migrate custom brushes from Photoshop (but honestly, I haven't looked that hard after my initial frustration... there's got to be a way right? That seems like something people would want to do.).

Anyway, thought you all deserved a heads up on my silence recently. Thanks to all my business associates for their patience during this period. I appreciate it!


Friday, March 11, 2016

Expeditous Retreat Press joins TableTopLibrary

Expeditious Retreat Press is now selling digital product at a new retailer, TableTopLibrary! We're joined by other fine publishers such as Kobold Press, Frog God Games, Troll Lord Games, Green Ronin, Rite Publishing, Hero Games, Rogue Comet, Metallic Dice Games, Pacesetter Games and Simulations, Eldritch Enterprises, and Far Future Enterprises.

https://tabletoplibrary.com/is a newly-formed online store for RPG books and pdfs designed to offer both electronic versions and hard copy versions of books produced by your favorite publishers. TabletopLibrary will also offer a full slate of products and resources for other role-playing games, including Pathfinder and OSR-games. All of us will continue our own websites and stores, but TableTopLibrary offers a place to draw all these products together in one place for convenience.

At this time, by coming together as a consortium, we can offer the high-quality products we pride ourselves on; provide a one-stop shopping spot with outstanding customer service; and allow  a better experience for publishers, and more importantly, for customers . Centralized electronic book fulfillment, kickstarter fulfillment, and single-location warehousing will improve our delivery speed, accuracy, and customer service in the RPG download market.

Our reasons for setting up a consortium at this time include (1) each partner retains ownership and editorial control over the individual campaign worlds and other “intellectual property” that our fans have known and loved for years; (2) our desire to offer physically higher-quality printing, paper quality, and binding than print on demand outlets offer; and (3) the desire to continue drawing upon and increasing the vast resources of Open Game Content as opposed to other alternatives.

TableTopLibrary is committed to offering a deep and broad-based marketplace of Fifth Edition products, superior to any other online store, as well as many other game system products. We are joined in a partnership of many large publishers in this project, and expect many more to join us as time goes on. TableTopLibrary will be issuing its own press release soon, describing the advantages and the procedures involved in joining.

You can continue buying products directly from each of us, as always. But if you want to browse the whole library of Fifth Edition and other products produced under the Open Game License over the years, we’re letting you know that there’s a new online game store in town.


Sunday, March 6, 2016

New Art!

Got some new art in today and am pleased as punch! The artist is Robert Altbaur, he of www.fantasy-map.net fame.


Monday, February 15, 2016

Looking for Patreons for my Tome of Tomes Patreon Project!

Heya all, looks like I've lost 4 supporters in the past month, so I probably need to do a bit of advertising about my Tome of Tomes Patreon project. Basically, every two weeks I put out 8 new Tome of Tomes entries and I'm requesting a $1 support for each batch of 8, so $2 per month. All of these Tomes are Open Game Content, so you're free to use them in your publications if you're a publisher. Below are the next 8 tomes in the list that I've been posting here at my blog, so you can get an idea of what's coming out twice monthly. Also, when I compile the Tomes into PDFs of 100 each, you get a free copy as a Patreon. Thanks to everyone who's currently supporting me and to those who've supported me in the past!

Halfling Pipeweeds
Author: Fortinbras Undertower
Race: Halfling
Dimensions: 16x16x2
Weight: 10 lbs.
Materials: Leather-bound, woodboard, parchment
Rarity: Uncommon
Fields of Study: Demi-humankind, flora
Special Knowledge Categories: Law & customs, grasses & grains
Value: 75 gp

A thorough undertaking from a master pipeweed grower, many consider Halfling Pipeweeds the definitive book on the subject. Undertower’s 150+ years of growing, drying, ageing, and flavoring pipeweed are carefully displayed, as over 100 different types of pipeweed are illustrated and explained. As they saying goes, Halfling Pipeweeds covers the subject, “from seed to smoke.”


Deronian Furniture
Author: Harfig Theofos
Race: Human
Dimensions: 16x16x1
Weight: 5 lbs.
Materials: Leather-bound, woodboard, parchment
Rarity: Common
Fields of Study: Humankind
Special Knowledge Categories: History, art & music
Value: 35 gp

The Deronian period of the Hefestian Empire was a time of intense ornamentation in clothing, architecture, music, interior design, and furniture. Deronian Furniture classifies the furniture of the period into 12 different styles, with 12 examples of each style. Included are woodworking plans for the traditional Deronian dining set, along with plans for the unusual self-playing enclosed lyre.


The Gnome Gnose
Author: Giberbald Gemget
Race: Gnome
Dimensions: 6x5x0.5
Weight: 1 lbs.
Materials: Leather-bound, woodboard, vellum
Rarity: Common
Fields of Study: Demi-humankind
Special Knowledge Categories: Art & music
Value: 15 gp

The Gnome Gnose is a collection of tavern music and ribald lyricism. Gemget filled his work from the examples he experienced traveling in human lands for over a century and slightly modified them for his purposes. All of the songs have gnomes as their focus, most showing an unseemly focus upon the schnozzles of said demi-humans and having a generally derogatory message. However, that is only how it seems, for more intelligent and/or wiser listeners note that the protagonists in the songs are actually the butts of one clever Gnomish joke after another.


The Fire Giants of Mulaefiore
Author: Unknown
Race: Human (presumably)
Dimensions: 6x4x1
Weight: 1 lbs.
Materials: Leather-bound, woodboard, parchment
Rarity: Uncommon
Fields of Study: Humanoids & giantkind
Special Knowledge Categories: History
Value: 15 gp

This brief work is the unorganized notes of an unknown observer. Over the course of six years, the author recorded the comings and goings of the fire giants around their massive ziggurat temple named Mulaefiore. Notable giants are described and named (although their real names are unknown) and even illustrated in a shaky hand. The age of the work is unknown.


The Inhabitants of the Brunal Forest
Author: Tobler Jasperson
Race: Gnome
Dimensions: 14x12x2.5
Weight: 7 lbs.
Materials: Leather-bound, woodboard, vellum
Rarity: Uncommon
Fields of Study: Humankind
Special Knowledge Categories: Languages, law & customs
Value: 45 gp

The ill-fated Jasperson spent 34 years as a slave to a series of indigenous peoples within the fearful Brunal Forest. During his long captivity, he mastered three of their languages and learned many of their laws and customs. When he finally escaped (from a surprise sortie from the nomadic peoples that live south of the forest) he capitalized upon his hardship and produced this canonical work. Several different translations exist, with Common being the most prevalent.


On Goldsmithing
Author: Gunnar Goldmane
Race: Dwarf
Dimensions: 8x10x3.5
Weight: 11 lbs.
Materials: Gorgonskin-bound, stoneboard, parchment, iron clasp and lock
Rarity: Rare
Fields of Study: Demi-humankind, physical universe
Special Knowledge Categories: Art & music, geology & mineralogy
Value: 120 gp

This tome travels the length of the life of gold: from discovery and harvest, to purification and finished product. A thick work, it compiles centuries of dwarven knowledge into usable information.  Of particular note are the intricate drawings of the various rope gold forms, many of which are of uniquely ancient dwarven manufacture. The production of On Goldsmithing resulted in the ostracization of Goldmane after copies were found outside of Skaraborg. Exiled and penniless, he went and lived among humans for the short remainder of his life where he penned the work Skaraborg as a failed attempt at reconciliation.  Dwarves look poorly upon non-dwarves who own this tome.


Arms and Armor of the Hempodo
Author: Hurfan Tiaphines
Race: Human
Dimensions: 12x10x1.5
Weight: 20 lbs.
Materials: Leather-bound, brassboard, vellum, brass clasps and lock
Rarity: Rare
Fields of Study: Humankind
Special Knowledge Categories: Law & customs
Value: 255 gp

Tiaphines spent his long life in an area of the world that is typically fatal to outsiders. During his long stint among the peoples of the Hempodo jungle, he created an essential text. Arms and Armor of the Hempodo is tour-de-force analysis of hundreds of different arms and armor used by the basic peoples of the Hempodo. Intricate description and illuminations bring the dangerous subject to life.
   

The Velyvya River Basin
Author: Emirag Vargol
Race: Human
Dimensions: 10x4x1.5
Weight: 4lbs.
Materials: Leather-bound, woodboard, parchment
Rarity: Rare
Fields of Study: Humankind, physical universe
Special Knowledge Categories: Law & customs, geography
Value: 75 gp

This oddly-shaped book is a length-by-length map/gazetteer of over 650 miles of the Velyvya river basin. Settlements are described, along with their peoples and their customs. Although a bit dated, The Velyvya River Basin is still a useful book for anyone seeking transport or trade along the great river.

Thursday, February 11, 2016

Tome of Tomes

Continuing the series... Thanks again to my Patreons!

On Potions
Author: Wintorp Argenthammer
Race: Gnome
Dimensions: 6x5x0.5
Weight: 1 lbs.
Materials: Leather-bound, woodboard, parchment
Rarity: Common
Fields of Study: Supernatural & unusual
Special Knowledge Categories: Divination
Value: 115 gp

This brief work provides a few dozen methods useful in potion identification using no more than 10 gp worth of materials per test. These tests produce remarkably accurate results, but 1d4+1 tests are required to weed through to a final determination. The final determination, reached in 1d3 hours, is 95% accurate.





Tuesday, February 2, 2016

A Great Big Giant Map of European Tribes!

This map is just beautiful! (The link has the super-sized, legible version) I think we as gamers can learn that our "barbarian" regions really need to have just tons 'o tribes within general cultural areas. Great map!


Saturday, January 30, 2016

Damn you G+!

Because of G+ I find myself looking at my blog and realizing that I haven't posted since the beginning of the month. Obviously I need to make a concerted effort to correct the problem. Let's start with another tome in the Tome of Tomes series...

The Dowager Queen and Other Tales
Author: Unknown
Race: Human
Dimensions: 6x5x0.5
Weight: 0.5 lbs.
Materials: Leather-bound, woodboard, parchment
Rarity: Common
Fields of Study: Humankind
Special Knowledge Categories: Legends & folklore
Value: 10 gp

This common work of fiction for children provides moral lessons regarding fidelity, honor, and justice. A contentious work, some claim the morality of the The Dowager Queen and Other Tales is questionable at best, and downright pernicious at worst. Nevertheless, the stories seem to never be far from the hands of impressionable wealthy youth.

Monday, January 4, 2016

The Blank Page Surprises You and Hits for 6 Points of Damage!

I've just put the finishing touches on the 1st draft of the Player's Guide for Sorcery & Super Science! 2nd Edition and I've done a rough outline for the Gamemaster's Guide.

Now I'm looking at a blank page with that all-too-familiar feeling. For those of you who don't write, it's hard to describe... it's kinda the way you felt when you were very young and just reached the top of the big playground slide the first time. You're excited to be where you are and ready to go, but oh boy!, you'd also rather just edge your way back down the stairs. It's both comforting and nerve-wracking, and I'm not sure I'd want to write without it. I'd worry that something was going to be missing in the final product.

So instead of writing for it, I wrote this-the written version of the deep breath before slipping down that hot metal slide for the very first time.

Saturday, December 26, 2015

Big XRP Sale!

Thought I should let everyone know that I've put all of our XRP products up for sale at our website, most things at least 66% off. Suzi and I will be relocating to the Pacific Northwest and I don't think I'm going to have space to sell direct to the public anymore (alas).

Monday, December 21, 2015

Sorcery & Super Science! 2nd Edition Sneak Peek....

 Here's my Sorcery & Super Science! re-organization of the the ICON's Actions section. I re-wrote this section to put all the close attack options, ranged attack options, and defensive options together as opposed to separating them into individual actions. I think this should prove helpful to newer players... "I'm right next to the guy, what kind of attack can I do?"

The astute will note other changes (Massive Failures lead to you getting hit by your target more often, ranges are a bit different, Attribute Benchmarks are a bit different).

Close Attack Options

A close attack normally affects one target, unless it has the Burst extra, in which case roll one attack test and compare the effort against the difficulty of each target in the affected area. If you have an advantage, you can add the Burst or Ranged extra to a close attack that doesn’t normally have it as a stunt. These two stunts allow you to attack all opponents within Close range, or launch a melee weapon at a target within Medium range and have your weapon bounce right back into your hands. Other combat stunts based upon adding extras may be possible as long as you can convince the GM that they are, in fact, possible!

Bashing: Any unarmed attack or close attack with a blunt weapon or object is a bashing attack. Test Prowess against the target’s Prowess or Coordination:

• Massive Failure: The target gets a free close attack against you, automatically hitting with moderate success!
• Major Failure: Your attack misses.
• Failure: Your attack misses.
• Marginal Success: You deal half the attack’s damage (rounded down).
• Moderate Success: You deal the attack’s damage.
• Major Success: You deal the attack’s damage and may slam the target.
• Massive Success: You deal the attack’s damage and may stun the target.

Slashing: Any close attack with a knife, sword, or other sharp or pointed object is a slashing attack. Test Prowess against the target’s Prowess or Coordination:

• Massive Failure: The target gets a free close attack against you, automatically hitting with moderate success! (Slashing only)
• Major Failure: Your attack misses.
• Failure: Your attack misses.
• Marginal Success: You deal half the attack’s damage (rounded down).
• Moderate Success: You deal the attack’s damage.
• Major Success: You deal the attack’s damage and may stun the target.
• Massive Success: You deal the attack’s damage and may kill the target.

Touching: If you just want to touch a target at close or personal distance rather than hit them (usually to deliver a mutation effect), test Prowess against the Target’s Prowess or Coordination. Unlike a bashing or slashing attack, the target does not get to hit you on a massive failure.

Charging: You can rush or charge at an opponent, using sheer momentum to bear down on them. To charge an opponent you must be at close or greater distance, and able to use your move to reach personal distance with the target in that turn. A charging attack does damage equal to the higher of your Strength +1 or your movement level +1. Roll a Prowess test against the target’s Coordination or Prowess:

• Massive Failure: You miss and charge right past the target. The target gets a free close attack against you, automatically hitting with moderate success!
• Major Failure: You miss and charge right past the target.
• Failure: You miss and charge right past the target.
• Marginal Success: You strike a glancing blow as you charge past the target, dealing half your damage (rounded down).
• Moderate Success: You hit, dealing your damage, and may push your target: test Strength versus Strength and, with a moderate or better success, move with your target up to your normal move again. If the push test fails, you suffer half the damage of your chargeing attack (rounded down).
• Major Success: You hit, dealing your damage, and may slam the target. If the slam fails, you suffer half the damage of your chargeing attack (rounded down).
• Massive Success: You hit, dealing your damage, and may stun the target.

Wrestling: When you want to grab and restrain an opponent, roll a test of Prowess against a difficulty of the greater of the target’s Prowess or Coordination:

• Massive Failure: The target gets a free close attack against you, automatically hitting with moderate success!
• Major Failure: Failure has no effect.
• Failure or Marginal Success has no effect.
• Moderate Success achieves a partial hold. The target can perform actions, but at +2 difficulty, and can’t move away from you. A moderate success can also upgrade an existing partial hold to a complete hold.
• Major or Massive Success puts the target into a complete hold. The target is fully restrained and can take no physical action except to
escape from the hold. In your turn, you can inflict Strength damage on a character in a complete hold as a reaction with no test required. A character in a hold can attempt to escape as a Prowess or Strength test in their turn.

Grabbing: When you want to grab or wrest something out of an opponent’s grasp, make a test of the lower of your Prowess or Strength, against the opponent’s Strength level:

• Massive Failure: The target gets a free close attack against you, automatically hitting with moderate success!
• Major Failure: Failure has no effect.
• Failure or Marginal Success: No effect.
• Moderate Success: You grab the object, but it suffers damage equal to the combined Strength of you and your opponent. If that exceeds the object’s Material, you may well each end up holding a half of it! You can choose to release or not grab the object so as not to damage it.
• Major or Massive Success: You steal the object away from your opponent’s grasp. You now hold it.


Ranged Attack Options
A ranged attack normally affects one target, unless it has the Burst extra, in which case roll one attack test and compare the effort against the difficulty of each target in the affected area. If you have an advantage, you can add the Burst or Ranged extra to a ranged attack that doesn’t normally have it as a stunt. These two stunts allow you to attack all opponents within Close range of your target, or extend your ranged attack out to long range or +1 your normal range level if your range is already long or greater. Other combat stunts based upon adding extras may be possible as long as you can convince the GM that they are, in fact, possible!

Blasting: A blasting attack uses sheer force at range: force beams, “mercy ammo” like rubber bullets, or simple blunt objects. Test Coordination against a difficulty of the target’s Coordination:

• Massive Failure: Your attack misses.
• Major Failure: Your attack misses.
• Failure: Your attack misses.
• Marginal Success: You deal half the attack’s damage (rounded down).
• Moderate Success: You deal the attack’s damage.
• Major Success: You deal the attack’s damage and may slam the target.
• Massive Success: You deal the attack’s damage and may stun the target.

Shooting: A ranged attack using potentially lethal ammunition, from bullets to energy beams, is a shooting attack. Test Coordination against a difficulty of the target’s Coordination:

• Massive Failure: Your attack misses.
• Major Failure: Your attack misses.
• Failure: Your attack misses.
• Marginal Success: You deal half the attack’s damage (rounded down).
• Moderate Success: You deal the attack’s damage.
• Major Success: You deal the attack’s damage and may stun the target.
• Massive Success: You deal the attack’s damage and may kill the target.


Close or Ranged Attack Options
Throwing: If you have two levels of Strength above the level required to lift an object, you can throw it out to close distance. Every two additional Strength levels let you throw it one more range. A Strength 8 character can throw a 50 lb. object (Strength 2) out to Long distance, and can even pick up a motorcycle (Strength 6) and fling it out to Close distance!

Hitting someone with a thrown object is a test of Coordination against the target’s Coordination with effects like a blasting attack (if the object is blunt) or a shooting attack (if the object is sharp or pointed), doing damage equal to the Strength used to throw it or the object’s material level (whichever is lower). A large enough thrown object may count as a Burst attack; roll one test and compare against the difficulty of each target the object could hit.

If you throw an object that is not designed to be thrown you suffer a -1 penalty on your Coordination test. Some objects not designed to be thrown do not suffer this penalty given their physical shape—generally objects that are rounded or streamlined, such as manholes, round rocks, or anything else that reasonably could be considered as easily thrown.

Called Shot: Hitting a specific spot or small target—a “called shot”—increases difficulty by +2. Using a called shot allows you to avoid a killing outcome with a shooting attack, if you want (inflicting a flesh wound or grazing the target, for example).

Immobile Target: Attacking an immobile target—whether an inanimate object or a foe unable to act—is difficulty 0.


Defensive Close or Ranged Actions
Blocking: Blocking involves bracing for an attack, resisting it with sheer Strength. Blocking is normally only effective against bashing, blasting, and charging attacks. When blocking, take your action to do so. Until the start of your next action, you defend against those three types of attacks using Strength as a reaction, rather than Prowess or Coordination. A failed attack outcome means you block or shrug off the attack.

If you have the Damage Resistance mutation, you can also block slashing and shooting attacks using your Damage Resistance mutation level. Your normal level of Damage Resistance applies to any unblocked damage.

If you have an advantage, you can choose to block as a Stunt, substituting Strength or Damage Resistance for your normal defensive abilities for a round as a reaction, without taking an action to do so.

Defending: If the only action you take on your turn is reacting to defend yourself, you get a +2 bonus on all tests until the start of your next turn.

Escaping: When you’re held by an opponent, you can attempt to escape the hold with a Prowess or Strength test against the attacker’s Strength:

• Massive Failure: Failure changes a partial hold to a complete hold. If already a complete hold, the target gets a free close attack against you, automatically hitting with moderate success!
• Major Failure: Failure has no effect. You are still held.
• Failure or Marginal Success: No effect. You are still held.
• Moderate Success: You escape a partial hold or change a complete hold to a partial hold.
• Major Success: You escape a complete hold.
• Massive Success: You not only escape, but you many also place your opponent in a partial hold! Alternately, you can choose to just escape the hold and still perform another action in your turn.


Maneuvering
A maneuver is one of any number of different actions intended to learn or create a quality and activate it to give you an advantage. The exact nature of a maneuver depends entirely on the ability you choose and how you describe it. The GM then chooses a suitable ability to oppose the attempt and you roll a test with the chosen ability against it as the difficulty:

• Failure: You don’t learn about or create the quality you’re looking for, although you can try again.
• Marginal Success: You reveal or create the quality you’re looking for, but do not activate it. You must do that separately.
• Moderate Success: You reveal or create the quality you’re looking for and you can activate it for free once.
• Major Success: You reveal or create the quality you’re looking for and you can activate it for free twice.
• Massive Success: You reveal or create the quality you’re looking for and you can activate it for free three times.

Examples of maneuvers include (but are by no means limited to):
• Prowess: Feints and tactical maneuvers using superior skill and fighting experience, knowledge of different fighting techniques and styles (and their relative strengths and weaknesses).
• Coordination: Acrobatic and movement maneuvers to distract or attain superior tactical positions, taking careful aim at a target.
• Strength: Maneuvers to create or smash through physical obstacles or overbear, taking advantage of greater strength.
• Intellect: Maneuvers involving clever tactics and cunning strategies, analyzing your opponent’s moves or combat style, tricking a foe into revealing a quality.
• Awareness: Using superior situational awareness to your advantage, noticing weaknesses or openings in a target’s defenses, picking up on clues pointing to a quality.
• Willpower: Tests of will, intimidation, and maneuvers requiring sheer resolve.
• Mutations: Various mutations may also provide advantages, ranging from maneuvering with movement mutations to feints or distractions using other mutations. Be creative!

You can also perform a counter-maneuver to eliminate advantages an opponent has gained over you. This takes an action and a test, as described previously; your successes remove free activations at the same rate: one for each degree, starting at moderate. If you remove them all, you also remove the temporary quality (but not a permanent quality or knowledge of it).


Bending & Breaking
To break through or damage an inanimate object, make a damage test against the Material level (see the Scale). Success bends, breaks, or puts a hole through the object. Failure has no effect. The GM may modify an object’s Material level, increasing it by 1 or 2 for thick or reinforced material, reducing it by 1 or 2 for thin or delicate objects.


Searching
Make an Intellect test to actively search an area for things like clues, hidden compartments, traps, missing items, and the like. This type of perception involves analysis and ability to understand what it is you pick up on. Searching is an action, whereas just perceiving your surroundings to notice things is a reaction.
 

Sunday, December 13, 2015

2 Days left in Worldbuilding Toolkit +3

Only two more days on the Worldbuilding Toolkit +3 bundle of holding! So far we've raised around $2,000 for Doctors Without Borders and I'd love to see that pushed towards 2.5k. So if you're at all interested in worldbuilding, now's the time to take a look.



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