Since last post many things have developed. The new HQ for Telrhin has moved cities for one.


Playtesting the new spellcasting rules. It's coming along nicely. Magic as a 'gift' (both for mages but also 'true faith' for divine powers). This gift is class-independent, so the class of mage or priest is a form of specialist.

Die pool for casting, rules for 'subversion' and control tests, 'stealing vis' and other fun stuff. 


We playtested the Second World concepts in a session where characters passed a gate and spent some time there. Great help fleshing out the narrative tricks needed to tell a story set in the Mythic. We tested the rules for it as well, the transformation on entering and the price on exiting.

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