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Wildermyth tips
Wildermyth tips











wildermyth tips

Read some in-fiction lore here.ĭrauven are grouchy lizard-folk who primarily live in the trees of forests and swamps, or in trees within swamps, but are happy to descend to the ground to go raid a village and maybe snack on a villager. They put stone and fungi to creative use, and our heroes aren't sure whether their power comes from their own passion, or from something more sinister. Fiddles are probably cool, right? I don't know.ĭeepists are a minotaur-worshiping cult who live in cave systems. (People have been known to fall into the lands from time to time from other places, so.) But then also, we don't quite do banjos and cowboy hats. No British accents or isms, unless it's a particularly foreign character.

wildermyth tips

This applies mainly to flora and fauna, but also to little things like, we don't talk a lot about nobility, kings and queens, and we don't use a lot of the strongly-flavored medieval-fantasy words. Or at least, if you have a choice between American and European, lean American. The Yondering Lands are sortof vaguely American. The history of the lands are repeated patterns that are still never quite the same. Building ruins, powerful artifacts, the memories of great deeds all fade into myth or are lost to memory and are rediscovered time and again. Civilizations rise and fall, and threats to humanity wax and wane.

wildermyth tips

5 Stretching and Establishing new Content.2.5 Effects: Triggers, Targets and Outcomes.













Wildermyth tips