Chapter 0: Aftermath
[OOC:
1. Crafting a shrine: let's try the first roll of the game. Artist (sculpture), which Whysk doesn't know so roll against the default IQ-6, a 7 or less on a 3d6. It's okay if you fail the roll, it just means the shrine isn't well-constructed and may fall apart after a good rain. But this leads to...
2. Remembering the Fae: Having been raised by a couple of them, I'm going to give you 1pt of Hidden Lore (Faeries) then I'll ask you to roll it at -2
3. Kinloch Rannoch is a hamlet, mostly a gathering place for farmers, fishermen, hunters, and merchants. So, travelers + wenches = strong potential for orphans.
4. This may require some travel since magick isn't polite dinner conversation. In terms of magi, in general, from what Mina and Mary have told you, there are witches and sorcerers out in the small communities or on their own. In the cities are the wizards, psychics, and alchemists. There are magi who specialize in air magic (the British Navy with aeromancers...geezus)
5. Finally, Animal Handling requires a specialization, not GMs whim :)
Big cats are, of course, disallowed. The book (p175) uses Big Cats, Dogs, Equines, and Raptors as categories but I think if you have a broad category like equines, we can expand Dogs to Canines. Reptiles is another category, though it might be hard to find one in the Highlands.
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( Sorry, I thought Red was too bright but you must have a dark background that overpowers the Royal Red )
This message was last edited by the GM at 04:16, Thu 10 Sept 2020.