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Quest #97 Review

Overall:

I liked this quest. I thought the plot was great for a low level character like myself. There was enough in it to get me adjusted to the Heroica realm, while not going overboard on the lore. There were a few times where there were inconsistencies in the story, but I felt like they were almost intentional (like Crowley saying he came on his own, but then saying it was his first mission). Eitherway, they helped develop the story line and had me thinking things out furhter. I thought the pace went fairly well, though for a while we were waiting for other people (which is not the QM's fault).

My only suggestion would be to better define the rooms/build/play area. For example, the main foyer had a door that was not even shown in the image. I am a very tactical person, so I like to pretend my characters are cleraing the room for real. When I set up the plan, only to find out there is another door I didn't know about, it is sort of frustrating. Plus, had the unscene doors not been mentioned, we might have missed them completely.

Battles:

I felt they were fair. I was sure we were going to loose the last quest, but that was more because of our play style than anything. Though I felt it definitely could have gone a lot worse because there were a lot of high hitting area of effect chances, and the bugs had high SP in comparison to what we were able to hit them with. Had we not had the water bomb, it probably would have turned out differently.

Characters:

Crowley (Endgame): I am including him because pretty much most of this quest I played against/with Endgame. I like Crowley. I got the feeling he was trying to do the right thing, but he hadn't fully come to terms with how to use his elite upbringing. Definitely would be interesting to see him play out further. Also, do people really not pay NPC's after a battle? I just find it weird from a RP perspective that we would distribute all this loot and not give a member of our party something.

Darksten (me): I took my character through a couple different stages this quest. at first I wanted to start out indifferent to the world, but after Hoang Anh went AWOL for a bit, I had Darksten try to take more sympathy. When that did not pan out, I had him grow more frustrated. I like to think he saw himself as the leader of the pack. This was definitely helped by the good rolls he was getting. The first few battles were huge successes for Darksten

Hoang anh (Hoanganhbeo): If there is one person who didn't get good rolls, it was Hoang Anh. This definitely did not help the perception problem since many things went wrong for the knight. I hate to admit it, but a lot of the time I just felt Darksten was there to escort Hoang Anh as he tried to play knight on halloween night. Hoanganhbeo, your play style is a lot different than mine I think. Unfortunatly your one line responses didn't give much to play off of, and often they were just restating what I had already said. It was frustrating too when you just left for a bit without responding to anything, forcing me to play the quest by myself.

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Any ways, those are my thoughts. It was a good first quest overall, and I am looking forward to playing with some of the other heroes! I am also very open to hear what other people have to say about my play style and what I can do different (RP, battle style, etc) next quest...

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Posted

Have to run now, but I just want to say, that I enjoyed the style of this quest Endgame. Short, sweet, simple, and relatively to the point. Almost brings back memories of your first quest. :wub:

Posted

Just something that would be more on their level w/o QMs trying to balance out a battle that has level 5 & level 20+ PCs,

I thought the plot was great for a low level character like myself. There was enough in it to get me adjusted to the Heroica realm, while not going overboard on the lore.

Almost brings back memories of your first quest. :wub:

I will say that the Baltarok trilogy was probably not the best quest for new players (me), but it worked out fine in the end. If I am correct, long, involved, 20-hero battles are pretty rare, and I think they need to stay that way. I think one month should be kind of an upper limit for a quest - simple, short, sweet. Then again, I'm sure it's difficult to do quests that quickly when players aren't responding every 24 hours.

Posted (edited)

The Quest

I pretty much agree with everything you said. I'm still kicking myself for making that slip up with Crowley's presence, but hopefully it didn't hurt his characterization too much. :blush: For better structuring the rooms, I agree. I thought the first few rooms wer a bit shaky on that regard (I actually did purposely fail to mention the basement/the hidden door in the stair room at first), but I felt as if it got better later on. Kind of kicking myself here too, xince I have a picture of the unseen door in the first foyer, I just forgot to post it. :wall:

The battles, I felt, worked well. Battle 1 taught you the ropes, Battle 2 introduced some new mechanics, and Battle 3 brought along SP and difficulty. I feel as if the final battle would be possible without a water bomb, but you certainly would've had a knockout if you failed to use it.

The story was simple: bugs in a house, get them out. I kind of danced around the issues of the insect society, but there should be enough to piece it all together. There was essentially a schism that led to Frostbarb going rogue, and Kos taking over the ants as well as the spiders. Had this not happened, Heroica would've never gotten called, and Kos would've been delivered an all you can eat buffet. So the true hero of this quest is... Frostbarb the Malovelent/Benevolent/Excellent/Marvelous/Formidable/Omnscient/Spiffy. :poke: That, and combined with the Wolfgang/Syndicate/Town Watch story threads, immersed you into the game as well as the quest.

Loot I felt was a simply too much: part of the reason Kos's horde was so difficult was to get you folks to spend it.

Length and pacing. This was meant to be a shorter quest. I found myself waiting hours to see if Hoanganhbeo would respond, but he rarely did. I feel as if that caused the quest to slow down signifcantly.

The Characters:

Darksten: I liked Darksten here. :thumbup: He's a bit of a stoic with a softer side... He seemed a bit cold and elitist (murdering insects who wanted mercy after giving him tons of information, seemed to regard himself high than Crowley), but also a pragmatist. He wanted to do the write thing, but he sometimes takes a bit brutal ways to go about doing it. I'll be sure to keep a close watch on darksten has he progress... Nonetheless, Darksten had quite an entry into the realm of Heroica!

Hoang Anh: There wasn't much character on display here. Or much participation. Many of your one-liners either restated Darksten's actions, or simply said "ok." It got to the point where I really was considering shafting you EXP from Battle 3 as well, but I couldn't bring myself to do it. If this wasn't your first quest, I would've kicked you out of it. However, I didn't want to scare you away from the realm of Heroica. You showed enthusiasm at the start (that eventually got you a Break, but I digress...), and I didn't want to extinguish that. I have thfour tips for you, Hoanganhbeo, and I hope you read them carefully and apply them to future quests.

1. Be active, and if you're not going to be, give warning.

2. Read what your fellows questees say.

3. Read what your QM says.

4. Roleplay! If you can immerse yourself into a character, its surprisingly fun.

Edited by Endgame
Posted

If I am correct, long, involved, 20-hero battles are pretty rare, and I think they need to stay that way.

Not as rare as they should be (well, twenty heroes is rare but long and involved happen too often for my tastes...)...

Posted

I pretty much agree with everything you said. I'm still kicking myself for making that slip up with Crowley's presence, but hopefully it didn't hurt his characterization too much. :blush: For better structuring the rooms, I agree. I thought the first few rooms wer a bit shaky on that regard (I actually did purposely fail to mention the basement/the hidden door in the stair room at first), but I felt as if it got better later on. Kind of kicking myself here too, xince I have a picture of the unseen door in the first foyer, I just forgot to post it. :wall:

The slip up with Crowley was easily written off as planned. It seemed like he was saying he was there on is own because he had failed his first mission and thus wanted to cover his tracks by saying he was just doing his own thing. Mdae him more human.

As for the rooms. Ironically the basement/hidden door under the stair was one of the doors I initially thought was there. When you said there were four doors, but only showed three regular doors in the picture, I guessed there was one under the stairs casue I thought you were showing us everything in the room already

But minor things. I am looking forward to another one of your quests

Posted

Unfortunately, but next quest (which may be my last) is reserved for heroes level 15+. You may want to start grinding fast. :tongue:

Then after I get full control of the Syndicate! :devil_laugh:

Or something or another... :blush:

I've got a few quest dealing with Endgame's characters, particularly one dealing with the Syndicate, and a 48/81 followup that wraps up a particular loose end. :wink:

Posted

I'm not gonna vanish, so don't think you can make every Syndicate member a dinosaur ninja or something. :poke:

Aren't they already ninjas?
Posted

Partially, I suppose. Masson fights more like a Samurai, but I digress. The dinosaur part is the important part in that sentence. :tongue:

Yes, Dinosaurs are more important than Ninjas. :tongue:
Posted

It's long, skim it! Look for the parts that intrigue you/interest you. I did it differently than I do most quest reviews, since there was so much to say.

Alright, well, I first have to address the things that made this quest difficult for me, just to get them out of the way. Firstly, I was extremely displeased with the participation from Peppermint-M and Sisco. It made a five person quest a three person quest, made some of my work go to waste, made it more difficult for the other players… and really made me extremely sad. I hate bugging people to participate – they shouldn’t have to if they don’t want to, but when you sign up and then don’t participate it’s hurting others and throwing away other’s hard work. I was also displeased with the way that some of the players treated each other and the QMs. I’m sure everyone knows what I’m referring to, but I found it extremely disrespectful and it made me extremely hesitant to continue running the quest. Finally, I felt that my dissatisfaction with these two elements made me a worse QM, which further made me unhappy.

BUT, that being said, there was a lot about this quest I really loved. So, let’s go for it! I’ve got time for the first time in a long time, so I’m going to go through the quest beat-by-beat!

In Eubric: everyone was lovely, Tesni and Jess included! I hope everyone enjoyed Gocklo, I actually had a ton of fun playing as both him and Heweyrt and almost all the NPCs in the quest! There’s not much to our time there, but it was fun!

On the ship: More good stuff! I think everyone did a nice job with interacting with the other party (and that goes for 89 too). I had fun playing off of CMP as well! Guts and Nerwen and Gocklo had some great interplay, and the Guts/Nerwen dynamic was really central to this quest – some great stuff from both of them, and really colors the final interaction. It was sad to see the relationship fall apart, but also important, and well done by both parties. Dyric had some nice stuff, and it was fun to see Benji and Arx play off each other a little.

Battle of the Ship: This was Pie’s battle, so I’ll let him talk for it! I was impressed, though!

The High Kingdoms First Leg: Some fun stuff here too! Again, I liked playing as Heweyrt, and hopefully I painted the situation well enough – everyone seemed to understand it. I hope also that the High Kingdoms came off properly in that first ride – I don’t think that a kingdom ravished 250 years ago would be fully recovered or accepting at this point, and I tried very hard to make them seem both sympathetic and a little like bigots. Even the ones who were accepting of Orcs – I tried to make them angry or begrudging in their acceptance.

Carn: This was probably my most difficult and rushed part of the quest, as I had to keep up with the others while still introducing all the players. I really enjoyed (I feel like I’ve said this about all the NPCs, but it’s true) playing as King Speros. I hope also that the political entanglements and rivalries were obvious. I really liked that they weren’t known to the Orcish heroes, which made them seem pretty ignorant (Guts’ blind lust for punishment was met with appropriate shock from this party, as you all knew who supported who and what, while he didn’t). I also hope that you liked Raguel and David. Funnily enough, if you had saved them in the siege of Carn, the Nords would have attacked the bridge. What would you have done then, I wonder? Would have been a very different ending to the quest! Nerwen going Paladin was a last minute addition to the quest (as there was originally supposed to be one there already) but I think it worked really beautifully for the character! That whole interaction worked very well for all the NPCs and heroes too – Gocklo and Heweyrt and Speros clearly displayed their dislike for the Paladin/David, and vice-versa, and already the heroes had to start picking sides!

The Nords: I also liked Belvin, though he was a little underdeveloped, sadly. I may use him again, if I can. Tesni had a nice interaction with him, but then it trailed off. I’m sorry you lost the fight, though I think it wouldn’t have been too challenging for a hero who wasn’t Jess (sorry Sisco for picking a little under-leveled hero for it) and you guys got weirdly bad rolls. And I do like Belvin’s myth. I forgot to talk about Gocklo’s myth – hopefully the myths helped to color the characters who told them and illuminate the past. I had fun with them/lighting them. The person who served as “Augustus” in each myth also hopefully colored the teller a little!

Over the River: Crossing the river was fun for me, seeing the bridge from below! It also allowed me to develop Hamilton a little, who I felt was under developed at the point. The battle was again Pie’s, for the most part, as he designed the foes (I only numbered them, and added Baltar). I felt it was long, but not overly so, and we ran it at a pretty decent pace! I gave you some nice NPCs to help out as well! I thought an in-battle introduction to Prince Speros and General Mint was fitting for both characters, and as the Kingdoms and Orcs would never actually fight in this quest (besides this) it was important to show, at this point, that at least SOME Orcs were attacking the Kingdoms. Prince Speros was perhaps a little brutal off the bat, but I wanted him to be, and I didn’t think it was unjustified.

The Inn: I bought you drinks! And fleshed out Prince Speros and Mint, which was important as they’d not really have a chance but this. I know Prince Speros was a bit of a dick, but I didn’t hate him, and I hope you didn’t either. I liked Nerwen’s response to the Prince, and Hoke’s practicality fit nicely with King Speros – I can see them getting along! And to answer your question, Nerwen, I intentionally had Frederick Speros get the name wrong. Doesn’t respect the Orcish legendary heroes. So sad.

On Patrol: The Harpy Battle was a filler one, but hopefully not too challenging. I felt okay making you prioritize – I know it made the battle much more challenging when the Circus troop joined (not having a back row) but for ya’ll I felt it was an appropriate challenge. Battling Mint wasn’t too challenging either. I was a little disappointed not more people sided with him – he was, ironically, pretty much in the right that releasing the Orc was a poor decision – it led to Prince Speros’ attack on the Orcs, and also to the Nords sacking Carn, which led in turn to David’s anger, which led him to the bridge. But no one listened to Mint. I wonder if the Circus party will ever piece that together, and feel guilt over it. Mint was genuinely looking out for the nation he served. I must commend Baradock for sticking to his guns and playing it strong. It colored his character for the rest of the quests very nicely!

Back to Carn: Again, hopefully David’s anger and attack seems to be at least character driven, if not justified (obviously). He really did blame the Orcs for his General’s death, and I can’t imagine anyone taking that laying down. So he attacked. BUT it was back to Carn for you folks. You chose to try to get to Belvin – an action that made sense to me, but, again, greatly dictated the end of the quest. This is the first battle that Hoke got Heweyrt to help out – a smart move (and something he may have known was possible due to 53). I like the mechanic of an ally that can buff you – it gives me less to do, but still helps you out. I felt the battle was challenging, but doable, and it was one of the shorter ones. I loved the moments afterwards – Benji is always a ton of fun when he lets his darker more callous side out. I think he is one of the more amoral heroes of Heroica, and I like it. I liked everyone’s interactions with Raguel upon telling him that Belvin was still alive, too. They were all coming from the right place – Benji again gruff but level-headed, Hoke trying to loot, Tesni pissed at the Paladin, and Nerwen being calm. I like also how Nerwen gives a long speech that’s uppity. It’s really hard to make your character have unlikable traits that fit in with the likable ones, and Chromeknight has always struck a great balance with Nerwen being an elf – in some situations she’s right, and in some she’s wrong, but it comes from the same place of pride and certainty. I also liked that everyone let them go – I know it was a kind of weird role playing moment, as there only seemed one option, but you really could have tried to detain them. I think it was interesting and tough for the characters to let someone walk who they knew would later plague them. The time wasn’t right to strike, and Hoke and the others saw that.

The Sons of Light: This was a total filler battle. Again, I had fun with making you guys start the fight – I know it slowed things down a little, but I thought it was fun to ride in paranoia for a bit. I will talk about diplomacy a little here, too – I know there was debate on it in the quest and without. I always try to treat it fairly. But it’s tough, and it can’t work your way out of every jam. You can use it before every single battle, and in every situation, and if you do, it will probably fail sometimes. I feel that it is used an appropriate amount with appropriate success already. I hope people liked the horse mechanic too, I will be using it in the future! I’m glad too that Chromeknight caught that Gocklo was on her horse – I was going to run it that way anyway! It was a fun way to have RP (Nerwen’s superior relationship with Gocklo) affect the battle! I hope everyone liked Bolivar’s evil moustache too – that was Pie’s design!

FINALLY, the Bridge Battle: I’ll get it out of the way now – it is my absolute opinion that QMs should never change the actions of a player. Mistakes are made in real life too. It’s part of how thing work, especially in a hectic battle.

There are some things about the bridge battle I disagreed with, and I’d like to speak to them now, too. Pie was the major mastermind behind the battle, which was over-all awesomely done, and I give him major kudos for it, BUT: I didn’t think we’d re-declare which side we wanted to help. I think it took up too much time and wasn’t really required. Heroes could help a side without declaring it, and if it went against their original win condition, then they’d have to hope that the other side helped them at the end of the battle. I didn’t think they should be assured new win conditions. I also don’t think we needed to do away with front/back row.

From an RP stand-point, I thought everyone did a great job. Purpearl revealed again what an awesome character she is. I know some players/heroes complained when everyone went to fight the Orcs – I actually have to agree, a bit, I wish the battle had at least started off more lop-sided. I was a-okay with the Orcs taking over the bridge, in all honesty, and was pretty excited when the quests looked like they might go that way. I think that one of the reasons for it, however, was that only 3 of the Kingdoms’ heroes were active, whereas all 6 of the Orcish ones were, so there were many more people to articulate the Orcish point of view.

I want to talk, also, about Nerwen and Guts here. I said earlier that Nerwen showed at multiple times throughout the quest that she could draw both good and bad from the same character trait. Guts is a great character because I think he’s rotten at heart, and I think Heroica did it to him. Just as Haldor’s departure (another great and justified moment, congrats Scorpiox!) shows that Heroica can make some people shape up, I feel like Guts shows also how the hero life style can break people. He is a stubborn murderer, and though he was trying for good his ideas for punishment were so lop-sided and ludicrous they would have clearly caused more trouble than good. But, it was awesomely played, very much in character, and was certainly Guts attempting to do good – he just didn’t have all the facts and didn’t care to learn them. Like I said earlier, it’s hard to make a character both good and bad, and Scuba does it extraordinarily well with Guts. He is pig-headed and violent, but not in a way that we don’t understand, and his stance towards Nerwen at the end of the quest is so awesome because we’ve seen how the traits that make them work together can also push them apart. They are both stubbornly stuck in their ideals and don’t want to hear what anyone else has to say, and so when they agree, they’re very powerful, but when they don’t, there’s just no way to mend it.

Everyone else did a superb job as well! I just wanted to focus on that relationship because I felt it framed the quest. The heroes of 90 did an awesome job with the Circus (and it paid off!) and like I said, I’d be very happy to host any of them in the very near future! I’m also sorry that the battle went so long and was so tough, but I think some battles should be that way. My next quest will feature lots of 3 or 4 round battles, with longer battles sprinkled in, but this was an epic so I feel that it was okay to have a long final battle. I totally failed with Raguel, by the way – he should have been targetable from the beginning (his specials were made that way, clearly, with the first one protecting him and others) so I’m really sorry about that. I probably should have changed it in battle, but c’est la vie. I like enemies that can heal and buff themselves, too. I wish I had worked harder at making enemies that lower level heroes could fight. Guts’ ravages took out a lot of the enemies intended for them. I also apologize, Scuba, for not explaining the horse mechanic. That was totally my fault as well.

The Finale: I want to talk about how taxing this quest was for everyone, players and characters. I feel that we didn’t resolve things perfectly – not that the story didn’t reach it’s end, but rather that the issues weren’t resolved. There’s still a lot of tension. David hates the Orcs MORE now, due to the heroes’ actions. The Four Boulders have no Prince, due to the heroes’ actions. I think it was important, for the story of the heroes (collectively, not only the ones here but all the heroes) to see a quest where they were “successful” but things still look pretty grim. I think that’s what made it rough. The realization that even success doesn’t always fix the problem, and that really they were only 15 people in an enormous area with too many problems for them to fix. With so many victories, I feel it was important for the heroes to suffer a moral defeat, even if they won.

And that’s it! I’ll do character analysis for my players shortly (there’s already a lot in there). I had a really tough time with some of this quest, but I’m really glad we had it – I think it was important to the over-all story of Heroica! THANK YOU ALL FOR PLAYING WITH US! I had a great time.

CMP, WBD, you guys were amazing, and are quite an inspiration to me as story-tellers. I was so happy that I got to work with you.

Posted

Let me say, up front, that the Baltarok trilogy was, overall, a great series to be a part of.

I'm also really sorry for my bouts of inactivity. First there was finals, then I had to move out of the dorms (to my dad's house with limited internet), and *then* I got a call offering me an amazing summer internship opportunity. I just had to pack up again and move a few hours out of town to a much smaller town, where I then had to wait a few days to get settled into more permanent lodging. It was a turbulent few weeks, and I recognize the negative impact it had on my participation in the quest, especially as things drew to a close.

I could go on and on about the positives, so I hope you'll excuse me if I just skim them. Wonderful backstory. From the Orc side, the whole country felt alive. The characters were really well developed, introduced, and played out. CMP, we spoke midway through the quest, and you were concerned about the pacing and balance of RP/battles. Throughout, I felt as though both generally were pretty good.

My biggest gripe would have to be the final battle. I wish the neutral victory hadn't been announced. Assuming things played out in parallel to reality, the heroes who sided with the Kingdoms should have had the onus of persuading the Orc-siders to help defend against the horde. As Zepher noted, it probably should have been lospided at the start, and if we didn't want to get trampled in the end, we should have had to fight the orcs back out of the Central Tower, or similar. There was also a lot of confusion. I understand that it comes with the territory of a large battle/party, but it doesn't detract from the disappointment when a good plan is thrown out due to a few mistakes. By the end of the battle, I really was growing tired of it and just wanted it to end. I was burned out, it had gone from a fun challenge to a chore, and that definitely contributed to the quest taking a backseat in my priority list once real life stepped in. The mechanics were also a bit choppy. Honestly, I thought that the horses were meant to be targets for our lower level party members, rather than having health counters. These two things have been harped on already, though, so I don't feel the need to. Additionally, the row/section system got really messy. I'd originally understood it to mean that we could move one section per action, but that consumed the action. Apparently we were allowed to move as many sections as we wanted, but it took a turn. Throughout the fight, people had been able to move and act in a single action (myself included), and the healing/item use... Blah. There was a lack of consistency between rounds and without a set standard to reference (aside from the rules, which were obviously open to some interpretation on both the QM and Player sides), it made the later stages very difficult to properly plan around.

I think the fight was set up well and was good in concept, it just needed some refinement and clarification earlier on.

The Diplomcay event. Oh, this one. I loved it, in concept (I find myself saying that a lot!). In practice, as you noted yourself, you didn't account for our wealth of influences when you offered the actions. That somewhat trivialized the event. But beyond that, I really did try to guess characters' alignments based off of their words, and often found myself thoroughly surprised when their true alignments were found/revealed. At the moment I can't pull up any exact quotes, but there were a few times where I thought I had thoroughly nudged them into their role based on what they said, and they were actually on the opposite end of one or both spectrums. I'm not sure if it's just a result of you having to arbitrarily assign alignments to them after having already established the characters, or what, but something was off.

I want to stress, again, that overall I really enjoyed the quest(s). I thought they were very well put together, and even if some things didn't play out as well as hoped, the concepts behind them were great and I'd love to see them reappear elsewhere. I had the chance to play Arx off of Benji for a bit, so that was a nice RP spot, and lots of other players really fleshed out/expanded their characters and relationships with other characters.

Bravo, CMP, Zeph, and WBD. Thanks for the great quest!

Posted

Well 6 months ago, I wasn't quite expecting all of this. First of all thanks again to my fellow QM's none of this would have worked with out you and I've learned quite a bit from both Zepher and CMP as far as quest design for which I'm grateful. Secondly, thanks to all of my questies, you are the ones who make it worth it. I enjoy storytelling but without anyone there to be part of it, it's pretty unrewarding. Thirdly, thanks to all of the questies in 88 and 88, you really helped to make the world a cohesive one and your interactions with my heroes served to show that not everything is black and white and not all sides are always in the right all the time. This quest was a challenge to me in the sense that I prefer looser storyline and giving my players a lot more freedom. Given the story heavy dependence of the quest things had to be kept to a tight schedule, but thus is the nature of the beast and some sacrifices had to be made. I'll keep to a similar format as Zepher, but there's still a lot to digest and I'm sure there will be more to say in the upcoming week.

In Eubric: I realized early on that I hadn't figured out a way to actually get my heroes to Baltarok. :laugh:I had intended to get them on the Magpie or just have them show up in the High Kingdoms, but I quickly figured out that it would throw off the timing of all the quests, so the trip aboard the Susanna was born. I enjoyed playing as Atticus Scrinshaw and the whole scenario of mixing up who got passage on the Magpie seemed like just the right experience for the less known and experienced heroes of Heroica.

On the High Seas: A ship full of sheep crewed by a bunch of meat eating cutthroats and captained by an imbecile. :grin: The mutiny followed by the sea monster attack I felt was balanced and made the level differentiation doable. Being the first battle with all the heroes, I discovered how hard it would be to make things balanced throughout the quest for everyone. It was a challenge and one I know at times I didn't quite strike, but I always felt the way the newer heroes contributed to the quest outside the battles far outweighed their contributions in the actual fights. The only thing I think I would have changed would have been to offer a 2nd level of experience to the newer heroes for fighting off the sea-monster before joining the fight against the bandits. Other than that, a great fight in my opinion.

Ship on the Rocks Puzzle: Hopefully the constraints of the puzzle were clear. I enjoy designing puzzles that require a knowledge of actual Lego pieces and it was fun to see everyone contributing to its solution. All in all a good showing from all the heroes.

Meeting the Circus and the Break In: Meeting the circus for the first time. I enjoyed playing each of the NPC's enormously and loved the relationships that developed between the characters and the individual NPC's. Due to the constraints of the quest and the timing, I wasn't able to develop the NPC's backstories as much as I wanted to but parts of them popped up along the way. To make it clear, the circus's intention was always to have the heroes help them break Grishnod out, but didn't want to say it in the Quest Pitch due to the nature of the mission. Seemed like a surprise when they brought it up, but it was interesting to watch the different reactions from all the heroes and their take on the situation. The entire break in and plan of escape was a great show of teamwork and I was impressed at some of the ideas brought up by the party. There was no set solution to breaking Grishnod out, so it was fascinating to watch an open ended problem be solved like that.

Battle with the Nords: Again it was slightly difficult to balance for all the heroes but having the circus heroes involved in the fight I fealt helped to bridge the gap between all the heroes. I borrowed a few enemies from CMP's nord battle to give some continuity, but again I think it turned out to be a pretty good battle for everyone and really set the stage for the Nords involvement with everything going on in the High Kingdoms. Like the real world, few people are ever able to see the entire big picture, thus the effects of rescuing Grishnod were the actual events that kicked off the entire war, whether the circus or the heroes ever came to that realization.

Race for the Bridge and Across the River: Grisnod. Hopefully I portrayed him adequately as an old school Orc chief with an air of nobility and seriousness, the argument over freedom and honor he had with Purpearl was wonderful and never degenerated into the utilization of brute force which surprised me. I wanted an opportunity for the characters to get some good interactions with Boris and company and I was not disappointed. The entire discourse between Purpearl and Nelvin, Glup and Matthias, Baradock and Mirona, and Boris and Cinna/Dreyrugr was one of my favorite moments. The quick thinking of the mages to cross the river to help the Kingdom's Party was again another great bit of open ended problem solving.

Harpy Battle: First interactions with the Kingdom heroes, the battle itself was a little skewed for more experienced heroes, but we made the best of it. The actual meeting of the heroes and the realization of the Circus actions and intentions as well as their effects upon the future of the High Kingdoms and the Four Boulders treaty with the Nords, went well though I agree with Zepher that it seemed like a lot of people didn't realize the entire implications of what was going on by letting Grishnod go and how Mint was in the right, but thus is life. I would also like to commend Baradock (Cryos) for sticking to an unpopular opinion, definitely a difficult thing to do as a newer hero, I'll have more comments for him and the rest of you later on.

Vim Lhzar: First interactions with the Orc heroes and it wasn't disappointed. Both parties clearly had their own objectives but they worked well together, the battle itself was actually pretty balanced and both CMP and I had gotten used to finding unique ways to make even the lower heroes contributions count. The interactions at the front gate, the rioting citizens, and even Bastala and company were great and hopefully none of it felt contrived but in line with the characters goals and ambitions. Good stuff from both Pupearl and Matthias in all of this, Purpearl chewing out Guts on contributions were great.

Trial of the Three Circles: I aimed for some variety in the challenges: puzzle, battle, and roleplaying decision. The first logic puzzle was easy enough once you lay out all the information and I think you all solved the puzzle quick enough. The battle with the Mycinoid was my first experimentation with an enemy focused on providing buffs and I think it helped to give the lower level heroes a serious impact on the turnout of the battle. The final roleplay decision to allow Bastala to live did have an impact on the final battle, but I was glad to see the party opted for mercy over the simpler solution of just killing her even though the party realized the decision might come back to bite them later.

Final Battle: Again, props to CMP for the battle design. While it did drag a little towards the end and did become more a chore, overall I don't have very many regrets concerning the battle. Yes, the rules did require more clarification and part of the confusion arose from having 3 different QM's running a gigantic battle, but the entire encounter I believe captured the epicness we were aiming for when creating this trilogy. I believe the challenge was appropriate and given the amount of consumables utilized, the amount of revivals, strategic retreats, and constant threat of failure, I'm not sure what more one could ask for in such a climatic battle. Balance wise, things were really tricky given the amount of heroes and some things didn't quite work the way we expected them especially concerning lower level enemies available to make the lower level heroes effective and not just death fodder. Roleplay wise, some of the best stuff occurred before the battle, during the battle, and at the very end. We saw friendships form, friendships shatter, allies cemented, and enemies made, as a QM there's not much more you can ask for when the roleplaying effects of the battle have a bigger impact than actually who wins or loses.

I'll have player commentary a little later on, but it was an honor to serve as your QM these past 6 months. It was a strain for all of us, but it was an amazing time, and the amount of character development, story progression, and overall player to player to QM interaction was quite rewarding. Feel free to ask any questions, give criticisms, and share as much as you want. More to come later.

Posted

I'd like to thank you QM's for including me in part of another trilogy. It was great and interesting to hear what both the orcs and kingdoms had to say. One thing I'd critique on is the lack of fun activities to do. It was mostly just battles, and a puzzle or something we could do would be fun. (I know, we had the politics game, but that confused the heck at of me. :enough::tongue: ) Also, I feel we were slightly railroaded, but that's ok in the end.

Also, I'd like to apologize for inactivity. I wasn't as active as usual and I am deeply sorry. As stated before, I live on mobile, and I'm just now able to type this on an Endgame a computer. But that will soon change. In the end, great job! I hope to be able to play again. :classic:

Posted

The quest has been a huge positive in my book, QM's! (Maybe not Baradock's :grin:) Just a few nitpicks but i'll write my full review tomorrow. :classic:

Posted

Having partaken of the Dastan Trilogy, it was very interesting to get to watch this one from the outside, which I did with great interest. Here's some of my spectator's thoughts.

Bridge battle:

The only thing I really have to say regarding the bridge battle, speaking from an outside perspective: never ever ever keep melee heroes from attacking from the Back Row (unless you're removing said row entirely--the way you did it in the Harpy battle worked). The decrease in melee damage output is already the necessary drawback in exchange for the decrease in damage taken; not only was the back row ruling crazy unfair for the weaker melee units, it also made no logical sense given that the melee enemies could still damage Heroes in the Back Row. I also wasn't a huge fan of having to take a turn to switch between front and back row, and definitely didn't like the way that the rows could "shift" if there wasn't a Hero up front to define the Front Row, but both of those made sense given the environment and ultimately didn't have nearly as much impact as the inability to melee from the Back Row.

Regarding the overall storyline: I do feel that the circus and orc storylines resonated quite a bit more than the Kingdoms one, which ultimately made the Kingdoms heroes seem like huge dicks for opposing the orcs at the bridge; part of that, of course, is the miniscule size and participation of the Kingdoms party, but mostly it just came down to the cast of characters. Once Hamilton was sent off, there was literally no one on the Kingdoms side who was even remotely likeable until Valentino showed up, and even he was useless in the Mallelio sense of "nice enough, but completely useless to the heroes"; they all came off as "generic stuck-up megablocks-hat". The Orcs, meanwhile, while not always helpful or even aligned with the party, were at least interesting to watch, and even when you disagreed with them (i.e. wanting to raze the Kingdoms), you sympathized with their plight. I do feel the stakes would have been higher if the Kingdoms heroes had gotten to see or hear about some of the common people who would suffer either way (the way we did in Dastan) rather than only seeing the generals and kings and lord-high-muckety-mucks. I also got confused a lot between the Red Lizards and the Four Boulders, which made the plotline there hard to follow.

Regarding the Heroes:

Q90: The Quest 90 newbies were phenomenal, truly. I'm hugely impressed by how much they threw themselves into this larger world, and--well, I've already stated my opinions on how much attention they were paid. I'm glad that Pupearl finally managed to get big, bad, self-centered Guts to pay attention to her, and I was glad to see Matthias become a little more noticed as well. Baradock is, as always, a very unique perspective, and certainly a great source of conflict (though be careful not to let your in-character passivity spill over--but you've done a great job of avoiding that pitfall so far, so I'm sure I have no need to worry). :sweet:

Q89: This was one of the better parties we've had recently. Aside from Alexis, who barely seemed to be there (I honestly thought she was part of the Kingdoms party for most of the Quest until I started writing this), the party played off each other beautifully: Guts, the proud, stubborn, cynical bastard who had no patience for the situation; Thormanil, the cutthroat merc with a little more brains than his boss; Alex, the headstrong kid eager for battle; Dyric, the reluctant, pacifist sympathizer from enemy lands; and Haldor, the wisened warrior who actually believed something good could come out of all this. You had a real Five-Man-Band going on there, and it played well: you played well off each other, and you played well off the NPCs, who in turn played well off of you. Good on you; this is what a party should look like. :thumbup:

Hoke and Nerwen: I love how you've transitioned from "quiet, generic hero" to "DM of the Rings"-style hero. :tongue: I can finally tell with certainty what kind of character Hoke is: an RPG character. :tongue: Nerwen is great as always, and I agree with Zepher about her being one of the more consistent characters in Heroica. As someone who used to act, part of me wants to pick you apart to figure out where you get it from, but another part of me knows it's like a magic trick: once you know the secret, the magic's gone.

Tensi/Benji: I barely got to see you two, so I don't have much to give you. I love Tensi, as always, but I hate how little I get to see of her; it's always really disappointing. :sad: Benji had a few nice moments with Arx on the boat and in Carn, but aside from that you sort of faded into the background, even though you were fairly active. Again, I'm disappointed I didn't get to see more.

Battles and loot: WBD wins the battles; they were tough, smart, fair, and fun. Pie's come next in line: aside from the bridge battle, they were intense and exhilarating, though they did seem to drag just a little bit more than WBD's. Loot-wise, though I think I like the stuff Zeph gave his Paladins the best; I absolutely know that whoever got that "hits on Meditate" sword can sell it to Boomers for big bucks, he's been complaining about Paladins' hit ratios for ages. :poke: When I first thought about loot, I was going to complain that there didn't seem to be a lot of it, but upon closer inspection it seemed like you guys (and WBD in particular) took the "consumables" approach, which I like a lot. Gold seemed a bit light at first as well, but added up across the whole Quest it ended up fair, at least for the Q90-ers (the other two had Guts and Hoke, so there's no room to complain there :tongue: ). I do think that that rose-mace is one of the more creative weapons we've seen lately (probably since the Oculoid Palm we got from Endgame), and the gifts WBD gave to the newer Heroes at the end were nice as well. :thumbup:

Comparing to Dastan:

Because you know this is what it's going to get compared to. I'm going to get a lot of hate for saying this, but: I don't think Baltarok was as good as Dastan, for a few simple reasons: 1.) The Heroes seemed to have little to no effect on the world, outside of uniting Baltarok; the Kingdoms and the Nords could care less whether or not Heroes were there. For the majority of the Quest it felt like the Q88 Heroes could have stayed home and Q89 and Q90 would have been unaffected aside from a few minor details. Additionally, it didn't really feel like the three Quests affected each other outside of the designated "interaction zones"; in Dastan, you had Sir Lyons popping up for the Quest 30 Heroes, you had Q31 chasing cultists, you had Wren taunting 31, and of course Emeraldo's betrayal which affected everyone involved. In Dastan, you were constantly hearing about things going on prompted by things the other Heroes were doing; it made the place feel alive and active, like what you said and did mattered beyond just then and there. In Baltarok, the immense separation and isolation prevented this, and as a result it felt a lot more like three separate Quests that happened to take place in the same time and place; while I'd love to see more crossovers like that (i.e. if another Quest set out and passed through Bric'lin the Heroes of that Quest could cameo with those of 101 without really affecting anything), it felt like exactly that: a crossover, not a trilogy.

Part of it, though, was that the curtain of railroading wasn't entirely closed. Looking back on it, Dastan had to have been incredibly railroaded, but it certainly didn't feel that way; it felt like we were making our own choices and responding to events as we saw fit. Here, though, the railroading wasn't very well-hidden; the most egregious example was with Q90 and Q89 at the gates of Irlaz; the Q90-ers actually got there first in real-time, but were second in-universe--the two non-orc bystanders talked about how the 89 group went through the gate without them before the 89-ers even managed to convince the guards to let them pass. That part was pretty disheartening, to me anyway. I recognize the need for railroading (hell, especially for something this complex), but I'd rather see it hidden behind a nice layer of polish, so it's easier to suspend my disbelief that the Heroes have any choice in the matter. The illusion of choice, even if no actual choice is present, you know?

I also missed the topics separating out into their individual threads for wrapping up and ending off; having everything end in Q90 certainly makes things simpler, but it lacks a certain je ne sais quoi--I guess "closure" is the closest word to what I was looking for. Feels kind of like it just "stopped", rather than ending.

That said, the trilogy was by no means bad. The story of how Heroica mended fences with the Orcs they were founded by defeating made for a very emotionally satisfying storyline, and there are certainly lots of great mechanics and Specials I plan to steal from in the future. I loved the circus troupe, and I certainly loved the idea of someone hiring a circus troupe to break a man out of prison. The sets and characters were all visually interesting in their design (save perhaps for perhaps Prince David), and as I said most of the character interaction was excellent. I do look forward to seeing some of those surviving Orc characters again someday, though perhaps in something a little less charged than the fate of empires (a follow-up like the Rito got for Dastan would be pretty nice). Overall, congratulations on surviving, and well done Heroes and QMs! :sweet:

Posted

Thanks Zepher, CMP & WBD! Hope I wasn't too much of a pain to host! :grin:

Will post my thoughts later.

I can finally tell with certainty what kind of character Hoke is: an RPG character. :tongue:

What's that supposed to mean?! :tongue:

Posted (edited)

Jeez. That's a lot of text. :laugh:

I had a lot of fun hosting this Quest, yeah it was stressful at times, and I flubbed some of the more important mechanics, but I feel like it was a fun ride for everyone. Hopefully. :tongue:

I have been planning a Quest heavily involving orcs for a year or two now. I had Tarvalk together for god knows how long. But I never really got anywhere since I couldn't work my current story into it, it didn't even take place in Baltarok. But Zepher messaged me and WBD about another triple Quest, and I thought multiple perspectives would do such a story more than one ever could, so I brought up the idea and we all worked the hell out of it. And I think it worked out well. I love how there was always friction between the heroes. They'd been through so much trying to fulfill their goals that when two of them had to make a hard choice, there was always going to be some difference of opinion.

1.) The Heroes seemed to have little to no effect on the world, outside of uniting Baltarok; the Kingdoms and the Nords could care less whether or not Heroes were there.

I can't help but completely disagree with this. I feel like the three of us as QMs wanted to give as much important choice to the heroes as possible. Those choices affected everything that happened. I sure as hell did. I actually took inspiration from Quest 30 in this regard. If the Quest 89 party had failed any of the tasks assigned to them, the Quest wouldn't've ended. The clans would simply fractured. Succeeding in the political puzzle actually determined whether Karstaal would live or die of his wounds later. Choosing between Gor and Marga determined what kind of troops they sent to the final battle, but also would have dire ramifications for Baltarok in the future. Marga technically led the clan, but Gor was more agreeable. And it looks as though the heroes chose him, despite the difficult position it would put him and his allies in later. There was Mint/Hamilton, saving David or getting to the Nords, sparing or killing Bastala, and if they had tried the heroes of Quest 89 actually could've stopped Tarvalk from killing Speros. The fact that they didn't even try I feel lends credit to just how much Baltarok changed them. And then of course after the bridge battle they had to get the Kingdoms and orcs to agree to terms that prevented war. I loved how everyone was utterly sapped of hope at the beginning of that. Both sides were at least as embittered by that battle. But in the end, they managed to give peace between the orcs and Kingdoms a real chance, and that's thanks to the heroes. Maybe it wasn't as free-form as Dastan (though honestly I think you're thinking more in terms of Quest 31 alone rather than Dastan as a whole, in Quest 30 things were relatively straightforward), but I feel like the heroes had a more tangible impact. It was more difficult obviously because we were basically pitting the heroes against one another at certain points, but I feel the entire situation has more impact that way.

So I guess I'll divy this up into slices.

Eubric

I hope that prologue ended up being somewhat relevant. :laugh: I was glad to see how eager some of you were for information on Baltarok (I had a LOT of it) but I wanted to make sure I could stretch it out a bit, so I gave it in bits and pieces up until the Clanmeet. And then there's Olmstyr. I realized early on it would probably be best if the heroes had him along as a guide. But I've done few Quests with long-term NPCs. My worst fear was making the Quest all about him, a somewhat recent problem in other ones. Mostly he was there to keep the heroes connected as to what the hell was going on. :tongue: I hope he was likable enough. He's mostly just a regular dude, but not tied down by tradition enough to know when Baltarok needs help.

More of the Magpie is always fun. I liked all the interaction between my heroes, Zepher's heroes, the crew, and the guides. The fight went over pretty well, and the friction between Guts and Hoke and Gocklo and Olmstyr was pretty cool, though dividing the loot took more time than I would've liked. If you hadn't saved Attina things wouldn't've gone over as smoothly with the Magpie during the final battle, but I was pretty sure this one was an easy choice.

Musalnav

Swils called it. Good concept, crappy execution. :blush: I thought you'd spend more time listening and talking than just guessing alignments. I tried to broadcast the alignments as well as I could - I made sure to make it very clear Tarvalk had good reason to wage war on the Kingdoms - but I guess it didn't even really matter since you just started guessing and there was nothing stopping you since I didn't plan for it. In my defense though, I did accurately predicate screw-ups would probably cause the most people to leave the Clanmeet. I secretly hope this was more due to lack of participation than poor mechanics. On second though it was probably both. :facepalm: I spent a long, long time working on this minigame, I knew a battle wouldn't fit at all and I thought using the basic D&D alignments was pretty smart, but I couldn't figure out how to make it work. I hope you got a decent enough look at each person's thoughts and intentions though. They'd come in use later trying to figure out why the orc leaders made the choices they did. Also, your success or failure directly contributed to if Clan Musalnav would lend you its support, and if Karstaal would survive later.

I liked Dyric giving more character to Garohn than I possibly could've thought of. His role was minimal but his interactions gave him some good character. Thormanil's more of a speaker than anyone gives him credit for. Haldor's discussions with Bastala were easily my favorite though. :wub: She'd be a somewhat important character, but mostly in Quest 90. She served as a cool miniboss in the final battle though, and thanks mostly to his characterization with her got an even larger role at the end. I tend to drop/add/focus on characters depending directly on how people interact with them. That's the whole reason Quest 98 exists.

The avian battle was pure filler. I considered using some mechanic because you were on a moving cart but this was just coming off that spectacular failure of a minigame. :laugh: I thought you'd just load Alexandre up with some more defensive artifacts, but an Ambrosia worked just as well. I didn't consider how much of a pain in the megablocks that roc would be, but you got it done.

Aj-Kahr

The avian battle bothered me mostly because I knew you had a huge, grueling battle coming up shortly anyway, and it was already a little longer than I would've liked, but I think it worked out alright. I liked the short breather between battles taking place on an unstable mountainside. For all of Guts' complaining I feel like it was balanced well enough. :grin: Six super buffed heroes can make short work of ordinary battles, but I managed to maintain the difficulty this battle was supposed to have anyway, so that turned out well. The choice between Marga and Gor was interesting. It did not have as direct of an impact on the Quests as much as all the other ones. I even told WBD and Zepher it wasn't going to be majorly relevant at the moment. It was more 'crazy bitch with all the power' or 'hardened warlord forced to rebel'. Two difficult choices. Gor's will have more consequences in the future, I'll promise you that. :devil:

Irlaz

Flipz mentioned how disjointed the thing at the gate was. If I remember right WBD was kind of behind and Zepher had a filler battle going on, so it was a matter of evening things out, and I wasn't online when WBD got his heroes to the gate. It was kind if important they meet inside the city for the glorified game of Where's Waldo. Which I feel worked well enough, it wasn't a big puzzle. Purpearl I think was the hero there. The battle worked better than I could've hoped, I was nervous about such a level gap, but the vines served their purpose and the heroes ended up successful with minimal casualties. That was all Quest 89 needed. But who they'd be getting their support from depended more on Quest 90..

Imaestym/Tarokin

I hope I managed to get across just how crushed Olmstyr was here, and the atmosphere of just how screwed the city was. I liked the brief friction between Tarvalk and the heroes in the beginning, and how it ended with him lending them his full support in addition to dragging an army out to destroy the Kingdoms. Just some interesting growth there. The battles were pretty easy. The Pilgrim and Jaret will be elaborated on in another Quest. Like I said before, you guys could've spared Speros, but it never even seemed to occur to you, which was interesting. It seemed like you really taking to heart just why the orcs hated the Kingdoms so much. I'm hoping everything Hamilton said here was relatively in-character for him, but I suppose only the Quest 88 heroes and Zepher would know if it did. I feel like the orc's reaction was pretty much justified here, something that was very important to all of us as QMs. Everyone's reaction to everything had to be justified, but at the same time there would have to be some obvious conflict. That's where we wanted to set ourselves apart from Dastan. There, it was somewhat easy - the heroes work together with them and their allies to defeat the Lions and their followers. In Baltarok it was a matter of figuring out just who your ally was and how far they'd go to be your ally. The lines blurred between all three of the Quests.

The Final Battle

The mechanics were more convoluted than they should've been, and at times we weren't on the same page as to how certain things were ruled, plus the less experienced heroes had a lot of trouble even being relevant. It was stressful, but not as how I would've hoped. Honestly, to a point, this battle wasn't even meant to be as fun as the others. You were all supposed to go and hell and back holding off TWO armies at the same time. It was supposed to be long and grueling. If the mechanics were better, maybe it would've been a bit more enjoyable, but I feel like we were successful in making it seem pretty hopeless at times. This was the climax of three different Quests, after all. Maybe it was rough, convoluted, and difficult. But now you can say you've killed two armies. :tongue:

I liked the ending. The orcs have been renewed and have hope for the future, the Kingdoms are just tired and defeated. A lot of friction, and a lot of misery, but things are finally over. A lot of people died to get to this tenuous resolution, 250 years in the making. And still nobody even knows if it'll be worth it. Above all, I hope the heroes felt like they accomplished something. Of course not all of it is going to be GOOD, but I hope they feel like they've brought some change to this corner of the world, to both the orcs and to the Kingdoms. :thumbup:

And for the hell of it here's the orcish dictionary as it stands thus far. Most if it was made up as I went along. :laugh: Credit for the foundation of it goes to Lord Duvors.

O makes things plural. U if it ends in O already. Adjectives used as prefix to noun. (Noun)-Sha for possessives.

Ai, male descendant, son, grandson, etc, Ait, father, grandfather, etc.

Aj, memory.

Al, female descendant, daughter, granddaughter, etc, Alt, mother, grandmother, etc.

Aln, haven.

Amor, ever.

Anar, here.

Ash, may. Azh, will. Anh, is. Avh, yet.

Arau, dirt/earth.

Av, center.

Azt, back.

Bal, land.

Bast, thought, Basta, thoughtful.

Cal, come. Caz, in. Calm, with. Col, go, Coz, out, Colm, without.

Dal, of.

Di, you, Dir, your, div, their.

Dol, be.

Durm, red.

Dyr, weapon.

Dyraz, spear, lance, pike.

Dyruul, sword.

Dyrok, ultimate weapon.

Ei, and, Et, or.

Erun, truth, Eruno, truthful.

Gaush, conquest. Gau, conquer. Gaun, conquerer.

Gaushrahk, domination.

Giv, dark, Givrahk, shadow.

Gir, bright/light, Girahk, sun.

Grog, give.

Ir, our. il, my, iln, mine, iiv, us.

Laz, might.

Kan, health, Kon, favor.

Kanvy, healer.

Kahr, suffering.

Karst, clever.

Keld, long. Keldn, eternal.

Kol, help.

Krahn, speech.

Kuun, human-kind. Kuai, man, Kual, woman.

Mar, battle. Markrah, battle-cry.

Mas, thanks.

Mauw, drink.

Meld, avian. Meldn, bird. Melda, bug(s).

Melv, arrow, projectile.

Mesh, celebration.

Mez, test.

Mouw, water, liquid.

Murdigh, happy.

Muz, safe. Muzn, save, Muzr, safety.

Myvr, plant. Myvrin, tree. Myvrau, farm.

Myvrahk, nature.

Nal, rash.

Olag, Olegaia.

Olm, home.

Okuul, heart.

Oshuul, blood, oshuule, bloody.

Orocund, orc-kind.

Oroc, kin, Oro, like.

Ral, maiden, female.

Rahk, essence.

Rok, god.

Sar, fool, Sarl, foolish.

Sarkuun, insult.

Ser, single, sole, one.

Sor, not.

Staal, hero.

Styr, protector.

Sty, protect.

Suul, beast. Suuln, demon. Suulrahk, spirit beast.

Tan, to.

Ta, war.

Tar, warrior.

Tir, soldier. Tirn, leader/general.

Tra, hunter/predator.

Teruul, forward.

Trav, silence, Trov, silent.

Val, brave

Vahl, mighty, Valhs, small, weak.

Vohl, glory, Vohln, glorious, Vohlan, glorify/bring glory.

Yreg, hail.

Zak, bad, evil.

Zar, death, Zark, die.

Zol, no

Edited by CallMePie

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