
From August 17th to August 27th, characters are able to roam freely across imperial territories. The event is split into two halves, The Festival of Light and The Heroes of Light. Three new cities are added to the world map and seven new Jobs are added to the Job List. A weapon master association is now available: through a learning process costing 300 EXP, they will allow the use of a specific weapon type on a Job of your choice, even if it makes little practical sense (for example, a Paladin can learn to fight with a Staff for 300 EXP). And new concept will also be introduced: the Melodies. This post details all the new things added to the game. The IC Log for participating in the Festival of Light will be posted on the 12th. The IC Log for the second half of the event, the dinner with the empress, will be posted around August 20th. If you have any questions, feel free to ask them here! You can also use this post to plot.  The Festival of Light is something of a national holiday in the Empire! It celebrates the victory of the heroes who defeated the goddess of death in the legends of old. An IC Log with numerous prompts will be posted for characters to explore the cities and enjoy the activities on the 12th. Characters will be housed in small 2-4 person houses in the 14th District of Sen Riqeaux during the event. You are free to arrange the housing for the event however you wish. Furthermore, anyone making a top level in the IC Log will be tagged by a random NPC. Those randoms NPCs will be varied and interactions with them may have an impact on the plot. For example, Melodies will be unlocked through one of those encounters. While you may be tagged by NPCs you know (Jessie, Claire, Ganeshan), you may also be tagged by NPCs who have yet to be introduced. How the characters interact with them may change how the NPCs will think of the characters and behave during future events. Certain new things not mentioned in this IC Log may also be unlocked by speaking to them. The meeting with the Empress will mark a shift in the overarching story and the characters will likely be very busy in the upcoming months. While NPCs will give some guidance, the characters's actions will have a direct impact and it will not be possible to get a happy ending without the player characters taking initiatives of their own. This event will not have much in the way of action, but will give the characters all they need to start their quest. More will be revealed in the second IC Log. Furthermore, Native OCs will have the possibility to regain one of their memories upon meeting the Empress.  Seven new Jobs have been added! They are all available and can be taken on any times. Seeing how going back to the Empire will be possible but require paperwork, these Jobs all have sub-guilds that will be installed by September in more readily available locations.  ARCHAEOLOGIST The Archaeologist works best from the sidelines or in indirect combat, but they are one of the most dexterous Jobs, able to assist their allies and guide them through dangerous terrain. Archaeologists are fit and nimble while possessing the patience and focus required on a dig. Guild Location: Parasraya Sub Guild: Ela Nhor Port
favored weapon: Whips, handguns favored armor: Light armor strengths: The Archaeologist can maneuver through dungeons and traps with ease, especially with outrunning large rolling rocks. Their weapon of choice keeps them at a safe distance from enemies (usually), and they can pick up small guns on the fly if needed. weaknesses: Unfortunately, the Archaeologist has poor protection against magic. In addition, they have poor luck and have a tendency to activate curses. Those that equip the Asterisk find themselves with a newfound phobia of snakes.
physical power: C magical power: D attack potency: B healing potency: E physical defense: B magical defense: B speed: B | EXP | SKILL | DESCRIPTION | 0000 | Gold Digger | Find a few pieces of gil when you smash objects such as pottery and rocks or cut tall grass | 0050 | Cling | Uses the whip to grab onto an object. The character can swing around if they hold onto something steady | 0100 | A Gun for a Knife Fight | Pull out a small handgun to shoot an enemy. 50% of stunning them for the next round. | 0200 | Whip it | Swing the whip around to strike multiple enemies. Reduces defenses by 30% for the next turn while the Archaeologist rolls back their whip. | 0350 | Swap Out | Steal an item and replace it with an item of similar size and weight. | 0500 | Behind You! | Trick an enemy into running into and damaging another. | 0750 | Daring Rescue | Come up with a daring solution on the fly. The Archaelogist gives up their turn to rescue another party member that is near an enemy and provide an extra turn for them. | 1000 | Propeller Blades | Summon a small airship that slowly approaches the target. Enemies receive heavy damage if they have low speed and less damage if they are faster. | |
EXP | JOB BONUS | DESCRIPTION | 0000 | Actual Archeology | Your skills in gently excavating buried treasures and reading up on ancient artwork are excellent. | |
EXP | MODIFIER SKILL | DESCRIPTION | 0500 | Boomerang | Throw a melee weapon at an enemy and have it cleverly ricochet back into your hand. | |
EXP | SUPREME SKILL | DESCRIPTION | 3000 | Ark of the Covenant | All party members much look away as the Archaeologist pulls out a forbidden artifact for the enemies to gaze upon, at which their faces melt and they scream in agony. Non-boss enemies will die and their souls are disintegrated. Bosses will suffer major damage unless near-death. |
 WIZARD The Wizard job is unique in that it is primarily used as a passive job. Wizards are masters of the modifier skill, enhancing their active jobs with their wizarding ways. Guild Location: Ardynia Sub Guild: Yun'Ashia
ꜰᴀᴠᴏʀᴇᴅ ᴡᴇᴀᴘᴏɴ: Staff, Sword ꜰᴀᴠᴏʀᴇᴅ ᴀʀᴍᴏʀ: Robes sᴛʀᴇɴᴛɢʜs: The ideal Job to have in a passive slot. Its modifier skill is a step beyond that of other Jobs and increase your options dramatically for the Active Job. ᴡᴇᴀᴋɴᴇssᴇs: You're sacrificing your ability to switch between your active and passive jobs during combat. Worse, one of your passive Jobs is entirely useless in the active slot, so it might as well not exist when it comes to job swapping.
physical power: E magical power: S attack potency: S healing potency: E physical defense: E magical defense: S speed: E
| EXP | SKILL | DESCRIPTION | 0000 | Wizardry | Prevents switching the Active Job out during combat. | 0050 | Mythril Gift | Allows using the Wizard's fashion choice with the active Job, bypassing the armor restrictions for each classes. | 0100 | Ithryn Gift | Allows using the Wizard's weapon of choice on the main Job, bypassing the weapon restrictions for each classes. | 0200 | Spellcraft: Istari | When used together with a skill, increases its potency by 12% | 0350 | Spellcraft: Narya | When used together with an attack skill, drains 30% of the damage inflicted. | 0500 | Spellcraft: Glamdring | When used together with a skill, delivers a basic weapon attack along with the skill. | 0750 | Spellcraft: Maiar | When used together with a skill, turns it into an AoE skill but diminishes its effect by 40% when two enemies are targeted, by 60% when three enemies are targeted or by 75% when four or more enemies are targeted. | 1000 | Spellcraft: Anor | Adds a powerful fire-elemental explosion when used with a skill, followed by a cooldown time of 1 turn. Also switches the Active Job with the other Passive Job. Using this skill is the only way for someone to switch the Active Job out during combat if they have Wizard. | |
EXP | JOB BONUS | DESCRIPTION | 0000 | On Time | Wizards are never late, nor are they early, they arrive precisely when they mean to. | |
EXP | MODIFIER SKILL | DESCRIPTION | 0500 | Spellcraft | Allows to use a Spellcraft skills alongside your active Job's skill. The skill names reads as Spellcraft: (Effect) (Skill) when doing so. (For example, someone using Spellcraft: Maiar and Shadow Flare, the resulting skill is Spellcraft: Maiar Shadow Flare). The same spellcraft cannot be be used twice in a row. | EXP | SUPREME SKILL | DESCRIPTION | 3000 | Khazad-dûm | Erects a shield over a twenty-feet wide area. Reduces all damage by 80% on the first turn, 30% on the second turn and 10% on the third turns before vanishing. The Wizard can attack normally during the second and third turn turn. The Wizard isn't protected by their own shield. Usable only when Wizard is set as the Passive Job. |
 TIME MAGE Time Mages specialize in the manipulation of the fourth dimension: time. While they cannot time travel per se, they can use time at their advantage to undo what has come to pass and see what is yet to come. Guild Location: Sen Riqeaux Sub Guild: Angh University
ꜰᴀᴠᴏʀᴇᴅ ᴡᴇᴀᴘᴏɴ: Staff, Clocks ꜰᴀᴠᴏʀᴇᴅ ᴀʀᴍᴏʀ: Light Armor, Robes sᴛʀᴇɴᴛɢʜs: Time Mages can see slightly ahead of time what the enemies will do. Learning to master prescience is the key to being a true Time Mage, as it may allow them to avoid deadly attacks and thus make up for their lackluster defenses. ᴡᴇᴀᴋɴᴇssᴇs: For how amazing prescience is, there isn't enough time to do much with it until the Job mastered. Even then it's used only for self-defense, as there is no time to call out and warn allies. It is a skill that might cause more confusion than good for inexperienced Time Mages.
physical power: E magical power: S attack potency: C healing potency: B physical defense: D magical defense: D speed: A
| EXP | SKILL | DESCRIPTION | 0000 | Prescience | Passive skill active only in battle. Allows to see what the enemy will do 1 second before they do it, extended to 2 seconds once the Job mastered and 2.5 seconds once the supreme skill mastered. | 0050 | Combustion | Speeds molecules up on a target to the point of causing an explosion (low damage, grows to medium once the job maxed) | 0100 | Time Slip | Reverts self to the previous turn state. Can be used only once in battle. (Reverting doesn't allow to use Final or Supreme skills twice). | 0200 | Haste | Allows an ally to use two attacks in the turn, at the cost of the Time Mage's turn. Doesn't stack with other similar effects. | 0350 | Extend | Extend by one turn all the buffs currently effective on the party. Cannot be stacked more than three times. | 0500 | Banish | Opens a portal to the Interdimensional Rift and banishes the enemy (50%, ineffective on bosses or sentient characters). | 0750 | Comet | Low damage on all enemy targets. | 1000 | Time Compression | Reverts an ally or self to a previous state within a two-hour window. Restores health and energy, erases buffs and debuffs. Memories are not reverted. Cannot be used if target is dead. | |
EXP | JOB BONUS | DESCRIPTION | 0000 | Eccentricity | Time mages have a tendency to be eccentric and excitable. | |
EXP | MODIFIER SKILL | DESCRIPTION | 0500 | Soft Prescience | Passive skill active only in battle. Allows to see what the enemy will do 0.5 second before they do it. | EXP | SUPREME SKILL | DESCRIPTION | 3000 | Reraise | Reverts an ally to a previous state even if they are dead. May be cast preemptively (up to 24 hours earlier) on a target and Reraise will trigger if they die. Takes three turns to cast in the midst of battle. |
 SKY PIRATE Sky Pirates are the rulers of the skies. They have mastered the art of wielding guns and swords at once and use them together to deal their enemies devastating attacks, in styles. They tend to work better in large groups. Guild Location: Sen Riqeaux Sub Guild: Cloud City
ꜰᴀᴠᴏʀᴇᴅ ᴡᴇᴀᴘᴏɴ: Machine Guns, Shotguns, Swords ꜰᴀᴠᴏʀᴇᴅ ᴀʀᴍᴏʀ: Light Armor sᴛʀᴇɴᴛɢʜs: Sky pirates are versatile and on the unpredictable end of the spectrum. When faced with adversity, it is when they shine as their signature skill buffs them significantly. ᴡᴇᴀᴋɴᴇssᴇs: For Sky Pirates to shine, they need to literally be in the red with their life in danger. Pirates live for the risk, but is it worth risking one's life?
physical power: B magical power: D attack potency: A healing potency: E physical defense: B magical defense: C speed: A
| EXP | SKILL | DESCRIPTION | 0000 | Adrenaline Rush | Passive skill. Raises physical defense by 20% and attack by 50% for two turns upon being hit by a powerful, heavy or severe attack. | 0050 | Piracy | Inflict damage to the legs of the enemy, preventing movement for one turn (40%) | 0100 | Treachery | Inflict damage to the arms of the enemy, preventing weapon and spell use for one turn (25%) | 0200 | Bottle of Rum | Throws a jug of booze at an enemy, dousing them in alcohol, following up with a lit match. | 0350 | Shadow Stalk | Regular attacks. Ignores the enemy's defense stats or buffs. | 0500 | Rope's End | Swings from a rope magically held in the sky while shooting a barrage of bullets dealing low damage to all enemies | 0750 | Plunder | Medium attack with a 50% chance to trigger a Steal effect. | 1000 | On Board! | Raises physical attacks for all allies by 10% at the beginning of the turn (buffs remains only for the turn), then attack at the end of the turn with a medium attack. Potency of the attack increases by 10% for every ally that attacked this turn. | EXP | JOB BONUS | DESCRIPTION | 0000 | Rum Diet | The Sky Pirate has an extremely high alcohol tolerance. | |
EXP | MODIFIER SKILL | DESCRIPTION | 0500 | Adrenaline Boost | Passive skill. Raises physical defense by 5% and attack by 15% for two turns upon being hit by a powerful, heavy or severe attack. | |
EXP | SUPREME SKILL | DESCRIPTION | 3000 | Highwind | Summons an airship that the entire party can board as it bombs the enemies. |
 CATMANCER An asterisk formed by the world's most devoted cat-lovers. They're not kitten when they say they've purrfected the feline grace and agility of their furry friends. Guild Location: Parasraya Sub Guild: Nah Nami Reserve
ꜰᴀᴠᴏʀᴇᴅ ᴡᴇᴀᴘᴏɴ: Cat's Claws ꜰᴀᴠᴏʀᴇᴅ ᴀʀᴍᴏʀ: Catsuit sᴛʀᴇɴᴛɢʜs: The Catmancer can inflict statuses on an enemy to weaken it, and call upon wild creatures to assist them. They have catlike reflexes, and like a cat, can nap seemingly anywhere. ᴡᴇᴀᴋɴᴇssᴇs: Catmancers lack in offensive power and defense. They are also prone to distraction by laser pointers, boxes, and other seemingly ordinary items.
physical power: C magical power: D attack potency: C healing potency: B physical defense: C magical defense: D speed: S | EXP | SKILL | DESCRIPTION | 0000 | Curiosity Killed the Cat | When attacked, chance to activate partial Libra on attacker. | 0050 | Cat Got Your Tongue | Scratch attack on single target, chance to inflict Silence status for the next round. | 0100 | Scaredy Cat | Scratch attack on single target, chance to inflict Dread on non-boss targets. | 0200 | Cat Nap | Curl up for one round and take a nap while the battle ranges around you. Restore HP to self. (Potency grows with experience) | 0350 | Cat Out of the Bag | Summon a hoard of cats for a single turn to help you attack. (10% chance of charming enemy instead of attacking) | 0500 | Cat Burgler | Chance to steal an item from the target. | 0750 | More That One Way to Skin a Cat | Scratch attack on all enemies. | 1000 | Copy Cat | Copy the attack of one ally for a turn. Cannot copy Ultimate Skills, Supreme Skills, or Melodies. | |
EXP | JOB BONUS | DESCRIPTION | 0000 | If it Fits, I Sits | Is there a box? You need to sit in it. | |
EXP | MODIFIER SKILL | DESCRIPTION | 0500 | Furry Friends | You have a natural affinity for getting along with other mammalian creatures. | |
EXP | SUPREME SKILL | DESCRIPTION | 3000 | Raining Cats and Dogs | Call forth an army of dogs and cats to fight for you. Includes wild feline and canine-type creatures. Maintain control over these good boys and girls for three rounds. |
 JESTER Jester is a strange Job that is often thought of being a joke, yet it can be one of the deadliest jokes. The skills used by a Jester certainly are no joke and can spell the doom of even the greatest warriors. Guild Location: Ardynia Sub Guild: I.B. Magitek Tower
ꜰᴀᴠᴏʀᴇᴅ ᴡᴇᴀᴘᴏɴ: None ꜰᴀᴠᴏʀᴇᴅ ᴀʀᴍᴏʀ: Clown costumes sᴛʀᴇɴᴛɢʜs: Jesters are versatile and their skills are a serious threat: they can instantly kill, prevent the use of Melodies or poison a target for an entire day. ᴡᴇᴀᴋɴᴇssᴇs: Versatility means little if the pointer ends up resting upon the Jester's head or if the enemy has so much health, the poison doesn't do enough damage. A risky Job to use.
physical power: E magical power: S attack potency: C healing potency: E physical defense: A magical defense: B speed: D
| EXP | SKILL | DESCRIPTION | 0000 | Unpredictability | Skills used by Jesters will always use the visual cast effect of their Passive or Stored Job's unlocked skills. The visual cast effect picked is random. | 0050 | Tantalize | Inflicts an enemy with the confuse status for two turns. | 0100 | Hyperdrive | Inflicts an enemy with a very weak poison status that doesn't wear off for twenty-four hours. | 0200 | Trine | Medium electric AOE. | 0350 | Bananas | Throws bananas at the enemies, causing them to slip on them if they move (40%) | 0500 | Roulette | A finger pointer appears above the Jester's head and moves between all allies and enemies, faster and faster. When it stops above someone's head, they die. Certain bosses may be immune to this. | 0750 | Havoc Wings | Powerful single-target attack. | 1000 | Forsaken | Medium non-elemental attack on all enemies. Prevents the use of Melodies or Supreme Skills for five turns. | |
EXP | JOB BONUS | DESCRIPTION | 0000 | Oh So Punny! | Jesters can find puns to use in any situations. | |
EXP | MODIFIER SKILL | DESCRIPTION | 0500 | Predictability | Allows to set the visual cast effect of one unlocked skill as the default for all others. | |
EXP | SUPREME SKILL | DESCRIPTION | 3000 | Light of Judgment | Use a beam of light to deal devastating damage to targets. The beam's direction can be controlled for three turns, has an exceedingly long range and gets wider the farther it hits. Best used from high places such as towers. |
 TEMPLAR Templars are distant cousins of Paladins, focusing less on self-heals and more on the physical aspect of the Job. They are offensively dangerous while being walls for the enemies to smash against. Guild Location: Sen Riqeaux Sub Guild: Armstrong Fort
ꜰᴀᴠᴏʀᴇᴅ ᴡᴇᴀᴘᴏɴ: Spears ꜰᴀᴠᴏʀᴇᴅ ᴀʀᴍᴏʀ: Heavy Armor
sᴛʀᴇɴᴛɢʜs: High defense and HP, can protect allies and give heavy damage ᴡᴇᴀᴋɴᴇssᴇs: Low speed, the Templar will often be last to go. A godsent sometimes, but also a detriment in many cases. physical power: A magical power: C attack potency: A healing potency: B physical defense: S magical defense: B speed: E
| EXP | SKILL | DESCRIPTION | 0000 | Might Blow | Medium spear and shield combo that can knock down one target for one turn, leaving them vulnerable. | 0050 | Payback | Recover from an attack and lash out with a blow equivalent to the damage sustained against nearby enemies. Strengthens by 10% once Champions of the Just is learned for sweet, sweet revenge. | 0100 | Righteous Strike | Medium light-aspected spear and shield combo. | 0200 | Shield Breaker | A shield bash that can crack armor and destroy stone walls out of combat. | 0350 | Eidolon's Will | Raises attack and defense of all party members by 10% and lowers the attack and defense of all enemies by 5%. Stacks with Paladin's Rampart, but lowers defense increase to 5% if Rampart is active. | 0500 | Champions of the Just | Medium light-aspected spear and shield combo, hitting foes with a blast of light that dispels one beneficial status effect. | 0750 | Wrath of Heaven | Summons a blinding pillar of golden light that stuns and temporarily blinds foes. The effect is greater against demonic forces and those who use black and illusion magic, dealing moderate damage. | 1000 | Annulment | Purges the area of hostile magic, removing detrimental magical effects from the party and disabling sustained magical abilities of enemies, briefly silencing magic-wielding foes for a turn. | |
EXP | JOB BONUS | DESCRIPTION | 0000 | Conspiracy Theory | You have an aura of mystery. People tend to perceive you as shadier than you actually are. | |
EXP | MODIFIER SKILL | DESCRIPTION | 0500 | Powerful | Through training and hard work, the Templar has gained greater health and stamina, enabling for slightly increased movement speed while wearing heavy armor. | |
EXP | SUPREME SKILL | DESCRIPTION | 3000 | Counterstrike | Pushing themselves to the limit, the Templar becomes immune to all damage for the next turn while taunting all nearby enemies to focus its attacks on them. While active, the Templar will automatically counter all melee attacks. |
  New locations have been added! The locations found in Imperial Territories can be explored from now on. Characters have free reign during the event and will be able to return anytime afterward. However, returning will require paperwork and time limits, seeing how the borders are still not properly open. Sen RiqeauxPopulation: Human (60%), Lalafell (25%), Hypello (10%), Moogles (3%), Others (2%). Places of Interest: Government of the Empire, Time Mage Guild, Sky Pirate Guild, Templar Guild  The Imperial Capital is one of the largest cities in the world. It used to be where adventurers and explorers from everywhere would gather and speak together, share information and sometimes even settle. After Lady Ramaa had to end the democracy and shift to an imperial regime due to the terrorist attacks that threatened Sen Devadatta, the city became something of a mystery to the rest of the world. The truth is that little has changed in the course of ten years. This city being particularly large, it has its own page. |
ArdyniaPopulation: Lalafell (50%), Human (35%), Zora (10%), Others (5%) Places of Interest: The Pyramid, Jester Guild, Wizard Guild  A city bearing the name of the nearby sea, Ardynia is a place where the inhabitants excel at magic. The Jester and Wizard guilds are the pride of the people of Ardynia. People are fascinated by spellcraft and the process of creating new Jobs, with some of the most determined inhabitant having moved to Sen Riqeaux to pursue their research there. The main attraction is the pyramid, where murals depict the legends of old. The depicted legend doesn't seem all too accurate, as it depicts four heroes giving their life and dying, all in an attempt to help the next generation defeat the goddess of death. It is also where the Prime Minister lives when he doesn't stay in the castle. |
ParasrayaPopulation: Human (55%), Lalafell (40%), Others (5%) Places of Interest: Weapon Master Association, Hypello Shop, Archaeologist Guild, Catmancer Guild  Parasraya is the city closest to the border, and as such it is not too uncommon to see traders pass by for business- Though few are those who manage to reach the city, fewer are those who are not expelled on sight by the authorities. And none are those who can stay too long due to the overwhelming amount of cats living in the city, doubtless a result of the Catmancers having opted to settle their guild there. Truly, it is impossible to take two steps in this city without being approached by a cat demanding to be pet. Take care not to mistake Catmancers for actual cats. Some wonder how the weapon masters and archaeologist can bear remaining there. This is where the Commandant of the Imperial Armies lives when he isn't at the castle. |
Crystal Temple Built upon the ruins of an ancient forgotten Temple, the Crystal Temple is dedicated to the study and research on crystalline entities. Crystals are believed to be crystallized form of life energy and memories, from which Jobs are then made. A lot of Ardynian work in this Temple and go back and forth between this place and Sen Riqeaux. |
Shakyamuni PlainsMonsters: Behemoth, Pigs, Iron Giant, Treants These plains run from Sen Riqeaux to Parasraya. A common urban legend says that sometimes, travelers were approached by a crying little girl asking them to sing for them. No sightings have happened in nearly twenty years and it is believed to be fool's talks. Purana FieldsMonsters: Treants, Raptor, Pigs, Wyvern West of the Imperial Capital are fields used mostly by the army and Job trainees to fight. |
• The MelodiesMelodies function like the typical Limit Breaks in Final Fantasy games, enabling characters to use a desperation move when their health falls dangerously low. Melodies are crafted by the players and draws on their characters' real powers. While the players craft the Melody, the characters will not have a say in what their Melody is. For example, Sephiroth would be able to use the shortened version of Supernova as his Melody. A Melody can be used only once per day (every 24 hours). It should be more powerful than a 1000 EXP skill, but less powerful than a 3000 EXP skill. Characters who did not have powers back home can still have a Melody. It should be based around the theme of what their canon was all about, it should be inspired by what they went through and what their character is all about. You are invited to be creative to design it! A post will be made by the end of the month so you can submit your Melody for approval. Starting next app round, Melodies will be included in the application format. Native OCs are able to use Melodies as well. However, they must first regain two of their memories before they can unlock their Melody. There will be an occasion to regain a memory during this very event. Future events will give more occasions, and trips to the Dream Width can also be used to regain memories. Melodies have four levels. Characters start with a Level 1 Melody. Upon maxing a Job, their Melody will become level 2. Upon maxing two Jobs, it will become level 3. And upon maxing three Jobs, it will become level 4. The Level doesn't affect what the Melody is, but affects its power and area of attack. A Level 4 Melody is roughly twice as powerful as a Level 1 Melody. Characters who will make a Custom Job next month can opt to make their Melody into a Supreme Skill. It comes with drawbacks: your character will no longer be able to use their Melody nor will they be able to learn another Supreme Skill. However, they will be able to utilize their true power with fewer limitations that way. • Weapon Master AssociationThe Weapon Master Association offers characters the ability to master any one weapon they choose, on any one Job of theirs for the cost of 300 EXP. Only one weapon type on one Job can be learnt for 300 EXP, but it is then permanent. Once the Event over, Ganeshan will be able to teach this to character from the Curti Center, should they not wish to return. |
QUESTIONS
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Are there any potential cordoned off areas (either in the cities or the castle) that some hypothetical sneaky-types might be able to infiltrate with the help of job skills (ie. smokescreen-type stuff)? If so, would there be any possible intel about the Empire to gain from these stupid decisions?
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If you need more info on the potential planned top-level I was thinking of for the upcoming log to facilitate a decision, just let me know!
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Given the delays, it is best to postpone it, though a player plot in this vein could be done!
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