Over the next...however long, I'll be migrating my Blood Bowl game write ups from the Yahoo site that currently houses them. I'm not sure how much I trust the YahooGroup to be around as long as I want to keep my game notes.
Registering as a magic user really put me in a conundrum as a player. Actually history, as well as nerd history, has multiple instances where registering a number of the population did not turn out well. The Jewish people were registered by Nazis. Mutants were registered in X-Men. The Avengers were torn apart, Captain America vs Iron Man, by the thought of being registered by the government. History, real and imagined, has taught me to be wary of registering. Memberships, on the other hand, include multiple privileges. The membership in this game gives one access to sleeping quarters, spells, components, peers, and a mentor, should the character need one. I want to feel, in my heart of hearts, that the Game Master really plans to lean on the membership aspect of this wizard registration act. However, he has seen all the movies and read all the comic books I have, and I know he understands the potential pitfalls of making yourself known to the government. Giving yourself a number. ...
as·per·gil·lum . noun: a brush or instrument for sprinkling holy water Morning star : A weapon consisting of a heavy ball set with spikes, attached to a staff and NOT suspended from one by a chain. The Morning star is a rigid weapon, sometimes called a holy water sprinkler. Every cleric should have one of these, with extra vials of holy water...just in case.
The enemies whose influence poisoned the region. If the troubles around Padua had a single heartbeat behind them, it was the brutal rhythm of Khorne. The Blood God’s followers rarely arrive quietly. They come with axes raised, armor stained, and a philosophy as simple as it is terrifying: blood must flow. Yet the influence of the Zealots of Khorne around Padua was more insidious than the usual battlefield carnage. Their presence seeped into the region slowly, stoking violence, encouraging cruelty, and turning ordinary conflicts into something far darker. Raids grew bloodier. Feuds escalated into slaughter. Creatures touched by Chaos seemed drawn to the same places where violence had already taken root. Whether the zealots intended it or not, their devotion poisoned the land, feeding a cycle where every act of brutality made the next one easier. For Vaervenshyael and her companions, confronting them meant more than defeating a few warriors drunk on battle. It meant facing the deep...
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