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* Email from Chris: Thoughts on an Alchemist Discipline
* Email from Aaron: Outcast Warrior references
* Ninth Circle Weaponsmith ability on items the adept has forged?
* Urupa’s Blue Rose and detecting Horror marks.
* Various Mind Fog questions.
* Notice Not question.
* Email from Andy: Gauging an adept’s power level through astral sight.
* Magicians using shields?
* Email from Jonathan: Mystic paths for antagonist groups?
* Secret Societies: Iron Legacy
* Devoted to Mad Passion Dis.
* Focused on re-enslaving all orks, especially breaking Cara Fahd.
* Led by Talyrin Kale, survivor of a kaer destroyed by ork scorchers.
* Potential minor involvement in Empty Thrones.
* Attacks ork settlements, especially merchant and supply lines.
* Bands sometimes fly scorcher colors and attacks other settlements to stoke anger against Cara Fahd.
* Simple, straightforward cult.
* Excellent antagonists for a game set in or around Cara Fahd; or dealing with slavery and/or orks.
* High Circle Troubadour
* Review of Troubadour themes and concepts.
* Ninth Circle Discipline Ability: Unnatural Charm.
* Warden Tier abilities and Discipline talents.
* Warden Tier talent options
* Thirteenth Circle Discipline Ability: Encore
* Master Tier abilities and Discipline talents.
* Master Tier talent options.
* Build options and commentary for high circle Troubadours.
* Email from Aaron: Adventure inspired by “Needful Things” without using a Horror?
* Email from Andy: Update on new group. Questions about becoming an adept.
* Legend Point costs involved with increasing Circle.
* Email from Chris: Permanent pattern threads and Mystic Paths.
* Secret Societies: The Hand of Corruption
* Great villainous organization for just about any campaign.
* Excellent thematic foil for heroic player characters.
* Dedicated to worshipping oblivion.
* Comparisons to Keys of Death.
* Philosophy that the Horrors are part of the natural cycle to cleanse the earth.
* Believe the Theran rites interrupted that cycle.
* Pop culture reference: Harrow from Moon Knight TV series.
* Three branches.
* The Brokers: Agents and informants in society.
* Wide-spanning, difficult to eliminate entirely.
* The Assassins: Enact specific (murderous) plots to further goals of destabilizing society.
* Often Journeyman-tier or higher adepts.
* Ritualistic methods in contrast to Keys of Death.
* Importance of the message delivered by their killings.
* The Nihilists: Fanatics and planners.
* Convert or subvert others into the cult (sometimes through magical means).
* Motivations are important for all cults, not just this one.
* Pop culture references: Ozymandias from Watchmen.
* The Operative from Serenity.
* Moriarty from Robert Downey Jr Sherlock Holmes films.
* Magneto or Lex Luthor
* Develop a specific character to build as a long-term rival or antagonist.
* The Hand of Corruption are suitable for any number of foul plots for your campaign and make a great long-term enemy organization.
* High Circle Cavalryman.
* Review of Cavalryman concepts and early Circles.
* Check out Episode 24 for more in-depth Cavalryman discussion.
* Ninth Circle Discipline Ability: Shared Strength
* Warden tier bonuses and Discipline talents.
* Warden talent options.
* Discussion of lower Circle talents in Cavalryman Warden tier.
* Thirteenth Circle Discipline Ability: Shared Spirit
* Master tier bonuses and Discipline talents.
* Master talent options.
* Josh’s thoughts on the high Circle options.
* Design sidebar about talents versus Discipline abilities.
* In April, leave a review for us on Podchaser.com to raise money for charity.
* Listener questions
* Voice message from Chris: Question about Wood Skin.
* Email from William: Horror Stalker references and inspirations.
* Learning Craftsman or Entertainer through Versatility.
* Email from Jesse: Tisoara and source material discrepancies.
* Secret Societies in Depth: The Keys of Death
* Cult dedicated to the belief that Death can be freed with enough blood being spilled.
* “Questors” of Death
* Can be hired or employed as assassins.
* Long standing cult; dating back to centuries before the Scourge.
* Other death cults exist in other parts of the Theran Empire.
* Death has been a figure in myth, legend, and religious beliefs in numerous real-world cultures
* Cult’s strength in Barsaive likely due to proximity to Death’s Sea.
* Legend of Death’s Capture by the Passions.
* Undead and the Keys of Death.
* Preferred targets include those who mock or defy Death in some way.
* Sources of inspiration for members of the cult.
* Highly secretive.
* Death Robes
* Using the Keys of Death in adventures in campaigns.
* Josh recommends against strongly tying the cult to the Horrors.
* Warden and Master Tier Warrior
* Recap of the Warrior themes and focus.
* Ninth Circle Ability: Battlefield Awareness
* Warden Tier Discipline Talents
* Warden Tier Talent Options
* Thirteenth Circle Ability: Elemental Warrior
* Master Tier Discipline Talents
* Master Tier Talent Options
* Discussion and recommendations
* Email from K Scott: How do you get to Throal?
* Email from Andy: Returning to Earthdawn, several questions
* How many kaers remain sealed? (Ardanyan’s Revenge)
* How to avoid treading on other characters’ toes as a Wizard?
* When will Deeper Secrets come out?
* Legend Point cost for magician spells in Fourth Edition?
* Secret Societies in Depth: The Whisperers
* Devoted to the Mad Passion Vestrial.
* Rumor artists and gossip mongers dedicated to deceit.
* Very informal organization.
* Common feature: Lidded eye tattoo
* Anonymous, decentralized
* Driven by their acts of devotion, with occasional larger guidance from their patron.
* Advice for using the Whisperers in adventures and campaigns.
* Thematic ideas and connections for the Whisperers.
* Unlike some secret societies, their presence doesn’t necessarily define what the campaign or adventure is about.
* High Circle Beastmaster
* Recap of the Discipline concepts and themes.
* Ninth Circle Discipline Ability: Tough Hide
* Warden Tier Bonuses and Discipline Talents
* Warden Tier Talent Options
* New talents in Companion: Bloodhound Form, Burning Vigor, Chameleon, Defensive Posture, Eagle Eye, Goring Attack
* Thirteenth Circle Discipline Ability: Bestial War Form
* Master Tier Bonuses and Discipline Talents
* Master Tier Talent Options
* New talents in Companion: Alley Cat Approach, Animal Leadership, Aura Armor, Echolocation, Lion Spirit, Second Chance, Vital Strike, Vital Ward
* Straightforward, not especially complex progression, just more stuff to make them better at what they do.
* Go back to Episode 19 for more Beastmaster discussion!
* Email from Nick Lowe: Naaman’s Hand, Vasgothia, and Parlainth.
* Some insight from Lou Prosperi about the design goals of books like Secret Societies.
* Quick discussion about Forge-related knacks for the Weaponsmith.
* Secret Societies in depth: Force of the Eye
* History of Kratas and how Garlthik came to power.
* Crime syndicate that acts as a legal and enforcement power in Kratas.
* Garlthik and the line he walks as a “Selfish Thief”
* The Eyes’ reach beyond Kratas.
* Brocher’s Brood
* More about Garlthik’s personality and history.
* Terricia, Garlthik’s top lieutenant.
* Membership of the Force.
* Fourth Edition status
* Minor spoiler discussion for Empty Thrones
* Amulets of the Force of the Eye
* Using the Force in adventures and campaigns
* Pop culture inspirations for Force-related stories.
* Warden and Master Weaponsmith
* Check out Episode 16 for Novice and Journeyman
* Quick recap of Weaponsmith themes and focus
* Warden Discipline Ability: Blood Bound Forge
* Warden Tier Discipline Talents
* Sidebar about First Edition Weaponsmith access to Elementalist spells
* Warden Talent Options
* New from the Companion: Lion Spirit, Matrix Sight, Relentless Recovery, Spirit Strike, Unflinching Fortitude
* Master Discipline Ability: Mystic Grounding
* Errata: 13thCircle Bonus should be Physical Defense
* Master Tier Discipline Talents
* Master Talent Options
* New from the Companion: Burning Vigor, Ethereal Weapon, Resist Pain, Vital Strike, Vital Ward, Weapon Breaker
* Analysis of high tier talent choices
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