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Our group played this today, six people overall.

We had a good time and enjoyed the possibilities the GM and other players had to improve the roll results. Pull built up pretty quickly to provide plenty of options.

Suggestions/Things we didn't fully get:
- The prologue questions come before the Lineage Descriptions or before they are even mentioned by name (except for Wights). Could reorder, or add a link to the lineages.
- If the PC roll result is equal to the GM's, the PC succeeds? It wasn't 100% clear and may be worth stating explicitly.
- Are most/all rolls meant to involve multiple PCs? The rules read a bit that way, but narratively for us most checks involved a PC leading the way, with each PC rolling once per book.
- Our two Faerie PCs tended to roll relatively low all up (Brilliance never triggered), and suggested that perhaps their Special Abilities could do with a little boost to help out.

Thank you for making and sharing the game <3

And I am very curious about the Prologue you created

We started by putting dwarves into the forests, logging and building tall towers. The fae used to live in the mountain ranges (somewhat like magical mountain goats). The Kin were the traders, especially known to travel waterways. And the wights lived underground in huge cave systems.

What changed? A variety of virulent fungal species arose and took over the underground caves, driving out the wights to live at the surface.

What of the old remained? The grand tower tree of the dwarves, visible from across the world.

What new thing has emerged recently? The fungus has begun to organise into moving beings, often using the bones of wight dead in the caves as structure to hold new fungal bodies together.

The new met the old that remained, what happened? The roots of the tower tree are being invaded and changed by the fungal invaders making their way there, leading to the entire tree slowly changing. This is of great concern to many.

---

Our adventure was about procuring the ingredients for a fungal cure our Herald wanted to sell to the dwarves maintaining the tower tree. Though in the end, we stole it back, rallied the dwarves ourselves and administered it with the help of our boat, which had been partly turned into a ravenous crocodile. To cap it off, we pooled our remaining glory to (barely) defeat the Paladin of Dominance, an emissary of our Shadow.

That's awesome! The prologue worked--your world has some real internal logic driving events;  the lineage geography is unexpected and inventive. Dwarves as loggers is a cool image. I love that the party stole the cure from the herald--demonstrating that the call to adventure can come from a variety of sources. The boat becoming a crocodile is memorable!