Speaker 1: And we should be here. There we go. It's because
the clean feed on the other computer crashed. So hi everyone, welcome.
This bell Win strikes again, as it always does. Welcome
to the roundtable. Hi to they. We're going to be
answering questions. Just because the show is over doesn't mean
the questions are answered. So we're gonna probably do that today,
go around and chat about our experience and answer some
questions about characters and the show and the world, and
we're just gonna, you know, decompress a week after and
you know, do that stuff. Hi, everybody, welcome. How's the music?
Can you hear us? No one's talking because they're making me.
They want to make me feel as awkward as possible.
Speaker 2: Are you talking to us?
Speaker 1: Yes?
Speaker 2: Oh, yes, perfect, we do.
Speaker 1: Okay, thank you?
Speaker 2: Correct?
Speaker 1: Correct? I love this and you thought the shout outs
were bad. Here's an about two and a half hours
of this, and it's going to be that for now
two hours or so. But yeah, so where we have
some questions in the in the discord, and I am
going to go ahead and start reading them. I don't
know what I'm doing when it comes to hosting this,
So here I go. Oh you want to take it over. Whack,
take it over, take it on over, whack your show.
Speaker 3: Dude, I don't know what else.
Speaker 2: I don't know what else to do.
Speaker 4: Hi?
Speaker 1: Everyone, how is everyone doing? How is your week post Spellwind?
Speaker 3: Deep breath, Nope, I'm not.
Speaker 1: And then actually I didn't forget everything else today. But Hi,
that's it and you and you I know, I'm just
feeding off for you all, and you're giving me great energy.
Speaker 5: Thank everyone for you.
Speaker 3: You haven't started the show, Yeah, that's why. Hi, everybody,
Welcome to the spell Wind round table with the cart
and crew.
Speaker 4: They were going to be doing some questions. We're going
to take questions from the chat and people have been
posting questions.
Speaker 3: All week in the discord for us to answer.
Speaker 4: And if you have questions about the setting or the law,
or like you know, what happened in the show, like
what happened after this thing, or you know you're confused
about what my care routine is.
Speaker 2: I didn't Inquiring minds want to know.
Speaker 1: Name.
Speaker 4: You didn't say anything, you were just you were just
silent for ten minutes. Can you imagine if you just
went back and watch then you were like just sat
there silently.
Speaker 1: I will now, I don't think I'm going to sleep.
I'm gonna go I'm go home from here and I'm
going to rewatch it and cry.
Speaker 3: Did you relate it?
Speaker 4: Did you have an opening question that you liked?
Speaker 1: Yes? Actually, actually I did. There was the one because
I the one I had to think about all week,
which was how I think it was how our session
zero went? And I've got to find it because I've
got to remember what the question was. And also i
don't think I remember it was like so long ago,
and like how did like question like episode one, the
dynamic between the party as well as our session zero,
and I'm trying to remember it specifically the actual question
there it is how did did yeah? How did session
zero go? Or what this is from Johnny Katz or
whatever counted as that? Curious about the character set up
before the show started. Episode one of Spell one was
my favorite of all time, Thank you, Johnny Katz. Wondering
which bits of the character backstory were established already. Obviously
some some stuff brought these four characters together quote unquote
how much was known upfront and how much came during
the whole show? Does anybody have a better remember memory
of session zero?
Speaker 2: Yeah, so we didn't we did. We didn't have a
session zero.
Speaker 6: We didn't play D and D up until like the
first session that we streamed. Instead, we had like a
small round table maybe two where we kind of just
like introduced each other because I was branding you and
had no idea what was going on, and I think, uh,
myth thematic basically yeah, and uh and myth or Chord
brought up you know, like the world of Hearth and
he had a small document about like you know, certain
things like the deities and everything else. But I think
it was quite early on that we decided that we
wanted to have like a two party dynamic that would
meet up and be just just because of the notion
of that like narrative, like we hadn't made up the
characters were just like wouldn't it be cool if And
that was after Court brought you know, like brought up
Eravail and described it, and he described the God King,
and so I think it was Peebe's idea.
Speaker 2: She said that wouldn't it be cool if, like, you know, a.
Speaker 6: Couple of us were actually with the God King and
then like you know, we would see what would go on.
Speaker 5: We came with character ideas. Basically we had a few
character ideas between us, and then based on our character ideas,
we started talking about the different party dynamics and then
we're like, who you know, based on some of these choices,
what sounds good to you?
Speaker 6: And so I don't know if you had had a
character idea prior to that, but I don't know if
everybody did, because the character that I had was actually
from uh so before spell Winds, Cord ran a d
n D campaign on his channel, which is like a
Dungeon of the Mad Maje thing, and then he was
planning on doing another thing, and uh this was he
was going to call it. Can I say the name
of the show, because I don't think you're gonna do
I don't think that.
Speaker 2: Yeah.
Speaker 6: Yeah, So he was planning, We're planning on doing a
thing called Potion Runners. And so that's why Jets and
Alchemist is because like in that setting, potions and magic
and stuff was supposed to be illegal. So I basically
just brought Jet, who I had already made for Potion Runners.
Speaker 7: Al Chemical Romance was the name of the right, yeah,
and and so like I basically broke Jet from that
and used backstory that I had written into then basically
tie it into the entented.
Speaker 6: But before then, I mean like we hadn't decided who
was going to be the sworn and who was going
to be in the entente. It was kind of like
after our second like just get to know each other,
like a meeting that we decided that it was going
to be Brad and I on one side and Peb
and Whack on the other. But yeah, it was kind
of just like very much just yes and pulling from
the cloud, oh this will stick, and trusting each other.
I guess we didn't really I don't know much about
Peeb and Whack and then talking about how their characters
knew each other and their history and stuff. But for
Brad and I, well I didn't know any of you
guys from Adams, So I kind of like stayed away,
just did my own thing and came and blind in
episode one, my thing is crossed.
Speaker 1: Yeah, and you're the first person to say anything too,
like imagine like I can't imagine being in your shoes
and being terrified of and being nervous. I mean, if
even whether or not you were, I would have been
to a bunch of these people. Ear and Table story
and then have the first words of the show, which
you did, which was super cool, and I think.
Speaker 2: I run an associopath, like, well, I'm doing it.
Speaker 1: I'm jumping in. I remember Whack wanted to play an artificer.
I knew that, and I think Peebee had this thought
that she had to play a paladin. She's like, I
owe it. I owe to everybody. I told everyone I
was going to play a paladine. Playing a paladin.
Speaker 8: Actually just promised Brad. Fuck everybody else.
Speaker 1: There, you go, promise Brad, and then Brad made a rogue.
Speaker 4: I had a different perspective though, because I was originally
going to be running the production and I run the
table story side of production for this show, which is
just the VODs and tiling and all that stuff, but
the live production was you.
Speaker 3: But we weren't sure at the beginning.
Speaker 4: And then you were like, I've got this new thing
called the v mix that we now know we should
never use. But but because of that, me and you
were talking a little more, because we were talking about
the show as well as the character that I was
going to be playing, and you were like, oh, there's
going to be this thing, this place, there's going to
be this tavern called the world a tavern and it
like burns down and all this, and we were talking
and we got Dave to make a song and because
of that, I had.
Speaker 3: A little bit like that was my inspiration.
Speaker 4: Because I knew what was going on with that tavern
and I was like, oh cool, I get to be
a revolutionary, you know, the resistants type.
Speaker 3: Resistance. Yeah, And I was watching.
Speaker 4: Peaky Blinders at the time, and I was like, I'm
going to make a character that is Thomas Shelby, Levi
Ackerman and the Snakes, And that was all I did,
was entire inspiration for the character. Did It's literally the
character right there, plus some trauma and fire fear.
Speaker 1: Yeah.
Speaker 6: I think in that like a pre uh like game
session zero. I guess like the one of the first
talks I don't like, you know, talk one to talk too,
because like we did have like a couple of weeks
in between that before we actually had the first episode.
I think when we decided that there was going to
be sworn players, I was like, maybe I could be
a sworn player, and I think I was like.
Speaker 2: And I'll sound like this, and then like I looked
at like.
Speaker 6: The like not the what do we use again? Uh,
not clean feet, the v mix or whatever. And everybody's
face to that was just stone cold.
Speaker 9: So I was like, and thank God, true and thank
the King.
Speaker 5: Yeah, and how many ways can Meyer play Crispin?
Speaker 2: That that would have been the first time I had
made Crispin by then, that's true.
Speaker 3: Yeah, First, it means you would never have made Crispin
on the.
Speaker 8: Other Yeah, exactly, you probably wouldn't have.
Speaker 10: As for Varsha, like I knew I was playing a paladin,
and I do remember us splitting the party and going,
we're going to do two and two because that would
be fun for Varsha and Smith no clue. We just
improved the whole thing on like how well we knew
each other. And there was one episode where he improved
like knowing me prior and then we met after or
like that he knew tenn oh or something like that,
and then we met after the episode to kind of
flesh that out. But yeah, everything was improved between the
two of us, which was pretty cool.
Speaker 5: A little bit we had like a yeah, we like
knew we.
Speaker 10: Knew each other for a while, you know, but that
was that was it.
Speaker 4: I remembering that that sounded scary to me, because it's
scary when you go into a campaign and your character
knows another character really really well, but you obviously.
Speaker 3: Done because you've played them for zero seconds.
Speaker 5: So far, and stuff like that happens.
Speaker 4: Yeah, because and I had Jet, who was this like
new kid who was joining the resistance, so it was
easier to I have to worry about that, and I
was like, fuck that job on the other side.
Speaker 2: Yeah, I mean history.
Speaker 6: Yeah, the entire thing that I was given the lead
up for Jet was Okay, so you're gonna play in
your character Jet, whoever that is, and so you're gonna
be starting off in.
Speaker 2: Galfish or whatever.
Speaker 6: However, Jet's going to be joining the Entente, and you'll
find out more about what's happening on the day that
was it so like the surprise of like you're making
the bomb, You're blowing up the bridge.
Speaker 2: I was all.
Speaker 6: I mean, like I was the first time I was
told any of that stuff was during the what was
the first session?
Speaker 10: So yeah, yeah, sorry, I just I just remembered that
I said to Chord. The only thing I knew about
varshow was that at some point I was like, it
would be really cool if we break our oath if
I lose all my Paladin levels, yes, because I think
that would be super fun and I've never done that
before and I would like to do that, So I
told him I.
Speaker 8: Was interested in doing that.
Speaker 10: I did not expect it to happen as quickly as
it did, however, Yeah.
Speaker 1: It did happen pretty early, but a lot of things happened.
I mean, you did sort of break the oath, so yep,
absolutely you were sworn no more. Yeah, that was It
was pretty cool. I was super nervous Episode one, I
think because we broke for like the break, and we
broke for the break. We had the halfway point right
before a combat, right before rolling initiatives, and I remember going.
Speaker 2: Okay, how how are we gonna How.
Speaker 1: Is this gonna work? Because I wanted to have like
you all meet up, but I did not expect you
to have conflict or a combat immediately, so I had
to quickly put stats for Captain Buttock's and I was like,
all right, well and then I think I'm ready, let's
just do this and see what happens. But just it
was a really good exercise and just trusting the players
and letting them figure it out because there was nothing
about that episode that was like I didn't have a resolution.
I was like, you are the sworner here to because
there is a festival happening in Walden soon and like
the that teaser that was like, there's the festival in Walden,
we may have to cancer the festival. There's a there's
a dizzy, which was one of those one of the
many hooks that happened in the world that was never
grabbed onto, which is fine, it's just now there's a disease.
Now it's a there's a pandemic happening across the spine,
but that we don't know about. But it was one
of those things where they needed to have more guards
down by Walden for this festival. So Smith and Varsha
went and that's and then I was like, and they're
gonna come in via boat and they may go down
the go down that drawbridge lift and that's it, and
that you may be on patrol and we'll see what happens.
And that was yeah, and then it was and then
we had to just sort of figure it out and
there was a lot of trust in that first episode
and it was an awesome episode. So thank you everybody
for all of your wonderful input and improv during that
because I was sick. I have more questions that I
should find because I've already lost them. There you have
another one from Johnny Katz. How much of the character
arts were expected? How much of the character arcs were
expected or plans versus dynamic improv on the fly. It
feels like spell Win character has experienced a lot of
growth and change since episode one, which I love to
see happen. This is another one from Johnny Katz. How
much of the character arts arcs were planned? Well, I
think I'll let them. I'll let them answer.
Speaker 5: Yeah.
Speaker 8: Zero.
Speaker 10: Aside from I knew that at some point of Varsha
would lose all of her Paladin levels and have to
maybe swear a new oath to get Paladin back.
Speaker 2: That was it.
Speaker 8: That was all I knew. And even then it wasn't planned.
Speaker 10: It was more like I asked Cord, if it happens
to come up in the game, that would be I'm
okay with it.
Speaker 8: Basically is what I said.
Speaker 10: If you want to take my palatine levels, I think
that would be cool.
Speaker 8: And that's all I said. And the rest was improv and.
Speaker 1: Of course I was going to do it because yeah,
a really cool way to show how uh how terrifying
it is when the paladine loses their levels. But that
was pretty much it. Yeah, nothing really.
Speaker 10: Because I went from level five to level two, which
is basically squishy the level.
Speaker 1: Yeah, a little two sorcerer, Yeah in a level five world. Yeah,
it was. It was pretty pretty cross. And at one
point you're thinking about you wanted to. You're like, maybe
I can rewrite a subclass for the spell Wind, and
I was like, okay, that'd be cool, Like oah of the.
Speaker 10: Spell I did do that, right, But yeah, so we
wrote the Sworn and then I wrote the spell Wind,
thinking that like, oh, if she swears a new oath,
maybe it'll be to the spell Wind.
Speaker 8: And then uh, it changed towards the end.
Speaker 10: I was like, dude, she needs to be avoid palette,
and dude, it's perfect. So then we wrote we wrote
the void Palette in class. Oh yeah, all three of
those are really fucking cool.
Speaker 1: That was really when it comes to not really planned,
but like, these events really a lot of this game,
and this probably answers one of the other questions to
a lot of this game was Sandbox. I pitched this
to the players, I'm like, this is a Sandbox game.
In this world, I will like, you can go and
play wherever you like. It could be more like, I
guess a theme park. You can play wherever you like,
and then we could sculpt and build things along the way,
and there may be things that I bring up and
you could say yes or no to them. There's really
no reason to feel like you're obligated to take every
quest hook and episode one. There was the there was
that entire like disease side quest that was never explored.
There was the the Cursed Dagger that actually led you
to Floris, which is pretty cool. That cursed dagger that
tie picked up and then threw overboard. Yeah, that had
a whole like that was a whole bunch of I
think I was more meme pissed there was. There wasn't
really much on there besides just information about another society
or culture, which could have been really cool to explore.
Speaker 3: I've been there when you write an entire thing down
in the player.
Speaker 1: Lost genis exactly yeah, off into the water. Yeah. And
but there was a tons of little ones like that,
which I am happy they came and went because it
definitely showed me the dungeon master.
Speaker 6: The dungeon Master be so outed about the dagger and
chat by her brother.
Speaker 2: He talked about it for ages about the dagger.
Speaker 1: Oh no, there's no idea, I know with the microphone.
He it is a liar. The what was I saying?
All right? When when the players do deny these side quests,
it does help me sort of know where their focus
is on the whatever the main story is that we
were going to and we would like to still tell.
So it's like it's a good check in narratively, be like, okay,
is still what we want to do?
Speaker 2: Okay?
Speaker 1: Cool, which was pretty sweet. This one is from Josh
Me and Josh Mien does a lot of the art,
including the art here can I do this? Yeah, including
the art here this is a work from Josh Mean
and also all of the other art that's been done,
novel locations and concept art that we used in the
spell Wind world. It is all from Josh and it's amazing,
So thank you, Josh, You're amazing. This one is up
and that's me, and that's and I'm not here and
here I am there, I am.
Speaker 5: But this one's from Jo really good all the way through.
Speaker 1: Josh, very very good. It was amazing, amazing, amazing, and
thank you so much. But this is from Josh's cast.
What is your favorite location to visit along the Spine?
And there's another epilogue which NPC factions would return to
ever Okay, okay, okay, well that's a little bit later.
But which is your favorite locations that you that we
had visited.
Speaker 6: I might be biased to say that nine News was
up there because nine News is I mean, at least
the concept of it, and the name was something that
I came up with. I had the idea for nine
News when I was making a dand campaign a long
time ago, and so when quorters like, hey, what is
what does jet come from?
Speaker 2: And would you like to write the law for it?
I was like, sure, I.
Speaker 6: Just use the name for that, and it's general principle,
which was it was the bread basket. So it was
really cool not only just to go there, even though
we're kind of going there as these oppressed people, but
like also again the art from Josh bringing that to life,
the rolling hills, the Big Tree, the night, the nine use,
circling this main thing, and then Cord then going it
further and like you know, making that tree not just
like you know, this monument to the empire and to
these people, but also kind of like the like central
office of the elders of the village and everything else.
Speaker 2: It was.
Speaker 6: It was a really cool time. Otherwise, honestly, I think
the mines for me, no, no, no, the prison, the
prison impelled down, which wasn't its name, but it's what.
Speaker 2: It reminded me of. Yes, Stormford, yes, Stormford, Stormford as well.
Speaker 3: I just think it was fucking iconic.
Speaker 8: Yes, yes, yes, yes, yes, yes, yes, yes, it was so.
Speaker 2: Correct.
Speaker 3: I don't know, like the because that's what this was
all about, this Falcon crusades. So you want to see.
Speaker 4: Where that what happens to these guys, you know, when
they don't just get like sucked sucked and thrown into
the you know, the sworn not like these two what
happens and the arc was just so interesting and everyone
was kind of on the It's kind of scary when
you have your spells taken away from you when you're
a spell caster or whatever, right, so you had that
element to it.
Speaker 3: It was like a scary dungeon. It was intes the
way we had to break in and break out. It
was just really well done. I think it was a
really strong and poignant moment for the show.
Speaker 2: Loved this. Yeah, it was terrible though.
Speaker 1: Yeah. Absolutely the storm for the prison of where they
like the where they kept all of it. I think
it was an old dwarf and fortress that was turned
into a prison by the Everveil Crusades and they it's
pretty much you're or askaband where they would keep people.
But I think I really what I enjoyed about I
think I watched there was like Ratchet, that Ratchet series
on Netflix. I think it was it was like a
to Kill a mocking Bird, No, not to kill Nest
the other bird one the other Bird book we had
to read in school.
Speaker 2: That I watched.
Speaker 1: A couple of episodes of that, I think before this,
and that inspired me to be like, Okay, what if
Storm For it was this correctional facility, and it was
it had like these wards and it had all of
this sort of stuff. Instead of it being like, what's
the prison, it's they're trying to do that that edgy
style of like fringe arcane to try to correct the
wizards and sorcerers of the spellcan of the of the Spine,
but it was really cool to see, uh, to go
through it and to see what you all did with it,
and to have Josh give us some sweetheart for it.
So that wasp PbD of a place.
Speaker 10: Uh yeah, I would also say Stormford. I mean they
were all really, really incredible, but I think Stormford was
really interesting because Varshia got to see what would have
happened to her had she not said no, Like it's uh, yeah,
you're absolutely allowed to say no to join the Sworn,
but what happens to you? You know, if you if
you don't you know. So I think that was that
was definitely a turning point for a lot of us.
Speaker 1: So hell yeah, uh back.
Speaker 5: Tough call man. I think one of the strongest things
that you did throughout the entirety of the show was
developed these settings. The settings, like all the different locations
are really good.
Speaker 1: Thank you.
Speaker 5: I am torn because yes, Stormford was awesome. If I
look at it from the perspective of Smith, I'd say
Blue Falls.
Speaker 1: Yeah.
Speaker 5: From my own perspective, I probably would agree with Stormford.
But yeah, I think from Smith's perspective it was probably
Blue Blue Falls because that was a major turning point
and you could I could even argue before that alf Tokey.
Speaker 8: Yeah, af Toky was really fucking good too.
Speaker 1: If Tokey does. And what's really cool about if Tokey
is like it did pertain and uh, what's the word
resonate even towards the end and in the epilogue, which
was really coolf Tokey is that location in the marshlands
towards the west of the Spine where the uh after
a spell storm, the party ran into a bunch of
f Tokey Orcs and a bunch of fisher people and
they brought them an anglers and brought them back to
stay for a time here in f Tokey built on
an old dwarf and keep now sunken into this uh
and like uh like probably fissured and cracked from the
the sundering and now just this uh, this community of
Orcs trying to survive in this old ruins. Yeah, it was.
That was a really cool arc for for me because
I want, I didn't know anything about f Tokey before
we even went there. All I knew the name was
f Tokey, so I needed to do a lot of
fleshing out of what it was going to be and
I wanted to do like this Louisiana orc type, so
like the music and stuff was acoustic and very blues
inspired and uh and just giving you all like a
reason to how are we going to gain their trust?
I think that a cool way of doing that was too,
like what what is the menace in the area? Well?
Speaker 5: I also I also think it was really interesting because
I think people have a tendency when they play, when
you do orcs in a lot of these settings, they're
always like malevolent or you know.
Speaker 2: Like they're.
Speaker 8: Very like racist or brutal or what have you.
Speaker 5: And they were just very accepting and welcoming and like
they were just nice happened to be. They were just
a sharp contrasts to the shittles, Yeah, from you know,
the you know the area we.
Speaker 3: Were from, right exactly.
Speaker 1: Yeah, And that's another a big sort of point was Yeah,
I wanted to have that contrast of like it takes
a spell storm and for you to be way out
of the reaches of the crusades to see the truth
besides the propaganda that is probably being spread by the
tyranny of the god King.
Speaker 6: Well that's also kind of why I wonder what the
elves would have been like because again the Elves more
so than the Orcs, we would were you know, like
not on good terms with the empire, but also you know,
very insular and very aggressive.
Speaker 2: So it would have been interesting to see if that
was a complete lie too.
Speaker 5: But in every single setting, yep.
Speaker 3: Yeah.
Speaker 1: When I was doing the the GM turns using the
what was it something without number the worlds without number
setting and system for the GM turn there was a
point where the elves had a they had a corsair
that went and taxed f Tokey in f Tokey didn't
have the money because they are trade caravan was already out,
so there was like conflict happening in f Tokey while
you were often flairers, so which was pretty cool to
just sort of have that living world. We never got
to see the elves, but they did still have this
degree of story interaction with we almost went.
Speaker 3: There was something else I liked about the f Tokyok
was the disease itself.
Speaker 2: The it like I always want to.
Speaker 4: Run disease, and when you're GMing and reading stuff, there's
all these things that can cure certain diseases, but rarely
do I bother As soon as I go to introduce it.
One of two things that happens. You get disease, and
then the cleric goes, you're cute or the paladin goes
you cured, and it ruins it and I don't care anymore.
Second is, it's kind of hard to do, kind of
weirdly difficult to do disease because it's just so limiting,
especially when you're doing a show. If you do, if
you bog down the players too much with something like
an actual debilitating disease, it kind of slows the wheels
of just show.
Speaker 3: Momentum. And this was really interesting because you get to
this place, you really felt that sense of.
Speaker 4: You know, small, kind of rural, out of the way,
singular group of people. But then we took we literally
shaved one layer off and they were dying. They were
like they were like going extinct basically from this thing
that they just couldn't deal with.
Speaker 3: So being able to.
Speaker 4: Win their trust over by going out seeking this kind
the very d and d monster and you know, defeating
the monster and them coming back with the cure for
this thing that allows them to continue being an established
pile of bob was really fun.
Speaker 3: It was a cool disease and a cool way to
run a basilisk and yeah, I like that as well.
Speaker 1: Get the crow Pro out of it.
Speaker 4: And I got as of old time the crow Pro
never beat that.
Speaker 1: Ever, it's too good. It was. It was a lot
of fun. I should get back to the discord for
these are the questions if.
Speaker 5: I can find pasted a ton of them in the.
Speaker 1: Hell. Yeah she wants spoilers from Melodious Court. You have
plans for what might happen if your players at that
point were very much on it, posing sides had died
in the hands of the other player. Well, that's sort
of what happened because Smith fell. It's zero at that point,
so just.
Speaker 5: To you know, to throw something out there. Okay, we
fucked up so bad on that fight because heat Metal
should have fucked up tie so bad, and we.
Speaker 3: Just forgot all the rules.
Speaker 5: Nice, it's legit like a tie ender that spell and
I was just like, I remember this spell being way better.
Why does he have like twelve attacks?
Speaker 3: The fuck is going on?
Speaker 2: Let's just say the fight would never have edited the tie,
you know it would have ended.
Speaker 5: It would have been completely different, Like, I don't know
what the fuck would have happened.
Speaker 3: I mean at the end of the day, smells a
little lack of exculation. Wow, I mean, I don't, I don't.
I don't know, man. I think I think Tie one
fair and square and it was all powerful and that
was the end of it.
Speaker 1: Really, so you know, that's how it guys, all powerful.
Tie has a past perception of thirty six.
Speaker 4: Pass perception of basics, so I could tell that you
were going to heat meal. So I don't even remember
the fight. I actually completely forgot about it for like
a good portion of the show, like in a in
the early parts that they even had an actual fight.
I thought they just didn't like each other for a moment,
and I remember it was really weird. I was like,
why don't they like each other for like other than
the sworn thing, because I'm like friends with Vasha now,
But what was the reason?
Speaker 3: I was like, oh, banctual episode one PvP.
Speaker 2: Yeah, chat.
Speaker 5: You got to understand, it's so weird being one of
the people in the friends group that has a decent memory,
so many of them that I just can't remember yesterday,
Like straight.
Speaker 4: Up, I'm good at remembering, like I know my motivation
for my character, but I don't know the reasons.
Speaker 3: Sometimes I'm like, yeah, I hate that guy.
Speaker 2: I don't like I am Actually that's me in real life.
Speaker 4: Is well, there are certain people that I fucking hate
on this planet more than anything.
Speaker 2: And I don't know why.
Speaker 3: I don't remember the reason why. Sometimes I just go, well,
at some point, you did something, you got that.
Speaker 4: I got to that with Smith and I remember when
we just after I have Toky, when they kind of
finally became friends basically, well they weren't friends, but they've
begun to respect each other for the first time. The
I remember it was around then that I had to
remember they actually an act. They had an actual fight
in episode one, because it's just so rare to have PvP,
because it's just so annoying to do. But that was
actually another really well done element in a spell Wind.
Because normally PvP happening, I avoid it like the plague
as a GM most of the time. If I can
sense some PvP coming up, I'm like, can't be bothered.
Speaker 3: Let me try and figure out. I'm like, oh, no,
dragon's attacking. Now you've got a common enemy for that.
Speaker 2: Yeah, yeah, so yeah.
Speaker 1: As well, Dante, hell, thank you. I just got all
of the questions in a text document from Josh, thank
you Josh for saving my life. Okay, so where were we?
We were? Okay, and we've got from Gary Gamer says
what were the what were the beings Varsha and Ty
talk to? And what would have happened if Varsia had
accepted their help?
Speaker 8: Yeah, I want to know this too.
Speaker 1: So those beings were known as big Big World, Big
World spoilers, Big big World spoilers. I hear cosmic spoilers
is those beings were known as the plainer Paragons. There
are gods in this world, godden from masculine, goddess for feminine,
and then gods as the umbrella and gods are pretty
much avatars and sponsored heroes and idols of these planar paragons.
Planar paragons are always in a chaotic war with one another,
and they created hearth in the material plane as a
peace treaty to stop the chaos. But they're these plainar paragons,
these sentient bits of matter are always fighting. That's just there,
how they are, how they are. They're they're just oil
and water. They're always going to but they can put
on a facade. They are intelligent, but their instinct is
always to fight and destroy and go at war with
one another. This is there's something called the Opus, which
is when which is what created everything in hearth, and
it's pretty much my cosmic fantasy version of the Big Bang.
And the Planar Paragons are everything in that opus before
the explosion of the Big Bang, that the miasma of
color and energy that is eviscerating one another. That is,
those are the Planar Paragons. Peace was established among them
when the material realm was created, and like I said,
they're instinctually always at war with one another. So they
start to try and find those who can go to
war for them and they can maybe bestow them some
boons and power, and they're mortal, they're morals. Avatars and
creatures will then call these avatars God's gardens. And so
there's like there's gods, and then there's one step above that.
It's kind of like there's space, and then there's the
cosmos beyond that that's like this is like the cosmos
to what we know, Like there's all of that unknown
that like we know of our human real life, what
we know of space and everything beyond that that we
just aren't sure of. But we have waves of that's
the planar Paragons. So there's like the god, there's us gods,
and then there's something else, and that's something else with
the planar Paragons. They reach out, of course to those
who are proving potential, proving to be a potential for
an avatar, and they everything that the players were doing.
And also Varsha was starting to gain the attention of
these planar paragons. So that's what that's what that was.
Sorry to get super into the.
Speaker 8: Literally why we're here, all right. Someone asked you, so,
what would have happened if we had accepted it?
Speaker 1: And I answered the if you had accepted it's a
great question. I don't know that would be something that
I would have to say yes and figured it out later.
But off the top of my head, if you did accept,
if you did accept, I think Varsia would gain more
powers just big varge all the time, large varge all
the time. And uh, I think people would start idolizing
the team and Varsia more, which which could be great but.
Speaker 5: Uncomfortable.
Speaker 1: Yeah, so that was that was probably what would have
happened the top of my head, that's just what would
probably happen. Would be people would start recognizing her as
some sort of divinity. Yeah, which would have been so.
Speaker 5: We literally everyone would just be Margles.
Speaker 1: Everyone. Yeah, yeah, that's right, okay. And then we have
one from April Rain as well. It says round Table
for Cords and you already wanted to create a game
for your GMing friends to finally be in a game together.
How did you go about setting up the game for them?
Did you try to put out a little of each
of their playing of their playing style in your world
or was it created as a sandbox for them to
just explore it? And so I sort of answered this
already much appreciate side notes, Thank you for bringing Meyer
Tu into the Table Story family. I hope Meyer gets
initiated into being at Table Story GM one day, and
we all do. And I think it's fair to say
we all immediately loved his narrations and descriptions. Yeah, we agree.
We can't wait for Mayrado whenever that is to GM,
GMS and something make it happen. The question though, was
it was Yeah, it was a sandbox, and there was
a lot of the game and the story that I
had an entire i think idea for what was going
to happen as a story like a main quest, And
I don't know why I thought otherwise, because I think
I thought I think I thought that the spine would
always sort of have this overbearing tyrant and tyranny, and
I never thought of what it would be like, right, well, no,
thank you, And I never thought of what it would
be like without it. So as we started to explore,
and of course, like as soon as you in any
one of these sort of games, you as soon as
you show even if it's episode one, the all evil
tyranny and the the awful genocidal notions of a crusade,
then you're going to get the players who want to go,
let's destroy that. What are we doing? And that's exactly
what happened. So I mean, and I'm happy it did
because it was really cool how it was done, and
it was super cool to play the story the way
it came out. And I think whatever whatever I had
as an idea first pales in comparison to the what
we had done as far as how their play styles
go and everything. And had a cater I didn't really
cater anything. The only thing that I catered was when
we started the show. I think we started in like
September of twenty something, twenty twenty twenty, and I think
I approached them the April prior and Whack was like,
I'm super busy all summer, and I was like, okay,
after this summer. And then Whac was like, okay, sure,
that's just a long time from now, and I was like, yeah,
well wait, that's fine, and then everybody was like yeah, sure.
That was the only thing we tailored everything else, and
like everything else was was the players playing and an
ad libbing and riffing off of one another. The only
thing we had to like sort of cater and adjust
to was scheduling, and that was it. I don't know
if anybody else has anything to say about that, but
I don't think. I don't think that was it. I
might have was the question for me. And get fucked
all right. So this one is from Abradini says, do
you know from the beginning Varsia and Ty would end
up together? Was it a last minute thing or something
that happened organically over the show. Also, the twins of
a boy and a girl, little Tie and Varsha, something
you've been fighting to save all game, was a great touch.
This is for this is for Brad and PB.
Speaker 3: It wasn't planned.
Speaker 10: There was a moment somewhere in the middle where we
were gonna rpe that out behind the scenes and we
were like, yeah, okay, and then I think at one
point so when when ty confessed like publicly, that surprised
me because I didn't think that that was going to happen.
Speaker 8: But yeah, yeah it was very good.
Speaker 3: But yeah, I feel like I needed it.
Speaker 2: I am.
Speaker 3: I also think ty had that moment when he was
shooting the arrows and then.
Speaker 4: That was.
Speaker 2: That was when he was playing cub it for.
Speaker 1: Him really all the way back then What's wrong with you?
Speaker 3: Yep, that's when Tyre was in love and then.
Speaker 4: He doesn't really even know what that is, so it
took him a long time to figure out what's going on.
Speaker 1: Yeah, that was it.
Speaker 4: Yeah, just improvised and it made sense. They kind of
two sides of the same coin.
Speaker 1: You know.
Speaker 3: Really, I love that.
Speaker 1: I didn't know that that is so.
Speaker 10: So then when I messaged you, you were like t
he he because ty already has feelings, but you didn't
say anything then you little ship.
Speaker 1: It was just Ties a romantic a way of he
thought that was the most romantic thing ever was shooting her.
Speaker 3: And uh, also, maybe you should be getting something in
the mail tomorrow.
Speaker 5: What his underpants?
Speaker 4: It's all right, thank you, You're welcome.
Speaker 1: Thank you.
Speaker 3: The most romantic thing you can send to someone a ball.
Speaker 1: Uh and then I've got another one from Gary Gamers,
says round Table for whack. More Wise, Smith was bound
to his armor but mechanic but mechanical. Did that mean
his armor ac was stuck at the same level through
the campaign or would moving to a better armor type
flavored as Smith upgrading his armor.
Speaker 5: So so it's kind of a weird question to answer, really,
I I don't like, I didn't have any sort of
mechanical advancement thing planned for Smith. After a certain point,
you get certain bonuses as an armor artificer, which is
what he was initially, and that was based off of
joining the Sworn and being a member of the Sworn
and everything focused around that. So he kind of went
with He kind of just went with the flow about
being an armorer. But I never really had any plans
to like upgrade the armor. I don't think he wanted
to upgrade the armor, especially after when we sort of
role played out what was going on with enchantments and stuff,
and I feel like he would never really have too
much of a desire to like to change the armor
too much. As cool as the artificer is as a
class and the armor artificer is, I limited what I
did with Smith as a as an armor, which is
weird to say because it's a bit of a Swiss
Army knife class. But I didn't really have any long
term plans with it at all. And then what after
what happened in Blue Falls that was an and aft Toki.
That was a turning point for Smith. So I tried
to just almost completely stay away from using the armor
really once we were committed to going to Flaaris. I
just imagine Smith changing his focus and seeing what happened
with cel Ray and her techniques and all that. I
was like, Okay, I think he's I think his mind
is best geared to be a wizard. He's very logical,
he's very intelligent, and he became an alchemist or an
artificer because that's kind of the role he was thrust into.
Speaker 1: Yeah, and still using that brain, in that mind to
problem solve.
Speaker 5: But in a more practical and Yeah, so it just
I I didn't really focus on the armor after that point.
So that was the that was the big turning point.
I just stopped and I was like, I'm not going
to get I'm going to try and stop using a
lot of the armor stuff, which is very very much
like a you know, uh makes the character kind of worthless,
I guess, But I mean, I just it didn't feel
right anymore.
Speaker 1: And I have a worthless character unless you're only playing
the board game, the combat board game of d D
and I guess you're I guess you're.
Speaker 2: A lot of people.
Speaker 5: There's nothing wrong with that.
Speaker 1: Yeah, And at that point are they character? So I've
gone from her gold. Did you have a goal for
something to explore with your characters when you made them?
And uh, in what way did they come to fruition
and or surprise you with how different it was? No, nothing.
Speaker 2: I did.
Speaker 5: I did when I made Smith. So when you do
flaws for character, that's usually one of my favorite parts
of creating a character. I like to think about their flaws.
I think that's what helps create them and potentially helps
with backstory. It helps with everything really, because everybody's got flaws.
We all have at least a vague inkling of all
of our flaws and it helps determine who you are
as a person. So when I was making the character,
I had a hard time making character.
Speaker 3: For this.
Speaker 5: Sort of this sandbox experience can be overwhelming. You know,
a lot of times when you have sort of a
restricted list of stuff to work from, it's a lot
easier to get started, you know, when you have this
wide open experience, extremely overwhelming. And I was like, well,
I'd like to try something I haven't tried before. And
you know, they just released h Tasha's and they had
the Artificer, so I wanted to do that. And I
was like, well, what do we kind of need in
the group? And we were all kind of still deciding,
and I was like, well, we got a little bit
of everything already. I said, I'll play up. I can
do like utility, I guess and and tank at the
same time. So I took all that into consideration, and
then when I came up with the flaws, I was
looking at what they had, and they had the they
I can't remember if I got this from Tasha's or
the Core rule Book or if I came up with it,
but Smith had PTSD from all the people that he
killed essentially.
Speaker 1: Into another question we have too, So that works. Yeah,
you're answering one of our mechanically, what's going on? What's
miss armor?
Speaker 5: So he had very bad PTSD and I was like,
how do I I wanted to have I wanted to
explore that throughout the campaign. That was my goal, that
was the main arc. I wanted to have this journey
of sort of this emotionless soldier that was just racking
up this PTSD that's just getting worse and worse and
worse and worse, and then recognizing it, understanding that he's damaged,
can he fix himself? And then I sorted to to
say anything can be fixed. That was another thing that
I wrote early on was anything can be fixed? So
I was I had the goal of can he can
he fix himself or can the group fix him? As
time goes on.
Speaker 1: Yeah, it was really awesome to see having the character
just sort of from from episode one, we've watched Smith
like not necessarily struggle, but really put a lot of
trust in like probably the most trust he's ever put
into anyone else. I feel like there was a lot
of a lot of controlling and a lot of control
that Smith has always been in but from episode one
is what I just did. From episode one, I think
when Varsha convinces him, like, we need to break away
from here, yeah with you an amazing, an amazing switch
that was flipped. And it could have been because he
was defeated in battle, and it could have been just this.
It also could have been a reaction of like a
fight or fright, a sort of a fight or flight,
and at this point it was like, let's just let's
let's just fly. I'm not gonna fight, I can't fight anymore.
Let's just move. And then did he spend a lot
of the rest of this adventure and story regretting that move,
and then during that regret morphed into this was the
right decision. And it was just so well done because
you could see it throughout the portrayal of the portrayal
not portrayal, the portrayal of Smith, which was just super
a cool thing to watch. Thank you.
Speaker 2: So I forgot the question.
Speaker 1: The question was the one you said no to, the
one was was there any arcs? Was there a was
there anything that you wanted to explore as your character
when you first started? Where was that?
Speaker 11: Did you?
Speaker 1: Okay? Yeah, what do you have any plans for what happened? No,
it wasn't it? Yeah it was. It was. Do you
have any did you have any expectations for your character
that you wanted to explore when you started?
Speaker 2: So I had zero expectations for Jet and arcs and stuff.
Speaker 6: When it comes to role play and story building and
stuff within t t RPG, I never have anything past
the next session in mind, and when it comes to me,
it's always reactive. However, when I was making Jet, like
he's a character that's based around fear, fear is the
primary concept of Jet. That's why when he cast his spells,
he hyperventilates, and all his spells are based on breath work,
and the more calm he gets throughout the story, he
gets throughout the story. The steady of his breathing worker
is he tre incorporates it into like you know, bringing
Vasher and Tie and Smith into you know, like his
magic and he gets them to breathe and stuff like that.
And aside from Jet, eventually you know, like you know,
not necessarily conquering his sphere, but mastering it. That's basically
it in my mind. I mean, like in the story
block for Jet or at least like the kind of
the weird drawing board. He's basically just what if static
shock was a yellow lantern? But in medieval times and potions.
Speaker 10: Somewhere in the university, Johnny Blas is a professor that
teaches you how to breathe while you're casting your spells,
all right, and we.
Speaker 5: Know what the vocal component is for his evocation spells.
Speaker 1: Hm Arsia, Was there anything Arsia TB? Was anything for you?
For Vorsia? I?
Speaker 10: Well, I wanted to just comment on well, I'd like
to know the actual answer to this from Whack. But
I have a theory as to why he went with
Varsia in the beginning, like that first episode, And it
wasn't because he was defeated in battle, but because he
really wanted that to be true, Like he was willing
to you know, like if he if he hated himself
and everything in his entire situation, and then you've got
somebody who's like, hey, I actually believe that we can
change that and there is a path of redemption for you.
Speaker 8: It's just like he did a trust fall where he
was like, I hope so because I need it.
Speaker 5: Complicated question to answer, I think so when it happened,
Smith was definitely feeling lost, and what I had imagined
in my head was that he was probably on the
verge of turning Varsia in as some kind of some
kind of an associate of Tenna and extremely conflicted because
he always saw Varsia like a daughter.
Speaker 4: Yeah, and.
Speaker 5: Everything that he knew, everything that he was taught, said
you need to turn her in, and he knew that
he didn't feel right inside, as emotionless as he was,
so he had to make a choice. And it was like,
if I do this, this person that I that kind
of the only person that I that he trusted, yeah,
would be gone. And I think without over analyzing his
reasoning too much, it was more of an impulse, okay,
And it was just like a reaction. Yeah, it was
just kind of a gut reaction more than anything.
Speaker 1: I do.
Speaker 10: I did really enjoy their subtle dynamic of like from
episode one where Varsha was always looking to Smith for
what do we do now? What you know, and then
the end of the campaign where she's like I can
do this, let's do that, or you know, she kind
of had her own voice there at the end, So
that was very cool.
Speaker 8: Yeah, that's kind of yeah, out of it.
Speaker 10: Yeah, I also have forgotten the other question you asked
me because I was trying to hold onto that thought I.
Speaker 1: Didn't lose everything that you wanted to explore when you
made the character. I think we can sort of already
answered that.
Speaker 8: Oh yeah, yeah, yeah, I answered that already.
Speaker 1: Yeah, go back and watch it anything for you.
Speaker 4: I don't remember well enough right at the beginning what
I wanted to do, but I know I wanted to
play someone who was.
Speaker 1: I think that was probably what it was. You're just like,
I want to I want to kill every you want
to kill this one.
Speaker 3: Yeah.
Speaker 10: I think I wanted to play someone who was like
action versus the last campaign where you were stuck not
being able to be action.
Speaker 8: You were all mined.
Speaker 3: You want to know mine that was very violent and
very borderline.
Speaker 4: Villain almost, I think when I first went into this,
or someone who you might look at and assume is villainous, almost,
But I don't think I had anything.
Speaker 1: Well.
Speaker 3: Whild alpaid and I ended up doing a spin off
of Tie that was a villain.
Speaker 4: I used Tie as the structure for him because by
then I'd been playing Tie long enough that I knew
who he was.
Speaker 3: But yeah, I think that that was really it in
terms of just like those initial kind of ideas for him.
Speaker 2: And yeah, I don't know.
Speaker 3: I don't think there was a very strong sense of
like something that I wanted to do.
Speaker 4: Really, I'm not that type. I don't try and plan
too much anymore. When I'm making characters, I like them
to make sense up to that point. I like them
to feel like they were born, they lived the whole life,
and that they're justified in.
Speaker 2: Who they are.
Speaker 3: But once the game starts, I don't like. I hate
the feeling of like having a lot of plans for
a character and then you get into a game which
is essentially rang the.
Speaker 4: Game dice rolls. Your other players are affecting everything. The
gm is know the one sailing the ship, and so
then you end up you just don't. You never get
to do what you want to do with your character,
and I find it extremely restrictive, and I always find
it frustrating when there is a player that does that,
which is maybe a shitty thing to say about other players,
but I say it with you know, just kind of
an air of.
Speaker 3: Experience when you want to this is my story, My story,
my story and my story, and it's like it's.
Speaker 2: Not though it never is.
Speaker 1: You want to want to have them start rolling death
staves when when it starts happening, oh.
Speaker 10: Yeah, yeah, you have control over everything before that session one, right,
and then session one it's that.
Speaker 8: Yeah, I think that's interesting.
Speaker 4: The thing is it's frustrating as well when you are
in the position we're like I kind of want to
do something cool and you roll a natural one. Yeah,
you kind of want to have this kind of story
arc and it just doesn't work out that way. And
and I do have there is an element of me
that does enjoy, Like you know, I am that kind
of player somewhere in here in me, but I've learned
not to do it.
Speaker 3: Because it just it's always a letdown.
Speaker 4: So I rarely go into games anymore with you know,
kind of a plan or a hope for what will
happen with them. I just kind of know what I
wanted to do, And I mean I was playing a
fighter rogue as well, so it was always just going
to be.
Speaker 1: Like attacked and sometimes a rogue fighter.
Speaker 4: I was playing a rogue fire, then I played a fire,
then I played a fighter rogue, which was a whole
other behind the scenes, which, by the way, was extremely
fun And I'm glad that Cord allowed because some gms will.
Speaker 3: Be like, I'll be fucked you know already Balan.
Speaker 4: Yeah, this is so annoying to have to keep going
back and forth between these things, but it's fun to
have a GM that lets you Because the way that
I justified it to Core, I was like, he's changing
his entire fighting style. He's learned how to fight, Like
Ty's whole thing is that he learned how to fight
from all of these toxic masculinity options. Like Tie is
just an upbringing of toxic masculinity after toxic maxculinity and
sort of like dogmatic resistance, rebellion terrorism almost and that's
kind of all he's known and in there he never
was himself, and so he picks and chooses how he
fights based on these different people that taught him how
to fight. And to me, that's a character, that's the
character sheet, that's the class you are. You know, you
can you can have a boxing match or you can
have an MMA match. You know you're not going to
go into an MMA match and just be punching. You
bring all of your different skill sets. So when Ty
decided not to use his swords and blades and stuff,
it made sense to me that his entire fighting style
would change and it would be really fun to blend
that meta and have him be a fighter now and
not a rogue fighter. And then he went back, so
it was like, well, it kind of would fight with
that roguish style again, and yeah, it's fun because it
really helped me or play that a lot. You know,
kind of that was just a random spin off of
the conversation that no one needed to hear.
Speaker 1: It makes me feel like you also have ADHD And I.
Speaker 3: Know sometimes I don't know, but I don't. Yeah, I
don't think I had a thing. I just knew kind
of what I wanted.
Speaker 4: I actually wrote down a thing on my character sheet
that I read quite a few times to get myself
into character before we began, and one element of it
is literally just a thing that I think I copied from,
like a website about attack on Titan, and it says
tires obedience is strictly limited to individuals he respects, and
he has no problems showing open disdain for authority from
anyone outside of this circle, although he rarely shows it.
Tyler has a strong sense of morality and empathy, and
I think that that is just a copy paste of
something on like the Levi Ackerman wiki from Attack on Time.
But I was like, that's perfect that and I'll just
go into this campaign with that and see where that
leads me.
Speaker 1: Something like that to give you that that's what I did. Yeah,
that's springboard, Yeah, springboard.
Speaker 7: Yeah.
Speaker 2: Yeah.
Speaker 1: I have a good question to here from Gary Gamer says,
actually there's a couple of really cool ones here says
around table for Cord, why did the God King have
Creighton killed? Was it a punishment for information about the
God kings affliction being leaked to the public, leaked to
the party. And the answer that I have is, I
don't think it was. I don't think it was because
of the the leaking to the party. I don't think
there's any way Kraton would know that the party knows.
But I think, uh, there was a sense of the
way that the senior.
Speaker 5: Yeah, what what do you mean you think you're the
one that did it?
Speaker 1: Well, I I thank you, because it's there's a lot
of things that I when I say I think I
think it wasn't. No, because there are a lot of
because when people ask questions and stuff about D and D,
I'm like, okay, is that an option? Would that be
a possibility? Because I don't like to go yes and
no all the time. I like to if someone brings
up something that could be I like to think about
does that fit here? Is that? Because I feel like
a lot of this world crafting is there's so much
of this world and this like creation space that can
involve a lot of input. So when people ask questions,
I go, okay, is that actually what happened? Because I
am usually about eighty sixty to eighty percent sure I
know what I'm doing. When I'm doing a scene, when
it comes to the the what has happened and the
cut and dry response of how something works, it's not
final until it's been measured in the game or in
the narrative. A lot of that scene wasn't really discovered.
It was more of an observation from for the audience,
and for that's really it. For the audience going into
that scene, what I would what I wanted to have
portrayed through that monologue or that speech from Creighton to
the darkness of this room, and then the like the
automated sworn that come in and whisk Creighton off to
his beheading. Spoilers the I think that was because Creighton
showed the God King. When Creighton's mood changed in that
speech to Lord, we need to oh Lord the beginning
to talk about your affliction and things like that, it
was a signal to the god King role Thane, that
his loyalty is wavering. So it was not necessarily a
planned thing that I think the God King did. I
think it was a spur of the moment thing that
Rollfane had rush off. He's like, I'll find another I'll
find another under guard or captain of the guard to
take care of this, and who is more loyal than
this questioning loyalty of Creighton. So that is my answer
there for that and why that was done. Just another
of the gross maneuvers of roll Fane. I also had
another one, which was it was a really cool one
about Horace, the character Horace, and I don't.
Speaker 5: It's in the channel, It's in the chat.
Speaker 1: That's where it was, and that's where I saw it. Yeah,
there is thank you. How much of Horace was pre
planned character? I'm STI blown away by Horace and Varsia Horace,
Horace and Varsi's discussion that may or may not, may
or may not be what was implied. I'm sure most
of the conversation was improv but he was just was
he always expected to show up somewhere. So Horace the character.
If anybody's like, well, how was this the NPC that
Varsha had a discussion with. I think in the mead
hall of the dunkirt mindes Smith's dad, right, I put
out there that it was Smith's dad in the in
the narrative, and but I but we never explored to
know if that was a yes or no, a confirmed thing,
but that my intention was to imply that it was
Smith's dad. But whether or not we don't know yet.
But the way I framed that was it for it
to be, Yeah, Smith's father, a person who lost contact
with his son years ago, a boy who liked to
create things and all of this, and Horace was, in
his own way sworn to this crusade and helping Horace
was they were Horace and Dunekert were exploiting, exploiting, uh,
these crystals of geoloon, and we're using these crystals to
repeatedly kill and then resurrect Horace, so Horace's magic and
life energy in essence would infuse into these items. So
the Sworn would have mass produced magical items like Varsha's blade.
Even Deer may or may not have been named an
Elvin name by h Smith's father, who died in an
exploitation of this magic to then mass produce like these
factory weapons of magical weapons at this really unethical way.
So that I was just that scene wasn't planned. I
think the I did have the plan about the crystal
and everything, but Horace being tied so closely to the
party wasn't planned, I think, and I think until that scene,
until we were discussing, and I just wanted to have
a cool way to sort of illustrate how magic and
magic weapons can work, and dying in this system isn't
necessarily the end for your character, because your things can
live on, much like van a Yar. The blade that
tie picked up later was a product of that. So
did you get that blade from Vanyar?
Speaker 3: It was found in the flaris.
Speaker 5: It didn't wear.
Speaker 1: To the display case.
Speaker 10: Wait wait, I'm sorry you lifted that from the display
case and then threw it in the ocean, no different, Okay,
just making sure.
Speaker 2: Was the little off of the woman.
Speaker 3: Yeah, the sword I was using for the last few episodes.
Speaker 2: Yeah, that you.
Speaker 8: I didn't realize you had stolen that.
Speaker 1: Uh.
Speaker 3: And what do you think? I don't think Thie, I
don't think anything Tie was wearing, you know, everything.
Speaker 1: Exactly. But yeah, Vanny arn and the crystals and and
how magic works. Also, I wanted to quickly go back
and say, because you were talking about Tie, how the
identity of Brad, the identity of Tie, and how he
was brought up and like so much of his like
he doesn't know who he has ever got to see
a lot of Tie because he's been so reserved. And
I think the epilogue when you were cutting onions and
just how excited you were about cutting onions and cooking,
was that that was like the a glimpse at what's
behind the veil that we've seen in front of Tye
this whole time, what's under the flat cap which has
been that is.
Speaker 3: That is my dog licking water.
Speaker 4: By the way, everyone that weird noises in the west
round by surprise, it is I'm leaking.
Speaker 12: I'm crying because because I was kind in two things
one the ten that's you ten years.
Speaker 3: Ah, I am that pass. I feel like Tye.
Speaker 1: Would have.
Speaker 3: The thing that he wanted.
Speaker 4: He said to Vash at the end, like none of
this was our story, because this was someone else's. This
was Lorcan's story. Lorcan wanted me to do this. The
God King made you and made you do what set
you on the path. You've never done anything for yourself.
I've never done anything for myself. And so ten years
later we see them and Tye is softened, He's become
who he wants to be. He's still got all these skills,
but he likes applying them in the way he wants
to apply them, like cutting.
Speaker 2: An onion, sneak atack onions.
Speaker 3: Yeah and yeah. I just thought that that was a
good way to represent that.
Speaker 4: Secondly, as well, one of the things that I really
liked about the sword that you gave me was it
showed a lot of growth in Tire because at the
beginning he hated wizards, he didn't like the magic. He
hates the spell wind. I don't think he would ever
really embrace the spell wind fully necessarily, but I think
the fact that the sword all right, but the sword
being from like a battle wizard is such a and
being a magical sword, you know, is tie embracing that
he can change, you know, and he can. He doesn't
have to completely reject everything to do with you know,
magic and the spell wind and stuff. So that was
quite cool as well. I think that it was just
the he took that sort. I guess it was a
good representation. I think, Yeah, we read into it too
much better.
Speaker 1: I thought it was awesome. Yeah, I thought it was.
I wasn't thinking about that, and I thank you so
much for for bringing it up, because it totally makes sense. Yeah, yeah,
that is. It was cool. It was a cool blade
and it was cool to see, uh see it. I
accept magicness is the spell can for a moment, Uh
where what I have one from now? And uh now
my stir says, I don't know, I see measter anyway.
It says for Court, what is the most unexpected way
for the story or world evolved thanks to things that
play that the players did well? Deleting the God King
from the realm was was one, and what is the
most unexpected? That's pretty much the biggest one, really and
I loved it. I loved every moment of it. I
was worried about how it was going to go down.
I didn't want to have just a regular old boss
fight where it's like, Okay, we're going to go to
the throne the throne room and destroy the king, and
because that's just seems to be done before, it felt like.
But as soon as whack unprompted brought up in character
this scene about in scene about using void magic and
exploiting some sort of lane line and the spell wind
to potentially utilize old and like reverse engineer Flaaris's magic
to delete lack of a better term, delete the castle
with the god king in it, you bet. I was like,
this sounds awesome. I don't know what word what this
means yet, but let's let's yes, let's do that as
far as I'm expected, I didn't know what the end
was going to be until that scene, and I was like, Okay,
that means this is on. We're on our track to
act the third act or the final act of the
show and the series. So but the entire time he going,
I don't know how this is going to end. I
don't know if I want them to go right to
the like that just seems too simple and too easy
and too cliche almost, so of course I jumped onto
that really awesome suggestion from Whax, So thank you for
that whack. Anybody else do you had to? Anybody have
any unexpected things that happened to their characters or in
the story that sort of not necessarily you off, but
unexpected change revolution in your character made during the show.
Speaker 2: Oh yeah, my character lost his hands.
Speaker 1: That's right, that's right. Yeah, yeah. Meyer goes away on
vacation and then comes back with the handless character.
Speaker 2: I got a d M. Hey, would you be okay
if like Jet didn't have his hands? Okay, sure, yeah.
Speaker 1: I was reading a book. I' remember what the book was,
but he was on a I was listening to a book.
And it's said, because I don't read, I am an idiot.
I listened to a book and there was a one
of the punishments for like this ancient wizard was their
hands were severed. And I was like, oh that's cool.
Oh that's dark. Oh what does this look like if
this happens to someone? And then uh, and then and
then Meyer had to go away, and.
Speaker 2: Then I was like.
Speaker 1: Okay, and then we had to capture Yeah. Then I
was like, oh, Okay, wait, this is the time, maybe
we'll see what happens here. So, yeah, it was. That's
sort of how that culminated and happened. It also the
fact that Meyer played a character on Wild RP and
we and my character and his went out to check
out a media write and then use explosive to try
to excavate the medior and blow his hand off had
completely nothing to do with my subconscious reasoning to try
to take Meyer's hands from him. Yeah, yeah, yeah, but yeah,
that makes sense that that would be the unexpected thing,
But that was my reasoning. If you're all like, why
is Gord weird about trying to destroy Meyer's hands, That's
what it was. Was there any other interesting unexpected things
that happened to your characters anyone, not.
Speaker 8: Stuff that we didn't already cover.
Speaker 2: Yeah, I can tell you.
Speaker 4: An unexpected thing that happened to me during this mm hmmm,
I'm gonna make a joke about mind.
Speaker 8: Yes, the.
Speaker 3: My wife left the.
Speaker 4: Day I showed up and Card went, oh, you've fallen
asleep tie, and I went okay, and he went you
wake up in your lorcan what do you do?
Speaker 3: And I was like, well, I am That was crazy.
I was like, and even know if am I tie
in Lorcan's body?
Speaker 2: Lorcan?
Speaker 3: And myth was like what do you do?
Speaker 2: Okay?
Speaker 3: Cool? And I just fucking went with it.
Speaker 4: I can't say I haven't been getting called back on
That's Star Wars with the same kind of things where
I'm like, hey, what do you think is happening and
he's like, I don't know the force?
Speaker 3: But yeah, that was really interesting and really fun to
just kind of your character like you made.
Speaker 1: So I was like, yeah, who is going to be
better at playing Lorcan? Then the person who made Lorcan?
Speaker 6: Yeah, with the law Master if you will, Yeah, so
law Yeah, I was going to do it myself.
Speaker 1: But yeah. Then I was like, I was like, you
know what, I think I would rather just see how
Brad sees Lorcan and and what that, because it will
help me understand what Tye sees from Larcan.
Speaker 2: So yeah, it was cool.
Speaker 3: It was really cool and I didn't know either.
Speaker 4: And then I had an idea and I had what
My idea was enough to influence how I played Tie
but not enough to influence how I would play Lorcan.
Speaker 3: So I was suddenly like, Okay, who is this guy?
And like what is his his deal here?
Speaker 1: Whack and Wlack and Meyer knew that they were going
to be playing these other characters, but I did not.
Speaker 3: Oh cool, I didn't know that it was very interesting
and it is. Yeah, it's a good objections.
Speaker 5: You say, Wack and Mere knew, but it wasn't. It
was like an hour before or something.
Speaker 1: Yeah, I know, Yeah that's true, Yeah it was. It
was it was you knew long enough of which way
to put on.
Speaker 3: Pretty much.
Speaker 1: Yeah, it was long enough for them to go I
think I'll wear this. But other than that, it was
pretty uh pretty on the fly. But yeah, is there
is there any I think there was one more cool question?
Speaker 3: Everybody else?
Speaker 1: Everyone else some timing. It's because of timing everyone else.
I think there was one or two from the chat
that I missed.
Speaker 2: Have there been that like questions live in chat as well?
Speaker 1: There's been a couple there was that I see, but
I haven't been I'm not very good at looking and
reading the chat as per usual. The there was one.
There is one that keeps coming up that's about like,
what's your favorite? Is there a place that I've seen
multiple times? Here's the question for Cord, what's a really
cool area of the spine that the players never got
to experience or explore. And that's hard for me. I think.
Speaker 4: I have.
Speaker 1: Some place is there's one that comes out to me,
but I don't remember what it's called, which makes me
seem like a shit out. Where does it it is? Anyway?
The place is north of uh north this cat uh
north of Evervale Uh and God, that cat is so
happy for something.
Speaker 3: Where is by the way?
Speaker 4: If you have questions for people or cord or whatever
after this so we don't answer your question, then just
seek people.
Speaker 3: Out on their strings and.
Speaker 4: Find find them, find their car, sit on the top
of their car until they get in the car, and
ask them the questions.
Speaker 1: Then there is a this is the way that's echoing
for some reason, there is I don't know where it is.
I've got a whole bunch of different local but a
lot of them usually have like one or two lines.
There is a place on the spine. It's actually a
little south of the spine that is called Lisk and
it's a It's built in the shadow of a mountain
towards the deserts the south of the spine, so where
it gets hotter because the sun is always in the south,
there's a shadow of a mountain. Harness, what was that?
Speaker 3: Everybody talks like the artis Yeah.
Speaker 1: Yeah, it's lisp.
Speaker 2: It's called lisp.
Speaker 1: It's called lateral lateral lisp and the lisk l I
s K and it is it's built in the shadow
and like a little bit of a crater in the
shadow of a mountain. So it's sort of always dark
there and cold. So there's a little bit more vegetation
that can grow there, and there's a little bit of
like bioluminescent probably a forest or something that is there
as well. But outside of Lisk is where the sun is.
So there's so you have these people who are constantly
going and exploring out into the sun beaten deserts in
the sands and then and then retreating into this permanent
shadow of behind this mountain. And that is there's a
lot of cool things about Lisk that I have unexplored
or not written. Now, I've got a cat who's beating
at the door, but that is cat.
Speaker 2: It's the same cats run away from here and.
Speaker 1: Uh yeah, so that that was a Lisk. There was
another one, crow More, which is next to uh everveil,
and that is a large spire. But crow More is
also the catacombs where then where the sworn are buried.
So you had Dead Grove which was pretty much the
private plots of all of this land that uh, this
miser would uh sell to just the population acres and
acres of land. That's someone I assume probably bought for
a gold piece or something a long time ago, but
it's been in the family and just sells lots of
grave sites, and that's where a lot of people are buried,
usually around the Spine. But crow More, across the river
and lake from Walden, is near Walden, but you could
see it from Walden. Crow More is this spire and
under that spire is the catacombs, the active catacombs of
where the sworn are buried. So if Smith and probably
Creighton would be Creighton would be buried there, if he
was even granted the privilege of being buried there. But
if Varsha and Smith did not defect and continue their
sworn lives, they would have probably most likely been buried
in crow Moore. We never got to explore it, no
really needed to, no real need to go there, but
it is a location that could have been explored how's
the cat be good? Sorry, I'm so sorry, sorry, And
I have a question to all of you. Do you
have any questions? And do you have anything you want
to bring up or talk about? You? You four.
Speaker 8: Interrupt everybody the.
Speaker 4: Weird problem with his scrot and I really think we
should sort of whack he's on his scrot and I
think as a group we should come together and really
help him.
Speaker 5: With it, because as a group, everyone together and help
me with my sirona.
Speaker 3: Okay, right, what happens when you get to that aid
as a.
Speaker 5: Group of everybody's gonna have to hold it.
Speaker 3: Like a like a sugar baby, like a red like
a mean Spanish galleon.
Speaker 1: Galleon sale.
Speaker 3: We can use whag to sell to the colonies.
Speaker 1: I'll take that as an oh, I.
Speaker 4: Don't think I have any questions because I have all
the answers I want, and anything else that was ambiguous,
I like that way, you know, right, A fan of
a lot of the ambiguity that we had around some
of the elements here, including what like one of the
questions that I thought myself, I was like, I wonder
what happened to lorcan and buttocks and all of them?
Speaker 3: You know what, I don't want to know the buttocks existed.
Speaker 5: The NPC that myths for good Man, I did, I did.
Speaker 1: I do know, like they had ideas where they went
to do. But I mean we've never needed to measure
or say well after.
Speaker 4: Yeah, after Lorcan's you know, he seems like one of
those guys that even though we were successful in his
you know, resistance, the entent resistance, you know, we.
Speaker 3: I feel like he probably would find something else to
just doggedly go out. Yeah, probably just.
Speaker 4: Yeah, radicalize the rest of them to go off after
this second thing that's been happening.
Speaker 3: I don't imagine he settled down. I mean maybe Bucks
was in the background.
Speaker 4: Of some of those scenes that we had at the end,
wandering around, like I imagine Lane was. We spoke about
that that Lane is in those scenes in the final
scenes that were the ten years later epilogue stuff. Lane
is in the background like an old man, the regular
at the bar sat there.
Speaker 3: And maybe Bugs is like, you know, the same drinking Yeah, yeah.
Speaker 2: Don't your Patreon campaign, Like what time period was that setting.
Speaker 1: That was set in the same time it was happening
at the same at the same time. Oh dude, Okay,
they did they there, they're a story wrapped up before
the story wrapped up here. Never really nothing really crossed
paths up north a bit.
Speaker 2: Because my question was going to be, like the interaction,
if there was an interaction, but like, did.
Speaker 6: Anything we do kind of like have ripples there and
vice versa, Like did anything they change anything.
Speaker 1: One of the players was named was called Luca, and
he was a master chef on the run from Evervale.
Speaker 8: He was a barred and sorry wait back up, master chef.
Speaker 3: On the run.
Speaker 1: Why he stole he stole a, he stole ata, he
stole ai, he stole a a device from a wizard.
Speaker 11: Uh.
Speaker 1: That was a collapsible house. Those collapsible house. He stole
one of those and was on the run. So the
players from our Patreon game that was their home base,
their mobile home base, you would just PLoP. And they
had a little butler named Winston. It was like this
little construct butler who would do things for them like
go and sell their items and things like that. But yeah,
he stole that and was on the run. Exactly a
little retainer and they were exactly and there once again
once again making their final fantasy wastas Uh. And they
he was he was from Evervail. He was on the
run from Evervaiale uh and they had people out trying
to get him back because of what he stole. A
group of wizards from who he stole stuff went to
go find him. He also when they were in that
that collapsible cabin that hut that home base of their
outside of the windows of that cabin would play memories
and subconscious of Luca and Luca the bard did grow
up in a He grew up in an orphanage in Evervale,
And there was one scene where Smith showed up and
took one of his bunk mates. Uh, and that was it.
So he and I don't think it was I think
it was Smith's probably old prior before Varsia. But the
blacksmith showed up and took one of the kids. And
that was that. So there was one or that was
sort of one that sort of stayed through. Was really great,
as the guy who played Luca doesn't know the spelling story,
so he was really like excited about that, about that
notion and that that idea. As far as the as
far as their interaction with yours, there wasn't anything that
really would play unless you went a little bit north,
you would probably see some stuff in the sky. But
besides that, not really a lot of them would probably
come back to Hearth or ever Vail or they would
and then realize what has happened and they're going to
be in for a big surprise when and if that
ever happens. But uh yeah, give me one second here, uh.
Speaker 8: Uh?
Speaker 1: Do I have any what are we talking about? Got distracted?
Speaker 2: What are we talking?
Speaker 1: What am I? What am I doing here? Is there
anything whack? Do you have any questions or anything at
all for me?
Speaker 5: Or I was selling Ray always going to die? Or
did you make that decision question?
Speaker 3: She was based on what was happened.
Speaker 1: She was not always going to die.
Speaker 5: Okay, So because I feel like we kind of answered
that in the game, but I wasn't sure if you
had always that was going to happen.
Speaker 3: Yeah.
Speaker 1: Yeah, the the Twin Shields, the the adventuring group that
became the Nobles of and like the founders of Blue
Falls as it is today, cel Ray being one of them,
in cel Ray being the the one who did the
technological magic for and the magic tech for the spell
sales did not I don't think I was going to
have her be taken out or killed. I think I
wanted to have the Grasp come in the way of
the grasp of the monks, and I thought that would
have been a really cool way of one stirring the
pot and bringing them in. Unfortunately, that fight was so
silly and died to falling damage. But it was a
great lesson to learn and I think really really cool
for the party. And we spent a lot of time
in Blue Falls, which I wasn't expecting, but it sort
of was needed. You couldn't. I don't think we could
have done the story without Blue Falls at all. Yeah,
because it lit a fire under Smith and it also yeah, yeah, yeah, And.
Speaker 5: A side note on that, by the way, I saw
a lot of people that were like, Oh, Smith's about
to go fucking crazy, He's about to rage out.
Speaker 3: And I think.
Speaker 5: You missed the point on Smith if you were thinking that,
because he was pretty emotionless man. I mean, more than
anything else.
Speaker 1: It was just.
Speaker 5: Like it was just PTSD. I mean, he just felt pain. Yeah,
that's really what he felt all the time. And I
think the first glimmers of happiness and stuff happened probably
at flairis it was maybe he saw some hope or
some potential with Celerat, but he was still used to
all the pain, so it didn't.
Speaker 1: It was just another thing that just sounded like, Oh
I deserve this this of course, that's what happened stoicism. Yeah, yeah, yeah,
And exactly what kJ says is figured that he'd regrets.
That's sort of what was happening. Smith was opening up,
and then that happened, and Smith just sort of retreated
again and then was able to really start to And
that was sort of like I feel like Smith testing
the water so socially to open up, to let those
boundaries and those barriers down for a moment, the boundaries,
those barriers down for a moment, and then later opening
up like giving himhimself emotional context to when he goes
to Flaris and opens up a bit more.
Speaker 3: Mm hmm.
Speaker 1: All right, And I don't know if we have anything else,
any other questions chat oh and PBS.
Speaker 2: Anyway, anybody questions, anybody, anybody, any.
Speaker 1: Answers forever hold your spell wind.
Speaker 2: What were the twins name?
Speaker 1: That's a great, that's a great. What are the twins names?
Speaker 2: Taisha and Van too? Yeah?
Speaker 1: Okay, there's it. Taysha and van to.
Speaker 8: Do you want to answer that, Brad or no?
Speaker 1: Oh?
Speaker 3: I I didn't know there was an answer.
Speaker 8: Yeah, well, I mean I would decide now. It was
what I meant like, do we want to Yeah?
Speaker 3: No, I purposefully figured we didn't name them.
Speaker 8: Yeah, okay, and we will leave it in big.
Speaker 1: Luke.
Speaker 4: I mean yeah, maybe one day Cord will need names
for them, and I guess it's up to him to
do that.
Speaker 2: You know who, what did you say? Perfect and inventor perfect?
Speaker 1: That's them, write it down? Okay. I think that concludes
the questions. You know what that means?
Speaker 3: It is time for the sex. Wants to grab my
scrot that's it. Whack three three DERs in it his
local bar.
Speaker 11: Everything, all right, it's time for the sex, right, all right,
that's per tradition.
Speaker 3: Bread is being put to work.
Speaker 1: All right, here's the roast of spell Wind.
Speaker 3: Is this thing on?
Speaker 4: Okay, let's see spell Wind the other final Fantasy Sei remake.
Speaker 2: Ha ha, that's an easy one.
Speaker 1: Yeah.
Speaker 4: Whack role played as a medieval iron man, which is
weird because Whack is a man who was born in
the Iron Age. He played a spellcaster who could use
void magic. We all wish she played a spellcaster who
could avoid speaking. Maya's here the worst of three possible
types of black pussy.
Speaker 13: Oh my god, Jesus Rice, I think I nodded, and then.
Speaker 3: That wasn't even the one that I cut. Maya played Jet.
We all wish you wouldn't, all.
Speaker 4: Right, I think we all agree that it was harsh
when Cord chose to have Jet's hands removed, when we
all wish it.
Speaker 3: Had been Peebe's tongue. Oh accurate a week for this show.
Speaker 2: That's it.
Speaker 3: It's just hilarious.
Speaker 4: Whack is so fucking old that the next Shill show
is going to be an open casket.
Speaker 3: Sony rate old that his next.
Speaker 4: Show should be called The Pearly gatewalkers Mith's here looking
like Daniel day Lewis with als myth thought he was
a fucking genius when he came up with an idea
for a show that involved magic diosx machin a wind
that can shift and transform the entire story on a whim.
I felt really awkward casting him in my Star Wars show.
Thinks he invented the force. Now, I'm actually really proud
of Cord for putting years of work months of effort
and focus into finishing a single thought. Myth took so
much adder ale to concentrate for three hours every week
that I lost my thirteen years sobriety back. The only
thing more fun than the tech issues on this show
is Miss Adderall soap liver. In this show, we were
introduced to a giant mahogany creature that everyone didn't trust
in the beginning but eventually came to love by the end.
Maya Wax started out as a villainous piece of shit.
He's still a piece of shit, but at least now
he's super dependable. All right, Sorry I misread that now
he wears depends.
Speaker 5: They're comfortable, all right.
Speaker 4: If it wasn't for this show, I would never have
met Maya, which makes this show a bigger fucking disaster
than Mislight. Dead Grove, Bearding's Hollow, and the Spearway all
sound like they were named in honor of Peeb's vagina.
Speaker 3: Large Vibe.
Speaker 4: Myth should have given her the periept of wound closure.
He played a damaged individual with a troubled childhood who
is forced to work against her will, using her incredible
magic for the single purpose of furthering an evil tyrannical leader.
Speaker 3: I have no idea how that feels.
Speaker 4: Spelwyn was a long show, one hundred and seventy seven hours,
sixty six episodes over almost two years. Spelwyn went on
for so long that I was scared Whack wasn't going
to see it to the end.
Speaker 2: Halfway through the show.
Speaker 4: Halfway through the show, Myth changed his name from Mythematic
to Cord, which is also what I needed.
Speaker 3: About thirty episodes in.
Speaker 4: Maya used his natural Ghanaian accent, Pebe used her natural
American accent. I use my natural London accent, and Whack
used to have hair.
Speaker 2: Myths trying to fuck so.
Speaker 4: Many other streamers that he's now officially a member of
Twitch's advertising team.
Speaker 14: I don't even know if that's true. To be honest, lastly,
I'll say this, Whack is old and ball.
Speaker 2: Thank you very much.
Speaker 3: Amazing.
Speaker 5: Yeah, it sounds like you're flying, by the way.
Speaker 2: Put the microphone away. I'm sure it's intentional. The only
time I get my dick out.
Speaker 5: I never became a stand up comedian.
Speaker 3: It wasn't allowed.
Speaker 1: That was so good.
Speaker 2: I was expecting about that.
Speaker 1: That was great. Thank you.
Speaker 3: Let me see how many I cut one, two, three, four, five,
six seven.
Speaker 1: Going to dock somewhere and the cut ones.
Speaker 5: Ones locked door forever, perfect, perfect, He's going to save them.
Speaker 2: On the Oracles a roast every week.
Speaker 1: An Oracles rest, all right? That everyone year is the
that's it, that's the round table. That's spell Wind season one,
maybe seasons we'll see. Which was really fun about the
ending of spell Wind as it is is there is
a lot of cool things that we could maybe do
for season two, if there is one. But yeah, let's
go around and have our last shout outs and call
it an evening, and then maybe I'll show you what
seezer that I've been working on from.
Speaker 3: The old uncle cords God zipped away?
Speaker 15: What old uncle cords got zipped away? That's right if
you're a streamer, Yeah, all right, all.
Speaker 5: Right, So let's really could have just change that joke
out for Orcish by the way, it would have worked.
Speaker 1: On my.
Speaker 5: Chat.
Speaker 1: But yeah, Brad, you wanna you wanna want to start
us off? Yes, hello, I'm brading today with your roast.
And then I didn't, so I'm glad I didn't write
anything down anyway, Go ahead.
Speaker 4: Okay, well, yeah, that'll come back to you in the
next one d eight fucking days.
Speaker 3: There's another. Uh yeah, no, I fucking love this campaign, man.
I'll tell you one thing that I really liked about
this cord and I'm going to be sincere for a second.
You have a cool DM style.
Speaker 4: And one thing that up until I played in this campaign,
I think I was being really precious with like really,
I think it was just being precious with everything, like
how it came across, how the show was being perceived,
how I was running the show, what I was doing
when I was GMing and and you know, music and
everything and making sure that everything was just like so perfect.
Speaker 3: And there'd be points in this where.
Speaker 4: For me, well, there's just there would be times where
you'd be in the middle of a you know, a
relatively important scene, nothing like insanely important, but you know,
just an relatively important scene, and then you would just
casually drop in a joke and laugh and then roll
on and somehow it didn't break immersion and lose momentum.
And I was like, what you can do that, That's
a thing, And like, because I've always been like like
I'm always making jugs and being silly, right certain thing.
But when I'm GMing, I was always so serious, and
I there's something about the way that you're able to
like do that that helped me to let go of
my like vice script DM style. And yeah, I started
doing it in Oracles rest. I was just like being
silly and having fun with it. And you know, we've
been playing Star Wars, which is I've been like really
try harden with it, and there've just been a lot
of moments where we just drop it and we just
joke and then we carry on. And it has been
and it's so somehow you you you're able to do
that and still go with the flow, which is really cool.
I don't know, man, It's a thing that I think
I learned from you in this.
Speaker 3: Which I really appreciate. And it's just so specific, like
I don't you know what I mean.
Speaker 4: It's like such a weird thing to thank you for
after this, you know, like this show has been like
a year and a half long, and we've been and
there's there's so many good things about it that everyone witnessed,
and so many like obvious things that I could cherry
pick that I've really enjoyed personally about.
Speaker 3: Being here with you. Guys.
Speaker 4: You know, like I met Maya, he's become one of
my best friends. We hang out all the fucking time
and stuff like that, which is more than you know,
this could have been the worst show of all time,
you know what I mean, but it would elevate it immediately.
But there was just there's something about the way that
U GM that I just really enjoyed. And I think
for me personally, it was It's just such a specific
little thing, but it's really I think it's it's changed
me forever how I GM.
Speaker 3: So I want to thank you for that. And also
the show is just great.
Speaker 2: I really loved it.
Speaker 4: I really loved all of our characters. I love the
story that we told together. I think the cast, I mean,
it was so the original. One of the original things
that Caud wanted to do was have me, PB and
Wack be able to play in the same game. It
was like a gift to us because we were always
running one show and we can only ever have one
of us on as a player or whatever half the time,
and because we're just the center. And so that was
his first gift to us, and the second was Maya,
and then the third for me was just I think
you enhanced my ability to to GM and I really
enjoyed the show and I'm gonna miss hanging out every
Wednesday with you guys.
Speaker 3: And playing it.
Speaker 4: But I really, I really think it was a fucking
solid d indie experience. Man, Like, fucking just nailed it,
and you should be really proud. And I'm really really
happy we told this story together.
Speaker 3: That's about it.
Speaker 1: I'll have to say about you so much. Yeah, a
lot of the I was telling Brad this too, A
lot of the gamifying elements of traps and things, including
like the Sudoku way of getting into or does Coo
I think Meyer called it or Jet called it in game,
the Sudoka way of getting into Flaris Academy, as well
as whac figuring it out and everything was uh, that
was from you, Brad. So I mean like gamifying mechanics
and gamifying D and D in ways that are not
a simple skill check or combat. So like those mini
games and things that come up. If you were there
this past Saturday chat, Brad dropped an entire board game
on us, uh for a adventure and it was awesome.
So just like I so, a lot of that stuff
I wouldn't the Flairs encounter was from you, so thank you,
and like each of you have given me a bunch
of things and you got to you got to see
and experience a lot of that stuff. So thank you
for all of you for bringing all those cool little
hear my dog grunting in my lap right now, But yeah,
that's uh, you.
Speaker 3: Keep dressing like that, I'll be grunting in your lab.
Speaker 1: It depends what are your numbers, what are your streaming numbers.
But yeah, the that it's been, it's been, it's it's
it's span.
Speaker 2: It's been great.
Speaker 1: Anyway.
Speaker 6: Meyer, Hi, my name is Meyer, and I played Jet
and yeah, this is the final spell Wind season one
or whatever you wanted to call it, the final spell
Wind episode. It's been a very interesting one for me
because I mean I've had a little bit of a
you know, like a tabletop ARPG experience before, you know,
like before meeting you guys, I did some things and
that's in fact how I met Court. You know, like
we were playing the Expanse tabletop RPG and we kind
of hit it off with our characters, you know, and
we just found hey, this guy's you know, like we
just ke kept finding ways to kind of like make
our characters like balance off each other, and like it
just became this natural thing, and like I think I
made an instant friend. Like really realizing that I had
it was very strange, and when that was over, I
kind of felt, uh, you know, mildly lost because like
I on stream and stuff, all I kind of had
been doing in the past was one thing, just streaming
Star Citizen. So when Chord hit me up and said, hey,
do you want to be on this TPGM doing a
D and D thing?
Speaker 2: You want to do it? I was like, hell, yeah, sure,
And I had no idea.
Speaker 6: That that would literally be changing my life. The amount
of like story beats that have happened in my life,
not just through like the stream or whatever, but just
in my life that I can like, oh to this
and this table, like are so many, you know, like
I've made friends and family through like through through spell Wind,
you know, like it's it's been here's been an experience.
Speaker 1: Uh.
Speaker 6: You know, like without Chord, I would never have been
I would never have met PB, I would never have
met I would never have met.
Speaker 2: Brad.
Speaker 6: I would never have met Brad, you know, And uh
that one right, and you know like the feel. The
feeling is mutual. Brad is you know, like one of
my best friends. And I owe so much to spell
Wind and I owe so much to Chord. I remember
like feeling like my life had changed, like a couple
of months into spell Wind, I like I just kept
having the urge like reach out to Chord and say hey,
hey dude, thank you, and he like before I'm like
you know this that the other just like I couldn't
put my finger on it. And you know, obviously the
end of spell Wind isn't the end of everything and
the end of like this right, but it very much
is okay, fine on checks in the mail, fuck you too,
but like but but yeah, for real, it is you know,
like uh for certain the beginning of it. And I
I owe you guys so much, you know, without I'm
just gonna keep repeating myself honestly. Without spell Wind, you know,
I wouldn't have, you know, like discovered wild RP and
that was through PB And I wouldn't have tried to
further my voice over career. You know, I wouldn't have
tried to do all this stuff. I probably wouldn't have,
you know, like a worked at Twitch con last year,
I probably wouldn't have been signed for voiceover this year.
I owe my life, the table story and these four guys.
Speaker 2: So thank you.
Speaker 3: I mean you also did all that yourself.
Speaker 1: Sorry, yeah you did, you did.
Speaker 3: Too much. But also we'll be taking five percent of
everything you have for the rest of it.
Speaker 1: That would be very helpful. Yeah, thank you Meyer for
bringing Jet and thank you for saying yes to this.
It really has been life changing and you being a
part of this has been so awesome.
Speaker 2: And then we said yes, all right, yeah, right, I
made you, I said, of course.
Speaker 8: But yeah, important distinction.
Speaker 1: So it was just so everything you did the like
I said it earlier today too, you were the first
person to speak during the show, like you're. The first
line set in Spellwyn was you, And that is very
courageous and brave to do, especially on a show that
you're like the first time. So it was really cool
to see Uh and you took that that bravery and
that risk taking throughout including your descriptions and bringing Jet
as Jet was. And it was a really great placement
of Jet being that timid person who has been uh
and like ancestrally screwed by this crusade, right, you grew
up as U and Jet grew up as this person
who feared and then even the last episode during the epilogue,
I was like, wow, like Jet's really changed, Like why
is that?
Speaker 3: It was just like it was.
Speaker 1: It's obvious that all the amazing, beautiful choices you have made,
including the ending and the epilogue to why that exists.
So just thank you for having such a consistent character,
and thank you for also being in my life and
and and saying yes and being around to play games
and to Star Citizen and to just be awesome. Just
thank you for thank you for being my friend as well.
That's it. I'm not gonna say aything else. Whack uh.
Speaker 5: I am very grateful that we had the opportunity to
do this and get to role play together. Getting to play.
Speaker 2: This character.
Speaker 5: Felt kind of cathartic.
Speaker 4: In this.
Speaker 5: Weird way. I don't really know how to describe it,
but it was like a it's kind of a redemption
story and getting to getting to do that through a
character with some of my favorite people is just a
wonderful experience. So thank you so much for that. Getting
to sort of trustfall with TB, especially in the beginning,
was like really powerful, and it it had a really
big impact, I think on the way that I will
role play from now on in that I think that
I think I'm going to do that a lot more.
I'm going to do the trust Fall kind of thing
where I have a lot less sort of planned and
just try and read someone that I know really well
and develop a scene with a few looks, you know,
because that that's something on a scale I don't think
I've ever done before. The way that we did that,
and having to make really important decisions for the what
was going to affect the rest of the campaign in
moments was really tough, really really tough. I was like,
my choice here is going to change the entirety of
the campaign, and I had a lot of pressure on that,
but I was like, just just go with the flow,
you know. It's kind of what I was repeating in
my head and and I you know, I hope I
can do that more in the future. But I'm glad
that we did that together because I don't know if
I could have done that with anybody else as as
a as a as impactful as a moment as that was.
So thank you and thank you for all of the
work that you put together every week myth and these
wonderful settings were very vibrant, and they all had their
own story and they really felt like solid places to go.
Speaker 1: Thank you. Hellyeah, hell yeah, thank you. Yeah. Some some
weeks I couldn't do it. It was a lot of work.
In some weeks I was like, I can't this week,
and thank you for supporting that. Because there were some
weeks I just had to cancel because I just probably
so much pressure on myself to do it. And every
week I'm like feeling this imposter syndrome of oh shit,
I'm gonna let the table story down. No crep. But
every time you've been each one of you have been
so so supportive in the shut up court, everythings fine,
and so thank you for just being such great people
and great friends. Yeah, it's been amazing, and thank you AAC.
It's been such a pleasure having you on and to
see the intensity of Smith and the intensity of your
talent as a role player. And yeah, in just a
few looks, there was a couple of times where you'd
stare at the camera or you'd stare at me, and
I felt like I was deconstructing because I was like,
oh shit, I don't know how to respond because it
was just so you are such an amazing presence when
you are backing like a character that needs it, like
you have of such a wonderful, versatile charm to you
that you can embody these characters. And if you're intimidating,
you are one hundred and ten percent intimidating. If you
are charming, you are one hundred and ten percent charming,
And it's just it's amazing watching you emote. So thank
you so much, Whack for bringing bringing that even in
a character who doesn't emote often, you know, you were
still you. It was still so easy for all of
us to read. I felt for me at least read
what's going on inside the struggle that was Smith's mind.
So it's just really cool to watch and thank you
for it.
Speaker 10: Yeah, BB, hello you Hi, I'm pump I'm Pumpkin Mary,
and I played Varsha for you for this last almost
a year.
Speaker 5: Wow, year and a half?
Speaker 10: Yeah, oh sorry, year and a half almost two years?
Speaker 2: Right?
Speaker 1: Wow?
Speaker 4: What holy shit?
Speaker 5: September okay, wow.
Speaker 10: Yeah, court, Well, first of all, everybody at the table
that I got to play alongside, holy shit, everybody bringing
their a game every single fucking week.
Speaker 8: That was awesome.
Speaker 10: I love all of these characters and I was very
attached to them. And I think, and I said this
last week or when the finale happened, that it's one
I don't often really yearn for a happy ending. I'm
okay if things are, you know, not perfect.
Speaker 8: But for this one.
Speaker 10: It was the same with Dark Fire as well, where
I was just really kind of hoping that it would
be a happy ending for everybody, and it was and
it was like a really feel good ending, and I
feel like we don't always get those, and so I
was really pleased with that. Yeah, really really pleased with that.
And then Cord, holy shit.
Speaker 1: Your so.
Speaker 10: I know you said that Brad inspired you for some
of the puzzles, but the way you did some unique
combat that like that fight along the beach that was
fucking awesome, the fight in the air where you added
you know, like there was just each.
Speaker 8: Encounter was different.
Speaker 10: You had a lot of encounters that were, you know,
I felt like we could come to the table going Okay,
I know what I'm gonna do, and then you'd have
other encounters where it's like, holy shit, I really have
to think outside the box because you're adding in a
new element or you're making this combat unique in a
way that I'd never seen done before. So that was
fucking awesome. And also I just loved the world and
I loved everything that you did for all of us.
Not only did you yes and everybody, but you made
sure that everybody you know kind of was elevated in
a way with their either their backstory or you know,
you made sure to kind of like shine a light
on that without doing a backstory dump, you know, you cut.
Speaker 8: You just made sure to.
Speaker 10: Support that so we could explore that as much or
as little as we wanted to as players, which was
super fucking cool. And I loved every second of it.
And I'm going to miss it, and I got to
stop talking now I'm going to cry.
Speaker 1: Okay, thank you, bye, thank you, thank you, Pebe, thank
you everybody, Thank you friends. This has been super awesome.
And yeah, it's it's been uh a, it's been on
another one. It's been a wonderful couple of years. Uh
And Wednesdays aren't going to be the same. I've been
so like Wednesday, my spell, Wenday, Wednesday and Monday. I've
got to think about what I'm going to and I've
like i've been because of my add I've been now
like oh, I'll just do prep on Wednesday, and like
I will just save it all up because I do
better on a on a deadline, so I'll just save
it up and I'll do it all on Wednesday. So
my Wednesdays have just been spell Wind for the past year,
year and a half. So it's going to be nuts too.
Like even this, even today, I was still working on
spell Win to get today done. Next week is going
to be weird, I would I was worried that I
was gonna sort of be really sad when the game
is over, and when this is over, I don't think
I'm going to be one because there was a really
wonderful ending that I think what made sense that we
all sort of said yes and to to make happen,
and that was super awesome and one to happy ending.
I don't think I could have had it be a
darker ending because it was already a grim, strangling world
as it was, so I kind of definitely wanted to
have that little bit of a I didn't want to
like leave a fuck you to the story as it's departing.
I did want to have it a little bit of
an uplifting mood, so I'm glad it did turn out
to be that way. But if we weren't so close
each one of us, this would be much more somber
and like goodbye, right. This is just sort of like
this show's ending. That's it as far on Saturday, we
want to play okay, and yeah exactly and see you
on Saturday, like we haven't. It's the game us, like
the game ending, this season ending because I and I
keep saying season because I have ideas for a season two.
Whether or not it happens, it's completely up to the
world and the universe and everything and if it can happen.
But this is sort of just like this was a
great little button and I'm glad it happened. But let's
go and play more games, you know, like where like
this isn't this would be. This would be much more
of a a dramatic ending to whatever. We're not ending
an era, we're not ending anything. This was the start
of a beautiful, wonderful friendship and relationship with all of you,
and it just so happens to this story, this arc,
this little chapter of our friendship and relationship and this
channel's just wrapping up for now, so Wednesdays are gonna
be weird. But besides that, like I'm I'm happy and
so thankful and grateful. And I do this every week too,
when my when my medications hit me, when my adderall
had jokes, when my adderall hits me and my anidepressants
hit me. When I start working, I get so grateful
for my friends. For like twenty minutes or so, I'm
just like, you know what, friends are awesome work. But
it's like, for a little bit, there's this window of
just like, you've got some really amazing friends. And every
time that happens, and every week and every time I
start working, and and that sort of that blubbles up,
that blubbles up for a moment. I then just start
to get distracted and think about how awesome my life
is with all of you in it, and just I
say it every week like in the text, but like
now having you here, thank you so much for everything,
the dms, the jokes, the dming, the GMing table story.
Thanks for letting me taking a risk and letting me
produce something for you all, and taking a risk with
v mix and taking a risk with me playing and
dming all of you, and it's just thank you for
this wonderful, trustful and thank you for being my friends.
This has been really great. And what I loved about
this is I not really what I loved about this,
but what I'm thinking about right now is I didn't
really look at Chat throughout the game, Like through playing.
This is the most I've looked at Chat throughout the
entire run, because one, I'm sort of doing this meta
hosting thing, but I didn't look at Chat because I
didn't need to. I'm not like, no offense Chat. I'm
not doing this for you. I'm doing this for us.
This has been really great and it's just you. And
this is another reason why I liked to joke and
have that giggles and laughs and stuff, Brad, is because
I did want to have this personal fun that we
have and I and like, we're gonna play this game.
It's gonna be great and you can just watch chat
if you want. And it's been really awesome. And I
feel like there hasn't been a point that in this
story and in the relationship that we all have, including
the characters, where it didn't seem genuine and it's been.
And that's really really hard to find in this space,
is to find those people and a crew that of
even cast members who can be genuine in themselves in
their characters. And it's just it was amazing. So thank
you everybody for being who you are and letting me
involved and and all that's goodness. But I think one
last time, we could all, uh do whatever pose you
want and freeze the cams, all right, and you're just
gonna do that, and that's it, this is said, okay,
and we're all doing that. We're all doing the JetWave. Okay,
all right, perfect. I love you all. And and wax
still here.
Speaker 5: I can't find the eggs button there.
Speaker 1: I'll build that out. How do I get on it?
Logged a drawing table.
Speaker 5: In front of me. I can't see anything, okay, but.
Speaker 1: Thank you everybody. And before we go, everybody, I just
because this story in spell Wind is ending doesn't mean
that spell Wind the World is ending. I mentioned that
before in our before the epilogue, and uh, you may
want to unmute the tab for this people in the
v mix if you wanted to watch this or watch
it on the channel. But I do have a trailer
for a what will be happening ten years after the
events of spell Wind.
Speaker 2: Yeah, this is this is that.
Speaker 1: Enjoy and happy Wednesday, and we'll see you on tomorrow, tomorrow,
right tomorrow for uh the area door ash ashes a
very door. I was like burning this, the burning of
the place. Alright, my brain's not working. My I'm all right, bye,
who's the old one now? Still it's still you.