Now that Alluria Publishing, thanks to a kickstarter, has risen from the ashes like the proverbial phoenix, I thought it would be appropriate to grace them with a review appropriate of one of their biggest releases so far:
Remarkable Races: Compendium of Unusual PC races
This
massive pdf is 161 pages long, 1 page front cover, 1 blank page inside the
front cover, 2 pages editorial, 1 page ToC,3 pages of indexes (vital for a book
of this size), 1 page SRD and 1 page back cover, leaving 151 pages of content,
so let's take a look at each of the new races:
The first
in the cadre would ne the race of Anumi: Born from a sacred fruit found by an
enterprising charlatan, these humanoids are actually the revitalized (or
rebirthed) animal companions, familiars etc. that had reached the end of their
life cycle, given a new, fully grown humanoid body with an animal head by the
consumption of the draught distilled from it. Thus, it is not surprisingly that
introducing this race to your campaign will immediately make animal rights etc.
a new political factor -rather cool if you're so inclined, though in some
rather dark/low fantasy campaigns that'd out of place.
Well, on
the other hand, the background is easily enough ignored. So let's get to the
stats: Anumi all get +2 to Str, +2 to perception and additional bonuses
depending on the animal they originated from. Amphibians get +2 Wis, -2 Cha,
acid resistance 5, can hold their breath 4 times their constitution score, get
+4 to swim checks and +2 to saves against poison and disease (Bestial Fortitude).
Arachnid Anumi get +2 Int, -2 Cha, darkvision 60 ft., +2 to reflex saves
against electricity, fire or light area of effect spells (Bestial Reflexes), +4
to climb and can cast a web once per day as a spell-like ability. Avian Anumi
get +2 Cha, -2 Int, the same reflex-bonuses as the spiders, +1 to ranged attack
rolls and can cast feather fall on themselves once per day. Canine Anumi get +2
Cha, -2 Wis and scent as well as improved trip as a bonus feat.
Equine
Anumi get +2 Int, -2 Wis, a base speed of 40 ft. that never decreases due to
encumbrance, +2 fort-saves against poison and disease and can add a regular
attack after a bull rush maneuver - the ability to not be encumbered is already
powerful and adding this special attack goes too far for my tastes, making this
choice particular insane for barbarians or similar heavily armored tanks.
Feline Anumi get +2 Cha and -2 Wis, low-light vision, +2 to acrobatics and
climb checks and may reroll every reflex save before the result is known.
Unlimited times per day rerolls of reflex saves? Come again?
That's sick
and unbalanced. Not gonna happen in my game. Ever. Ophidian Anumi get +2 to
Wis, -2 Cha, darkvision, +2 to saves against poisons and diseases, bestial
reflexes and +2 to escape artist checks. Porcine Anumi get +2 Int, -2 Cha,
bestial fortitude, scent and can continue fighting for one round after being
brought below 0 hp. Reptile Anumi get +2 Wis and -2 Int, bestial fortitude, +1
to atks against tiny or smaller creatures and may reroll all will-saves, even
after failing them, making this race imho more broken than the feline Anumus.
Again, not gonna happen in my game- Rodent Anumi get +2 Int and -2 Cha, bestial
reflexes, +2 to initiative and can reroll failed saves, but have to announce
that they do so before the results are known. Again, unlimited rerolls per day
are a huge no-go for me. Ursine Anumi, the final type presented, get +2 to Wis,
-2 to Int, get +1 atk +1 damage to one unarmed attack per round, bestial
fortitude and the improved grapple feat.
After these
racial traits, we are given advice on creating more Anumi-types and how to
integrate them in your game. It should be noted that the necessary age, height
and weight tables etc. as well as speeds and a concise list of starting
attributes for all new races herein are provided at the end of the race-section
of the book.
The second
race we are introduced to is called "Boggle" - manipulated and bred
to be more intelligent goblins, boggles have changed into rather benevolent
beings and now can be considered beneficial inventors. These strange little
goblins get +2 to Dex and Int, -2 to Cha, are small, get a base speed of 30
ft., darkvision 60 ft, +1 to ref-saves against fire, electricity and acid area
attacks, count as goblins, get +2 to Knowledge (Engineering), Profession
(engineering), Craft (any), disable device or Use Magic Device and boggle
weapon familiarity. Speaking of which: From the multitool-style boggle-wrenches
to wind-up buzzblades and sniping crossbows, the new weapons are rather cool.
Better yet, boggles come with an inbuilt adventuring-reason: Boggle madness, a
racial disease stemming from their unnatural genesis that drives venerable
boggles mad unless they inject it daily- suffice to say, it's anything but
cheap at 1 GP per dose. A nice race, especially for those slightly steampunkish
in inclination.
Perhaps one
of the weirdest races I've seen is the Entobian race: Upright walking
caterpillars with a friendly disposition, though they fail to grasp the concept
of romantic love. They also are larvites and can transform via metamorphosis,
but the default Entobian gains +2 to Dex and Cha, -2 to Wis, are small, get 30
ft. movement, +2 to will-saves against charm-spells and effects, +1 to atk
against vermin, get +2 to acrobatics and climb, can create strands of silk-like
rope a couple of times per day and get a set of natural claws that deal 1d4
damage. The Entobians can also transform into 5 different evolved versions by
taking the respective feats, but more on that once I get to the massive
feat-section of the book.
Kvals look
like wingless imps with huge hands and actually are a rather interesting
concept: Basically, these creatures can be considered to be agents of entropy
that seek to destroy evil when the balance is shifted too strongly. Abrasive
and dark, yes, but if you'd have to draw some kind of comparison, the closest
one I could find would then be that Kvals are a kind of cosmic antibody against
the truly vile. They get +2 to Dex and Wis, -2 to Cha, are tiny, get low-light
vision, can detect evil as a spell-like ability, are fast for their size (20
ft.), can wield weapons as if they were small, don't provoke AoOs when entering
the square of larger creatures, get +4 to acrobatics and poison those
delivering bite attacks or swallowing them. Playing such a small character can
surely be interesting and honestly, balance-wise, they are solid.
Next up are
the Mahrog, which are essentially a form of neanderthal, taken by a benevolent
goddess, isolated from the world and kept peaceful and prosperous - until they
found their way back into our world. Now, their primitive culture and race
shaped by millennia of isolation clashes with the modern world of the setting
they're placed in. They get +2 to Str, +2 to either Con or Wis, -2 to Int,
count as humans, get either improved unarmed strike or improvised weapon
mastery as bonus feats, get an additional skill rank that can be spent in
appropriate skills and as long as they don't wear anything made of metal, they
add a +2 natural armor bonus to AC when clad in leather or hide armor. The very
conservative, overprotective mother goddess Mahra also gets a full write-up,
including her new preservation domain. A nice race that comes with an inherent
tragedy: The Mahrog goes out into the big world, starts as conservative and
indoctrinated and returns to his/her brethren only to realize that the edicts
on which their utopian culture is based are stifling, constricting and
ultimately dooming the race - or perhaps they are right? I like races that have
such an inherent potential for conflict and development.
Mogogols,
cheerful humanoid frog-people, have developed from boggards to become a race of
sea-faring, friendly frogs (and also play a role in the stellar Cerulean Seas
Campaign Setting by Alluria Publishing). They get +2 Con and Cha, -2 Int, can
be either medium or small with according movement speeds (30 ft. and 20ft.,
respectively), can hold their breath longer, move unimpeded through marsh or
mud, have a 10 ft. grasping tongue, get +4 to jump checks and small mogogols
also get +4 to climb-checks. Best of all, though, is that they get a 10 ft.
grasping tongue with which they can grapple. Due to the strange curse,
affliction or mutation that separated them from their boggard ancestry, all
mogogols are born good. Generally, these Gripli-like beings make for a nice
race.
After them,
we are off to the more esoteric Muse: Born from the realm of dream (or
nightmare), these ephemerally beautiful beings serve to inspire mortals towards
great deeds. They gain +2 to Cha and Int, but -2 to Con, low-light vision, can
grant allies +1 to all skill checks that involve skills you have yourself, can
1/day grant a reroll of an atk, save or skill-check via a touch and when they
are above half their maximum HP, they get +1 morale bonus to armor and saves
against adjacent creatures (an unwelcome design-remnant of 4th edition's
"bloodied" condition, I guess - crunch-wise not impressive). But why have they left the realm of dream? To
inspire the dawning of a new age? Or to escape something dreadful, lurking just
behind the walls of sleep?
The
coppery-skinned Numistians with their cat-like, green third eyes on their
forehead may seem familiar at first: Denizens once native on the plane of
commerce, these beings quite literally bleed sand and coins and actually
sustain themselves on coins and wealth - to them, commerce is literally life.
They get +2 Wis and +2 Cha, -2 Str, can change their size between small and
medium, are slow but steady like dwarves (20 ft movement, but no penalties due
to encumbrance), gain low-light vision, can 1/day lose hit points equal to
their level to reroll a given save to bribe fate, get +4 to perception to
detect coins, get +2 to saves against poison and can actually consume money (in
gold or platinum increments) to heal their wounds - especially the latter
ability being rather cool.
Oaklings,
mobile plants with humanoid "faces", have an interesting life-cycle,
starting as acorns and then evolving to small trees that observe for years
before springing to life and mobility. The coolly logic plants value survival
above almost anything, making them feel rather detatched, hence also their
racial traits: +2 Str and Wis, -2 Cha, +2 to saves against mind-affecting
effects, paralysis, poisons, polymorph and stun effects as well as an immunity
to sleep effects and can be affected by both humanoid and plant spells and
effects. If below 50% of their HP, they get +2 AC due to rotective sap (again,
4th edition design remnant...), can heal by basking in sunlight and stand up as
a swift action. Overall, the race feels rather powerful: The array of bonuses
combined with the option to easily heal and standing up fast is slightly more
powerful than I enjoy, though write-up wise, making these plant-beings essentially
pragmatic beings determined by logic, I enjoyed them very much.
Next in the
cirque is the one race I honestly dreaded, not due to their nature, but due to
how many ways exist in which you could screw them up: The Obitu are a
player-race infected with the so-called vivification virus - a virus that
infects undead, and reverses their polarity, ending in a transformation that
sees the beings being reborn as skeletons empowered by positive energy and thus
also none of the life-hating characteristics of the undead. Obitu get +2 to Str
and Dex, -2 to Cha, darkvision 60 ft., +4 to saves against disease and poison
(how do they catch them sans metabolism?), gain improved initiative, +2 to
acrobatics, escape artist and sleight of hands-checks, have a negative energy
resistance of 5 + 1/2 character level and are immune to sleep. Good news first:
The crunch is solid, if slightly more powerful than I enjoy - at least they
don't have the sickening amount of immunities undead have. The negative being
that the Obitu, with their magic virus (which also gets its stats) can
potentially break a campaign's logic - after all, they offer an excellent way
to enhance one's lifespan greatly. Also rather weird are the references to
muscular contractions and blood, when the obitu are skeletons - a more detailed
run-down of their alien physiology would have been nice indeed. That being
said, while certainly not perfect, they are nevertheless the best undead race
for PFRPG also far and in far-out campaigns with a lot of weird races (or Plane-hopping
campaigns) I will definitely use them, perhaps once my next player dies, an
Obitu spawns and takes root in the bones of the fallen... My favorite race
herein so far.
Relluks are
an interesting relic of a bygone era - literally. These beings are constructs
made of basalt and obsidian pressed into the shape of a vaguely humanoid
creature with a gaping maw of a tribal face at the front, sprung to life via a
soul-crystal and covered in strange golden metals that cover their frames in a
distinct pattern resembling circuits, these relics of the downfall of two
allied civilizations of atlantean proportions now scour the earth, guided by
instinctual memories of their as of yet undiscovered brethren. They gain +2 Con
and Cha, -2 Dex, have a con-score and make fortitude saves as normal, but do
get some (though thankfully not all) construct immunities: poison, sleep,
paralysis, petrification, disease, nausea, sickening and energy drain all hold
no threat to the Relluk, which is a quite impressive list in my book. However,
this is offset by the inability to heal regularly - without magic, no Relluk
can heal and additionally, they are susceptible to spells that deal with stone
and non-ferrous metals. Relluks use their gems to emulate magic items and armor
- if the wear a regular armor, they quickly become fatigued and exhausted and
1/day, Relluks can emit a, obscuring mist-like cloud of steam that deals
minimal fire damage. Finally, they always shed light as a torch and contact
with the Relluk's soul crystal ignites flammable objects, leading to some nice
potential for humorous roleplaying. I honestly did not want to read this entry
- yet another construct race? Yawn! But unlike Replicants, Ironborn and
Automata, the Relluk are different in that they are WEIRD, don't feel
necessarily humanoid and also thankfully (as did some of the aforementioned,
just to be precise...) avoid the "slap construct-immunities on
them"-approach. Even if your world already has a sentient construct-race, I wager that the
Relluk with their antediluvian flair will make for welcome additions and bring
something new to the games! By the way: They come with a MASSIVE assortment of
armor gems: 13 different base-types of armor gems are provided and apart from
being useful as armor for Relluks, they also provide additional benefits like
skill-bonuses, elemental resistances etc. Even cooler, there are gemstone
equivalents for each armor gem, enabling Relluks to harness found gems in
similar ways (which are actually VERY effective) and making gemstones finally
more than just an annoying trip to the jeweler accompanied by an
appraise-check. Kudos!
Ever wanted
to play a slime? The Squole-race is just that. Slime. Humanoid-looking slime. Spawned
from the Paraelemental plane of oozes, these beings get +2 to Dex, +2 to Con,
-2 to Int, are blind beyond the range of their 40 ft. blindsight, get +2 to
Acrobatics and Escape artists-checks due to being boneless, gain a resistance
of 1/2 his character level against either cold, fire or acid and share some traits
with oozes such as immunity to stunning, sneak attacks, poison and sleep. they
can still be flanked, crited, paralyzed and polymorphed and while they don't
sleep, they do need to eat and drink. The blindsight is powerful, but the
blindness beyond the reach is a cool way to balance the benefits of this race
and while these oozes don't feel as cool as the Relluk, they are a solid,
albeit very weird addition to a campaign.
Speaking of
weird: The Taddol are a weird crossbreed of elf and ettin, encompassing two
personalities in one humanoid body. They get +2 Str and Int, -2 Cha, low-light
vision, count as both elves and giants for
race-related effects, get two favored classes (and +1 skills and hp
every time they take a level in such a class), +4 to perception, double the
number of head and neck-slots, but have double the chance to die by vorpal
weapons -losing one head kills a Taddol. They also get Two Weapon Fighting as a
bonus feat and qualify for the improved and greater feats without taking the
dex-requirement into account.
The Xax are
born from a combination of mad worshipers of the great tapestry and the
primordial forces of the Abyss - and are strictly logical. Their physiology is
weird, with a vertical mouth and eyes above another, organs comprised of
tentacles (!!) and similarly weird stuff. Xax get +2 to Con and Int, -2 to Cha,
are small, slow (20 ft.), roll at character creation for a random elemental
resistance, gain proficiency of an exotic weapon of their choice and can
randomly gain access each sunrise to another race's signature racial powers,
like stonecunning or halfling's luck. A combination of chaotic fluxes akin to a
rod of wonders with a dint Lovecraftia would the best describe these strange
beings and honestly- they are so imaginative, I kind of like them. I might even
introduce them into my campaign world - though I'll have them all disguised. In
my campaign, all races in this book would get lynched faster by the xenophobic
human populace than you could say "Tar and Feathers".
The final
new character race is another one you're guaranteed to never have seen before:
The Zif are intelligent parasites that thrive in symbiosis with mollusk-forms
and have since adopted the race of Snillorhgs, which should be understood as large
snails with hands. Zifs get +2 Int and Wis, -2 Str, are medium, slow, gain an
additional knowledge-skill rank at character creation, can't wear shoes (but
gets a second belt-slot), and can retreat into their shells, gaining
5+character level DR/-, but blinding the Zif. They also get +4 to climb checks
and attempts to resist bull rushes - and possess an inbred and surprising
hatred of aberrations and traditionally evil races. Another truly unique and
intriguing race, I must say!
So, now the
basics are out of the way, let's move on to the racial prestige classes, for
this book contains one for every new race.
First in
the array is the Zif Abolisher, who comes at d8, 4+Int skills per level, medium
fort and will-saves and full BAB as well as 9 levels of spellcasting
progression. These beings can essentially be considered a dual-class of
aberration-specialized hunter with arcane capabilities and the option to
disable mental powers temporarily. The
Relluk Archeovitus gets d8, 8+Int skills per day, medium BAB, medium ref-and will-saves and no spell-progression.
The PrC gets the option to access bardic music, stonecunning, the option to
perceive invisible creatures, an enhancement to make the steam solid fog and
finally the abilities to cast find the path as well as legend lore. The Taddol
Battletwin gets d12, 2+Int skills per level, full BAB, medium reflex saves and
the abilities to replace the traditional two-weapon fighting style f the Taddol
with a singular determination on large
and deadly two-handed weapons, thus putting two minds to one blade, with
devastating consequences: From improved reach to a better CMD to a cool
capstone ability that lets her reroll her attacks 1/hour, the class is a cool,
martial class that does not need any magic gizmos - quite cool, especially
since the Taddol to me give off a distinct Howardesk flair - I'll probably
rather use them in my extremely low-magic Hyborian campaign...
The Kval
Deathseeker (D12, 2+Int skills, medium fort and ref-saves, full BAB) gives new
meaning to the phrase "Small but Fierce" - granting abilities to jump
into the fray and even grant improving DR. Better yet, though, is the level 10
capstone ability: If an event would plunge a world towards catastrophic evil,
this blaze of glory ability lets the Kval Deathseeker shunt all in a 1000
ft.-radius into a demiplane cyst, trapping the vil in question for a thousand
years at the cost of not being able to escape himself - a cool final resort
ability for a heroic sacrifice-endgame and since using the ability is dependent
on DM-approval, one I absolutely LOVE. The Boggle Demolisher gtes d8, 6+Int
skills per level, medium BAB and medium ref-saves and could be seen as a
roguish demolitions-expert that excels at breaking things (for example the
armor of his foes..) and creating explosives. Unfortunately, the Demolisher has
not aged well and with the creation of the APG and the alchemist-class, feels
somewhat dated. A revision as an alchemist-PrC would be cool.
The greedy
Numistians introduce the Entrepreneur, who gets d6, 8+Int skills, medium BAB,
medium fort and ref-saves and no spell progression. Entrepreneurs gain the
abilities to automatically treat appraise-checks as rolled 20s, massively
improved knowledge checks, improving blindsight, darkvision, an interesting
ability that seems to heal damage when hitting a foe with a bludgeoning weapon,
but actually doesn't, an aura of trustworthiness and even x-ray vision. An
interesting class, though one too focused on enhanced senses for my tastes. The
Golden Muse (d8, 2+Int skills, medium BAB, medium will-save, full divine spell
progression) is focused on bringing evil to justice, making the class
essentially celestial in themes - golden light that crushes evil and inspires
ally - the like. I found this particular class not too captivating or cool. The
Obitu Grim Reaper (d8, 4+Int skills, full BAB, medium will-save 9 levels spell
progression) is another PrC that does not excite me - yes, an undead-looking
undead-hunter is cool. But the abilities are boring - I've seen bonuses against
creature type y, immunity against negative levels etc. too often to consider
this class well-made. I've literally seen all the abilities (apart from a
slight improvement of the vivification virus) before. Wasted potential for the
cool name. Entonbian Lightseekers get d10, 4+Int skills per level, full BAB,
medium ref-saves and can be seen as trailblazers with some minor abilities to
enhance their weapons with light-effects as well as speed and
mobility-enhancements.
The Anumus
Pharaoh (d8, 4+Int skills per level, medium BAB and will-save, full
spell-progression) is actually a true surprise - not only get they to choose
from different ancient secrets, they can also exchange persons via teleport in
combat, punish or aid foes and allies by sheathing them in purple flames and
sway the masses - the Pharaoh-PrC rocks hard and I'll use them in my campaign -
not only for Anumi (though I'll rename it -scion of the duat). Two thumbs up for that one! The Oakling PrC,
the Reverent of Spring (d12, 4+Int skills per level, full BAB, medium fort and
will-saves) is a hunter/melee combatant that sees nature as "Kill or be
killed" and can even learn to heal minor wounds each time they inflict
damage in melee. The Mahrog Savage (d10, 2+Int skills per level, full BAB,
medium fort-save) gains bonuses to handling a specific type of animal, summon
animals of this kind, can create special hides that are the equivalent of
civilized armor, special weapons that emulate civilized ones and turn into his
totem animal. The Squole Slimelord (d8,
4+Int skills, medium BAB, medium fort-and ref-saves, full spellcasting
progression) gains the ability to summon oozes and influence the mindless
creatures as well as launch slime globes at foes and even turn into a
full-blown ooze at the end.
The Xax
warrior philosopher (d10, 2+Int skills per level, full BAB, medium fort and
will-saves) starts off as a regular fighting class, but e.g. the option to roll
5d4 instead of a d20 once per round as well as the cool capstone "Perfect
Strike" (treat atk as 20 or damage as maximum) make this class rather cool
and the warrior philosopher a well-rounded class. The final new class is the
Mogogol Zubbit, who comes with d10, 2+Int skills, full BAB, medium will-saves -
and is unfortunately utterly lame - a kind of pseudo-paladin, all of the
zubbit's abilities are worse than those granted by the Paladin and Cavalier
base-classes. Ok for NPCs and if you consciously want to make your Mogogol
weaker. Otherwise: Avoid like the plague!
After this
massive section, we delve into the feat-chapter, which is thankfully equipped
with a two page table of feats by race so you can easily find what you're
looking for - special mention deserve the entobian metamorphosis-feats that
give you the option to transform your larva-like entobian into different
entobian forms, including new racial modifiers etc. - since, however, this
review is already bloated beyond compare, I'll refrain from going into all
details. Overall, the majority of the feats offer some neat benefit and make
sense.
The second
portion of the book is specially for the GM and includes short write-ups of the
island-home of the taddols and the plane of commerce of the Numistians. We also
get a lot of magic items: From pet-related item like an invisible lash to put
on Anumi (or would-be enslavers) to boggle one-man helicopter-backpacks, magic
mistletoes, heartstones obitu can put in their empty chests to an enchanted
slime armor and a diving helm-like ooze that enables you to breathe underwater,
this chapter unanimously deserves my fullest praise - iconic, cool, imaginative
items, one and all.
After this,
we get a bestiary-section for all the races and related creatures, including
undead oaklings, new oozes, etc., the section is useful and nice. The pdf
closes with an aforementioned index. The pdf also comes with 3 pages of paper
cardstock minis in full color.
Conclusion:
Editing and
formatting are very good, though not perfect: I encountered a couple of
different minor typos, though none impeded my ability to enjoy this pdf. Layout
adheres to a beautiful 2-column full-color standard, that, while beautiful,
will extol a brutal drain on your printer since there is no printer-friendly
version. The full-color, original artworks are mostly awesome and range from
good to excellent. The pdf is excessively bookmarked.
I honestly
expected to hate this book. Seriously. New races have a hard standing with me
as I don't like it when races don't bring anything new to the table but
variations of crunch. Thus, I was rather astonished to see that all of the
different races herein at least have something going for them - some being even
exceedingly innovative in their design and ideas. That being said, these races
are weird and may not be appropriate for every setting, gravitating more
towards settings with a lot of weird humanoids running around. The average
creature herein would lead to people screaming "Monster" and piling
up the pyre in my home campaign - in high fantasy, racially diverse settings or
even better, planeswalking settings, though, these races truly shine and offer
some breaths of fresh air to known and tried tropes. In fact, I can easily
picture all of these beings fitting seamlessly on the streets of Sigil or any other
place in the great beyond.
That out of
the way, the supplemental material also deserves mentioning: While the magic
items provided can stand up to the best of books, the PrCs, with some notable
exceptions, fell flat for me: Too often do they remind one of classic tropes
like "Mage with favored enemy" or "celestial bard" and
while some offer truly ingenious abilities, not all feel that well-crafted. But
back to the races: Apart from some slight balance-concerns I voiced in the respective
sections (especially regarding the Anumi), I was positively surprised to see
how well the races herein fare. Especially the Relluk practically belongs into
any campaign that features a lost civilization prominently and remains my
favorite race herein - probably because they have the most elaborate background.
I know that the choice is by design, but my major gripe with this pdf is the
lack of customs of the new races. While the omission of religious rites etc.
makes them easy to integrate into a given campaign, it is religious rites,
social peculiarities etc. that make races stand out and shape their identity.
Take a look at Rite Publishing's race-books, notably the Ironborn in direct
comparison: While the Ironborn are also a relatively new race, they do come
with customs, terminology, identity-creating ploys. I really would have loved
to see more in that vein, to e.g. properly present the ramblings of Xax warrior
philosophers in battle. For me personally, this flaw weighs quite a bit and
combined with the lack of a printer-friendly version and the minor glitches I encountered, makes me
settle for a final verdict of 4 Rudii in the end.
All right, next time, I'll take a look at a module!
As always, thank you for reading my ramblings,
As always, thank you for reading my ramblings,
Endzeitgeist
out.