Editing Fate of Duskengrim

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*Advallon
 
*Advallon
  
==People==
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==Faces==
  
 
===Hashati===
 
===Hashati===
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For some reason, the same mages who created bowsers, also thought it would be a good idea to create gnolls, hyena-people. No one is sure why. They certainly don't make good servants. By human standards, their emotions are hyper-strong and can change rapidly--they can go from manic excitement to deep depression or moath-foaming wrath or feeling bleeding-heart compassionate in a matter of minutes. Not all gnolls act on these emotions—some have more self-control than others—but all feel them passionately. They tend to live in small groups at the margins of human society in occupations that let them wander--as bandits and mercenaries, but also as merchants, thieves, diplomats or religious pilgrims and mendicants. They can be cunning and greedy, are always easily over excited, but can also be also adventuresome and curious. (Credit: [https://forum.rpg.net/showthread.php?829251-Interest-Discussion-Duskengrim-Fantasy-Fate-Core&p=21922094#post21922094 Muskrat])
 
For some reason, the same mages who created bowsers, also thought it would be a good idea to create gnolls, hyena-people. No one is sure why. They certainly don't make good servants. By human standards, their emotions are hyper-strong and can change rapidly--they can go from manic excitement to deep depression or moath-foaming wrath or feeling bleeding-heart compassionate in a matter of minutes. Not all gnolls act on these emotions—some have more self-control than others—but all feel them passionately. They tend to live in small groups at the margins of human society in occupations that let them wander--as bandits and mercenaries, but also as merchants, thieves, diplomats or religious pilgrims and mendicants. They can be cunning and greedy, are always easily over excited, but can also be also adventuresome and curious. (Credit: [https://forum.rpg.net/showthread.php?829251-Interest-Discussion-Duskengrim-Fantasy-Fate-Core&p=21922094#post21922094 Muskrat])
 
==The Supernatural==
 
 
===Primals===
 
 
The Primals are powerful creatures, not at all understood. They are not gods, but their power is vast, at least equal to the Titan of legend who once walked the earth. They all seem able to become invisible (or intangible?) at will, coming and going as they please, and able to work powerful magics within their realms of control. Unfortunately, while they are not necessarily malicious, they are careless about the impact of the wonders they work, so they can be dangerous to humans, bowsers, and gnolls — and even the stoneborn. So long ago, people learned how to bind themselves to a Primal. This binding is not done easily or lightly. It takes great preparation to be able to do it at all, and it is a heavy burden. It is called soulbinding, and the connection is that heavy. The Primal has access to the mage's thoughts and feelings, and can speak directly into the mage's mind. In times of stress, the Primal might try to break free. The mage can compel the Primal to act, but every soul-binding has its own operations: in some, the commanding is all about will. In others, it's a continually negotiated relationship. Some Primals value the word highly and are extremely literal in their obedience. All of them use their access to the mage's mind to their own purposes, arguing, cajoling, mocking, interfering, looking for advantage. (Credit: [https://forum.rpg.net/showthread.php?829251-Interest-Discussion-Duskengrim-Fantasy-Fate-Core&p=21922938#post21922938 Civil Savage])
 

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