Perpetua 05: The Flames of Burzin Pt 01

Perpetua 05: The Flames of Burzin Pt 01

For millennia, the eastern continent of Perpetua was ruled by a sprawling empire centered on the capital city of Milsource, where a living river sprung from nothing, and flowed to all the edges of the land. The empire's reach followed the running water, stretching north across the territory of the clannish Elevana and south, where the empire put leash to the fractious burroughs. It was a time of Tyranny..

But one day, a thousand years ago, the river was mysteriously pulled away into the sea, leaving the empire as dry and cracked as the riverbeds it left behind. Soon, it passed into dust, and the future opened wide with possibility. In the south, the once-squabbling burroughs found themselves re-aligned towards freedom—a state they guaranteed bywith their impressive magic.

And in the north, the once quarrelsome elven clans forged themselves into a powerful coalition of independent city states… By now, you have heard of Salix, the Balming Willow, home to adventurer Arley Bates… but do you know the rest of the Elevana League?

Cenn, City of Iron Chains. Lumai, the Gleaming Fortress. Glaishora, Frosted Port Town. Billough, the Floating Isle. Fulmin, Storm-brushed Bay. Marl, Bustling Mountain Pass. Parisolia, Sun Scorched Mine. Shadow-Spired Umbexia.

It is here, in the Elevana League, that our second group of heroes takes the stage. A wizard of the boroughs, drained of his magic. A rakish princeling far from home. And an arcane investigator who cares more for justice than peace. Hiking down the hills days south of Parisolia, towards a little town in the brush, where they've heard rumor that an entropic curse called Sourcerot has taken hold. Whether it's empty talk, a mundane threat to people's lives, or a grand premonition of Perpetua's end, they may be the only ones able or willing to confront it.

This week on Perpetua:

Perpetua Guide [In Progress v.02] Playable Characters - Eastern Scenario [PPCE] Antistrophe Landrace (he/him) [ALPC]

Identity: Troubled, eccentric career pathfinder

Theme: Doubt

Origin: One of The Hundred Burroughs

Classes: Guardian, Loremaster, Tinkerer

Stats: DEX 6, INS 8, MIG 10, WLP 8

At the start of the game, Antistrophe is exactly what he looks like: A Huge Walking Fortress. With two shields and a ton of HP, he's going to be the guy you want taking hits for your team. He's ultra resilient and believe it or not, his high Might means that he can really do damage with those shields too! He also has a ton of utility in investigation scenes!

Starter Tip: Antistrophe's Potion Rain ability is really random BUT it can give you effects that you cannot get from regular consumables from shops. If there's nothing to do (and no one needs to be defended that round) give it a shot!

Brontë Adelvys (he/him) [BAPC]

Identity: Dissipated Sixth Scion of the First Line

Theme: Scintillation

Origin: Terroir, Grande Sonnerie

Classes: Sharpshooter, Rogue, Dancer

Stats: DEX 10, INS 8, MIG 6, WLP 8

Brontë is a huge horndog, but he's also super powerful in combat. It's not just the ranged damage he does, and it's not even the bonus attacks he can get off, it's also all the negative status effects he can apply! In Perpetua, status effects are really powerful because of how they lower stats directly. Once you get over his quips and flirtations, you'll fall for his combat power. Plus he starts with a TON of extra asta.

Starter Tip: Brontë isn't anywhere as tough as Antistrophe, BUT he does have a pair of cute bodyguards who can take hits for him. So he can be your defender in a pinch!

Caoimhe Wake (she/her) [CWPC]

Identity: Caoimhe Wake

Theme: Doubt

Origin: Billough, the Floating Isle

Classes: Elementalist, Weaponmaster

Stats: DEX 10, INS 8, MIG 6, WLP 8

Caoimhe (pronounced KEE-VAH, apparently) definitely feels like THE main character of the Eastern campaign. Not just because she's a badass Justiciar, but also because she's the classic Spellsword archetype that everyone loves. (I'm guilty too!) She's the party's main source of elemental damage, so definitely consider expanding her magical repertoire as you get her leveled up!

Starter Tip: Ventus is an incredible spell, not least of all because it can hit flying targets and on a critical hit, ground them (allowing Caoimhe to follow up with melee attacks before they can get flying again!)

Hosted by Austin Walker (austinwalker.bsky.social)

Featuring Janine Hawkins (@bleatingheart), Sylvi Bullet (@sylvibullet), and Keith J Carberry (@keithjcarberry)

Produced by Ali Acampora

Music by Jack de Quidt (available on bandcamp)

Cover Art by Ben McEntee (https://linktr.ee/benmce.art)

With thanks to Amelia Renee, Arthur B., Aster Maragos, Bill Kaszubski, Cassie Jones, Clark, DB, Daniel Laloggia, Diana Crowley, Edwin Adelsberger, Emrys, Greg Cobb, Ian O'Dea, Ian Urbina, Irina A., Jack Shirai, Jake Strang, Katie Diekhaus, Ken George, Konisforce, Kristina Harris Esq, L Tantivy, Lawson Coleman, Mark Conner, Mike & Ruby, Muna A, Nat Knight, Olive Perry, Quinn Pollock, Robert Lasica, Shawn Drape, Shawn Hall, Summer Rose, TeganEden, Thomas Whitney, Voi, chocoube, deepFlaw, fen, & weakmint

This episode was made with support from listeners like you! To support us, you can go to friendsatthetable.cash.

Avsnitt(523)

PALISADE 41: A Mechanical Whine Pt. 3

PALISADE 41: A Mechanical Whine Pt. 3

This episode carries content warnings for discussion of death, imprisonment, and slavery. At the center of the Lone Marble Group's main campus stands a corkscrew-shaped building with no name. A sphere slides down its long external groove, serving as sentry and, perhaps, more. Behind it: The secrets of Exanceaster March. At the center of Palisade's main continent stands a coliseum-shaped city that has been named a temple. Thousands flock to it in pilgrimage daily, a mocking replication of a different pilgrimage. Today, thousands extra make the walk, faith-eager. Inside: The future, and perhaps more. This week on PALISADE: A Mechanical Whine Pt. 2 What about foxgloves? / Is that a flower you liked? Dossier People Telford Stare (he/they): One of several foremen tied to the Lone Marble Group's contractor operations division. Crysanth Kesh (she/her): Mother of Clementine (a.k.a. The Witch in Glass). Once, third in line to the throne of Kesh and de facto leader of the Curtain of Divinity, the predecessor to the Bilateral Intelligence Service. Now dead. Organizations The Frontier Syndicate: A powerful conglomerate with a broad purview, including technology, heavy industry, entertainment, telecommunications, and transportation. Led by Exenceaster March (he/him), the Syndicate betrayed the Pact of Free States and joined the Bilats in order to be part of their colonization efforts on Palisade. Developed the Altar, the predominant war machine of the current era. The Lone Marble Group: Built around a single artifact recovered from an Advent facility, this Frontier Syndicate subsidiary develops the future of Bilat war machinery. The Church of Received Asterism: The most widely practiced faith in the galaxy, and one of the earliest major organizations in the Divine Principality, created at the beginning of the Miraculous Millenium, over 3000 years ago. Teaches that Divines, the immortal machines and mechs that helped establish the Principality's hold on the galaxy, reflect the best aspects of the state itself. The divine Strength, in other words, is like a living flag of the Principality's own strength. Organized as a central church, led by a religious leader named a "Cycle," whose will is enacted across the Principality by their many "Songs," who rule worlds, star systems, or sometimes entire constellations. The Church of Progressive Asterism: Created as the teachings of the prophet Logos Kantel grew in popularity 1000 years ago, and made a secondary state religion in order to prevent a large schism. Teaches that Divines are true embodiments of their names, and that the citizens and states of the Principality should look to them as guiding stars. The Divine Strength, in other words, is a reflection of strength itself, or maybe "god's strength," and we should aspire to make our strength look like the divine's. Unlike Received Asterism, there is no single central church, but hundreds of smaller sects, schools, and cults, each devoted to individual Divines, grouped sub-pantheons, or otherwise adjusted beliefs. The New Asterism: What was once a schism between Received and Progressive Asterism has now been healed by the false prophet Gur Sevraq (he/they), or at least someone in his name and face. The New Asterism claims that to be a citizen of the Principality is to have an obligation to "better the world," in the sense that one invests in property or in the way that a settler "rehabilitates" or "improves" the places they claim by violence. If Received Asterism places virtue in the state and Progressive Asterism places it in the Divines, the New Asterism places it in the Principality's mythologized point of origin: The Twilight Mirage. Fabreal Duchy: When the Divine Principality left Palisade nearly 5,000 years ago, they left behind a Duke and his barons as caretakers. In the generations that followed, they ruled as petty tyrants, creating Delegates as their slaves, remaking their bodies into glass and oil, and extending their reach across Palisade's continents. Though they officially report to their handlers in Stel Kesh, recently they have begun to wonder if things were better before the Principality's return to Palisade. Places Bontive Valley: Blessed by the departed divine Bounty, the Valley provides the Bilats with fruit that never rots and hyper-nutritional grain. Temple of the Threshold: Built at the center of a massive bridge that crosses the Diadem, this serves as the home of New Asterism and its false prophet, The Twilight Mirage: Created over 5000 years ago by what was then the Divine Empyrean in an effort to protect the Divine Fleet, of which they were a member. The Mirage is a false nebula that obscures the position of its inhabitants both visually and by distorting time and space. Inside, there is now a vibrant and peaceful culture that spans eight planets, orbiting a dark and living Divine sun. Objects FS-N Dais: One of the Altars competing in the tournament, piltoed by Zjenta Zjarule (she/they). Utilizes a special glass originally from the Twilight Mirage. AdArm Jury: The Jury is the future of AdArm machines. As the first design which fully moves beyond the platforms of the previous generation, it's a startling diversion from the bulky and boxy designs that the company is known for. In fact, the actual "unit" is only the cockpit, around which the rest of the Jury forms using concentrated Perennial Wave Material (PWM). Gone is the old LCD "eye," replaced by a full pixel "face" that can send complex, laser-based communications silently to any other AdArm unit that can see it, as well as display iconographic messages to anyone nearby. A close study of the machine's curved and ovaline elements suggests that it has much in common with the Motion's Demiurgos design that AdArm salvaged as it does with the company's previous designs… AdArm Cast: This surveillance hollow, mostly used by Stel Nideo in the pre-Kalmeria Era, features angelic (and grotesque) features and focuses on observation, surveilliance, and communications. Divines The Divine Future (they/them, it/its): An ancient divine, dating back to the second major war in the Golden Branch star sector. Exists in the form of golden orb slightly larger than a softball or bocce ball, which can either be carried by or hover around its Elect. Historically, it has been bidden to share its unparalleled perspective on the hopes and dreams of its chosen (and the endless vigor with which to pursue those goals). The Divine Resonance (it/its): The watchful guardian, doting caregiver, and ardent supporter of Nideo's colonial efforts on Palisade. The Divine Integrity (it/its): Sometimes appearing as an articulated staff or a metallic spine, Integrity integrates itself into its chosen user. Once the two are connected, Integrity becomes a powerful exoskeleton, and supports its user in matters of military and morale. Until being assassinated by Brnine, Dahlia, the Glorious Princept, was the elect of Integrity. Now, it has found a new home in Thisbe. The Divine Motion (she/her): One of the founding members of the Pact, the necromantic Apostolosian divine once led its infamous retinue, the Black Century, on Partizan. They were defeated and dispersed, turned into part of Kalmeria, during Operation Shackled Sun. The Divine Opposition: One of many divines detained and experimented on by the nascent Divine Principality thousands of years ago, eventually becoming a source for the Fabreal Duchy's Delegates. Mysteries Axioms: Once, these beings were made by a so-called "Post-Divine" as embodiments of particular ideals, supposedly detached from mortal perspective or subjectivity. Today, the vast majority of them are the emanation of one woman's ideals, given perfect, violent form. Ebullience (it/its): An axiom retrieved by the Lone Marble Group. It holds a rounded, liquid metal form and moves with impossible to exhaust energy. Perennial (she/her): The Principality's so-called 'adversary,' who lives at the center of the galaxy and whose chaotic whims spread through her "Perennial Wave," an ever-present nanoparticle that has bonded with elements of Autonomy Itself and the Divine Motion to create Kalmeria. Hosted by Austin Walker (@austin_walker) Featuring Janine Hawkins (@bleatingheart) Sylvi Bullet (@sylvibullet), Ali Acampora (@ali_west), Art Martinez-Tebbel (@atebbel), Jack de Quidt (@notquitereal), Keith J Carberry (@keithjcarberry) and Andrew Lee Swan (@swandre3000) Produced by Ali Acampora Music by Jack de Quidt (available on bandcamp) Text by Austin Walker Cover Art by by aurahack (aurahack.jp) With thanks to Amelia Renee, Arthur B., Bill Kaszubski, Cassie Jones, chocoube, Daniel Laloggia, DB, deepFlaw, Edwin Adelsberger, Emrys, fen, Greg Cobb, Ian O'Dea, Ian Urbina, Irina A., Jack Shirai, Jake Strang, Katie Diekhaus, Ken George, Konisforce, Kristina Harris Esq, L Tantivy, Mike & Ruby, Muna A, Nich Maragos, Olive Perry, Quinn Pollock, Robert Lasica, Shawn Drape, Shawn Hall, Summer Rose, TeganEden, Thomas Whitney, Voi, and weakmint for their support We are playing Armour Astir: Advent with additional playbooks from Strangers in the Night and 106th Astir Squadron. If you enjoy the show, consider supporting the TTRPG. This episode was made with support from listeners like you! To support us, you can go to friendsatthetable.cash.

15 Mars 20242h

PALISADE 40: A Mechanical Whine Pt. 2

PALISADE 40: A Mechanical Whine Pt. 2

As the tournament to determine the next era of the Altar continues at the Lone Marble Group's headquarters, the Blue Channel's infiltration team finds itself backed into a corner. As they try to push their way forward, their allies in the Temple of the Threshold find themselves up against a different sort of wall. In just a few hours, this would all seem so insignificant. This week on PALISADE: A Mechanical Whine Pt. 2 Hey wildflower / You're in the weather Dossier People Telford Stare (he/they): One of several foremen tied to the Lone Marble Group's contractor operations division. Organizations The Frontier Syndicate: A powerful conglomerate with a broad purview, including technology, heavy industry, entertainment, telecommunications, and transportation. Led by Exenceaster March (he/him), the Syndicate betrayed the Pact of Free States and joined the Bilats in order to be part of their colonization efforts on Palisade. Developed the Altar, the predominant war machine of the current era. The Lone Marble Group: Built around a single artifact recovered from an Advent facility, this Frontier Syndicate subsidiary develops the future of Bilat war machinery. The Church of Received Asterism: The most widely practiced faith in the galaxy, and one of the earliest major organizations in the Divine Principality, created at the beginning of the Miraculous Millenium, over 3000 years ago. Teaches that Divines, the immortal machines and mechs that helped establish the Principality's hold on the galaxy, reflect the best aspects of the state itself. The divine Strength, in other words, is like a living flag of the Principality's own strength. Organized as a central church, led by a religious leader named a "Cycle," whose will is enacted across the Principality by their many "Songs," who rule worlds, star systems, or sometimes entire constellations. The Church of Progressive Asterism: Created as the teachings of the prophet Logos Kantel grew in popularity 1000 years ago, and made a secondary state religion in order to prevent a large schism. Teaches that Divines are true embodiments of their names, and that the citizens and states of the Principality should look to them as guiding stars. The Divine Strength, in other words, is a reflection of strength itself, or maybe "god's strength," and we should aspire to make our strength look like the divine's. Unlike Received Asterism, there is no single central church, but hundreds of smaller sects, schools, and cults, each devoted to individual Divines, grouped sub-pantheons, or otherwise adjusted beliefs. The New Asterism: What was once a schism between Received and Progressive Asterism has now been healed by the false prophet Gur Sevraq (he/they), or at least someone in his name and face. The New Asterism claims that to be a citizen of the Principality is to have an obligation to "better the world," in the sense that one invests in property or in the way that a settler "rehabilitates" or "improves" the places they claim by violence. If Received Asterism places virtue in the state and Progressive Asterism places it in the Divines, the New Asterism places it in the Principality's mythologized point of origin: The Twilight Mirage. Fabreal Duchy: When the Divine Principality left Palisade nearly 5,000 years ago, they left behind a Duke and his barons as caretakers. In the generations that followed, they ruled as petty tyrants, creating Delegates as their slaves, remaking their bodies into glass and oil, and extending their reach across Palisade's continents. Though they officially report to their handlers in Stel Kesh, recently they have begun to wonder if things were better before the Principality's return to Palisade. Places Bontive Valley: Blessed by the departed divine Bounty, the Valley provides the Bilats with fruit that never rots and hyper-nutritional grain. Temple of the Threshold: Built at the center of a massive bridge that crosses the Diadem, this serves as the home of New Asterism and its false prophet, The Twilight Mirage: Created over 5000 years ago by what was then the Divine Empyrean in an effort to protect the Divine Fleet, of which they were a member. The Mirage is a false nebula that obscures the position of its inhabitants both visually and by distorting time and space. Inside, there is now a vibrant and peaceful culture that spans eight planets, orbiting a dark and living Divine sun. Objects FS-N Dais: One of the Altars competing in the tournament, piltoed by Zjenta Zjarule (she/they). Utilizes a special glass originally from the Twilight Mirage. AdArm Jury: The Jury is the future of AdArm machines. As the first design which fully moves beyond the platforms of the previous generation, it's a startling diversion from the bulky and boxy designs that the company is known for. In fact, the actual "unit" is only the cockpit, around which the rest of the Jury forms using concentrated Perennial Wave Material (PWM). Gone is the old LCD "eye," replaced by a full pixel "face" that can send complex, laser-based communications silently to any other AdArm unit that can see it, as well as display iconographic messages to anyone nearby. A close study of the machine's curved and ovaline elements suggests that it has much in common with the Motion's Demiurgos design that AdArm salvaged as it does with the company's previous designs… Divines The Divine Resonance (it/its): The watchful guardian, doting caregiver, and ardent supporter of Nideo's colonial efforts on Palisade. The Divine Integrity (it/its): Sometimes appearing as an articulated staff or a metallic spine, Integrity integrates itself into its chosen user. Once the two are connected, Integrity becomes a powerful exoskeleton, and supports its user in matters of military and morale. Until being assassinated by Brnine, Dahlia, the Glorious Princept, was the elect of Integrity. Now, it has found a new home in Thisbe. The Divine Motion (she/her): One of the founding members of the Pact, the necromantic Apostolosian divine once led its infamous retinue, the Black Century, on Partizan. They were defeated and dispersed, turned into part of Kalmeria, during Operation Shackled Sun. Mysteries Axioms: Once, these beings were made by a so-called "Post-Divine" as embodiments of particular ideals, supposedly detached from mortal perspective or subjectivity. Today, they are the emanation of one woman's ideals, given perfect, violent form. But, perhaps, there are some of the original Axioms remaining in the galaxy... Hosted by Austin Walker (@austin_walker) Featuring Janine Hawkins (@bleatingheart) Sylvi Bullet (@sylvibullet), Ali Acampora (@ali_west), Art Martinez-Tebbel (@atebbel), Jack de Quidt (@notquitereal), Keith J Carberry (@keithjcarberry) and Andrew Lee Swan (@swandre3000) Produced by Ali Acampora Music by Jack de Quidt (available on bandcamp) Text by Austin Walker Cover Art by by aurahack (aurahack.jp) With thanks to Amelia Renee, Arthur B., Bill Kaszubski, Cassie Jones, chocoube, Daniel Laloggia, DB, deepFlaw, Edwin Adelsberger, Emrys, fen, Greg Cobb, Ian O'Dea, Ian Urbina, Irina A., Jack Shirai, Jake Strang, Katie Diekhaus, Ken George, Konisforce, Kristina Harris Esq, L Tantivy, Mike & Ruby, Muna A, Nich Maragos, Olive Perry, Quinn Pollock, Robert Lasica, Shawn Drape, Shawn Hall, Summer Rose, TeganEden, Thomas Whitney, Voi, and weakmint for their support We are playing Armour Astir: Advent with additional playbooks from Strangers in the Night and 106th Astir Squadron. If you enjoy the show, consider supporting the TTRPG. This episode was made with support from listeners like you! To support us, you can go to friendsatthetable.cash.

8 Mars 20242h 1min

PALISADE 39: A Mechanical Whine Pt. 1

PALISADE 39: A Mechanical Whine Pt. 1

Across Palisade, Millennium Break and its allies launch into action. One after another, the Frontier Syndicate's egg-like power plants came under direct attack. With enough of them brought offline, the group's ploy to revive Motion would be halted—at least temporarily. That is where the Blue Channel would do their work: Infiltrate the campus of the Lone Marble Group; locate a kill switch for the terrible project; bring it all to a permanent end. This week on PALISADE: A Mechanical Whine Pt. 1 Blood on the horizon Dossier People Telford Stare (he/they): One of several foremen tied to the Lone Marble Group's contractor operations division. Organizations The Frontier Syndicate: A powerful conglomerate with a broad purview, including technology, heavy industry, entertainment, telecommunications, and transportation. Led by Exenceaster March (he/him), the Syndicate betrayed the Pact of Free States and joined the Bilats in order to be part of their colonization efforts on Palisade. Developed the Altar, the predominant war machine of the current era. The Lone Marble Group: Built around a single artifact recovered from an Advent facility, this Frontier Syndicate subsidiary develops the future of Bilat war machinery. The Church of Received Asterism: The most widely practiced faith in the galaxy, and one of the earliest major organizations in the Divine Principality, created at the beginning of the Miraculous Millenium, over 3000 years ago. Teaches that Divines, the immortal machines and mechs that helped establish the Principality's hold on the galaxy, reflect the best aspects of the state itself. The divine Strength, in other words, is like a living flag of the Principality's own strength. Organized as a central church, led by a religious leader named a "Cycle," whose will is enacted across the Principality by their many "Songs," who rule worlds, star systems, or sometimes entire constellations. The Church of Progressive Asterism: Created as the teachings of the prophet Logos Kantel grew in popularity 1000 years ago, and made a secondary state religion in order to prevent a large schism. Teaches that Divines are true embodiments of their names, and that the citizens and states of the Principality should look to them as guiding stars. The Divine Strength, in other words, is a reflection of strength itself, or maybe "god's strength," and we should aspire to make our strength look like the divine's. Unlike Received Asterism, there is no single central church, but hundreds of smaller sects, schools, and cults, each devoted to individual Divines, grouped sub-pantheons, or otherwise adjusted beliefs. The New Asterism: What was once a schism between Received and Progressive Asterism has now been healed by the false prophet Gur Sevraq (he/they), or at least someone in his name and face. The New Asterism claims that to be a citizen of the Principality is to have an obligation to "better the world," in the sense that one invests in property or in the way that a settler "rehabilitates" or "improves" the places they claim by violence. If Received Asterism places virtue in the state and Progressive Asterism places it in the Divines, the New Asterism places it in the Principality's mythologized point of origin: The Twilight Mirage. Places Bontive Valley: Blessed by the departed divine Bounty, the Valley provides the Bilats with fruit that never rots and hyper-nutritional grain. Temple of the Threshold: Built at the center of a massive bridge that crosses the Diadem, this serves as the home of New Asterism and its false prophet, The Twilight Mirage: Created over 5000 years ago by what was then the Divine Empyrean in an effort to protect the Divine Fleet, of which they were a member. The Mirage is a false nebula that obscures the position of its inhabitants both visually and by distorting time and space. Inside, there is now a vibrant and peaceful culture that spans eight planets, orbiting a dark and living Divine sun. Divines The Divine Resonance (it/its): The watchful guardian, doting caregiver, and ardent supporter of Nideo's colonial efforts on Palisade. The Divine Integrity (it/its): Sometimes appearing as an articulated staff or a metallic spine, Integrity integrates itself into its chosen user. Once the two are connected, Integrity becomes a powerful exoskeleton, and supports its user in matters of military and morale. Until being assassinated by Brnine, Dahlia, the Glorious Princept, was the elect of Integrity. Now, it has found a new home in Thisbe. The Divine Motion (she/her): One of the founding members of the Pact, the necromantic Apostolosian divine once led its infamous retinue, the Black Century, on Partizan. They were defeated and dispersed, turned into part of Kalmeria, during Operation Shackled Sun. Additional Notes Hosted by Austin Walker (@austin_walker) Featuring Janine Hawkins (@bleatingheart) Sylvi Bullet (@sylvibullet), Ali Acampora (@ali_west), Art Martinez-Tebbel (@atebbel), Jack de Quidt (@notquitereal), Keith J Carberry (@keithjcarberry) and Andrew Lee Swan (@swandre3000) Produced by Ali Acampora Music by Jack de Quidt (available on bandcamp) Text by Austin Walker Cover Art by by aurahack (aurahack.jp) With thanks to Amelia Renee, Arthur B., Bill Kaszubski, Cassie Jones, chocoube, Daniel Laloggia, DB, deepFlaw, Edwin Adelsberger, Emrys, fen, Greg Cobb, Ian O'Dea, Ian Urbina, Irina A., Jack Shirai, Jake Strang, Katie Diekhaus, Ken George, Konisforce, Kristina Harris Esq, L Tantivy, Mike & Ruby, Muna A, Nich Maragos, Olive Perry, Quinn Pollock, Robert Lasica, Shawn Drape, Shawn Hall, Summer Rose, TeganEden, Thomas Whitney, Voi, and weakmint for their support We are playing Armour Astir: Advent with additional playbooks from Strangers in the Night and 106th Astir Squadron. If you enjoy the show, consider supporting the TTRPG. This episode was made with support from listeners like you! To support us, you can go to friendsatthetable.cash.

1 Mars 20242h 19min

No Palisade Announcement (sorry!!!)

No Palisade Announcement (sorry!!!)

Hey everyone, As this short audio announcement explains, there is no new episode of Palisade this week. We apologize for having the show on delay for as long as we've had but a combination of scheduling + story . .. . . .. + production decisions hanging in the air means that releasing an episode today wouldn't be to our usual standard. We FULLY intend for there to be a new episode next Thursday!!  If you ARE TTRPG hungry, we'll be doing a live stream this Monday at 6:30 Eastern on twitch.tv/friendsatthetable! There were also be a merch giveaway as we sort of test the system so it'll be a fun time!  Thank you so much for your support of Friends at the Table and for allowing us this time to assure a banger.......... we are doing our best!!! thank you!!!!

23 Feb 20246min

COUNTER/Weight 0.5: Thrilled Enough

COUNTER/Weight 0.5: Thrilled Enough

Aria Joie has a song stuck in her head. She knows all the lyrics. For a long time, whenever she thought of a song, she could hear the guide track too. Her own voice in her earpiece, peppy, encouraging, saying "One fifteen BPM! One, two, three, four!", counting her through the dance break. That's mostly faded away now. "Open up my heart," she sings, and she folds a paper plate in half and puts it in the trash. "Tear open up my heart!" New job tomorrow. New colleagues. She's going into a casino to check out some CCT screw-up. She measures out a little pinch of fish food in her palm, and tips it into the tank by the door. A neon swirl. It's not "open up my heart," is it? She's got the lyric wrong. Get a glass of water, Aria. Clear your head. She wishes she could open a window but there's no window in here. She pinches the bridge of her nose. "Open up—" what was it? How long has she been misremembering? Forget it. It's not important. She goes to the kiosk in the lobby. Gets a soda and a gacha toy. Taps her foot to the music in the elevator on the way back up. Big day tomorrow. Blackout. The arena goes silent. And then her voice, the first words spoken in the show. "Do you believe in the power of love?" Lightsticks, like a heart beat. "Do you? Do you believe in the power of love?" This week, on COUNTER/Weight 0.5: Thrilled Enough Listen to my heart! Hosted by Austin Walker (@austin_walker) Featuring Keith J Carberry (@KeithJCarberry), Jack de Quidt (@notquitereal), Ali Acampora (@ali_west), and Art Tebbel (@atebbel)

9 Feb 20241h 19min

COUNTER/Weight 0.4: New Perspectives

COUNTER/Weight 0.4: New Perspectives

The robot didn't want to wear the hat: and that's fine. All you can do is try. All you can do is hack the machine that prints the hats and go skipping through it's kaleidoscopic innards. It's a wave of a hand. It's no time wasted, if there's such a thing as wasted time. They said that if you kept being late to class there'd be consequences, but you could access the registration computer from the rooftop of C block and look down at the campus and be exactly as late as you wanted. You could be terrifically late. It's a blink of an eye. And this is SO easy! The machine that prints the hats is easy, some squat little AI inside turning and looking at you, bleary-eyed. Goodbye! The security cameras all over this casino? Trivial. You can see a man about to spill his coffee. He's spilled his coffee. Down in custodial a pink LED clicks on. This is a casino? They store money here? But what would you spend the money on? So, the rent's due, but what are they going to do about that? Evict you? These are magic tricks. This is sleight of hand. Small fry don't get to see the real stuff. Once you made it to class on time and there was a box on your desk and right between then and the end of the period you spent 6 months in the dream of a dream of some glacial, oily thing. You rearranged planets in the sky between your thumb and index finger. The ocean in the shape of a ring. Click your fingers. It's cameras. Scrub through the footage. Pay attention, as much as you can. It's just a job: and that's fine. Hack the machine that prints the hats. Do what you love, and you'll never work a day in your life. This week on COUNTER/Weight 0.4: New Perspectives In the event of a crisis, remain calm! Hosted by Austin Walker (@austin_walker) Featuring Keith J Carberry (@KeithJCarberry), Jack de Quidt (@notquitereal), Ali Acampora (@ali_west), and Art Tebbel (@atebbel) Produced by Ali Acampora Cover Art by Craig Sheldon (@shoddyrobot) Music by Jack de Quidt

3 Feb 20241h 36min

COUNTER/Weight 0.3: Under the Bus

COUNTER/Weight 0.3: Under the Bus

Cass had not brought their big medical bag. There was the box in the ship, of course, with the mint-coloured lid and little trays, but their black bag hung where it always did: on a hook beside the door, back in Centralia. In the inside pocket of their jacket was a fabric pouch, folded over and sealed with velcro. A thin tube of medical sealant, a pair of needle-nose scissors, a flat spool of thread, antiseptic cream, gauze, and a small phial of epinephrine. They didn't need any more than that. As soon as Godlove's call came through and they watched him studiously, awkwardly walk through the briefing (each syllable of "Ithikos" carefully sounded, a furrowed, sympathetic brow with the mention of the revenants) they knew that they had been hired as a doctor second, and an Apostolisian first. Godlove probably expected them to "work their contacts." They'd have contacts, of course, here in the Sill. No doubt. Among the casino family, or perhaps in the Agora. Perhaps an old friend from the war. That's how it worked. Find an old friend from the war, shake hands, smooth this over. Feel the connection. On a hook beside the door, back in Centralia, hung their medical bag. Below the supplies was a very fine layer of sand. The incendiary fire had fallen on the town across the bay and the whole fishing fleet had gone up like paper and they'd been told run, run, move your body and then the heat had hit them like July. There was also a shell in the shape of a pinwheel. This week on COUNTER/Weight 0.3: Under the Bus It's never too late to cash out! Hosted by Austin Walker (@austin_walker) Featuring Keith J Carberry (@KeithJCarberry), Jack de Quidt (@notquitereal), Ali Acampora (@ali_west), and Art Tebbel (@atebbel) Produced by Ali Acampora Cover Art by Craig Sheldon (@shoddyrobot) Music by Jack de Quidt

26 Jan 20241h 20min

COUNTER/Weight 0.2: Valuable Connections

COUNTER/Weight 0.2: Valuable Connections

Sometimes, AuDy had found, people asked them to wait. This was transparently an exercise of power. Sit in there. I'll be right through. Flat silence as minutes passed. There existed a line of tension between one human and another and as one person wound it tauter and tauter - with distance, or silence, or an enforced period of waiting - certain useful anxieties would be sure to emerge in the other. The logic of this seemed sound to AuDy. On the other side of the room was a framed print of a man in the snow. He was lying on his back. A wire ran from the ceiling down to an outlet just above the floor, painted pale green. The top pin in the outlet carried electricity and the hexagonal grey one beneath it was a mesh hookup. For cleaning robots, and the like. The room was very quiet. What the people who asked AuDy to wait failed to understand was that the line they wound as they brewed coffee in a neighbouring room would never grow taut. They could wind and wind and AuDy, silent in the waiting room, tracing the wire up the wall, would unspool their patience with an easy comfort. One minute was one hour was one month was one second. Years later, just before the door opened, they remembered the man in the snow. He was lying on his back. This week on COUNTER/Weight 0.2: Valuable Connections What's your lucky number, Aria? Hosted by Austin Walker (@austin_walker) Featuring Keith J Carberry (@KeithJCarberry), Jack de Quidt (@notquitereal), Ali Acampora (@ali_west), and Art Tebbel (@atebbel) Produced by Ali Acampora Cover Art by Craig Sheldon (@shoddyrobot) Music by Jack de Quidt

19 Jan 20241h 32min

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