From the Mouth of Sauron
Issue: E-12
Date: 03-18-94
Note: all authors retain exclusive rights to their material.
Reprinting is allowed for non-commercial game use only.
First Word
Hello to all! This marks a new start to the Mouth, the first
issue where you'll have two editors instead of one. Brian Mason,
ME demi-deity, has agreed to co-edit the Mouth (which I believe I
mentioned in the last issue). A sucker for punishment, Brian will
be reviewing articles, taking submissions, and adding his comments
each and every week (unless he's off in some exotic locale peering
at the stars and unraveling the secrets of the universe). And I
only had to get down on my knees and beg once....
The Mouth will have a slightly different format. There are now
two editorial columns: First Word and Last Word. We'll switch
off in each issue, with one doing the opening comments and the
other closing. Another change is making Brian's submissions
concerning stragegy and tactics for particular nations a regular
column. We'll provide alternative views on how to run the nation
in question during the opening moves of the game, asking one and
all for comments and criticism (especially criticism; it's best to
find the flaws in the plans BEFORE they're implemented by some-
one).
Submissions: boy, do we want submissions! There isn't a page
limit on the Mouth, nor any requirement that you be in twenty
games before you send something in. All comments, articles,
questions, etc. are most welcome and will be printed in the very
next issue. An especial call goes out to the New Guys, whose
fresh approach to ME-PBM often results in the development of
entirely new and unexpected strategies (as I found out to my
dismay in game 68). Don't be shy! Get on that keyboard and let
your fellow gamers in on what you're thinking.
Submissions again: if you submit something to us, we're going to
bounce it back and forth so we can both see it. That means that
something that comes in on a Thursday or Friday will most often be
held over to the next Mouth rather than put in that Friday's
Mouth. If you don't see your submission, hold on until the next
issue. If you still don't see it, that means it was most likely
lost or perhaps never arrived. Drop us a line and we'll try to
find out what we did with it.
Mail: the amount of incoming mail has finally drawn comment here
at my work. Given that the comments were negative, I'm going to
ask you all to redirect your mail to my AOL account which I access
at home. The i.d. for this is: kazandar@aol.com. I'll check
this account nightly, so you shouldn't see any slowdown in re-
sponse time (still same day).
Last, but certainly not least, there's a brand-new commentary by
Leslie Foreman in this issue. I'm not sure how Leslie finds the
time with a new baby and all, but one doesn't question good fortune
granted by the gods....
That's all for me. Don't miss Brian's 'Last Word' at the end of the
Mouth.
Tom
Encounters
Giant Spider: COMMAND the spider = combat for all. This result may
work under peculiar circumstances (character has a particular
artifact). I'd suggest trying it with someone who has Ungolrist, or
the other artifact (which I can't remember) that's good against
spiders.
Giant Eagles: Brian Lowery and Steve Latham went to the trouble of
calculating the combat worth of Eagles. It looks like they're worth
about 10,000 points. It may be somewhat variable, as Mumakil are;
Eagles in lone encounters take out a range of points rather than a
single amount.
Ents & Huorns: I recently had the good fortune to fight ents and
huorns in one of my games. Unfortunately, we were defeated after a
protracted battle and so were unable to estimate the actual combat
strength of the ents. The only thing I was able to ascertain with
any certainty is that ents are worth at least 20,000 points.
Dragons
Angurth: For those of you who missed my quick note last week, Act
HAUGHTY = injured/killed for Free Peoples. I verified this
personally (ack!).
Once again I've been hearing rumors that GSI is going to mess with
the encounters because of a leak, either in their office or in the
office of I.C.E. And once again, GSI has denied this, saying that
they won't change the encounter lists for the 1640 game (no promises
at all for the new game starting this summer, though). So the final
word is: encounters will not be changed, have not been changed, are
not being changed.
For those of you who sometimes get results different from those on
the table, let me remind you: you'll get that result a MAJORITY of
the time, not EVERY time. Some people are still operating under the
extremely faulty assumption that x response gives y reaction no
matter what. THIS IS NOT TRUE; IT HAS NEVER BEEN TRUE. There are
a range of results for reach response, some of which only happen
once in a blue moon, others which happen more often. The linear x/y
thinking outlined above gets players into trouble because they don't
take into account the unexpected, resulting in rumors that the
encounter lists have been changed.
Gostir: Gostir hasn't been sighted in about six months time, so far
as I can tell. That source is several players removed; the last
reliable word I heard about the dragon (i.e., from someone who
encountered him) was over a year ago. Considering that I've had
characters all over the Iron Hills/Northern Wastes area in a couple
of games, I'm beginning to wonder if this dragon hasn't been
'retired'.
If anyone has directly encountered Gostir within the last year, or
who knows someone that has who they trust, I'd appreciate hearing
about it. The general location of the encounter would be nice too.
Other Corrections and Notes
ME-PBM Wish List
From Doug Bergstrom
I have an idea for a new order, here is how it goes:
Order: Place Bounty Action: Emiss/Misc
This order places a bounty on the death of a certain character. A
designated amount of gold is offered by an emissary. The gold will
immediately be removed or rather set aside for collection. The
bounty will be expressed in Nation Messages for all to see. Only
amount and character will be given: I.E. "$10,000 has been offered
for Elrond's death" No offering nation or collector will be
given/seen. No one will know who the collectee is if the action
happens. Only one bounty per nation at one time.
Why? This order could be alot of fun and fairly easy to implement
(in my view). Of course there might be a needed remove bounty order
but....This order also accomplishes for those of you with extremely
weak characters the chance to have someone else take care of things
for you. Besides that think of the mayhem it could cause!
Especially those freelance nations out there.
In a couple of games we have been discussing how to balance things
out for the DS. It seems that with the amount of info now available
that the DS need extremely skilled players to overcome their
financial weaknesses. Two things that I would like to see happen
for the DS: double their starting bankrolls and have the DS coming
out of Mordor to start with warmachines (why going against the likes
of Gondor w/o any doesn't make sense) or build them at 1/2 cost. In
the case of doubling - this wouldn't drastically change the starting
game - at least not position wise. But it would give the DS a
better leeway in getting off to a stable start (especially in
winter). True it could force the FP to work on agent development
but by the time they were ready most of the gold would be gone
anyway. About raising initial prices for goods, I think this would
even be more beneficial to the DS who need high prices to stay
stable (in game 61 - just about everything is selling for 1 - real
tough on the DS).
From Tori DeYoung
Many people contend the role the Dragon's play in battle swing the
balance of the game in favor of the evil side (creates an unfair
advantage). While recruiting Dragons is not exactly easy, given
experienced players, it happens more frequently than problably
intended. The following new spells are intended to balance the
power dragons add to the evil military and create another use for
mages. ( Which could be argued the least useful class of
characters).
The following spell list may either start as a lost list or one that
must be learned (no characters start with it)! These spells can
only be used by a mage traveling with an army who is in combat vs.
an army with a dragon.
MINOR SHIELD VS. DRAGON FIRE
DIFFICULTY: EASY
When this spell is cast, it deflects one third (with small variable
factor based on mage rank) of the dragons generated offensive
strength.
MAJOR SHIELD VS. DRAGON FIRE
DIFFICULTY: AVERAGE
When this spell is cast, it deflects two thirds (with small variable
factor based on mage rank) of the dragons generated offensive
strength.
DRAGON STRIKE
DIFFICULTY: HARD
When this spell is cast, it deflects ALL (with small variable factor
based on mage rank) of the dragons generated offensive strength and
there is a chance the dragon will be chased away.
What do you guys think?
The DeYoungs
How I Got Shafted in ME-PBM
From Darren Beyer
Tom's Note: this is a little odd. I don't know if Darren wanted me
to actually print this, but I couldn't resist.
A story follows:
Its midweek in Florida and Darren is thinking about doing his MEPBM
turns. Only this week its hard to find the time because he's
getting ready for a trip which will take him to Washington to see
his knee doctor. He thinks and thinks, "what should I do?" thinks
Darren. Then he remembers, his home in happy Washington comes fully
equipped with TV, kitchen, bed, couch, running water, parents,
various food products and a fat black lab named Chelsea. And, oh
yes, a fax machine! Now Darren can work on his turns at leisure at
his happy home in happy Washington then fax them to the happy
company known as GSI. The only question is when to fax. Darren
thinks and thinks, and thinks again and decides that Sunday would be
the best time to fax. He will be happily flying back to his other
happy home in Florida late on Monday and can call the happy company
known as GSI before he leaves to make sure the fax made it OK for
his Tuesday game, a very important game. Perfect, Darren is happy.
Now its Sunday and time to fax. Darren carefully puts the fax in
the fax machine and dials the number to the happy company known as
GSI. The phone rings not more than once and the machine is greeted
by a happy fax machine squeal from the happy company known as GSI.
"Good" thinks Darren, happily, it is done, the fax machine even says
everthing is OK. He goes to sleep thinking happy thoughts, Darren
is happy.
Now its Monday and time for Darren to go to the knee doctor. This
visit is a good one and the knee doctor happily says everything
looks good. Darren is happy. He is even happier than happy because
he has finished seeing the knee doctor early and can get on an
earlier flight to his other happy home in happy Florida. Better
yet, Darren can happily be home at his other happy home in happy
Florida before the happy company known as GSI closes, this way he
can call to make sure his turn is there, a very important turn. One
of Darren's happy parents offers to make the call and change his
flight. Darren is happy.
Now its time to go to the airport, Darren is happy. Darren's parent
drives and drops him at the door to Dulles Airport and says goodbye,
Darren is happy. Darren goes inside and sees no line at the ticket
counter, Darren is happy. Darren is greeted by a smiling happy
blonde at the US Air ticket counter named Tawny, Darren is happy.
Darren is told that his flight doesn't leave from that airport, it
leaves from National airport, his parent had made a mistake, Darren
is not happy. Darren is told that there is no way he can get to
National Airport in time, but he can take another flight from
Dulles, Darren is happy. But that it won't get into Florida until
3 hours after his other flight, Darren is not happy.
Now Darren is unhappy, not only will he get to Florida 3 hours late,
but he won't arrive until after the happy company known as GSI
closes. He wants to call the happy company, but unhappily realizes
that his security codes are on his turns which are in his luggage
which were checked with the happy blonde named Tawny, Darren is not
happy.
On the plane Darren sits in front of a loud child who likes to kick,
Darren is not happy. Darren arrives in Florida an unhappy person.
Now its Wednesday and after Darren pays a $150 speeding ticket, he
makes a call to the happy company known as GSI to make sure all the
turns for his other happy game have arrived. The happy person known
as Stuart who works at the happy company known as GSI answers and
says, "the following positions did not get their turns in: 11, 12,
14, ..." Wait a minute...Darren is player 12, this means that the
fax did not make it, Darren is not happy. This means that Game 45
got missed, Darren is not happy. This means that Darren must call
in 2 turns Wednesday night, Darren is not happy.
Now it is later on Wednesday and Darren is definately not happy. It
is likely that Darren will not be happy for some time. Darren may
be put under psychiatric care after his e-mail recipients read his
happy story and realize Darren is mental.
Darren is not happy :(
Strategy & Tactics: The Noldo Elves
By Brian Mason
How do the Noldo Elves compare to other nations? At the start of
the game they rank as follows (Allegiance Comparison Tables, Tom
Walton):
among all among FP
Total Tax Base tied for 10th tied for 7th
Resource Base 20th 9th
Combat Strength 25th 10th
Character points 1st 1st
Artifacts 1st 1st
The Noldo is marvelously powerful, and can be among the most fun of
the nations to play if you enjoy character action. Initially, the
Noldo must decide what course of action to take, and how to best
accomplish its goals. With many (four of eight) of its population
centers unfortified, an large initial boost of taxes is likely to
work against the Noldo. They might stand a chance of losing some of
these population centers later in the game. It might be possible to
make a marginal increase to taxes without harming the loyalty
significantly, perhaps to 55%. They do start the game with a
relatively small gold reserve, and with their deficit they must do
something about it quickly. They are hardly able to afford the
troops which they have, much less field a significant force.
The most significant internal need is that of improving the economy.
The Noldo Elves are blessed with a relatively secure area within
which to develop, and they should begin doing this immediately.
However, participation of the Noldo militarily in the game can only
occur much later. Also, the Noldo have a need to find artifacts.
Exceeded by only the Blind Sorcerer in total mage points, the Noldo
need to establish one or two characters as artifact locators and use
them in that capacity.
There are also many other immediate strategies which can be arranged
with the nearby allies of the Noldo.
Specifically, these are:
1. The Noldo start with four footpads. As mentioned in my
previous article on Strategy and Tactics for Cardolan, the Cardolani
have no need for four locations to port their ships. Cardolan should
determine which ones are unnecessary and have the Noldo sabotage
those which are not. This will save Cardolan gold, increase Cardolan
security, and improve the skill rank of Noldo agents quicker than is
normally possible.
2. Cardolan also starts the game with a fleet. It might be
advisable for Cardolan to transfer their ships to the Noldo. This
will immediately make them stronger (combat value four instead of
five), and will make this combined force stronger than all navies
except that of the Corsairs and Southern Gondor. Of course, if the
Noldo were to do this, they would necessarily need to be more
aggressive on the seas.
3. Arthedain starts the game with no back-up capital. The Noldo
should trade Arthedain Forlond or Harlond for an Arthedain village
and town. These will have equal tax base, but the new Noldo
population centers will have better resource production while the
new Arthedain population center will have better loyalty.
4. The Noldo must decide early if it anticipates building a
fighting army for later in the game, or if it plans on issuing lots
of challenges. If it does not, then it should loan some or most of
the Noldo combat artifacts to Arthedain and Cardolan.
Specific, turn-by-turn recommendations follow:
1. Artifacts are transferred and put into use. The 0611 navy
moves to 0708. Elrond and Erestor learn research artifact. Tax rate
changed to 55%. The 2209 army begins moving west to join with the
other armies.
2. First emissary named. Artifacts are transferred and put into
use. The navy formerly at 0611 combines with the 0708 navy. Elrond
and Erestor learn locate artifact. The Imladris army continues
moving west.
3. Second emissary named. First emissary moves out to begin camp
creation. Elrond and Erestor learn locate artifact true (maybe). The
Imladris army continues moving west.
4. Third emissary and first camp named. Elrond and Erestor learn
locate artifact true (probably). The Imladris army continues moving
west.
5. Fourth emissary and second and third camps named. Elrond and
Erestor learn locate artifact true (certainly). The Imladris army
reaches Mithlond-West.
6+. Continued economic development until many camps are created,
some in rough, some in forest. The timber goes to unfortified
population centers to build towers. After about a dozen camps are
created then the camps start becoming upgraded, first to villages
and then to towns. Elrond and Erestor locate artifacts which Elladan
and Elrohir go retrieve. Glorfindel stays as a subcommander in the
sole army where, through both army and troop maneuvers his challenge
rank is maximized. Cirdan assists in the camp creation/population
center development/fortification building.
Of all these moves, that of the Imladris army is least appealing. It
is not economically wise to invest too much gold in making it an
effective fighting force when slog much will be needed for
character creation and the initial creation of camps. It is tempting
to have them strike at Goblin-Gate. Even knowing that they will
lose, it is possible to inflict damage such that it might be taken
by someone else (e.g. Dwarves) soon after. It is also possible to
coordinate action with the Dwarves to attack, to simply stay on
Imladris to impeded movement, or to retire the army. I have chosen,
what is to me, the best of these many poor options.
From Tom Walton
My thoughts on the Noldo are more general than Brian's. I tend not
to plot turn-by-turn, because my nation actions vary depending on
the starting locations of characters.
- I'd have the high mage/emissaries go out and create camps right
away, after naming one or two new emissaries. Elrond, Erestor, and
Cirdan all have nice starting ranks in both emissary skill and mage
skill; they could create camps and research the 'locate artifact'
spells on the same turn (since 'create camp' comes before 'research
spell'). Benefit to this: you get good, high-loyalty camps right
off the bat, ones that future emissaries will be able to upgrade to
villages with little problem. Drawback: the characters in question
won't be able to prentice or improve other skills. I believe this
to be a minor point, as the Noldo are already very skilled and
really don't need additional training early in the game. By
spreading around the mage artifacts, it guarantees that the 50-point
mages won't have problems researching the necessary spells.
- I'd keep Elladan and Elrohir in an army for the first five turns,
training up their skill ranks. These two tend to be favorite
targets of the Dark Servants; increasing their challenge ability and
upping agent rank can't hurt. The Noldo won't have the locations of
any interesting artifacts for the first few turns anyway.
- Mark the Imladris army for doom and get rid of it right away.
This will lower the deficit and keep the Noldo from wasting
characters by putting them in command positions.
- Trade Imladris for a town and village in Arthedain. This gives
Artehdain a fairly secure major town in the heart of enemy
territory, at which he can recruit to his heart's content. It'll
also mean the Noldo don't have to worry about garrisoning it
anymore.
General Game Play:
- The first and most important thing the Noldo can do is improve
their economy. More than any other nation, they come equipped with
superb emissaries capable of going out on turn 1 and creating camps.
By using the three characters outlined above, the Noldo can have a
dozen camps in place by the end of turn five. By the end of turn
nine (or earlier, if they created more emissaries), all of these
camps can be improved to villages, upping the Noldo resource base by
48 points and increasing their tax base by 30,000 gold. This also
allows the elves to immediately train the most powerful emissary
team in Middle-Earth, capable of offensive action at any time.
- Other than getting rid of starting armies, I don't believe the
Noldo should become involved militarily in Middle-Earth until the
mid- or late-game. All of their commanders except for one are
better suited to other tasks: agent, emissary, or mage. Wasting
them in command positions, when both Cardolani and Arthedaini allies
are equally capable in this regard, somewhat defeats the purpose of
having such nice characters to begin with. Instead, I would
concentrate on:
- building up a viable emissary team for offensive action.
- creating a small but capable group of agents to join Elladan
and Elrohir in their rampage across Middle-Earth.
- learning every lore spell in existence, then using these
spells to help Noldo allies gather information about the
enemy, track artifacts, and so forth.
- Rather than going on the offensive early on, the Noldo should
stabilize their position and preserve their character base for when
things really get heated in Middle-Earth. By using my plan here,
not only will they be able to respond to emergencies, but they'll
also be able to support their allies with gold and resources.
Again, why do the fighting when Arthedain and Cardolan are just as
capable? Send them the goodies to recruit and maintain troops, and
concentrate on other tasks which the Noldo characters are better
suited.
- Do NOT engage in challenge games with the Dark Servants. This
behavior is not only dicey, it allows them to second-guess their
opponent by stacking all their best artifacts on some new character,
then hunting down Elrond and issuing a challenge - end of Elrond.
There's no sense in taking this risk when a loss will mean the end
of a particularly skilled mage/agent/emissary. This is contrary to
popular wisdom, but I believe the capabilities of a decent character
with mage/agent/emissary rank are far more valuable than his ability
to cut others into tiny pieces. Losing a good emissary or agent,
especially, could cripple Noldo plans (and when you lose a starting
Noldo character, you generally take a big loss in two or three
skills).
Now this may appear to be a 'no-risk' strategy often followed by
Noldo players in our games. As most of us know, many Noldo refuse
to get involved in the action, instead being more interested in
wracking up victory points. My plan is similar to this anti-team
behavior in the early game, but here's where it differs:
- the Noldo can, after turn ten, provide enormous amounts of
gold and supplies to allies.
- after turn 15 or so, the Noldo can put together a credible
emissary team which is also capable of locating/tracking
artifacts and characters. Since the team will be constantly
moving, the Noldo kill two birds with one stone: stealing
enemy pop centers, and keeping their best mages (with all
those lore spells) away from enemy agents (since they won't be
able to catch up with the team).
- the Noldo agent group can, early on, steal gold and sabotage
unwanted harbors. Later, they're quite capable of putting the
screws on individual nations, giving their allies needed
relief or crippling a target prior to a big strike.
- under this plan, the Noldo act as a primary information-
gathering nation. Their ability in this regard is unmatched
on the Free side, and information is always critical to the
war effort.
As a final note, putting together a small, elite cav force in the
mid-game would be a good idea. This gives the Noldo a decent home
guard and, with their transport/road movement capacity, allows them
to intervene should some disaster befall an ally.
COMMENTARY:
by Leslie Foreman
I was listening to some friends talk about The Game the other day
and the focus of their discussion was the loyalty present in their
pop centers. There are many aspects of The Game which I do not
understand and others that I find confusing. The loyalty issue is
one which I find confusing - we are discussing the loyalty of
fictional characters and how to improve it. Now, if you really want
to talk loyalty, let's talk dogs. That is loyalty in a nut-shell.
The saying is "Dogs are man's best friend," not "Dwarves are man's
best friend." With that said, maybe we should rate the loyalty of
the pop centers with a canine reference.
The camp, therefore, would have the loyalty of a chihuahua. This
breed is small, like a camp. It is less able to defend itself if
attacked, like a camp. There are no frills on this dog (not even
hair if you call that a frill) like a camp. Camps have the basic
requirements to be a pop center just as chihuahuas have only the
basic requirements necessary to be a dog.
As we move to larger pop centers, we reach the village. A village
is as loyal as a poodle. This breed is larger than a chihuahua as
a village is larger than a camp. This breed also has other
attributes which are not present in the chihuahua. Poodles have some
hair on their bodies and they do have a bark. Therefore, the
inhabitants of a poodle level pop center would have more comfortable
(i.e. more insulated) houses and they are better able to sound alarm
when they come under attack. The only disadvantage of living in a
poodle level pop center is that the population has odd haircuts,
ribbons and painted toenails.
Towns are the first pop center that really looks like a place where
people may chose to live. That being the case, I have selected a
breed which actually looks like a dog that people would chose to
have. The town is represented by a schnauzer. It is a good looking
dog, with a bark and a relatively good personality. Many civilians
travel to towns when they go on vacation - they love to see all of
the men with the cropped ears. I feel sorry for the people who live
in a schnauzer level pop center for only a short period of time
before its loyalty status changes. In that case, they have suffered
the discomfort of the ear cropping for no good reason. I think I'd
be really ticked.
The beagle represents the major towns. They are not very large
dogs, but they are extremely loyal. They are flexible in that they
can live inside or out. They do not tire easily and they enjoy a
good game. Their biggest asset is that they are very loud. You
cannot get much by a beagle without him knowing it and sharing it.
Since they represent a major town and not a city, it needs to have
a better way to defend itself. That being the case, a beagle can
run away very effectively, if necessary.
Lastly, the city. Can you predict which breed I chose for this pop
center? A collie? No. A rottweiler? A doberman? No, but all good
guesses. I chose a pit bull. I have never actually met one, but
their reputation precedes them. In The Game it is important that a
pit bull level pop center has a reputation too. Some of these dogs
are said to be nice, others would just as soon take off your arm.
I am confident that some cities are nicer than others. For example,
the pit bull level pop center is large enough to have a thriving
theatre district and a Sauron Cinemas franchise, if they choose to
do so.
Finally, these changes would affect the naming convention of the pop
centers in The Game. If you included the breed in the title of the
pop center you would be providing a lot of information to your
allies, and alas your enemies. (Sacrifices may be required.) What
does the name Barad-dur say to you - very little. Now, Barad
beagle, that works for me. Good gaming until we meet again, maybe
at Carn Canine.
Last Word
Hello all. Tom has graciously allowed (read, I begged him) me to
share in the glory (read, work) of the task (read, drudgery) of
preparing for publication "The Mouth."
As some of you already know, I am handling some of the regular email
of "The Mouth" as well as mailings to most new and all future
subscribers. Those of you needing back issues of "The Mouth" or the
general info files, please email me (mason@chara.gsu.edu) and I will
get them to you faster than a woodman can drop.
Along the lines of email addresses, would mail sent to root@old-
forest.middle-earth.gov go to Old Man Willow or Tom Bombadil?
I don't believe Tom and I have yet worked out how we will split up
editorial responsibilities, but we do share a few general editoral
ideas, among them are that any thing you send in is ripe for
publication. "The Mouth" is designed for the player of me-pbm, and
if you have some comment, strategy idea, question, work of fiction,
et al. it'll go in the next issue.
On the next issue, we've reached an ominous number, issue 13, and
scheduled delivery falls on another red letter day, that of April
Fool's. Tom and I have cooked up a few ideas but we're in need of
other submissions along a less serious vein.
And on submissions, we need them! Large numbers of them, on a
regular basis. What do you want? Make up a "Wish List." What do you
not like? Make up a "How I got shafted in me-pbm" list. Got an
interesting idea or strategy? Pass it along. Do you have new
information on encounters or dragons? Share it! Any questions? Ask
them.
In the future, submissions for "The Mouth" can be sent to Tom
(kazandar@aol.com) or myself (mason@chara.gsu.edu) as the
spirit moves you. However, in the interest of doing our part
against the Second Law of Thermodynamics, only send your submission
to one of us. We do not want to find out that we both received and
prepared the same article!
Ah, one final point. In my discussion of editoral ideas that the two
of us share, I failed to mention one point that we both agree on:
The Dark Servants are going down in game 97.