Here’s a rundown of the episode:

01:02 - Heard Any Good Rumours Lately? News from the Planes.

04:23 - Off To The Races. This episode features the Dragonborn as its playable race to discuss.

11:02 - You So Classy! This episode, we’re focussing on the Barbarian.

17:36 - Background Check. Talking about the Urchin background and ways it can inform your roleplay of your character.

19:28 - Monster Menagerie. Starting with the Aaron A. Aaronson of D&D Monsters - The Aarakocra.

25:40 - Lore Academy. The Spellplague and its effects.

29:41 - The Infamous. Legendary characters from Dungeons and Dragons. This episode, we learn about Tymora.

Total runtime - 33:17.

Sources & further reading:

Dragonborn

PHB: 32-34; SCAG: 112-114; XGTE: 74, (Racial feats,) 175-176 (Dragonborn names.)

Barbarian

PHB: 141

XGTE: 8

SCAG: 121

Links

poster-barbarian-know-nothing-passion-rage-can-sunder-mountains-may-speak-passion-diydespaircom- Barbarian Quote

https://i.pinimg.com/originals/c4/2c/40/c42c40f371f67ce113250a26f87d58fb.jpg - Barbarian quote 2

https://forgottenrealms.fandom.com/wiki/Aarakocra- Aarakocra

https://forgottenrealms.fandom.com/wiki/Syranita- Syranita, Patron God of Aarakocra.

https://forgottenrealms.fandom.com/wiki/Akadi- Akadi, Queen of air.

https://forgottenrealms.fandom.com/wiki/Aerdrie_Faenya - Aerdrie Faenya, Elven goddess of the Seldarine.

https://www.youtube.com/watch?v=tk7Xcd4OyBI- AJ Pickett on Aarakocra

https://www.youtube.com/watch?v=wa9OyLmkSq8&t=134s- WebDM on Aarakocra (& Kenku)

https://forgottenrealms.fandom.com/wiki/Spellplague- The Spellplague

https://www.youtube.com/watch?v=BDyqSsJPIs4- Jorphdan on the Spellplague

https://www.youtube.com/watch?v=UmYD-vyZv3U - Poohead189 (what a username!) on the Spellplague

https://www.youtube.com/watch?v=VMSOYUaZcBo - Jorphdan on Tymora (First half of video is on Torm.)

Episode Transcript

Cold open

Welcome to I Cast Pod, a D&D podcast about creating characters, taking chances, rolling dice and having fun. I’m Mike, your DM and guide to all things dungeonesque and dragon-y. I’m excited about this episode as this marks the transition to how I think the show will be going forward. I wanted to do episode 1 & 2 as beginner episodes and the focus going forward will still be learning and have the beginner in mind - but I wanted to create all new sections to discuss things like playable races and classes, as well as famous NPC’s and characters from D&D, and loads of other good info. So let’s get started.

Heard Any Good Rumours Lately?

On the 2nd June, Wizards of the Coast are releasing Mythic Odysseys of Theros, a new campaign sourcebook based in the Magic: The Gathering world of Theros, which adapts Greek Mythology for its setting. Players will choose a supernatural gift and then go on an epic quest across the realms of mortals, gods and the five realms of the underworld, pitting players against mighty heroes, imprisoned titans and prophecies, to leave their mark as a legend.

The supernatural gifts work similar to character races mechanically and give your character a variety of traits.

There will be new races available, drawn from myths such as Satyrs, Minotaurs or Leonin.

There will be new subclasses available including ones for Bard and Paladin.

New monsters will include mythic monsters, whose power outstrips even legendary creatures.

God weapons - receive as a blessing from the god you represent or brazenly steal them to gain previously unheard of power.

From the little information released, and the artwork, it looks like the campaign will be a little like playing Clash of the Titans, which providing we’re talking about the original Harryhausen version, is no bad thing.

The book will release with an alternate, soft-touch cover for $49.95

Video Games

Hopefully by now you should have seen the Baldurs Gate 3 gameplay livestream.

Larian revealed playable races of Humans, Githyanki, Tieflings, Halflings, Elves and Half-Elves, Drow and Half-Drow, Dwarves, and more. Some of the races, showed sub races too such as Hill Dwarf, High Elf, Lightfoot Halfling or Asmodeus Tiefling. All the races shown could be played as either Male or Female, and I’m assuming with no advantages or penalties for either. There were also backgrounds like Noble, charlatan, Criminal or Entertainer shown.

Classes shown were Wizard, Cleric, Fighter, Ranger Rogue or Warlock, with more coming after Early Access.

Larian also showed off some of the NPC’s and the opening cinematic which showed Dragon Riders fighting with the Illithid Nautillus ship and all I can say about that is - I hope the writers of the movie watched it and took notes. It also shows an Illithid ship ‘collecting’ people as it caused destruction in the city of Yartar, which sits just east of Triboar and the Sword Coast. The Illithid interacts with a Githyanki female - inserting a tadpole into her eye - which allows mind melding in the game proper, but will also eventually consume characters from the inside and turn them into Mindflayers.

Baldur’s Gate 3 looks amazing and has been announced for PC and Google’s Stadia so far . I am very excited for this and will probably order whatever deluxe version they release, but will have to buy a PC to play it as it’s unlikely it will appear on current generation consoles.

Off to the Races

Dragonborn

Considered one of the most exotic races in the PHB, Dragonborn have Draconic ancestry, although their origins are shrouded in mystery. One story says Io, the dragon god, fused astral spirits with the fury of the elements. The greater spirits became Dragons and the lesser, the Dragonborn.

Another version has Dragons already existing when Io was split in two by a primordial called Erek-Hus, the King of Terror, during the Dawn War. The Two halves became the Dragon Gods Bahamut and Tiamat, and the blood that spattered the ground became the Dragonborn.

A third tale has Io creating the Dragonborn before all other humanoid races, shaping their perfection and firing them with his breath, and only creating Dragons later, at the start of the Dawn War to use as weapons in the war.

The fact that they were created by Io and not Bahamut or Tiamat means that every Dragonborn has a choice to make in their own personal morality of which path to follow.

Although the latter myth sees Dragonborn as being created before the Dragons, on their homeworld of Abeir they serve as a slave race to the Dragons. During the Spellplague, the two worlds intersected and the Dragonborn nation of Tymanchebar displaced the nation of Unther, becoming Tymanther and seeking to integrate with Faerûn and for a time established itself as a nation of honour, until the events of The Sundering reverted Unther back to Faerûn, leaving many Dragonborn without a nation and scrabbling to survive.

Dragonborn average around 6’2-6’8 in height, and average 300lb in weight. They have larger & stronger bones than humans, but with a less dense core to the bone.

They have breath weapons, determined by their draconic ancestry from a list of; fire, cold, acid, lightning and poison. They are also granted a damage immunity to the same type. They have taloned digits, with 3 fingers and a thumb, but lack wings or a tail. Their teeth seem to replenish if one is knocked out, but this is just the other rows moving up to full the space. Dragonborn can be quite tetchy towards those who point out that they have lost a tooth.

Their colours are usually of brass or bronze heritage, and tend towards a rusty, reddish brown, but can range to scarlet, gold, white, black, blue, silver, brass, bronze, or copper-green.

They birth eggs, and find other reproductive systems gross. Their young are nursed for a short period, but grow quickly - walking only hours after hatching and reaching the size of a ten year old human child by the time they are three. They are considered adults at 15 and live to around 80 years.

Dragonborn families are direct relations and a clan is formed of families through intermarriage, shared history or alliance.

Dragonborn revere their clan above all else. Their actions reflect on their clan and dishonourable behaviour could result in expulsion. Every Dragonborn knows their duties within the clan and their honour demands they perform to their best. If a situation arose where a Dragonborn were forced to choose between family and clan, the clan’s welfare would take precedence. They are given personal names at birth, but put their clan names first, as a mark of honour.

They are a very proud race, valuing skill and excellence, which pushes them to strive for self-improvement and self-sufficiency. They hate to fail, so recognise the need for help in difficult situations, turning to their clan when needed. Any honour due to acts of daring, bravery or heroism is considered bestowed upon the clan first, and the acting individual second.

They view their code of honour and loyalty as a type of faith, and are often skeptical about religion, having been forced to worship their draconic masters in ages past, but some do worship gods. Bahamut and Tiamat can count Dragonborn among their followers, and other Dragonborn favoured gods include Torm and Tyr for their codes of honour and order, as well as Tempus, Kelemvor and others.

They can be viewed as monsters by lay-folk, although they are likely to be treated with caution rather than fear and panic.

They speak, read and write Common and Draconic.

Some famous Dragonborn include Arkhan the Cruel - Joe Manganellio’s red scaled Oathbreaker Paladin character, and Tiberius Stormwind, also red scaled, and a Sorcerer played by Orion Acaba in the first Critical Role series.

Stat Block

Size: Medium

Speed: 30ft

Alignment: Tend towards extremes. Most are good but followers of Tiamat will be evil.

Breath weapon: 2D6 damage, 1D6 on a save with a DC of 8+ Constitution Modifier + Proficiency Bonus. Dexterity save against Black, Blue, Brass, Bronze, Copper, Gold, and Red ancestries, which comprise Acid, lightning and fire. Constitution save against Silver, Green and White ancestries, which are cold or poison.

Damage increases to 3D6 at level 6, 4D6 at 11, and 5D6 at level 16.

Applies in a 5ft by 30ft line for Black, Blue, Brass, Bronze and Copper ancestries, or a 15ft cone for Gold, Green, Red, Silver and White ancestries.

Ability score increases: Strength +2, Charisma +1

Advantageous classes that can make use of the ability score increases:

Barbarian (Strength), Bard (Charisma), Fighter (Strength), Paladin (Strength & Charisma,), Sorcerer, (Charisma), Warlock (Charisma). Paladin being the standout for Min-Maxers.

For more information on Dragonborn, see the show notes for sourcebook page numbers.

You So Classy! - Discussion of a class

Barbarian

“You know nothing of passion. When your rage can sunder mountains, you may speak to me of passion.

Barbarians are fury made flesh. They live for battle, laugh in the face of danger or overwhelming odds, and their rage is akin to a force of nature, like a tempest. They invariably fight to the death, their incessant rage fuelling their conquests, whether one on one or vs. an army.

They can draw their rage from various sources, such as fierce animal spirits they commune with, or else simply a burning anger at a world that has been nothing but pain to them. It is this rage that not only gives focus to their fire, but also bestows upon them enhanced reflexes, amazing resilience and strength beyond measure.

Barbarians see civilisation as a diluting of their primal spirit. Rather than settling, they embrace their feral natures, seeking strength and freedom unfettered by walls; preferring to roam the tundra or grasslands of their homelands under an open sky, heeding the call of the wilds.

They are never more alive than when in the midst of battle, delighting in the chaos of the melee, relying on instinct to guide their hefty blows rather than field tactics.

Their tendency to rush headlong into the fray can make them both an asset and a liability to an adventuring party. While it’s true they can act as a tank for the less robust members of the party, dealing out huge damage to foes and soaking up hits, they care little for plans and strategies. Played to type, they could be quite annoying for other party members who perhaps want to avoid a particular skirmish or try stealth as a tactic. If you’re playing as a barbarian, try to exercise a little impulse control - your character can act annoyed at having to temper their instincts and still be true to character, but your group will thank you for not pulling the entire camp of orcs before they’ve had a chance to whittle down their numbers by other means. Remember, just because you can rage and ignore a sword thrust like it was a mosquito bite, doesn’t mean the rest of your party can. If you rush in every time and end up with a TPK, expect a few sour glances from your teammates. Barbarians aren’t necessarily stupid, although can often be played that way due to intelligence being a dump stat for them, so approach encounters with some thought. Even if you decide that your best course is to create a distraction by rushing the enemies’ main gate solo, still wait for whatever signal your party has worked out before doing so.

“I know not of fear or sorrow … only bloodlust and rage.”

One of the main mechanics for the Barbarian is Rage. On your turn, you can enter a rage as a bonus action. If you’re not wearing heavy armour, its effects are:

Advantage on strength checks and strength saving throws

When attacking with a melee weapon that uses strength, you get bonus damage that scales as you level up - check the rage damage column of the barbarian table.

Resistance to bludgeoning, piercing and slashing damage.

Rage lasts 1 minute, which is equal to ten rounds of combat. It can end early if you are knocked unconscious, or if your turn ends and you haven’t attacked a hostile creature or taken damage since your last turn, so always be pummelling!

You can also choose to end your rage as a bonus action. You get a limited number of rages between long rests, consult the Barbarian table’s rages column to find out how many per level.

You also get an unarmored defence, so if not wearing armour, your AC is 10 plus your Dex mod AND your Con mod - so be sure to put a decent roll into Dex. This can also be used with a shield, which can bump your AC quite nicely.

Other Barbarian advantages at later levels include extra attacks, a reckless attack from lvl 2, which involves nominating it on the first attack of your turn, giving you advantage on melee attack rolls using Strength during the turn, but also gives opponents advantage against you until your next turn.

From level 2 you also get Danger sense, giving you advantage on Dexterity saving throws against effects you can see, including spells and traps, provide you aren’t blinded, deafened or incapacitated.

From third level, you choose a path from Bezerker, Totem Warrior (PHB), Or the path of the ancestral guardian, Storm herald or zealot (XGTE) or the path of the Battlerager, with additional Totem Warrior option in the (SCAG).

Later advantages include fast movement; Feral instincts which give you advantage on initiative rolls and makes you unable to be surprised, provided you enter rage on your turn before doing anything else; Brutal critical, which add additional dice to your critical damage rolls; Relentless rage which can bring you back from 0 HP, and more.

Famous Barbarians include Grogg, from Critical Role and Conan.

Stat Block

Main stats: Strength, Constitution (also saving throws)

HP : @ lvl1: 12 + Constitution Mod

1d12 + Con Mod/lvl

Hit Dice: 1d12/level

Armour: Light, Medium, Shields

Weapons: Simple & Martial

Tools: None

Skills: 2 from Animal handling, Athletics, Intimidation, Nature, Perception, Survival

Equipment: Greataxe or any martial melee weapon

2 handaxes or any simple weapon

Explorer’s pack & four javelins.

If you like flying into rages and slicing your way through hordes of enemies in a fervent bloodlust, laughing maniacally as you go - barbarian is the class for you.

Background Check

Urchin

The Urchin background means your character grew up as a homeless orphan, learning to survive and provide for yourself on the heartless city streets. You needed to keep constant watch over your meagre belongings, save some other poor wretch steal it from you. You slept on rooftops and in alleyways, exposed to the chill of the night air, rains and snows. Often you took ill due to this exposure, and with no money for medicine, you relied solely on your constitution to pull you through. You’ve survived by a combination of your wits, strength, and speed.

As an Urchin, you start your adventuring career with enough money to last a ten-day living modestly, with a pouch containing 10Gp, and have expert knowledge of the city you grew up in, using shortcuts unknown to most to travel across it in twice the speed.

The Urchin background gives you proficiencies in Sleight of hand and stealth, presumably as a result of having to steal food to survive and you get tool proficiencies for Thieves tools, and disguise kits.

You start with a small knife, a pet mouse, a token to remember your parents by, and a set of common clothes.

The Urchin background could be useful for Rogues, with SoH and Thieves tools. Personally I think it should come with a +1 to constitution, but there we are.

Roleplaying an Urchin would mean remembering your humble beginnings, perhaps hoarding food even when it is plentiful, or taking particular care of your footwear, to ensure it lasts. You may be reluctant to share things like food and loot, or simply take extra pride in you possessions.

Monster Menagerie

For our first monster menagerie segment, we’re going to look at the Aaron A. Aaaronson of D&D monsters, the:

Aarakocra

The Aarakocra have been a playable race since 1987, 1st appearing in “The Forgotten Temple of Tharizdun” by Gary Gygax in 1981, based in the Greyhawk setting.

The Aarakocra are from Aaqa in the Elemental plane of air, where they can glide for days on end, but they have homelands in Maztica, the Star Mounts, the Storm Horns, the Cloven Mountains, the Mistcliffs, and Coliar.

They roost atop high mountains in the material plane, especially near portals to the plane of air.

They average about 5ft tall, 90lbs (41kg,) and are feathered with scaled skin and hollow bones. They average a 20ft wingspan and their wings are used mostly for gliding on thermals, and are not ideal for fast flapping.

Their main racial bonuses are flight, and superior vision and hearing.

Facially, they generally look like parrots & eagles, but have also been depicted in art with Owl faces.

Aarakocra recognise each other by plumage rather than facial features. Their plumage tends towards Red, orange and yellow hues in males, often with a red crest on their heads, and brown and grey tones in females. Their faces generally include grey-black or yellow beaks and black eyes. Because they don’t rely on faces for identification, they can be easily tricked by humanoids changing their clothing or hairstyle.

Their speech includes noises and tones, including clicks, trills & whistles,sfx - bird noisesinstead of facial expressions, leading to misunderstandings with creatures who don’t know the tones and they struggle with facial expressions as a form of communication. The noises also make their names hard to pronounce for anyone not versed in the Aarakocra language, and they often use easier to pronounce short versions when dealing with other races. Males often fly into fits of rage when they perceive a slight or wrong against them, which can make them tricky to deal with.

The Aarakocra love freedom, and hate being away from the sky - so not great dungeoneers. But they will also stay in an area for years if a threat of elemental evil is detected, so they have a strong sense of duty and honour. They are also notorious flirts.

They hate griffons & gargoyles, the elemental plane of earth, temples of elemental evil and evil elementals, particularly those of the earth plane.

They have no concept of political borders, (makes sense being from the plane of air,) and don’t keep livestock, using only keep things they can wear or carry. They have no concept of property ownership either - they often come into conflict with farmers for stealing livestock because they don’t understand that it is property of the farmer, thinking it fair game. They believe in using what is necessary & casting anything else to the wind for others to use.

The Aarakocra see little value in gems, gold, & precious materials, but have paid adventurers in gems for quests, so possibly understand that others do see value in such items. They craft items from twine, feathers and other materials, using all their limbs and their beaks.

They have a Matriarchal democratic government, with 7 year runs, but are an insular society, and keep mostly to themselves. Amongst themselves they are social though, and find being away from the flock/nest troubling. Those Aarakocra who choose to stay away for a long time are seen as a mentally ill.

They prefer to sleep on roofs all together, and find other ways, such as single rooms, odd.

They worship:

Syranita - patron deity, able to change the direction of the wind.

Akadi - elven goddess, Queen of air.

Aerdrie Faenya - Elven goddess of the Seldarine.

As a kind of background quest, the Aarakocra are searching for the Seven Shards - pieces of the Rod of Law scattered across the multiverse after it shattered during a battle, to be reassembled into the Rod of Seven Parts.

Stat Block

CR: 1/4, 50xp

AC: 12

HP: 13 (3D8)

Speed: 20ft/Fly 50ft

Perception: +5

Passive perception: 15

Languages: Aarakocra, Auran, Common.

Alignment: Neutral good.

Javelins - 5ft melee or 30/120ft ranged, +4 to hit, 1d6 +2 dmg & ranged weapons. Talons - +4 to hit, 5ft reach, 1d4 + 2 slashing dmg. Dive attack adds 1d6 dmg if they dive at least 30ft & use a melee attack.

They fly high into the air to escape enemies and can summon air elementals. - 5 Aarakocra within 30 ft of each other perform a dance, using their actions and movement over 3 turns, during which they must not break concentration. They summon the elemental within 60ft of them in unoccupied space. The elemental is friendly to them and obeys commands. Lasts 1 hr/until all summoners are dead/any summoner dismisses it as a bonus action. Can’t summon again until after a short rest. Any Aarakocra within 5ft of the Elemental can return to the plane of air with it when it returns.

Lore Academy

The Spellplague

The spellplague was a time when Magic either ceased to function or else became so volatile that mages were unable to control it and either died as a result or were driven mad. Most magic users lost their abilities during this time.

Another effect of the spell plague was that Toril, the world containing Faerûn and the Forgotten Realms, had some crossover with its twin world, Abeir. As I mentioned earlier in the Dragonborn race section, a portion of Tymanchebar, the Dragonborn nation from Abeir, was transported to Toril, and fell in the Faerûn nation of Unther.

In the chronology of D&D, the spellplague happened after 3.5, to set up fourth edition with new plot lines.

The spellplague happened after the Time of Troubles, when the overgod Ao, cast almost all of the gods out of the astral realm to walk the mortal realm.

Mystra, the goddess of magic and the weave regained a pendant she had hidden much of her power in, in the mortal realm. She created a portal back to the astral realm to end her exile prematurely. The god Helm, left to guard the passage to the astral realm by Ao, blocked her way and a battle ensued and Helm opened his visor and Mystra saw her doom, which Helm then provided.

Shortly after, Midnight ascended to godhood and claimed the name Mystra. She was not to hold the title for long, as in 1385 DR, Cyric the god of murder, killed her as part of a plan by Shar, who hated Mystra for siding with Selûne against her during the creation of the universe.

Without a goddess of magic to guide it, the Weave tore itself apart wildly, causing the spellplague. Shar wanted to gain control of the Weave but was unable to, and also lost control of the Shadowweave.

The Spellplague caused the Astral plane to fly apart, becoming the Astral sea. Various domains of Gods merged, split apart or were destroyed, including Mystra’s realm Dweomerheart.

On Toril, the Spellplague manifested as a storm of blue fire that killed whatever it touched, beginning in the Mhair jungles. This fire laid waste to areas around Halruaa, due to wild magic effects and affected areas as far as Sespech, The Golden Plains and the Nagalands. The blue fire also affected portals and planar gates, which helped to spread it across Toril, even to other continents.

Many thousands of magic users died and the surfaces of Toril and Abeir were changed forever.

The God Savras died, and Azuth fell into the nine hells, were Asmodeus fused with him and became a god.

Cyric, who had killed Mystra, was imprisoned for eternity in the Supreme Throne.

The world tree was destroyed, and the other planes were either destroyed or reshaped, creating the Astral Dominions.

Paths to the Feywild were reopened, due to the Feywild being pulled back toward Toril.

Some areas of land moved like the sea. Others ripped free of the firmament and drifted into the sky, becoming earth motes. Some areas were drowned underwater, pulled under or suffering from the Tsunamis caused by the shifts.

People who got too close to the plague lands could end up spellscarred, which could sometimes leave a deformity on the creature and granted access to arcane abilities to those who could master their spellscar.

It’s not easy to overstate the wide ranging effects of the Spellplague, which lasted up to ten years; from shifts in the astral plane through to magic not working. This event is one of the largest reshapings of the D&D universe since its beginnings, both in a literal and in-game sense.

The Infamous

In this section I’ll be introducing you to a famous character or NPC from D&D.

Tymora

Since I sign off with “May Tymora (tie-morah) bless your endeavours, I thought I’d do my first ‘The Infamous’ section on her.

Firstly I learned that the correct pronunciation isn’t tee-morah, but tie-morah.

Tymora is the “bright faced goddess of fortune,” (From the SCAG) Watching over gamblers, risk takers, travellers, fortune hunters and anyone who lives by their wits and luck.

Because adventurers are pretty much professional risk-takers, many of them, along with wandering bards, traders and others, offer up thanks to her. She also counts among her followers nobles, farmhands, ne’er do wells, and many in-between.

Tymora is friendly, playful and graceful, but is only in charge of good luck, so don’t pray to her to ward off bad luck, only to encourage good. To ward off bad luck, you should pray to Beshaba, Tymora’s immortal enemy and evil twin. Both were formed when the goddess of the moon, Selûne (sell-oon), split the original goddess of both fortune and misfortune, Tyche, (tie-key) after she became corrupted by a rose created by Moander, the god of corruption and decay.

One way of divining the future is to toss a coin to a stranger, typically a beggar, and ask if it it’s heads. If so the coin is left with the beggar as payment for Tymora’s favour. If not, the stranger can choose to keep it, accepting the bad luck with it, or return it.

Priests and temples to Tymora are rare, as she deals directly with her disciples, but shrines are more commonplace, including those found at gambling parlours and sometimes these end up becoming temples. Her main place of worship is at the “Assembly of the Faithful at the Lady’s House” in the town of Arabel in Cormyr, where she stayed during the Time of Troubles.

Favoured sayings are:

“Place yourself in the hands of Fate and trust to your own luck.”

“Chase your unique goals and the Lady aids the chase.”

“One should be bold, for to be bold is to live!”

It might be wise to offer up a small prayer to Tymora at your next session, or charge into battle using the cry, “Fortune favours the bold!” Who knows, she may see fit to bless your rolls!

Outro

And that’s it for todays episode, thanks very much for listening! If you’d like to get in touch, I’d love to hear your thoughts: You can email me at icastpod@gmail.com or find us on Twitter or Instagram @ICastPod.

I create all the content you see and hear on the show and social media, except some of the sound effects, which come from Syrinscape - Because great games require great sounds. Check the show notes for the link.

If you’d like to help support the show there are ways to do that. Firstly, subscribe to the show. Secondly, leave us a review on iTunes, if you’re a user. Reviews there really help get the show heard by new fans.

Thank you.

Sign Off

Until next time friends, may Tymora bless your endeavours.