Conversation · Wirrâl
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Large letters on the front form a title: "Wirrâl." The colourful box is illustrated with bucolic vistas. The cover art also features odd-looking humanoids, some short, some taller, some with pointy ears, others with ephemeral wings.
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- A colourful box with the title "Wirrâl" in bold letters. It's a board game.
- Large letters on the front form a title: "Wirrâl." The colourful box is illustrated with bucolic vistas. The cover art also features odd-looking humanoids, some short, some taller, some with pointy ears, others with ephemeral wings.
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Text underneath the title, in smaller typeface, reads: "Third Edition, Mega-Setting Supplements Module." The side panel adds: "A sword and sorcery adventure board game. With new maps and miniatures."
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With fewer items inside, the box now rattles with less enthusiasm. Only the map and booklet shuffle around, hitting the sides of the box.
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Mysterious things rattle inside. What could they be? Dice? Plastic miniatures? A fantastical alternate world full of magic and wonder?
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None of that witless Man from Hjelmdall fascist dross hidden behind faux-realistic allegory. Wirrâl is no cliché-ridden apologia for colonial violence. Wirrâl is pure imagination.
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Yes, the Wirrâl setting is known for its complicated system of political alignments. But if you're not into that you can just hack your way through dungeons in search of loot. That's what most people do.
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A blurb on the back reads: "Tired of the tedium and toil of modern life? Escape to Wirrâl! Leave behind isolas and nations with their petty squabbles. Discard electricity, magnets, and boring technological widgets..."
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"Succumb to a world of high-Pasternal fantastique, unleash your imagination and create an adventure of endless possibilities. Discover the terrible secret threatening Wirrâl -- can your band of adventurers save the world?"
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Man up, this is about having structured fun! All you have to do is read an intricate rulebook, study an assortment of maps, unfold the illustrated gameboard, and start rolling dice.
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In no time you could be romping through grasslands with low-level characters, hunted by iyskel riders... or battling unspeakable monsters in endless dungeons fraught with danger and despair, conjuring up forceful maegics to aid your quest.
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- It's not dangerous, it's fun, structured fun! All you have to do is read an intricate rulebook, study an assortment of maps, unfold the illustrated gameboard, and start rolling dice.
- Exactly, that's the spirit! All you have to do is read an intricate rulebook, study an assortment of maps, unfold the illustrated gameboard, and start rolling dice.
- Man up, this is about having structured fun! All you have to do is read an intricate rulebook, study an assortment of maps, unfold the illustrated gameboard, and start rolling dice.
Don't forget heated arguments escalating to physical confrontation with your friends.
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It's not dangerous, it's fun, structured fun! All you have to do is read an intricate rulebook, study an assortment of maps, unfold the illustrated gameboard, and start rolling dice.
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Exactly, that's the spirit! All you have to do is read an intricate rulebook, study an assortment of maps, unfold the illustrated gameboard, and start rolling dice.
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You pry open the box. Inside you find a folded-up map, a small booklet, a 24-sided die, and a little plastic figurine.
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A reprint of a crude hand-drawn map. The top left corner reads: 'Lands of Wirrâl.' The map features both small villages and mid-sized towns (with odd names), in addition to meadows, forests, hills, lakes and seas (also with odd names).
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It doesn't seem to correspond with anything you've seen thus far. It's not a very helpful map.
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"It is not. The communards are not a part of the game setting... I guess someone misplaced it during the packaging process."
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The lieutenant shrugs. "I have a feeling the figurines are more there to set the scene than anything else."
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"The figurine is not a part of the Wirrâl game setting... I guess someone misplaced it during the packaging process."
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A leftist revolutionary... a communard. He looks lost, a stranger in a strange land. Most likely, he was just stuck in the wrong box on accident.
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An odd-looking fellow... he doesn't seem to fit the rest of the setting. He has more of a... revolutionary tinge.
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A quick guide to the maegical races of Wirrâl. Create your own hero choosing from any of these completely unique and fantastical backgrounds.
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The options are, in order of importance: the welkin, the dweorgr, the humans, the faerie folk, and the pygmies.
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- Read about the welkin.Remembered · 2
- Put the booklet away.
The welkin -- tall, lithe and graceful, with long flowing hair and pointy ears. They're known for being powerful maegic users, but can also hold their own in a brawn-driven fight.
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The welkin come with a variety of exciting sub-races: high welkin, forest welkin, lake welkin, and snow welkin. But if you're not feeling experimental -- a basic welkin will always do.
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A grand race of industrious mountain people. They're short, stout and muscular, and enjoy digging for gold and other precious minerals. They're also well-versed in the art of combat, where they prefer to use axes and hammers.