As you may have heard, the latest issue of Wayfinder Magazine was recently released. Wayfinder is full of fan-created content for the Pathfinder Roleplaying Game, and is a free download on Paizo’s website. Over the years they’ve made an astounding 18 issues of Wayfinder, as well as a Bestiary! Nearly every issue has a theme, with this latest one being Fey and the First World! So whether you you’re a fan of the fey, or a fan of free, I highly suggest you give this little gem a chance!
But, what’s inside it anyway? A lot! At around 75 pages for each issue, that’s a lot of free stuff! The articles inside offer new player races, archetypes, feats and spells. As well as new equipment, both magical and mundane. In addition to player options, there’s plenty for GMs with adventure ideas, plot hooks, characters that can be used as allies or enemies, unique monsters, and even short adventures. Both players and GMs can make use of a ton of locations, personalities and gazetteers that are described throughout. To round things out there’s also songs, poetry, and fiction. And let’s not forget the awesome art!
There was a lot that I loved inside Wayfinder 18. My favourite archetype was the ‘Bogeykin,’ a spiritualist who has formed a bond with a dead bogeyman that urges her to sow terror! This archetype is written by Calder CaDavid, features art by Adam Munger, and can be found on page 26.
For spells, check out ‘liar’s light,’ ‘mother’s embrace,’ and ‘seneschal’s rebuke,’ all of which are inspired by Eldest of the First World, and can be found on pages 34-35. These spells are written by Jason Daugherty and Wojciech “Drejk” Gruchala, while the art in that article is by Jess Door.
I’m not a big fan of style feats, so imagine my surprise when my favourite feats all turned out to be styles! I’d suggest giving both the ‘Cold Iron Style’ (page 37) and the ‘Quickling Style’ (page 50) feat trees a read. These are written by Stewart “Reduxist” Moyer, and Matt “Helio” Roth, with art by John Bunger.
If it’s gear you’re interested in, be sure to check out the ‘living spear,‘ a +3 living wood called spear which is home to a dryad! This sure-to-be-fun weapon is on page 39. If you’re a worshipper of the Lantern King, then you should also check out the ‘vagabond’s cloak,’ found on page 40.
There are a lot of cool new creatures inside, but my favourites turned out to be the poppy leshy, a CR 1/2 creature found on page 65-66 which has adorable artwork. I also love the zolavoi, a somber little CR 5 creature found on page 67-68.
My favourite campaign inspiration was a plot hook on page 48 entitles ‘Rise of the Gerbie,’ which was written by Amanda Plageman and features art by Adam Munger. I also adored the article entitled ‘Sailing Across Eternity: Locales and Personages of the Sea Without a Shore‘ on page 54. Written by Matt Roth, with art by Fil Kearney, this is a mini gazetteer which takes a look at a few super unique settlements located within the Sea Without a Shore.
My children also enjoyed the Wayfinder Magazine. My daughter’s favourite part was an article on how animal companions can become altered by the First World. This is in no small part due to the wonderful art of a rabbit shooting fairies out of it’s mouth by Beatrice Pelagatti. The article itself is written by Calder CaDavid and features a ton of cool, creative ideas. I’m sure my daughter will be using some in the near future.
Meanwhile, my son’s favourite part was an article about the unintended side effects of bartering with fey. I highly suggest you check it out for yourself on page 14. Entitled ‘First World Trade,’ it’s written by Taylor Hubler, and features art by Jeremy Corff. It’s hilarious!
Want some more Wayfinder? Be sure to check out their many, many other issues on Paizo’s website!
Want to contribute to the next Wayfinder issue? You can! The next issue’s topic is Stafinder: Absalom Station! Head on over to the Paizo message boards, here, for more information on how and what you can submit! Each person is only allowed three potential submissions, so send your best! My children have both already submitted a creature each for consideration, while I’ve penned a ‘Weal or Woe’ article which I’ve submitted for consideration. I’ve also got an archetype and a theme in the works, but we’ll keep those under wraps for now. If you don’t own them, be sure to pick up the Starfinder Core Rulebook, and Starfinder Roleplaying Game: Pact Worlds before penning your submissions. Best of luck!
I hope you’ve enjoyed checking out the contents of the latest Wayfinder with me. If you happen to have contributed to it: Thanks! And if you’re thinking of applying for the next issue: I wish you the best of luck!
Hello, hello! Welcome! Today we’re going to take a look at one of my favourite soft cover releases of the past year: Pathfinder Player Companion: Legacy of the First World! If you’ve been reading the blog for a while, you’ll know that my daughter is already using some of the awesome character options found inside this little gem, with her Pathfinder Society character, Lady Naysha. Admittedly, I’m super jealous.
Legacy of the First World is a soft cover book that is 32 pages in length. As a book in the Player Companion line, it’s aimed at players, which means that you won’t find any great secrets of the First World hidden inside, or details on the plane itself. For that kind of information you’ll have to pick up Pathfinder Campaign Setting: The First World, Realm of the Fey, or the soon to be released Pathfinder Roleplaying Game: Planar Adventures. Legacy of the First World features amazing cover art by Kiki Moch Rizky, which showcases the iconic druid, Lini, and the iconic hunter Adowyn, engaged in battle against a grodair!
The front inside cover features brief information on all nine of the Eldest: gods of the First World who are often worshipped by fey and fey-blooded or fey-touched humanoids. Each entry includes their name, title, holy symbol, alignment, domains, favoured weapons, and the pages where related information and character options can be found. Curious who the Eldest are? Fear not! We’ll get into that later!
After this we’ve got the table of contents, the rules index, and the introduction. Here we find five new regional traits, each themed around places on the material plane where fey are common. Curious which locations? The Darkmoon Wood, Grungir Forest, Irrisen, Uringen, and a caravan known as the Witchmarket. ‘Fey Mediator (Grungir Forest)’ is a solid trait, but I think that ‘Voices of Solid Things (Witchmarket)’ turned out to be my favourite! This allows you to select either Appraise, Craft, Disable Device, or Spellcraft. In addition to making that a class skill, you can apply your Charisma modifier on those checks instead of Intelligence/Dexterity. Neat!
Moving on from the introduction we come to a pair of pages entitled ‘Fey Origins’ that deal with characters who have a touch of the fey in their bloodlines. Each of the core races has ideas for how fey-touched members of that race might look or act, and an alternate racial trait. After this there are three story feats which can be taken by any race. Although the human, half-orc, and half-elf alternate racial traits are very cool, its the one for elves that turned out to be my favourite. ‘Fey-sighted’ grants your elf detect magic as a constant ability, and replaces ‘elven magic.’ So cool! As for story feats? Check out ‘Fascinated by the Mundane’ for a really fun character concept!
Wait! That can’t be all that gnomes get in this book? Is it? Just a trait? Nope! It’s not. The next few pages focus on two races intrinsically tied to the First World: gnomes and gathlain. Up first? Gnomes! First up, rules for playing a bleaching, followed by two feats that can be taken by bleachlings. Finally! Past that we come to a quirky alchemist archetype called the ‘First World Innovator’ which lets you mix a bit of primal reagents into your alchemical creations (bombs, extracts, potions or mutagens) which will alter them in a random way. I highly recommend giving this one a read, because I loved it. Following the archetype itself are a trio of discoveries that let you create a fey-themed mutagen, which are pretty nifty. After that we come to two new alchemical creations: the chroma grenade, which dazzles enemies and makes them susceptible to illusions, and the vine tube, which spouts fast growing vines. These vinescan either grow along the ground to make difficult terrain, or can be molding by a skilled craftsman into basic tools and furniture which last for ten minutes. An interesting alternative to carrying around a bunch of heavy tools! The final little treat on the section on gnomes? It contains my favourite artwork in the book! A blue and orange haired little alchemist surrounded by very natural-looking components, crafting up some kind of glowing brew. I’m feeling it.
Leaving the gnomes behind we get into a pair of pages about gathlain. This section doesn’t contain any race-specific archetypes (for those you’ll need to check out Pathfinder RPG: Ultimate Wilderness), instead it features five alternate race traits, eight new favoured class options, and four new feats. For race traits be sure to check out ‘bower born’ and ‘sticky tendrils,’ and for feats take a peek at the very quirky ‘strange yield,’ which lets you pull a single fruit off of your wings a day that acts as a random potion.
After the various racial options in this book, we move on to the ways in which the First World has affected the material plane. The first two pages include the fey-touched template, a new oracle curse and mystery, and a bard archetype called the First World Minstrel. Although the First World Minstrel’s ability to pass on the ill luck of a pugwampi to your enemies is absolutely delightful, if I recommend only one thing from this book it would be the new oracle mystery: whimsy. It’s just… awesome. Flavourful, fun, and useful. I’d use it in a heartbeat. Unfortunately for me, (and very fortunate for my daughter), right before I could make a character with it, my daughter did. She beat me to it! And she did it so… perfectly. I just can’t compete. And so, for the forseeable future, I’ll refrain from making one of my own… At least until I can think of a concept completely different than my six-year old daughter’s…. For those of you who don’t have that issue, be sure to check out our favourite revelation: ‘whimsical prank!’ Other gems include ‘assumed form,’ ‘flicker,’ ‘whimsical step,’ and ‘woodland caprice.’
So good.
Seriously. Check it out.
But with a flip of the page we leave the whimsy behind to delve into two pages of character options which revolve around the harm fey can cause. First up are four alternate racial traits which focus around locations tainted by evil fey: Darkblight, Tanglebriar, and the Upper Korir River. I’d recommend giving the human trait, ‘imposter-wary‘ a read. Although it forces you to put your bonus skill point into sense motive at every level, it also grants you a bonus on saves against illusions. A great trade if you want to make a suspicious character. After this we get to a new hunter archetype that focuses on killing fey, the cleverly named ‘Feykiller.’ This archetype swaps out a few of the animal focus options for different ones, allows your animal companions attacks to bypass DR/cold iron, grants you a bonus against illusions and enchantments or, if they were cast by fey, makes you immune to such effects. Very cool! Lastly, this section gives us three new spells, my favourite of which is ‘iron spine.’ And yes, it does exactly what it sounds like it does. Ouch…
Every page after this point in Legacy of the First World is dedicated to one of the Eldest. First, it gives us a paragraph or two on the Eldest themselves, followed by new archetypes, class options, spells and gear which are related to that god or their teachings. Interesting, right?
First up: Count Ranalc, the Traitor. Eldest of betrayal, exile and shadows. This shifty fellow provides us with my husband’s very favourite part of the book: an archetype for slayers called ‘Ankou’s Shadow.‘ This awesome archetype gives you the ability to make shadow duplicates of yourself which function as mirror image and last until destroyed. As you level up you can command your duplicates to perform other actions, and you gain access to more duplicates. Oh, and you can see invisibility as a swift action for a minute per level per day. Sweet! He’d better get around to making one soon, or I will. Haha! After this is another interesting archetype, the ‘Shadow Scion‘ for rogues.
The Green Mother, also called the Feasting Flower, is the Eldest of carnivorous plants, intrigue, and seduction. Yikes! The pages focusing on her give us the ‘Grasping Vine‘ archetype for shamans, which shuffles up some spell options, allows you to speak with plants, gives you the ability to use plant shape, and even turns your familiar into a creature made of leaves and thorny vines. I think you could make a really cool shaman with this archetype. It’s very thematic, but also very… accessible. By that I mean: lots of different character concepts ranging throughout Golarion can make use of this archetype. Not just followers of the Green Mother, or characters from the First World. It’s easy to use. The second archetype up for offer here is much more of a niche, and focuses on The Green Mother’s seduction aspect. It’s the ‘Seducer’ archetype for witch! Their last ability, ‘Garden of Delight,’ just… Wow. I’m… a little surprised that saw print. I’m not sure why it surprised me so much. It shouldn’t. But, I’m certainly not letting my kids play this archetype! No way! That complaint aside, the archetype’s still not really my cup tea. Still, if you want to be a charming enchanter/enchantress style character, this is a really good option. Past the archetypes there are two new witch hexes up for offer and one new shaman hex. My favourite is the shaman hex ‘silkstring snare.’ Lastly, there’s three new spells. My favourite is ‘thirsting entanglement,‘ which is like a soul draining entangle spell, but the others are solid debuffs which should see use in play.
Up next is Imbrex, the Twins, Eldest of endings, statues and — you guessed it — twins. His two pages are almost entirely dedicated to summoners. It features an archetype, a new eidolon subtype, and three evolutions. After that there’s four teamwork feats. Usually, this would be a bit of bummer for me. I don’t often play summoners, even though I enjoy them, and dedicating so much space to only one class is a little unfortunate. But… it’s such an awesome archetype! SO COOL! The ‘Twinned Summoner’ has an eidolon that looks just like him (excluding any nifty evolutions). They also learn teamwork feats, which their eidolon can also automatically use. Think of the possibilities! It’s just… awesome! The moment my husband read it he looked at me and said. “Oh, this is interesting. You would be good with this archetype.” “But not you?” I asked. “No. Too much work. I’d get confused.” We laughed. Later I read through it, and you know what? I agreed. I could rock this archetype! Hahaha. The evolutions are brief, but useful — particularly ‘shared evolution‘ and ‘extra feat.‘ For teamwork feat be sure to check out ‘improved precise strike‘ and ‘spell synergy.’
Taking centre stage next is the Lantern King, also known as the Laughing Lie. He’s the Eldest of laughter, mischief, and transformation. Chances are when you think ‘fey’ you think of the attributes this guy has. He’s a prankster, and a shapeshifter. An agent of chaos with infinite forms. The character options include one archetype, the ‘Fey Prankster’ for bards, and two bloodlines that are both entitled ‘shapechanger.’ One is for bloodragers and the other for sorcerers. Both were really cool, but my favourite turned out to the the bloodrager bloodline. I’m not sure why I liked it so much, as the sorcerer bloodline was really solid, but hey! That’s how it goes sometimes.
Up next is an Eldest who is about as far from a jolly prankster as you can get: The Lost Prince. Also known as the Melancholy Lord, he’s the Eldest of forgotten things, sadness and solitude. This dour, brooding fellow has provided us with the ‘hermit‘ archetype for oracles, which is closely tied to the ‘reclusive‘ oracle curse. There’s also a ‘sorrow‘ themed psychic discipline, and a new type of feats which give you an advantage when no allies are nearby. I highly suggest giving the ‘hermit’ a thorough read, because their abilities are very, very cool. Particularly their base revelation, ‘Recluse’s Stride.’ For feats, be sure to check out ‘Centered Spell,’ which is a new metamagic feat which allows you to exclude yourself and your familiar from your instantaneous spells without increasing the spell level. Who doesn’t want to put themselves in the middle of a fireball once in a while? Right?
The next featured Eldest is Magdh, The Three, Eldest of complexity, fate, and triplets. Let me admit, up front, that I am a huge fan of this goddess. She’s my favourite in the book, by far! Unfortunately, none of the character options in her section wowed me. Now, maybe it’s just me. The three spells are interesting and useful. The monk archetype, ‘Nornkith‘, allows your monk to run off of Charisma instead of Wisdom, which is awesome, but… I wasn’t thrilled by anything. There are also three new items up for offer, my favourite of which was ‘charm of the thriceborn.’ I’d be very interested to hear what others thought about the options in Magdh’s section, so if you’ve given the book a read be sure to let me know in the comments below.
Next up is Ng, the Hooded, Eldest of the seasons, secrets, and wanderers. Under his section you’ll find a new cavalier archetype, the ‘Hooded Knight,’ who has a fey-touched mount, gains benefits when traveling on roads, and at higher levels can use dimensiondoor or teleport. There’s also a new cavalier order, the ‘Order of the Blossom,’ which sounds… interesting. Although it’s got some cool abilities, including gaining sneak attack and some minor enchantments, one of the edicts forces you to always accept a fey’s request for aid — which could be very troublesome for obvious reasons. Thankfully, blighted or corrupted fey are excluded from this, and he must instead destroy them. Still… It could be rough! Best ensure you have an understanding GM before selecting it! The final options in Ng’s section are three new items which involve secrecy. Be sure to check out the ‘whispering gloves,’ and the ‘clandestine horseshoes’! The ‘hood of privacy‘ is awesome, but very expensive. Definitely an investment.
Following Ng’s secrecy is an interesting Eldest who cares nothing for subtlety: Ragadahn, The Water Lord, Eldest of linnorms, oceans, and spirals. He’s a brutish creature who counts all the oceans of the First World as his territory. He expects fealty, and respect, but little else. There’s two new archetypes in his section, The ‘Deepwater Rager‘ for barbarians, and the ‘Serpent Herald’ for skalds. Despite the name, the ‘Deepwater Rager’ isn’t actually an underwater combatant. I highly recommend giving it a read, because their abilities ‘Spiraling Charge’ and ‘Disorienting Grapple‘ and both very cool! There’s also three new rage powers in this section of the book (check out ‘Master of the Deep,’ which lets you command aquatic creatures), and two bardic masterpieces, both of which are cool. ‘Ragadahn’s raqs beledi’ is a dance that allows you and your companions to squeeze into tight spaces without trouble, while ‘Ragadahn’s spiral ascent’ allows you to make a whirlwind which can whisk your companions to higher ground. Intriguing!
Finally, we come to the last Eldest in the book — which is also the last page of the book —Shyka, The Many, Eldest of entropy, reincarnation, and time. Now, time related concepts are both very cool, and very difficult to work with in a d20 system. So, although I went into these pages with high hopes — hopes made higher by the awesome wizard artwork in this section — I was wary I might be let down. This section contains a single archetype, and four new spells. The archetype is called the ‘Chronomancer,’ and is for wizards. They gives up the arcane bond class feature, as well as most of their bonus feats, to gain a reservoir of energy they can use to alter time. At low levels they can use it to improve an ally’s initiative, or saving throws, and to immediately re-prepare failed spells (either due to a failed concentration check, a passed save on behalf of your enemies, spell resistance or other immunities, and so on) as if they had not been cast. Cool, right? At higher levels they can use it to cast haste on their allies or trigger contingencies. At level twenty they can even summon a version of himself from an parallel timeline at the moment of his death. The alternate you only lasts for a minute, but it’s one heck of a final gambit! He even comes with your gear! I was SO pleasantly surprised with this archetype! If you’re even remotely interested you should give it a gander. As for the spells? Very cool! Particularly ‘temporal divergence!’ Definitely read it!
And that’s it! We’ve reached the back cover, and Legacy of the First World has come to an end. I hope seeing a bit of what’s inside has helped you decide whether this is a book you want to invest in. And if you’ve read through it already, be sure to let us know what your favourite options were in the comments! Still want more fey-inspired goodness? Be sure to pick up the newest Wayfinder fanzine, Wayfinder 18: Fey and the First World, which is a free download on Paizo’s website.
Well, Spring has finally sprung here on d20 Diaries. In the last few short weeks we saw our last snowfall of the winter, we’ve watched the sandy snow melt, and we’ve seen the grass begin to green. My children went from complaining it’s too cold, to whining it’s too hot and bemoaning the lack of prepared swimming pools all within the same two weeks. We had our first sprinklings of rain, and the line-ups for slurpees have officially tripled.
My kids are very interesting in making our planet a brighter, healthier place, so they took to our apartment’s patio at the first opportunity, insisting we spend ‘just a little bit of money’ on some potted plants.
“It will help bring back the bees, Mom!” (Thanks for that tag line, Cheerios, by the way).
“It will bring beautiful butterflies!” (which will leave their cocoons splattered all over my patio walls)
“The rabbits can eat them!” (Not a very compelling argument…)
“They are great for smelling!” (I’m allergic).
“They help us breathe. Well, maybe not YOU, Mom, cause you are allergic to EVERYTHING. But it will help everyone else breathe great!” (Fair.)
Compelling (and not so compelling) arguments aside, I always encourage my kids to follow their passions. My daughter’s embraced her love of rabbits with wild abandon, while my son carries gardening gloves and extra bags in his school backpack, so he’s always ready to clean up the litter we pass by. So, I had every intention of helping my kids do some gardening, despite how ill it was going to make me.
Well, five trips to Rona, nine pots, four tiny bags of soil and infinitely more than ‘a little bit of money’ later, and my kids have transformed our dour little concrete slab into a riot of colourful pots and flowers. They planted three pine seeds they got from the Earth Rangers. (If you don’t know, the Earth Rangers is a Canadian kids conservation organization which challenges kids to help the environment and save endangered species one mission at a time. They have a kid-friendly website, mission lists that give kids easy to accomplish ways they can make a difference close to home, rewards for completing tasks, and nature themed games and articles the kids can play or read. You can also donate or fundraise on behalf of their various missions to save endangered species, but my kids don’t do that part cause I’m a big stick in the mud. For more information on the Earth Rangers, check out their website!). We’ve also got a lovely fern, plenty of flowers and an overpriced rabbit planter. We’ve got a bag of wildflower seeds to plant, as well, which we recently got free from the Cheerios Bring Back the Bees campaign. If you haven’t done so, check out their website, where you can get a free book for your kids and a packet of wildflower seeds (Note: I have no idea which countries can receive the free seeds and book, but it doesn’t hurt to try!).
Admittedly, some plants aren’t doing so well. My kids can be overly eager with the water, we don’t get much sun, it was still below freezing some mornings, and rabbits have been eating all the petals off of the yellow flowers (much to my daughter’s delight). But, that doesn’t really matter. My kids are thrilled to be doing their part to help our local environment, and they’re learning how to be responsible for another living thing. And hey, if it feeds a few rabbits and brings back a bee or two, that’s a bonus. It’s their smiles that really make it worthwhile.
On the gaming front, OutPost has finally come to an end. It was a lot of fun, and my whole family enjoyed themselves. Despite the many games I was a part of, I never managed to win one of the special convention boons, nor did my husband or any of my kids. Happily, what my kids did manage to win was respect. Both of their GMs from the convention were impressed with their crazy characters and their handle of the game. Not long after the end of their convention games they applied for more. My daughter easily scored herself a spot in another play by post, despite worries about her age, after providing a link to her last game to prove she was a decent player. One of the people who played alongside my kids during Outpost decided to GM a scenario and opened a sign up for prospective players which got a ton of interest. My son’s character earned a spot with ease, with an admission from the GM that he had enjoyed playing alongside my son’s character so much that he was the first person selected to play in his scenario. Suffice to say my son was pleased. Both games have been running for a few weeks now, and are going well.
Closer to home, my kids have been plugging away at the The Shackled City Adventure Path. It’s been six play sessions, and we’re still in Jzadirune. The end of their exploration is in sight, and soon we’ll be descending into the Malachite Hold! I’ve had to make some changes to the dungeon. After the first few play sessions my son was getting a little bored of all the fights and what felt like a lack of progress. I streamlined the encounters, removed the unnecessary ones, and added some flavourful fluff. We refocused slightly, and have been really paying attention to the things my son’s character recalls from Jzadirune. He did live there as a child, after all! Last session ended with my son discovering his family’s old home, and meeting the ‘King’. He’s grown to love this haunted little dungeon, and has every intention to fixing up when we’re done down there and living in it. What could go wrong?!
My daughter, meanwhile, has been on the edge of her seat, exclaiming after every session, “But, we have to finish it! I have to save my good friend Griffin who I work with! He was supposed to be married! His girlfriend is so sad she cries everyday! We must hurry! He could DIE!” She says the word ‘die’ with such drama. It’s adorable.
Our Crown of the Kobold King adventure, played by our deliciously evil villains, has creeped along slowly. The group has discovered that the missing children were abducted by kobolds and are hard at work tracking them into the Darkmoon Vale. If you haven’t read about our evil characters, check out our blog posts: Character Focus: Professor McMaan, and Crown of the Kobold King: Part One.
We’re about to undertake a side quest in our Carrion Crown campaign (we’re currently on: Carrion Crown Book 1: Haunting of Harrowstone), but were stymied by an excess of laundry, and a need to purchase summer shoes. More details on these characters will come in an upcoming blog post.
Out in the wider universe, my family is currently one battle into the delightful Starfinder Scenario #1-03: Yesteryear’s Truth! They’ve just fought their way past Elytrio’s automated defences, deployed their drift beacons, and are about to touch down on the surface. You can pick up this awesome scenario for a few dollars on Paizo’s website. You’ll need the Starfinder Core Rulebook to make characters and play.
My kids have been hard at work creating their own custom adventures, which they’ll be running through as GMs for our family soon. Not long after that they’ll be up on d20 Diaries for your enjoyment. We’re keeping it under wraps for now, but what I will tell you is that they both involve islands, and lost treasure. But, while my son’s gone for a pirate adventure, my daughter’s taken a different approach. And yes, before you ask, hers has some rabbits in it. Haha.
In other exciting news, I’ve cashed in my various gift cards left over from Christmas and have a delightfully tall pile of Pathfinder and Starfinder books to read through sitting on my dresser. I’ve recently finished reading through Pathfinder Player Companion: Legacy of the First World, and have just begun reading the highly anticipated (in my house at least!) Starfinder Roleplaying Game: Pact Worlds! My daughter’s particularly excited for the SROs race, for reasons we’ll go into another time.
Now, if you’ll excuse me, it’s time for us to water the plants.