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[1.12] Rise to Adventure

  To the south of Mayika is a large, sloped shrubland that stretches all the way from the city's walls to the Heavensfoot, the cliffs in front of the World Wall that forms the southern border of the Heartlands. This rocky shrubland, called the Talus Rise, could be said to be the foothills of the Heavensfoot, which could be said to be the foothills of the World Wall.

  Covered with low-lying plant life, the Rise's topography might be compared to a rumpled blanket tossed on the sand of a gently sloped beach—might, if anyone in the remaining nations of the known world knew what a beach is. It is characterized both by its own rolling slopes as well as its continual gradual rise from the rugged lower flatlands of the Heartlands proper to the edge of the World Wall.

  It is also characterized by the many low-tier monsters that have dominated its ecosystem since the last Crusade.

  ?

  — the Talus Rise —

  the Talus Rise in spring, facing West

  Locale properties: Karsis, Talus Rise, NW Quadrant - Spring - Favorable

  


      


  •   Mana draw: 105%

      


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  •   Mana composition: 0.4 elemental / 0.35 unaspected / 0.3 Divine

      


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  •   Elemental distribution: 25% Fire, 35% Earth, 15% Ice, 25% Lightning

      


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  • Conditions: Dry

      


        
    • Fire and Lightning damage are 20% more likely to ignite.


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    • Ice abilities have 15% increased mana cost.


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  It's been a week since you've arrived in Mayika and only a few days since the guild returned to life. You're marching by foot along a sandy trail to the southwest of Mayika, accompanied by Varant and your six active adventurers alongside the guild's sole remaining lotch. It's a two hour trek to the target village, and you're grateful that the old pack lotch is in good health and high spirits. He didn't complain when saddled with the party's supplies, and even seems eager to travel after years of borderline neglect. But you have to wonder why they haven't given him a name even after all this time! It's an injustice that you will have to remedy as soon as possible.

  Despite the thin bands of sandy soil overlying the harsh rocky slopes, life of many sorts still thrives. Shrubs, weeds, and tough grasses encroach upon the narrow path you follow, as much an obstacle as the many stones and crags—jagged ledges of rock uplifted by the frost that settles underneath them after the thick autumn fogs. The spring and summer, however, are notoriously dry in the Rise, enough that wildfires are a seasonal calamity, reducing the low-lying foliage into a rich ash that is then immediately repopulated by region's the hardy vegetation.

  But to you and the others who hail from north of the Heartlands, what dominates the trip is the World Wall, looming over the world from your left. Though it was visible from Mayika on clear days, appearing as if from nowhere as the atmospheric haze thinned enough to see its sheer red-and-brown slopes stretch into the clouds, the experience here is wholly different. It fills a full third of the horizon, and at this time of year it occludes part of the sun at all times. You can see it rise through the low-lying stratus, you can see it soar above the high-flying cirrus. It seems to darken the entire world with its presence, and even when you look away from it you can feel it at your back.

  But you realize that to the residents of these lands, the World Wall has become a comfort—an impermeable barrier against the threat that destroyed every nation in the south: the troglin swarm.

  ?

  KANI: So. The sand, the shrubs, the shrublets, and even the shrublings. Would you rather hunt here, or in a forest?

  MARLOND: Depends on the target.

  KANI: …

  MAYA: Yeah okay but… if you needed to eat, just in general?

  MARLOND: Depends on the forest.

  KANI: Now you're just doing it on purpose…

  MAYA: It's an improvement, I say!

  MARLOND: …I don't know enough about the creatures here. This would also be true of any forest far from mine. Here, definitely, visibility is better. But that goes for me and the target both. But in thicker brush or even dense woodland, I have as much of an advantage in stealth as any prey—even including scent and hearing if properly prepared. So it depends on the strengths of the target, as well as many other conditions—wind, elevation… the season…

  KANI: …Wooooow.

  MAYA: I'll admit, I wasn't even listening to what he said, just the fact that he was saying something.

  KANI: But he explained it so well!

  MARLOND: I'll choose to be complimented.

  MAYA: A good choice!

  KANI: And he's so wise!

  RUVI: But the important question is—is this whole kingdom this boring to look at?!

  KANI: I love this place, and I will fight you for that comment.

  [GUILDMASTER]:

  —

  


  —<1> It's very pretty. At first. But then it just keeps on going…

  KANI: That's one of the great parts about it! There's just so much prettiness! Especially now in the spring!

  MAYA: I've seen more shrubs today than I have in my entire life… Lightmaster Tarrian, do the Divine Arts have a cure for boredom?

  TARRIAN: Not yet, Firelord Maya! But it is my ambition to be the one who discovers one!

  MAYA: I knew you were secretly a noble soul, arch-nemesis!

  


  —<2> Sand and shrubs… Not much to look at if you ask me.

  KANI: I'll fight you both!!

  MAYA: And I'll grab the snacks!

  EVYLIE: I really want to know who would win…

  


  —<3> It's marvelous—not just the sight but the feel and smell of the air. I didn't think anywhere this far south would have such a cool climate outside of winter.

  KANI: Right?! We never really had any missions down here when I was in the Watch, we just crossed through on our way to Loran Pass. And I can't get enough of it!

  MAYA: Lightmaster Tarrian, does that mean they're both crazy, or are we just blind?

  TARRIAN: Oh, that'll be easy to check—

  Tarrian casts Divine Sight on the entire group.

  TARRIAN: …Well, Firelord Maya, it doesn't appear that we are blind…

  MAYA: I knew it!

  Your journey stops being uneventful after the first half hour, and you encounter a variety of small monsters—garmals and primarily. Aggressive creatures that have little sense for when they're outmatched. They're hardly a challenge with a party of six, but you feel that it's an excellent way for the team to get a feel for fighting beside each other.

  The six-person party format exists for a reason, Varant says. In most cases, sending out more than six is simply a waste. Having too many adventurers focus on the same small- to medium-sized monster can lead to chaos, so often one or two will end up sitting out anyways. For larger monsters, six is enough for a diverse and flexible team. It is preferred to set up static parties of six that can learn to work intimately with each other; party teamwork is one of the most important aspects of being an adventurer.

  For the largest monsters, it's simply a matter of fielding multiple parties.

  So, when traveling in groups larger than six, some individuals are designated as being in the "active" party and others in the "reserve". Reserve members can keep the party's gear safe and prevent ambushes. They can also switch out with active members as needed, even during combat if the situation allows for it.

  [ Now the player is introduced to the switch-out mechanic. Up to eight adventures, excluding support personnel or escorted persons, will be deployed on a typical quest or expedition. Only six adventurers are fielded for battle at a time, but within certain limitations, they can tag out with those in the reserves mid-combat.

  However, more adventurers means less space on your lotch for rations, consumables, and loot. It's hardly a problem right now, but it may be a meaningful trade-off down the road.

  Varant excuses himself from active duty, so for now, it's just you and your six fellow C-Rank adventurers. ]


  You're immediately grateful for these easy encounters and, having plenty of opportunities to spectate, you get to observe each of your adventurers in turn.

  Maya is clearly an impatient personality, and the first few skirmishes begin with her slinging firebolts at any alglot that aggressively sniffed in the party's direction. Varant quickly put a stop to the fire spells however, as he demanded that she put out each and every fire she started before it could spread—which she quickly realized was more work than killing the alglots.

  Now she's using ice magic despite the conditions…

  [GUILDMASTER]: Ice magic though? Here? You're the one who did the locale reading, even.

  MAYA: Yeah, but earth magic is hard…

  VARANT: And very, very useful.

  [GUILDMASTER]: Now's the perfect time to practice. Why not let your teammates get some kills for a change?

  MAYA: But I've got to have some fun, you know?

  VARANT: And earth magic isn't flashy, it's true. I know you've only had all of two days of party training, but treat this as your third. Right now you're causing every monster on the field to run straight for your juicy light-armored rump, before your Keep can get ahold of them even. That's poor form, even for easy fights, and deadly for the hard ones. If you're up for a challenge, try using your ice and earth to help Evylie out, and group up the enemy in positions where they're mostly harmless. It's harder than it sounds, from what I hear.

  Maya perks up a bit at the word 'challenge' and takes to it immediately. Between Magda's warning and the incident a couple days ago, you can't help but view her as some kind of prodigal apprentice. But Ethi assured you that you have nothing to worry about on this expedition. According to her, "The young one simply needed to see where her limits were. And now she has. I'll see to it that she is able to push her boundaries in a safe manner."

  Currently an aspiring High Mage, Maya is clearly destined to become an Elementalist if she can ever make A-Rank. Ethi seems to think it's a given; it's well known that some people have affinities for certain elements, but whatever Maya has, it seems to be more than just an affinity.

  [ You discover a trait of Maya: Child of Fire ]

  Marlond appears to be similarly talented. Given his background as a hunter, he is classed as a Wildsman. But Tami clearly hopes to not only train him into a Ranger, but to raise him all the way to Wildkeeper—a versatile elemental warrior wielding both bow and longsword.

  He performs excellently in certain situations, but is struggling to learn what to target and when. He's learned that aiming for the heart is less useful than it was when hunting game, and that he has to watch his teammates to see which enemies they're likely to engage and what he should try to pick off from a distance. He seems to be taking his time and learning very deliberately, so you hope you have little to worry about there.

  [ You discover a trait of Marlond: Fast Learner ]

  You notice that Evylie and Tarrian are both very aggressive, unusual for their roles.

  Tarrian was trained as a Priest, and comes with a slightly different skill set than the typical adventuring Cleric. That said, his mindset is far more offensive than you'd expect from either. He seems to have the hang of balancing each aspect of his role—party healing, defensive support, and offensive support. He does make mistakes—and winces when he does—but a lot of that is due to him learning how each of the other party members act. You wonder if he isn't trying a bit too hard too soon, but then again, easy monsters like this are the best time for it.

  [ You discover a trait of Tarrian: Aggressive ]

  Evylie though is an interesting case. At her current rank she's still a Footman, lacking the iconic tower shield of the Guardian class. That doesn't stop her from taking her role as 'Keep'—that is, the party's protector—very seriously, and she grows fierce if a monster tries to challenge anyone but her. But her style is beyond aggressive… it's like the only thing she knows how to do is put herself, her sword, and her shield in the monster's face. Which she is very good at; but she lacks situational and strategic awareness, and her impatience sometimes sabotages her own role. Darting from one monster to another is simply ineffective, and in trying to do everything she sometimes can't seem to do anything. She seems to understand this, and it frustrates her.

  Varant doesn't say anything, but being the guild's master Guardian trainer, you're sure he knows exactly what's going on and is content to let her experience these moments for herself today.

  [ You discover a trait of Evylie: Headfirst Nature ]

  Ruvi on the other hand seems hesitant to engage—which is one of the most common difficulties in her role, after all. She's a Rogue, an informal precursor to the notorious Blackguard class, wielding a short sword in her right hand and a dagger in her left. There were plenty of options for someone with her history, which apparently included experience with many small weapons. But for some reason she chose one of the hardest, or at least the most specialized.

  After hovering on the sidelines for the entirety of the first fight, she's taken to waiting for one of the others to engage one of the easy-to-reach monsters before darting in from behind, leaving a quick scratch, and then jumping out again. She's been slowly ramping up the power of her strikes and committing to the attack, but frankly she isn't making very meaningful contributions on the whole.

  You can only hope it's something she will overcome with training and experience. With Zoel around, you suppose you shouldn't worry.

  [ You discover a trait of Ruvi: Flighty ]

  But Kani is shining, keeping the team together and filling a very flexible role. Even better, she seems happy to do so—it's like she's in her element, bouncing between offense and defense, making meaningful offensive dives and then hanging back to ensure the safety of the party at the expense of personal opportunities to get action. And the fact that she's enjoying this little adventure, regardless of any and every mistake made along the way, lifts the mood of the entire party. None of you realize it, but it makes you all the more willing and eager to work together as a team.

  [ You discover a trait of Kani: Adaptable ]

  And so, even though things are a bit awkward at first, you make short work of any and everything that comes your way…

  ?

  [GUILDMASTER]: Evylie, you seem like you've a lot more experience fighting monsters than I'd expect, at least given the tiny bit I know about your history.

  EVYLIE: The southern parts of Geld don't have much in the way of adventurers.

  [GUILDMASTER]: Huh, didn't realize they were hit that bad by the Crusades up there. Guess that means you had plenty of opportunity to pick up that kind of work, then?

  EVYLIE: It's better than fighting other mercs. At least until you get to something big.

  [GUILDMASTER]:

  —

  


  —<1> Any interesting stories you're willing to tell us? Kani says hers are all too boring.

  EVYLIE: Stories about the big ones? They are too boring. It's all chaos.

  


  —<2> So how does a bunch of mercs take down a big monster?

  EVYLIE: Same way any professional soldier does, pretty sure.

  


  —<3> Why's fighting monsters better than mercenaries, in your opinion?

  EVYLIE: Because you don't have to care as much when you watch them die.

  The ensuing silence is very awkward, at least for some of you. You decide not to let it linger.

  [GUILDMASTER]: …And when you get to something big?

  Evylie shrugs.

  EVYLIE: Just chaos, every time. And death.

  EVYLIE: We'd hit them somewhere flat and open, surround them with everything we had. Shields and pikes in front, bows in the back, swords at the flanks. Chaos… The monster would have no chance, but people still died. Even though our unit was lucky enough to have a healer… They still died…

  KANI: We basically did the same, in the Watch. We had three healers and some thirty soldiers and we still had a casualty, each time.

  VARANT: Gah… We thought many times about offering our services as trainers to the Watch, but we're apparently "unqualified" due to our lack of soldiering experience. They didn't realize at the time, I bet… just how much of a problem fighting monsters was going to be.

  RUVI: Like… how big though? The monsters you're talking about. We're not going to be fighting the same kinds of things though, are we?

  [GUILDMASTER]: When you're ready for it? Absolutely. And you won't be dying, either.

  VARANT: Adventurers exist for a reason. Soldiers—or mercs—aren't supposed to have to do an adventurer's job. They don't have the right gear, the right skillset, or the right tactics. Still, the way things are right now in the Heartlands… somebody's got to.

  KANI: When we fought that mirenask, most of the other soldiers could barely hurt it at first. Even the vets, the ones who'd fought mid-tier monsters before. They surrounded it with halberds but couldn't do more than prick it. The archers did basically nothing. Thankfully the commander hired some mages from the Sun Lodge to assist, but even they weren't wearing more than a couple enchantments. So when they sent the Knights in at the flanks, I just did what the guild here taught me. Turns out a well-placed Power Strike will cut mirenask hide like it's dried leaf, but it'll shred your sword if it's not enchanted. The other Knights figured it out pretty quick, mostly, and between the six of us we cut it down before the mages ran dry—At the expense of some good steel.

  MAYA: I'm not quite sure what you mean. The other soldiers couldn't hurt it?

  EVYLIE: There's a reason why a lot of the good armor is made out of monster materials…

  KANI: And soldiers are really only taught how to fight other soldiers, which thankfully includes learning Power Strike—just not much else. Not that they have the mana to use much else…

  TARRIAN: My mentor—back in the Arkastor Chamber—was an adventuring cleric, and before that an army chaplain. He said soldiers are trained and outfitted not for quality, but for cost efficiency. It already takes too long to train a recruit from scratch in the ways of fighting a war. Adding another six months to a year of basic anima training on top of that? The dukes and kings and emperors are more likely to spend their coin on more soldiers instead.

  KANI: Yup, and like you said, it's the same thing with their gear… Enchanted armor is just too expensive to equip more than a small portion of your soldiers with. And the way things are, that's all going to go to the officers—preferably the ones with noble birth.

  EVYLIE: Assuming they have a strong enough anima to equip it. Most of my unit wouldn't even be able to use enchanted gear. Nobles might be born with bigger heads and even bigger coin purses in their hands, but I doubt they come with a bigger anima too.

  RUVI: So you're saying we need crazy expensive stuff just to do our jobs? But also we have to train just to use it?

  VARANT: What you've got right now will suit you fine up into the low end of medium-tier, if it has to. But yeh, high-tier adventuring is one of the most expensive enterprises there is.

  ?

  An hour and a half goes by, punctuated by the occasional combat encounter, and you've caught a glimpse or two of the village from atop the crests of the rolling terrain. You note with pride that the party has grown much more cohesive over this time, and once again you look optimistically upon your guild's future.

  VARANT: We're not five minutes from the village. Guildmaster, how concerned should we be about appearing professional?

  [GUILDMASTER]:

  —

  


  —<1> Moderately. Let's not goof around, at least.

  KANI: Right. I'm serious everyone, keep it tight while on a mission.

  VARANT: Remember, goofing at the right time will turn you into Kani. Goofing at the wrong time'll lose you or your friend an eye, and therefore also turn you into Kani.

  KANI: Now what—WHAT is that supposed to mean?!

  [GUILDMASTER]: A worthy warning. Thank you, Varant.

  KANI: —WHAT!?!

  


  —<2> It's worth making a good impression. Hear that, everybody? Just pretend you're way smarter than you really are!

  KANI: But that's haaaaard…

  VARANT: The smart adventurers're the long-lived ones. Because they know when to goof around and when not to.

  [GUILDMASTER]: We should probably listen to the old man, seeing as he's still alive and all.

  KANI: It's true. Listening to him is the reason I made it so far as a Knight. While on a mission, conversation should be for relevant communication.

  


  —<3> I honestly can't bring myself to prevent us from enjoying the trip in any way we can, audience or no. But—for matters of safety…

  VARANT: Aye. Keep conversation to a minimum when we begin the quest proper.

  [GUILDMASTER]: Exactly.

  KANI: I agree, and if I'm saying it… well, it's important to keep it tight while on a mission. There's a reason I was paid so well as a Knight, and it's not because I can make the enemy laugh.

  [GUILDMASTER]: Well, not just, I'm sure.

  Kani squints at you with her one eye.

  VARANT: Remember sprouts, do not get complacent. This quest should be stupid easy. The real experience you're getting here is to keep your instincts sharp at all times and form good habits. Think about it—the way you act today is the way you're going act when you've been marching for days on end and are about to lose your eyeballs to exhaustion, but your body still has to perform if you want to survive. So today, train your body to be the professional A-rank adventurers you're going to be, alright? The surviving kind, even.

  You're somewhat relieved to see the adventurers nodding in unison, willing to take this aberrat-slaying quest as seriously as they can. You can't help but once again think that these young adventurers have quite a lot of potential… only to remember you're not much older, yourself.

  It takes just one more hilltop for the village to come in full sight, modest but lively and just big enough to be mostly self-sustaining. Meager crops fill a patch of flatter land beyond the village, but it's the sight and stink of the ranches that dominates the scene. Rohn for leather and food and milk, moxy for wool, the ubiquitous hog, and even a small family of garnost. The rohn, massive as they are, also double as a deterrent for many common pests.

  Your party is greeted by waves and relieved smiles as soon as you're in sight, which Kani returns happily. The others are a bit surprised—either at the lack of wariness they're so used to seeing in frontier country, or at the sight of frontier country itself.

  KANI: I haven't been here before, but they're on the map—do a fair bit of trading with Mayika, so there's at least one regular caravan… the Watch usually guards it, sometimes a Knight or two gets called in. They're used to outsiders, is what I'm saying.

  As you pace into the village proper, you're met by the village chiefs, a middle-aged husband and wife. Varant motions the party to group up around him as he talks, explaining to everyone that he wants the adventurers to hear the conversation as part of "training to become party leaders". You notice he doesn't say anything about being in training to become adventurers at all.

  Varant goes over the details he received from the quest posting, confirming their accuracy and asking more questions.

  VARANT: When did you first notice there was a pest about? …Fourteen days…?!

  They don't have a way to initiate contact with the city, they say.

  VARANT: Ah. You had to wait for the next trade caravan to send the request… well, alright. Has this ever happened before?

  Not in memory, and not even in the verbal memories passed down from previous chiefs.

  VARANT: Huh. Do the houses here have basements or cellars, or even emergency shelters or any kind of sub-floor storage? You know, treasure caches?

  They can't speak for the last, besides themselves—the answer being yes—but while there are a couple meat cellars, it's mostly just emergency fire shelters small enough to be fit in the hard, sandy grounds here on the edge of the Rise.

  VARANT: I see. Unfortunately, given the timeframe involved, it's almost a necessity that we check them for tunnel exits to make sure we properly clean the infestation.

  The chiefs say they'll be sure to give notice to the residents immediately, and ensure that each and every one is willing to vacate their home for a brief period for inspection and extermination if necessary.

  VARANT: Our thanks to all of you. If you're doing the rounds, could you check if any of them have noticed any sign of aberrat presence recently? Sounds in the night, scratching and clawing and hissing, rotten smells where they shouldn't be, the likes…

  You wonder if Varant isn't being unnecessarily thorough for the sake of showing the adventurers what kinds of questions they can and should be asking, even if he could probably have finished the quest himself in the time since they've gotten here.

  VARANT: Thanks to you both. You've only noticed them in the one storage shed, correct? Now's the time to show us to it.

  Actually, now's the time to get you some accommodations, brief as your stay will be. Without an inn, one of the villagers usually shares their extra space with traveling merchants, and they'll be happy to keep the party's gear secure and their lotch fed, watered, and rested for the return trip.

  VARANT: We'll happily accept your hospitality, with many thanks.

  The village chiefs get treated to a round of nods and smiles from your party. It's only a few minutes before everything is situated, and Varant asks the chiefs if they mind if the adventurers take a fifteen minute rest break before starting the quest properly. The chiefs are startled that he'd even have to ask, knowing you've taken the journey by foot, but you realize Varant is making a point to your party—your quest starts as soon as you've arrived, and for the sake of both professionalism and practicality any delays should be run by the questgiver. Sometimes, urgent means urgent, and any adventurer should be prepared for that at all times. "And not just out of professionalism," you can just hear him say. "It's your own safety and ability to clear the quest that's at stake."

  VARANT: Alright. Now's the time to show us to your rat problem.

  The village has a communal storehouse of sorts, overseen by the chiefs and the head rancher, that primarily stores goods used for trade. And this is where the village first noticed the signs of an aberrat infestation: missing food, stray feces, and a pervasive stench. With little conversation, the party approaches the large shed, most of them not knowing what to look for. The village chiefs leave to talk to the local residents, and Tarant motions for the party to stay quiet as he inspects the front of the building for a moment. Seemingly seeing exactly what he expected, he hushes the party a bit farther away before he gives his all-about-aberrats lecture. He's about to open his mouth when something scratches loudly at the storehouse door from the inside.

  Now it's your turn to hush him, and you quickly place a finger in front of his mouth to plug the flow of expletives. After a moment, the grumpy exasperation in his eyes dies down, and you lower your finger only to realize you missed a couple.

  VARANT: —Trog-skulled ass-clutchers…

  [GUILDMASTER]: So, that story you told me about—with the village and the big tunnel network—

  VARANT: That one'll be outdated, believe me.

  Well then. Looks like your budding adventurer party will get to see just how much trouble a colony of aberrats can get up to in fourteen days…

  A note on the human calendar of Glammerung:

  The important things to remember are that the year starts with spring and that weeks have six days.

  ———————————— DEFINITIONS:

  ? alglot?/??l.gl??t/?"AL-glot"

  An ubiquitous pest, known for being fast-multiplying and particularly omnivorous. They are considered "very low-tier threats" and an appropriate target for D-Rank adventurers, particularly because they tend to be solitary creatures. Being solitary, however, does not prevent them from attacking en masse when they smell food.

  ? moxy?/?m??.ksi?/?"MAWK-see"

  A small-to-medium sized pseudo-ruminant herbivorous mammal kept as livestock. They are characterized by very round bodies, overly large oval-shaped ears, and short limbs that end in paws—but mostly by their super-fluffy wool-like fur, which is their primary source of value.

  ? rohn?/?ro?n/?"row-n"

  A massive, ponderous, slow-moving four-legged omnivore raised as livestock primarily for its nutritious milk and large, durable hide.

  ———————————— CHANGELOG:

  2025-03-17 ? Formatting changes. Added definitions.

  2025-03-18 ? Formatting changes.

  2025-03-19 ? Formatting changes.

  2025-03-23 ? Removed release note. Formatting changes. Minor text change. Corrections to Trait descriptions.

  2025-03-24 ? Major text additions to adventurer descriptions.

  2025-03-30 ? Tiny formatting tweak. Tweaked Adaptable stat bonus to account for backend changes.

  2025-04-01 ? Added self-damage immunity to Child of Fire trait.

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