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* AdventureFriendlyWorld}}: Foverre is a prosperous colony; its standard of living has risen steadily over the last hundred years. But what with an uneasy truce with other humans to the north, a bloody stalemate with elves to the west, and the constant threat of piracy plaguing the coast, the land is rich with opportunity for people to live by the sword (or their wits).

to:

* AdventureFriendlyWorld}}: AdventureFriendlyWorld: Foverre is a prosperous colony; its standard of living has risen steadily over the last hundred years. But what with an uneasy truce with other humans to the north, a bloody stalemate with elves to the west, and the constant threat of piracy plaguing the coast, the land is rich with opportunity for people to live by the sword (or their wits).

Changed: 6501

Removed: 1987

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Added bullet points.


{{Adventure Friendly World}}: Foverre is a prosperous colony; its standard of living has risen steadily over the last hundred years. But what with an uneasy truce with other humans to the north, a bloody stalemate with elves to the west, and the constant threat of piracy plaguing the coast, the land is rich with opportunity for people to live by the sword (or their wits).

{{Armor Is Useless}}: Averted by Terez, whose armor lends her substantial staying power against some powerful revenants in ''Raingun'' menacing the 9-year-old Rick. Also by Medegar, both in ''Resolution'' and ''Balislanka.''

{{Back From The Dead}}: The world's metaphysics give all humans five "Gifts", or lives, at birth; most people avoid their final exit until their fifth death, except those who die of old age (or before/during their own birth). Since each return from non-final death requires the decedent's spirit to find some kind of holy ground, people sometimes fail to return to the living if they die in a place sufficiently remote or inaccessible (this happens most often on the open ocean). There are also opportunities for powerful clergy to meddle with this process (for good or ill) by advanced spellcasting shenanigans, though never to grant anyone another "Gift" beyond the fifth.

{{Church Militant}}: At least some element of every church, mostly Solaron, Bellinger & the Maker. Tala has no martial arm at the start of the series, but the revolt itself eventually develops into one.

{{Cosmic Chess Game}}: Played by each of the twelve deities, each one usually focusing on their diametric opposite.

{{Death Is Cheap}}: Largely averted; despite the universal truth of multiple lives available to all people, death is still often a very traumatic experience. Many people carry vivid memories of past deaths by drowning, murder, disease, or whatever. In addition, those who wage war merely adapt to everyone's capacity for 5 lives by striving to kill each enemy soldier multiple times to run them out of lives. Or, the bloodthirsty may try to conquer (and hold) all nearby points of raising, to delay (or even prevent) their foes from returning to life. This trope isn't 'completely' averted, though; since the newly-risen materialize with whole bodies free of disease, maimings and scars, some people resort to suicide to effectively undo injuries or diseases, though it's often frowned upon as frivolous and sinful.

{{Death Of The Old Gods}}: Tala has replaced Faya, a goddess of healing from centuries past that was killed by Ullon, the still-kicking god of murder and deceit. Faya had a reputation of encouraging passive humility, while Talans strive to be more assertive and decisive.

{{Divine Conflict}}: The gods are assumed to take a personal interest in how their feuds shake out in the world of mortals. At least, that's sure how it looks.

{{Guns Are Worthless}}: Averted. Rick’s trusty pistols get him out of trouble pretty often (or at least, more often than they get him ''into'' it.)

{{Healing Hands}}: mostly for the Talans, but virtually every church has a substantial number of clergy who can perform as the {{Combat Medic}}, or at least, {{The Medic}}. Exceptions include clergy of the Unmaker (who loves destruction) and Grumach (who loves suffering); evil gods consider the healing of wounds to be sinful, or at least a distasteful necessity.

{{Horse Of A Different Color}}: The smokemare is insubstantial, but translucent; visible enough that some of the dumber monsters try to devour it.

{{The Good Kingdom}}: Both "The Realm" (which founded the colony of Foverre) and "The Empire" (which founded the nearby colony of Liebgaard) superficially fit this trope. Their attitudes toward each other continually drift back and forth from peace to war and back again, leading to occasional derivative conflicts between their respective colonies across the ocean (where most of the action of this series takes place).

{{La Resistance}}

{{Little Hero Big War}}: As dedicated, capable and charismatic as Rick Rivoire can be, he's just one hero who crosses paths with many other heroes. He knows his world, and his struggle, can survive (or even prevail) without him. Far from demoralizing him, this knowledge actually keeps him going.

{{Muggles Do It Better}}: The most powerful force in this world is not magic, not religion, but money.

{{Only The Chosen May Ride}}: Smokemares will carry only the Raingun who conjured them: no passengers. In addition, their conjuration spell is guarded by Colonel Altiro, who commands two regiments of Rainguns (the 10th and 11th Light Cavalry). Rather than being taught, the spell to summon a smokemare is imparted to Rainguns upon graduation from Foverre's military academy through a special ritual. A Raingun's knowledge of the spell fades over time, needing to be refreshed periodically by new castings of the ritual every few years. (This is reserved for soldiers who remain Rainguns in good standing).

{{Slavery Is A Special Kind Of Evil}}

to:

{{Adventure Friendly World}}: * AdventureFriendlyWorld}}: Foverre is a prosperous colony; its standard of living has risen steadily over the last hundred years. But what with an uneasy truce with other humans to the north, a bloody stalemate with elves to the west, and the constant threat of piracy plaguing the coast, the land is rich with opportunity for people to live by the sword (or their wits).

{{Armor Is Useless}}:
wits).
* ArmorIsUseless:
Averted by Terez, whose armor lends her substantial staying power against some powerful revenants in ''Raingun'' menacing the 9-year-old Rick. Also by Medegar, both in ''Resolution'' and ''Balislanka.''

{{Back From The Dead}}:
''
* BackFromTheDead:
The world's metaphysics give all humans five "Gifts", or lives, at birth; most people avoid their final exit until their fifth death, except those who die of old age (or before/during their own birth). Since each return from non-final death requires the decedent's spirit to find some kind of holy ground, people sometimes fail to return to the living if they die in a place sufficiently remote or inaccessible (this happens most often on the open ocean). There are also opportunities for powerful clergy to meddle with this process (for good or ill) by advanced spellcasting shenanigans, though never to grant anyone another "Gift" beyond the fifth.

{{Church Militant}}:
fifth.
* ChurchMilitant:
At least some element of every church, mostly Solaron, Bellinger & the Maker. Tala has no martial arm at the start of the series, but the revolt itself eventually develops into one. \n\n{{Cosmic Chess Game}}:
* CosmicChessGame:
Played by each of the twelve deities, each one usually focusing on their diametric opposite.

{{Death Is Cheap}}:
opposite.
* DeathIsCheap:
Largely averted; despite the universal truth of multiple lives available to all people, death is still often a very traumatic experience. Many people carry vivid memories of past deaths by drowning, murder, disease, or whatever. In addition, those who wage war merely adapt to everyone's capacity for 5 lives by striving to kill each enemy soldier multiple times to run them out of lives. Or, the bloodthirsty may try to conquer (and hold) all nearby points of raising, to delay (or even prevent) their foes from returning to life. This trope isn't 'completely' averted, though; since the newly-risen materialize with whole bodies free of disease, maimings and scars, some people resort to suicide to effectively undo injuries or diseases, though it's often frowned upon as frivolous and sinful.
\n{{Death Of The Old Gods}}: * DeathOfTheOldGods: Tala has replaced Faya, a goddess of healing from centuries past that was killed by Ullon, the still-kicking god of murder and deceit. Faya had a reputation of encouraging passive humility, while Talans strive to be more assertive and decisive.

{{Divine Conflict}}:
decisive.
* DivineConflict:
The gods are assumed to take a personal interest in how their feuds shake out in the world of mortals. At least, that's sure how it looks. \n\n{{Guns Are Worthless}}:
* GunsAreWorthless:
Averted. Rick’s trusty pistols get him out of trouble pretty often (or at least, more often than they get him ''into'' it.)

{{Healing Hands}}: mostly
)
* HealingHands: Mostly
for the Talans, but virtually every church has a substantial number of clergy who can perform as the {{Combat Medic}}, or at least, {{The Medic}}. Exceptions include clergy of the Unmaker (who loves destruction) and Grumach (who loves suffering); evil gods consider the healing of wounds to be sinful, or at least a distasteful necessity.

{{Horse Of A Different Color}}:
necessity.
* HorseOfADifferentColor:
The smokemare is insubstantial, but translucent; visible enough that some of the dumber monsters try to devour it.

it.
*
{{The Good Kingdom}}: Both "The Realm" (which founded the colony of Foverre) and "The Empire" (which founded the nearby colony of Liebgaard) superficially fit this trope. Their attitudes toward each other continually drift back and forth from peace to war and back again, leading to occasional derivative conflicts between their respective colonies across the ocean (where most of the action of this series takes place).

{{La Resistance}}

{{Little Hero Big War}}:
place).
%%* LaResistance
* LittleHeroBigWar:
As dedicated, capable and charismatic as Rick Rivoire can be, he's just one hero who crosses paths with many other heroes. He knows his world, and his struggle, can survive (or even prevail) without him. Far from demoralizing him, this knowledge actually keeps him going.

{{Muggles Do It Better}}:
going.
* MugglesDoItBetter:
The most powerful force in this world is not magic, not religion, but money.

{{Only The Chosen May Ride}}:
money.
* OnlyTheChosenMayRide:
Smokemares will carry only the Raingun who conjured them: no passengers. In addition, their conjuration spell is guarded by Colonel Altiro, who commands two regiments of Rainguns (the 10th and 11th Light Cavalry). Rather than being taught, the spell to summon a smokemare is imparted to Rainguns upon graduation from Foverre's military academy through a special ritual. A Raingun's knowledge of the spell fades over time, needing to be refreshed periodically by new castings of the ritual every few years. (This is reserved for soldiers who remain Rainguns in good standing).

{{Slavery Is A Special Kind Of Evil}}
standing).
%%* SlaveryIsASpecialKindOfEvil
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{{Death Is Cheap}}: Largely averted; despite the universal truth of multiple lives available to all people, death is still often a very traumatic experience. Many people carry vivid memories of past deaths by drowning, murder, disease, or whatever. In addition, those who wage war merely adapt to everyone's capacity for 5 lives by striving to kill each enemy soldier multiple times to run them out of lives, or perhaps by taking and holding all nearby points of raising. This trope isn't 'completely' averted, though; since the newly-risen materialize with whole bodies free of disease, maimings and scars, some people resort to suicide to effectively undo crippling injuries or nasty diseases, though it's often frowned upon.

to:

{{Death Is Cheap}}: Largely averted; despite the universal truth of multiple lives available to all people, death is still often a very traumatic experience. Many people carry vivid memories of past deaths by drowning, murder, disease, or whatever. In addition, those who wage war merely adapt to everyone's capacity for 5 lives by striving to kill each enemy soldier multiple times to run them out of lives, or perhaps by taking and holding lives. Or, the bloodthirsty may try to conquer (and hold) all nearby points of raising. raising, to delay (or even prevent) their foes from returning to life. This trope isn't 'completely' averted, though; since the newly-risen materialize with whole bodies free of disease, maimings and scars, some people resort to suicide to effectively undo crippling injuries or nasty diseases, though it's often frowned upon.upon as frivolous and sinful.



{{Death Of The Old Gods}}: Tala is widely regarded as a replacement for Faya, a goddess of healing from centuries past that was killed by Ullon, the god of murder and deceit. Faya had a reputation of encouraging passive humility, while Talans strive to be more assertive and decisive.

{{Divine Conflict}}: The gods are assumed to take a personal interest in how their feuds shake out in the world of mortals. At least, that's sure how it looks . . .

{{Guns Are Worthless}}: Averted. Rick’s trusty pistols get him out of trouble very often (or at least, more often than they get him ''into'' it.)

{{Healing Hands}}: mostly for the Talans, but virtually every church has a substantial number of clergy who can perform as the {{Combat Medic}}, or at least, {{The Medic}}. Exceptions include clergy of the Unmaker (who loves destruction) and Grumach (who loves suffering), generally considering the healing of wounds to be sinful, or at least a distasteful necessity.

{{Horse Of A Different Color}}: The smokemare is insubstantial, but translucent: visible enough that some of the dumber monsters try to devour it.

{{The Good Kingdom}}: Both "The Realm" (which founded the colony of Foverre) and "The Empire" (which founded the nearby colony of Liebgaard) fit this trope. Their attitudes toward each other continually drift back and forth from peace to war and back again, leading to occasional derivative conflicts between their respective colonies across the ocean.

to:

{{Death Of The Old Gods}}: Tala is widely regarded as a replacement for has replaced Faya, a goddess of healing from centuries past that was killed by Ullon, the still-kicking god of murder and deceit. Faya had a reputation of encouraging passive humility, while Talans strive to be more assertive and decisive.

{{Divine Conflict}}: The gods are assumed to take a personal interest in how their feuds shake out in the world of mortals. At least, that's sure how it looks . . .looks.

{{Guns Are Worthless}}: Averted. Rick’s trusty pistols get him out of trouble very pretty often (or at least, more often than they get him ''into'' it.)

{{Healing Hands}}: mostly for the Talans, but virtually every church has a substantial number of clergy who can perform as the {{Combat Medic}}, or at least, {{The Medic}}. Exceptions include clergy of the Unmaker (who loves destruction) and Grumach (who loves suffering), generally considering suffering); evil gods consider the healing of wounds to be sinful, or at least a distasteful necessity.

{{Horse Of A Different Color}}: The smokemare is insubstantial, but translucent: translucent; visible enough that some of the dumber monsters try to devour it.

{{The Good Kingdom}}: Both "The Realm" (which founded the colony of Foverre) and "The Empire" (which founded the nearby colony of Liebgaard) superficially fit this trope. Their attitudes toward each other continually drift back and forth from peace to war and back again, leading to occasional derivative conflicts between their respective colonies across the ocean.
ocean (where most of the action of this series takes place).
Is there an issue? Send a MessageReason:
None


{{Adventure-Friendly World}}: Foverre is a prosperous colony; its standard of living has risen steadily over the last hundred years. But what with an uneasy truce with other humans to the north, a bloody stalemate with elves to the west, and the constant threat of piracy plaguing the coast, the land is rich with opportunity for people to live by the sword (or their wits).

to:

{{Adventure-Friendly {{Adventure Friendly World}}: Foverre is a prosperous colony; its standard of living has risen steadily over the last hundred years. But what with an uneasy truce with other humans to the north, a bloody stalemate with elves to the west, and the constant threat of piracy plaguing the coast, the land is rich with opportunity for people to live by the sword (or their wits).



{{Little Hero, Big War}}: As dedicated, capable and charismatic as Rick Rivoire can be, he's just one hero who crosses paths with many other heroes. He knows his world, and his struggle, can survive (or even prevail) without him. Far from demoralizing him, this knowledge actually keeps him going.

to:

{{Little Hero, Hero Big War}}: As dedicated, capable and charismatic as Rick Rivoire can be, he's just one hero who crosses paths with many other heroes. He knows his world, and his struggle, can survive (or even prevail) without him. Far from demoralizing him, this knowledge actually keeps him going.
Is there an issue? Send a MessageReason:
Trying to make Adventure-Friendly World and Little Hero, Big War stylistically consistent with other trope headings
Is there an issue? Send a MessageReason:
Corrected name of referenced trope, from "Armor is Worthless" to "Armor Is Useless".


{{Adventure-Friendly World}}: Foverre is a prosperous colony; its standard of living has risen steadily over the last hundred years. But an uneasy truce with hostile humans to the north, a bloody stalemate with elves to the west, and the constant threat of piracy plaguing the coast, the land is rich with opportunity for people who wish to live by the sword (or their wits).

{{Armor Is Worthless}}: Averted by Terez, whose armor lends her substantial staying power against some powerful revenants in ''Raingun'' menacing the 9-year-old Rick. Also by Medegar, both in ''Resolution'' and ''Balislanka.''

to:

{{Adventure-Friendly World}}: Foverre is a prosperous colony; its standard of living has risen steadily over the last hundred years. But what with an uneasy truce with hostile other humans to the north, a bloody stalemate with elves to the west, and the constant threat of piracy plaguing the coast, the land is rich with opportunity for people who wish to live by the sword (or their wits).

{{Armor Is Worthless}}: Useless}}: Averted by Terez, whose armor lends her substantial staying power against some powerful revenants in ''Raingun'' menacing the 9-year-old Rick. Also by Medegar, both in ''Resolution'' and ''Balislanka.''



{{Death Is Cheap}}: Largely averted; despite the universal truth of multiple lives available to all people, death is still often a very traumatic experience. Many people carry vivid memories of past deaths by drowning, murder, disease, or whatever. In addition, those who wage war merely adapt to everyone's capacity for 5 lives by striving to kill each enemy soldier multiple times to run them out of lives, or perhaps by taking and holding all nearby points of raising. This trope isn't 'completely' averted, though; since the newly-risen materialize with whole bodies free of disease, maimings and scars, some people are willing to off themselves to effectively undo crippling injuries or nasty diseases.

to:

{{Death Is Cheap}}: Largely averted; despite the universal truth of multiple lives available to all people, death is still often a very traumatic experience. Many people carry vivid memories of past deaths by drowning, murder, disease, or whatever. In addition, those who wage war merely adapt to everyone's capacity for 5 lives by striving to kill each enemy soldier multiple times to run them out of lives, or perhaps by taking and holding all nearby points of raising. This trope isn't 'completely' averted, though; since the newly-risen materialize with whole bodies free of disease, maimings and scars, some people are willing resort to off themselves suicide to effectively undo crippling injuries or nasty diseases.diseases, though it's often frowned upon.



{{Divine Conflict}}: The gods are assumed to take a personal interest in how their feuds shake out in the world of mortals.

{{Guns Are Worthless}}: Averted. Rick’s trusty pistols get him out of trouble very often (or at least, more often than they get him ''into'' it.

{{Healing Hands}}: mostly for the Talans, but virtually every church has a substantial number of clergy who can perform as the {{Combat Medic}}, or at least, {{TheMedic}}. Exceptions include clergy of the Unmaker (who loves destruction) and Grumach (who loves suffering), generally considering the healing of wounds to be sinful, or at least a distasteful necessity.

to:

{{Divine Conflict}}: The gods are assumed to take a personal interest in how their feuds shake out in the world of mortals.

mortals. At least, that's sure how it looks . . .

{{Guns Are Worthless}}: Averted. Rick’s trusty pistols get him out of trouble very often (or at least, more often than they get him ''into'' it.

it.)

{{Healing Hands}}: mostly for the Talans, but virtually every church has a substantial number of clergy who can perform as the {{Combat Medic}}, or at least, {{TheMedic}}.{{The Medic}}. Exceptions include clergy of the Unmaker (who loves destruction) and Grumach (who loves suffering), generally considering the healing of wounds to be sinful, or at least a distasteful necessity.



{{Little Hero Big War}}: As dedicated, capable and charismatic as Rick Rivoire can be, he's just one hero who crosses paths with many other heroes. He knows his world, and his struggle, can survive (or even prevail) without him. Far from demoralizing him, this knowledge actually keeps him going.

to:

{{Little Hero Hero, Big War}}: As dedicated, capable and charismatic as Rick Rivoire can be, he's just one hero who crosses paths with many other heroes. He knows his world, and his struggle, can survive (or even prevail) without him. Far from demoralizing him, this knowledge actually keeps him going.



{{Only The Chosen May Ride}}: Smokemares will carry only the Raingun who conjured them: no passengers. In addition, their conjuration spell is guarded by Colonel Altiro, who commands two regiments of Rainguns (the 10th and 11th Light). Rather than being taught, the spell to summon a smokemare is imparted to Rainguns upon graduation from Foverre's military academy through a special ritual. A recipient's knowledge of the spell will fade over time unless replenished by a new casting of the ritual (an accommodation reserved for those who remain Rainguns in good standing).

to:

{{Only The Chosen May Ride}}: Smokemares will carry only the Raingun who conjured them: no passengers. In addition, their conjuration spell is guarded by Colonel Altiro, who commands two regiments of Rainguns (the 10th and 11th Light).Light Cavalry). Rather than being taught, the spell to summon a smokemare is imparted to Rainguns upon graduation from Foverre's military academy through a special ritual. A recipient's Raingun's knowledge of the spell will fade fades over time unless replenished time, needing to be refreshed periodically by a new casting castings of the ritual (an accommodation every few years. (This is reserved for those soldiers who remain Rainguns in good standing).
Is there an issue? Send a MessageReason:
trope renamed for clarity. not sure this counts, but this page is such a mess that I just want to tiptoe quietly away... :/


{{The Kingdom}}: Both "The Realm" (which founded the colony of Foverre) and "The Empire" (which founded the nearby colony of Liebgaard) fit this trope. Their attitudes toward each other continually drift back and forth from peace to war and back again, leading to occasional derivative conflicts between their respective colonies across the ocean.

to:

{{The Good Kingdom}}: Both "The Realm" (which founded the colony of Foverre) and "The Empire" (which founded the nearby colony of Liebgaard) fit this trope. Their attitudes toward each other continually drift back and forth from peace to war and back again, leading to occasional derivative conflicts between their respective colonies across the ocean.
Is there an issue? Send a MessageReason:
None



'''''The Talan Revolt''''', taken as a whole, includes examples of the following tropes:

to:

\n'''''The ----
!! Tropes in ''The
Talan Revolt''''', taken as a whole, includes examples of the following tropes:
Revolt'' books:
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How To Create A Works Page explicitly says "No bolding is used for work titles." Also, don't self-link.


'''TheTalanRevolt''' is a series of Heroic Fantasy books by John Blackport set in the royal colony of Foverre. The protagonist, Rick Rivoire, is one of the "Rainguns": an elite unit of spellcasting cavalry who often conjure their own magical mounts. While he enjoys defending his country from legitimate threats, he's troubled by changes in policy. Slave-trading and religious persecution, both rare in his childhood, become distressingly frequent; this ultimately causes Rick to foment rebellion on behalf of Tala, an outlawed goddess whose faithful are bearing the brunt of the tyranny.

to:

'''TheTalanRevolt''' ''The Talan Revolt'' is a series of Heroic Fantasy books by John Blackport set in the royal colony of Foverre. The protagonist, Rick Rivoire, is one of the "Rainguns": an elite unit of spellcasting cavalry who often conjure their own magical mounts. While he enjoys defending his country from legitimate threats, he's troubled by changes in policy. Slave-trading and religious persecution, both rare in his childhood, become distressingly frequent; this ultimately causes Rick to foment rebellion on behalf of Tala, an outlawed goddess whose faithful are bearing the brunt of the tyranny.



{{Slavery Is A Special Kind Of Evil}}


to:

{{Slavery Is A Special Kind Of Evil}}

Evil}}
Is there an issue? Send a MessageReason:
None


{{Death Is Cheap}}: Largely averted; death is often a very traumatic experience, with many people carrying vivid memories of past deaths by drowning, murder, disease, or whatever. In addition, those who wage war merely adapt by striving to kill each enemy soldier multiple times, or perhaps by taking and holding all nearby points of raising. This trope isn't 'completely' averted, though; since the newly-risen materialize with whole bodies free of disease, maimings and scars, some people are willing to off themselves to effectively undo crippling injuries or nasty diseases.

to:

{{Death Is Cheap}}: Largely averted; despite the universal truth of multiple lives available to all people, death is still often a very traumatic experience, with many experience. Many people carrying carry vivid memories of past deaths by drowning, murder, disease, or whatever. In addition, those who wage war merely adapt to everyone's capacity for 5 lives by striving to kill each enemy soldier multiple times, times to run them out of lives, or perhaps by taking and holding all nearby points of raising. This trope isn't 'completely' averted, though; since the newly-risen materialize with whole bodies free of disease, maimings and scars, some people are willing to off themselves to effectively undo crippling injuries or nasty diseases.
Is there an issue? Send a MessageReason:
None


{{Armor Is Worthless}}: Averted by Terez, whose armor lends her a lot of staying power against some VERY powerful undead in ''Raingun'' menacing the 9-year-old Rick. Also by Medegar, both in ''Resolution'' and ''Balislanka.''

to:

{{Armor Is Worthless}}: Averted by Terez, whose armor lends her a lot of substantial staying power against some VERY powerful undead revenants in ''Raingun'' menacing the 9-year-old Rick. Also by Medegar, both in ''Resolution'' and ''Balislanka.''



{{Horse Of A Different Color}}: The smokemare is insubstantial, but translucent: visible enough that some unintelligent monsters fail to learn when they claw into its belly and fail to find any meat.

to:

{{Horse Of A Different Color}}: The smokemare is insubstantial, but translucent: visible enough that some unintelligent of the dumber monsters fail try to learn when they claw into its belly and fail to find any meat.
devour it.



{{Little Hero Big War}}: As dedicated, capable and charismatic as Rick Rivoire can be, he's just one hero whose path cross those many other heroes. He knows his world, and his struggle, can survive (or even prevail) without him. Far from demoralizing him, this knowledge actually keeps him going.

{{Muggles Do It Better}}: The most powerful force in this world is not magic, not religion, but wealth.

to:

{{Little Hero Big War}}: As dedicated, capable and charismatic as Rick Rivoire can be, he's just one hero whose path cross those who crosses paths with many other heroes. He knows his world, and his struggle, can survive (or even prevail) without him. Far from demoralizing him, this knowledge actually keeps him going.

{{Muggles Do It Better}}: The most powerful force in this world is not magic, not religion, but wealth.
money.
Is there an issue? Send a MessageReason:
None


Unlike many other series that take inspiration from other works of the genre, or even from tabletop fantasy gaming, this was inspired mostly by {{LARP}}. The tech level is loosely set around {{The Cavalier Years}}, played with to adjust how the existence of magic and monsters would likely alter the progress of the world's "tech tree". The metaphysics of spells and rituals depend heavily on {{Vancian Magic}}. The battles involve a lot of {{Tactical Rock Paper Scissors}}, {{Sword And Gun}}, {{The Cavalry}}, and {{Anti Cavalry}}.

to:

Unlike many other series that take inspiration from other works of the genre, or even from tabletop fantasy gaming, this was inspired mostly by {{LARP}}. The tech level is loosely set around {{The Cavalier Years}}, played with to adjust how the existence of magic and monsters would likely alter affect the progress of the world's "tech tree". The metaphysics of spells and rituals depend heavily on {{Vancian Magic}}. The battles involve a lot of {{Tactical Rock Paper Scissors}}, {{Sword And Gun}}, {{The Cavalry}}, and {{Anti Cavalry}}.
Is there an issue? Send a MessageReason:
None


{{Adventure-Friendly World}}: Foverre is a prosperous colony; its standard of living has risen steadily over the last hundred years. But an uneasy truce with hostile humans to the north, a bloody stalemate with elves to the west, and the constant threat of piracy plaguing the coast, the land is rife with opportunity for people who wish to live by the sword (or their wits).

to:

{{Adventure-Friendly World}}: Foverre is a prosperous colony; its standard of living has risen steadily over the last hundred years. But an uneasy truce with hostile humans to the north, a bloody stalemate with elves to the west, and the constant threat of piracy plaguing the coast, the land is rife rich with opportunity for people who wish to live by the sword (or their wits).



{{Guns Are Worthless}}: Averted. Rick’s trusty pistol often gets him out of trouble, and is great for slow-moving undead “swamptars” who can't catch him while he's mounted up.

to:

{{Guns Are Worthless}}: Averted. Rick’s trusty pistol often gets pistols get him out of trouble, and is great for slow-moving undead “swamptars” who can't catch trouble very often (or at least, more often than they get him while he's mounted up.
''into'' it.



{{Muggles Do It Better}}: Without a doubt, the most powerful force in this world is not magic, not religion, but wealth.

to:

{{Muggles Do It Better}}: Without a doubt, the The most powerful force in this world is not magic, not religion, but wealth.
Is there an issue? Send a MessageReason:
None


{{Back From The Dead}}: The world's metaphysics give all humans five "Gifts", or lives, at birth; most people avoid their final exit until their fifth death, except those who die of old age (or before birth). Since each return from non-final death requires the decedent's spirit to find some kind of holy ground, people sometimes fail to return to the living if they die in a place sufficiently remote or inaccessible (this happens most often on the open ocean). There are also opportunities for powerful clergy to meddle with this process by advanced spellcasting shenanigans, though never to grant anyone another "Gift" beyond the fifth.

to:

{{Back From The Dead}}: The world's metaphysics give all humans five "Gifts", or lives, at birth; most people avoid their final exit until their fifth death, except those who die of old age (or before before/during their own birth). Since each return from non-final death requires the decedent's spirit to find some kind of holy ground, people sometimes fail to return to the living if they die in a place sufficiently remote or inaccessible (this happens most often on the open ocean). There are also opportunities for powerful clergy to meddle with this process (for good or ill) by advanced spellcasting shenanigans, though never to grant anyone another "Gift" beyond the fifth.



{{Death Is Cheap}}: Largely averted; death is often a very traumatic experience, with many people carrying vivid memories of past deaths by drowning, murder, disease, or whatever. In addition, those who wage war merely adapt by striving to kill each enrmy soldier multiple times, or perhaps by taking and holding all nearby points of raising.

to:

{{Death Is Cheap}}: Largely averted; death is often a very traumatic experience, with many people carrying vivid memories of past deaths by drowning, murder, disease, or whatever. In addition, those who wage war merely adapt by striving to kill each enrmy enemy soldier multiple times, or perhaps by taking and holding all nearby points of raising.raising. This trope isn't 'completely' averted, though; since the newly-risen materialize with whole bodies free of disease, maimings and scars, some people are willing to off themselves to effectively undo crippling injuries or nasty diseases.

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{{Back From The Dead}}: The world's metaphysics give all humans five "Gifts", or lives, at birth; most people avoid their final exit until their fifth death, except those who die of old age (or before birth). Since each return from non-final death requires the decedent's spirit to find some kind of holy ground, people sometimes fail to return to the living if they die in a place sufficiently remote or inaccessible (this happens most often on the open ocean). There are also opportunities for powerful clergy to meddle with this process by advanced spellcasting shenanigans, though never to grant anyone another "Gift" beyond the fifth.



{{Back From The Dead}}: The world's metaphysics give all humans five "Gifts", or lives, at birth; most people avoid their final exit until their fifth death, except those who die of old age (or before birth). Since each return from non-final death requires the decedent's spirit to find some kind of holy ground, people sometimes fail to return to the living if they die in a place sufficiently remote or inaccessible (this happens most often on the open ocean). There are also opportunities for powerful clergy to meddle with this process by advanced spellcasting shenanigans, though never to grant anyone another "Gift" beyond the fifth.



{{Only The Chosen May Ride}}: Smokemares will carry only the Raingun who conjured them: no passengers. In addition, their conjuration spell is guarded by Colonel Altiro, who commands two regiments of Rainguns (the 10th and 11th). Rather than being taught, this spell is given to Rainguns upon graduation from military academy during a special ritual. This knowledge will fade over time unless replenished by a new casting of the ritual (an accommodation reserved for those who remain Rainguns in good standing).

to:

{{Only The Chosen May Ride}}: Smokemares will carry only the Raingun who conjured them: no passengers. In addition, their conjuration spell is guarded by Colonel Altiro, who commands two regiments of Rainguns (the 10th and 11th). 11th Light). Rather than being taught, this the spell to summon a smokemare is given imparted to Rainguns upon graduation from Foverre's military academy during through a special ritual. This A recipient's knowledge of the spell will fade over time unless replenished by a new casting of the ritual (an accommodation reserved for those who remain Rainguns in good standing).
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Unlike many other series that take inspiration from other works of the genre, or even from tabletop fantasy gaming, this was inspired mostly by {{LARP}}. The tech level is loosely set around {{The Cavalier Years}}, played with to adjust how the existence of magic and monsters would likely alter the progress of the world's "tech tree". The metaphysics of spells and rituals depend heavily on {{Vancian Magic}}. The battles involve a lot of {{Tactical Rock-Paper-Scissors}}, {{Sword And Gun}}, {{The Cavalry}}, and {{Anti-Cavalry}}.

to:

Unlike many other series that take inspiration from other works of the genre, or even from tabletop fantasy gaming, this was inspired mostly by {{LARP}}. The tech level is loosely set around {{The Cavalier Years}}, played with to adjust how the existence of magic and monsters would likely alter the progress of the world's "tech tree". The metaphysics of spells and rituals depend heavily on {{Vancian Magic}}. The battles involve a lot of {{Tactical Rock-Paper-Scissors}}, Rock Paper Scissors}}, {{Sword And Gun}}, {{The Cavalry}}, and {{Anti-Cavalry}}.
{{Anti Cavalry}}.
Is there an issue? Send a MessageReason:
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{{Little Hero, Big War}}: As dedicated, capable and charismatic as Rick Rivoire can be, he's just one hero whose path cross those many other heroes. He knows his world, and his struggle, can survive (or even prevail) without him. Far from demoralizing him, this knowledge actually keeps him going.

to:

{{Little Hero, Hero Big War}}: As dedicated, capable and charismatic as Rick Rivoire can be, he's just one hero whose path cross those many other heroes. He knows his world, and his struggle, can survive (or even prevail) without him. Far from demoralizing him, this knowledge actually keeps him going.

Added: 668

Changed: 2230

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Unlike many other series that take inspiration from other works of the genre, or even from tabletop fantasy gaming, this was inspired mostly by {{LARP}}. The tech level is loosely set around {{TheCavalierYears}}, played with to adjust how the existence of magic and monsters would likely alter the progress of the world's "tech tree". The metaphysics of spells and rituals depend heavily on {{VancianMagic}}. The battles involve a lot of {{TacticalRockPaperScissors}}, {{SwordAndGun}}, {{TheCavalry}}, and {{AntiCavalry}}.

to:

Unlike many other series that take inspiration from other works of the genre, or even from tabletop fantasy gaming, this was inspired mostly by {{LARP}}. The tech level is loosely set around {{TheCavalierYears}}, {{The Cavalier Years}}, played with to adjust how the existence of magic and monsters would likely alter the progress of the world's "tech tree". The metaphysics of spells and rituals depend heavily on {{VancianMagic}}. {{Vancian Magic}}. The battles involve a lot of {{TacticalRockPaperScissors}}, {{SwordAndGun}}, {{TheCavalry}}, {{Tactical Rock-Paper-Scissors}}, {{Sword And Gun}}, {{The Cavalry}}, and {{AntiCavalry}}.
{{Anti-Cavalry}}.



{{BackFromTheDead}}: The world's metaphysics give all humans five "Gifts", or lives, at birth; most people avoid their final exit until their fifth death, except those who die of old age (or before birth). Since each return from non-final death requires the decedent's spirit to find some kind of holy ground, people sometimes fail to return to the living if they die in a place sufficiently remote or inaccessible (this happens most often on the open ocean). There are also opportunities for powerful clergy to meddle with this process by advanced spellcasting shenanigans, though never to grant anyone another "Gift" beyond the fifth.

{{AdventureFriendlyWorld}}: Foverre is a prosperous colony; its standard of living has risen steadily over the last hundred years. But an uneasy truce with hostile humans to the north, a bloody stalemate with elves to the west, and the constant threat of piracy plaguing the coast, the land is rife with opportunity for people who wish to live by the sword (or their wits).

{{ArmorIsWorthless}}: Averted by Terez, whose armor lends her a lot of staying power against some VERY powerful undead in ''Raingun'' menacing the 9-year-old Rick. Also by Medegar, both in ''Resolution'' and ''Balislanka.''

to:

{{BackFromTheDead}}: {{Back From The Dead}}: The world's metaphysics give all humans five "Gifts", or lives, at birth; most people avoid their final exit until their fifth death, except those who die of old age (or before birth). Since each return from non-final death requires the decedent's spirit to find some kind of holy ground, people sometimes fail to return to the living if they die in a place sufficiently remote or inaccessible (this happens most often on the open ocean). There are also opportunities for powerful clergy to meddle with this process by advanced spellcasting shenanigans, though never to grant anyone another "Gift" beyond the fifth.

{{AdventureFriendlyWorld}}: {{Adventure-Friendly World}}: Foverre is a prosperous colony; its standard of living has risen steadily over the last hundred years. But an uneasy truce with hostile humans to the north, a bloody stalemate with elves to the west, and the constant threat of piracy plaguing the coast, the land is rife with opportunity for people who wish to live by the sword (or their wits).

{{ArmorIsWorthless}}: {{Armor Is Worthless}}: Averted by Terez, whose armor lends her a lot of staying power against some VERY powerful undead in ''Raingun'' menacing the 9-year-old Rick. Also by Medegar, both in ''Resolution'' and ''Balislanka.''



{{CosmicChessGame}}: Played by each of the twelve deities, each one usually focusing on their diametric opposite.

{{DeathIsCheap}}: Largely averted; death is still a very traumatic experience, with many people carrying vivid memories of past deaths by drowning, murder, disease, or whatever. In addition, those who wage war merely adapt by striving to run the enemy army out of lives.

to:

{{CosmicChessGame}}: {{Cosmic Chess Game}}: Played by each of the twelve deities, each one usually focusing on their diametric opposite.

{{DeathIsCheap}}: {{Death Is Cheap}}: Largely averted; death is still often a very traumatic experience, with many people carrying vivid memories of past deaths by drowning, murder, disease, or whatever. In addition, those who wage war merely adapt by striving to run the enemy army out kill each enrmy soldier multiple times, or perhaps by taking and holding all nearby points of lives.raising.



{{DeathOfTheOldGods}}: Tala is widely regarded as a replacement for Faya, a goddess of healing from centuries past that was killed by Ullon, the god of murder and deceit. Faya had a reputation of encouraging passive humility, while Talans strive to be more assertive and decisive.

{{DivineConflict}}: The gods are assumed to take a personal interest in how their feuds shake out in the world of mortals.

{{GunsAreWorthless}}: Averted. Rick’s trusty pistol often gets him out of trouble, and is great for slow-moving undead “swamptars” who can't catch him while he's mounted up.

to:

{{DeathOfTheOldGods}}: {{Death Of The Old Gods}}: Tala is widely regarded as a replacement for Faya, a goddess of healing from centuries past that was killed by Ullon, the god of murder and deceit. Faya had a reputation of encouraging passive humility, while Talans strive to be more assertive and decisive.

{{DivineConflict}}: {{Divine Conflict}}: The gods are assumed to take a personal interest in how their feuds shake out in the world of mortals.

{{GunsAreWorthless}}: {{Guns Are Worthless}}: Averted. Rick’s trusty pistol often gets him out of trouble, and is great for slow-moving undead “swamptars” who can't catch him while he's mounted up.



{{HorseOfADifferentColor}}: The smokemare is insubstantial, but translucent: visible enough that some unintelligent monsters fail to learn when they claw into its belly and fail to find any meat.
{{TheKingdom}}: Both "The Realm" (which founded the colony of Foverre) and "The Empire" (which founded the nearby colony of Liebgaard) fit this trope. Their attitudes toward each other continually drift back and forth from peace to war and back again, leading to occasional derivative conflicts between their respective colonies across the ocean.
{{LaResistance}}
{{LittleHeroBigWar}}: As dedicated, capable and charismatic as Rick Rivoire can be, he's just one hero whose path cross those many other heroes. He knows his world, and his struggle, can survive (or even prevail) without him. Far from demoralizing him, this knowledge actually keeps him going.
{{MugglesDoItBetter}}: Without a doubt, the most powerful force in the world is not magic, not religion, but wealth.
{{OnlyTheChosenMayRide}}: Smokemares will carry only the Raingun who conjured them: no passengers. In addition, their conjuration spell is guarded by Colonel Altiro, who commands two regiments of Rainguns (the 10th and 11th). Rather than being taught, this spell is given to Rainguns upon graduation from military academy during a special ritual. This knowledge will fade over time unless replenished by a new casting of the ritual (an accommodation reserved for those who remain Rainguns in good standing).
{{SlaveryIsASpecialKindOfEvil}}


to:

{{HorseOfADifferentColor}}:
{{Horse Of A Different Color}}:
The smokemare is insubstantial, but translucent: visible enough that some unintelligent monsters fail to learn when they claw into its belly and fail to find any meat.
{{TheKingdom}}:
meat.

{{The Kingdom}}:
Both "The Realm" (which founded the colony of Foverre) and "The Empire" (which founded the nearby colony of Liebgaard) fit this trope. Their attitudes toward each other continually drift back and forth from peace to war and back again, leading to occasional derivative conflicts between their respective colonies across the ocean.
{{LaResistance}}
{{LittleHeroBigWar}}:
ocean.

{{La Resistance}}

{{Little Hero, Big War}}:
As dedicated, capable and charismatic as Rick Rivoire can be, he's just one hero whose path cross those many other heroes. He knows his world, and his struggle, can survive (or even prevail) without him. Far from demoralizing him, this knowledge actually keeps him going.
{{MugglesDoItBetter}}:
going.

{{Muggles Do It Better}}:
Without a doubt, the most powerful force in the this world is not magic, not religion, but wealth.
{{OnlyTheChosenMayRide}}:
wealth.

{{Only The Chosen May Ride}}:
Smokemares will carry only the Raingun who conjured them: no passengers. In addition, their conjuration spell is guarded by Colonel Altiro, who commands two regiments of Rainguns (the 10th and 11th). Rather than being taught, this spell is given to Rainguns upon graduation from military academy during a special ritual. This knowledge will fade over time unless replenished by a new casting of the ritual (an accommodation reserved for those who remain Rainguns in good standing).
{{SlaveryIsASpecialKindOfEvil}}

standing).

{{Slavery Is A Special Kind Of Evil}}

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'''TheTalanRevolt''' is a series of Heroic Fantasy books by John Blackport set in the royal colony of Foverre. The protagonist, Rick Rivoire, is one of the "Rainguns": an elite unit of spellcasting cavalry who often conjure their own magical mounts. Fearless, translucent and insubstantial, these "smokemares" are unique to the Rainguns, whose ability to conjure them periodically expires unless restored by their superiors.

Rick's story begins with him helping to rout a gang of pirates terrorizing his hometown. Soon after, he snaps up an unexpected offer from a military officer impressed with his initiative, and joins up in search of adventure and direction. He takes pride in defending his country from legitimate threats, but troubling changes in policy cause him to doubt Foverre's governing council of aristocrats. Slave-trading and religious persecution, both rare in his childhood, become distressingly frequent; this ultimately causes Rick to foment rebellion on behalf of Tala, an outlawed goddess whose faithful are bearing the brunt of the tyranny.

to:

'''TheTalanRevolt''' is a series of Heroic Fantasy books by John Blackport set in the royal colony of Foverre. The protagonist, Rick Rivoire, is one of the "Rainguns": an elite unit of spellcasting cavalry who often conjure their own magical mounts. Fearless, translucent and insubstantial, these "smokemares" are unique to the Rainguns, whose ability to conjure them periodically expires unless restored by their superiors.

Rick's story begins with him helping to rout a gang of pirates terrorizing his hometown. Soon after,
While he snaps up an unexpected offer from a military officer impressed with his initiative, and joins up in search of adventure and direction. He takes pride in enjoys defending his country from legitimate threats, but troubling he's troubled by changes in policy cause him to doubt Foverre's governing council of aristocrats.policy. Slave-trading and religious persecution, both rare in his childhood, become distressingly frequent; this ultimately causes Rick to foment rebellion on behalf of Tala, an outlawed goddess whose faithful are bearing the brunt of the tyranny.









{{CosmicChessGame}}: Played by each of the twelve deities, each one generally focusing on their diametric opposite.
{{DeathIsCheap}}: Largely averted; death is still a very traumatic experience, with many people carrying vivid memories of past deaths by drowning, murder, disease, or whatever. In addition, those who wage war merely adapt by striving to run the enemy army out of lives.

to:


{{CosmicChessGame}}: Played by each of the twelve deities, each one generally usually focusing on their diametric opposite.
opposite.

{{DeathIsCheap}}: Largely averted; death is still a very traumatic experience, with many people carrying vivid memories of past deaths by drowning, murder, disease, or whatever. In addition, those who wage war merely adapt by striving to run the enemy army out of lives.lives.






{{GunsAreWorthless}}: Averted, quite a bit. Rick’s trusty flintlock pistol often gets him out of trouble, and is great for slow-moving undead “swamptars” who can't catch him while he's mounted up.

to:


{{GunsAreWorthless}}: Averted, quite a bit. Averted. Rick’s trusty flintlock pistol often gets him out of trouble, and is great for slow-moving undead “swamptars” who can't catch him while he's mounted up.up.

Added: 4375

Changed: 3

Is there an issue? Send a MessageReason:
None


Unlike many other series that take inspiration from other works of the genre, or even from tabletop fantasy gaming, this was inspired mostly by {{LARP}}. The tech level is loosely set around {{TheCavalierYears}}, played with to adjust how the existence of magic and monsters would likely alter the progress of the world's "tech tree". The metaphysics of spells and rituals depend heavily on {{VancianMagic}}. The battles involve a lot of {{TacticalRock-Paper-Scissors}}, {{SwordAndGun}}, {{TheCavalry}}, and {{Anti-Cavalry}}.

to:

Unlike many other series that take inspiration from other works of the genre, or even from tabletop fantasy gaming, this was inspired mostly by {{LARP}}. The tech level is loosely set around {{TheCavalierYears}}, played with to adjust how the existence of magic and monsters would likely alter the progress of the world's "tech tree". The metaphysics of spells and rituals depend heavily on {{VancianMagic}}. The battles involve a lot of {{TacticalRock-Paper-Scissors}}, {{TacticalRockPaperScissors}}, {{SwordAndGun}}, {{TheCavalry}}, and {{Anti-Cavalry}}.{{AntiCavalry}}.

'''''The Talan Revolt''''', taken as a whole, includes examples of the following tropes:

{{BackFromTheDead}}: The world's metaphysics give all humans five "Gifts", or lives, at birth; most people avoid their final exit until their fifth death, except those who die of old age (or before birth). Since each return from non-final death requires the decedent's spirit to find some kind of holy ground, people sometimes fail to return to the living if they die in a place sufficiently remote or inaccessible (this happens most often on the open ocean). There are also opportunities for powerful clergy to meddle with this process by advanced spellcasting shenanigans, though never to grant anyone another "Gift" beyond the fifth.

{{AdventureFriendlyWorld}}: Foverre is a prosperous colony; its standard of living has risen steadily over the last hundred years. But an uneasy truce with hostile humans to the north, a bloody stalemate with elves to the west, and the constant threat of piracy plaguing the coast, the land is rife with opportunity for people who wish to live by the sword (or their wits).
{{ArmorIsWorthless}}: Averted by Terez, whose armor lends her a lot of staying power against some VERY powerful undead in ''Raingun'' menacing the 9-year-old Rick. Also by Medegar, both in ''Resolution'' and ''Balislanka.''
{{Church Militant}}: At least some element of every church, mostly Solaron, Bellinger & the Maker. Tala has no martial arm at the start of the series, but the revolt itself eventually develops into one.
{{CosmicChessGame}}: Played by each of the twelve deities, each one generally focusing on their diametric opposite.
{{DeathIsCheap}}: Largely averted; death is still a very traumatic experience, with many people carrying vivid memories of past deaths by drowning, murder, disease, or whatever. In addition, those who wage war merely adapt by striving to run the enemy army out of lives.
{{DeathOfTheOldGods}}: Tala is widely regarded as a replacement for Faya, a goddess of healing from centuries past that was killed by Ullon, the god of murder and deceit. Faya had a reputation of encouraging passive humility, while Talans strive to be more assertive and decisive.
{{DivineConflict}}: The gods are assumed to take a personal interest in how their feuds shake out in the world of mortals.
{{GunsAreWorthless}}: Averted, quite a bit. Rick’s trusty flintlock pistol often gets him out of trouble, and is great for slow-moving undead “swamptars” who can't catch him while he's mounted up.
{{Healing Hands}}: mostly for the Talans, but virtually every church has a substantial number of clergy who can perform as the {{Combat Medic}}, or at least, {{TheMedic}}. Exceptions include clergy of the Unmaker (who loves destruction) and Grumach (who loves suffering), generally considering the healing of wounds to be sinful, or at least a distasteful necessity.
{{HorseOfADifferentColor}}: The smokemare is insubstantial, but translucent: visible enough that some unintelligent monsters fail to learn when they claw into its belly and fail to find any meat.
{{TheKingdom}}: Both "The Realm" (which founded the colony of Foverre) and "The Empire" (which founded the nearby colony of Liebgaard) fit this trope. Their attitudes toward each other continually drift back and forth from peace to war and back again, leading to occasional derivative conflicts between their respective colonies across the ocean.
{{LaResistance}}
{{LittleHeroBigWar}}: As dedicated, capable and charismatic as Rick Rivoire can be, he's just one hero whose path cross those many other heroes. He knows his world, and his struggle, can survive (or even prevail) without him. Far from demoralizing him, this knowledge actually keeps him going.
{{MugglesDoItBetter}}: Without a doubt, the most powerful force in the world is not magic, not religion, but wealth.
{{OnlyTheChosenMayRide}}: Smokemares will carry only the Raingun who conjured them: no passengers. In addition, their conjuration spell is guarded by Colonel Altiro, who commands two regiments of Rainguns (the 10th and 11th). Rather than being taught, this spell is given to Rainguns upon graduation from military academy during a special ritual. This knowledge will fade over time unless replenished by a new casting of the ritual (an accommodation reserved for those who remain Rainguns in good standing).
{{SlaveryIsASpecialKindOfEvil}}

Is there an issue? Send a MessageReason:
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Unlike many other series that take inspiration from other works of the genre, or even from tabletop fantasy gaming, this was inspired mostly by [[folder:LARP]]. The tech level is set around [[redirect:TheCavalierYears]], played with to adjust how the existence of magic and monsters would likely alter the "tech tree". The metaphysics of spells and rituals depend heavily on [[redirect:VancianMagic]]. The battles involve a lot of [[redirect:TacticalRock-Paper-Scissors]], [[redirect:SwordAndGun]], [[redirect:TheCavalry]], and [[redirect:Anti-Cavalry]].

to:

Unlike many other series that take inspiration from other works of the genre, or even from tabletop fantasy gaming, this was inspired mostly by [[folder:LARP]]. {{LARP}}. The tech level is loosely set around [[redirect:TheCavalierYears]], {{TheCavalierYears}}, played with to adjust how the existence of magic and monsters would likely alter the progress of the world's "tech tree". The metaphysics of spells and rituals depend heavily on [[redirect:VancianMagic]]. {{VancianMagic}}. The battles involve a lot of [[redirect:TacticalRock-Paper-Scissors]], [[redirect:SwordAndGun]], [[redirect:TheCavalry]], {{TacticalRock-Paper-Scissors}}, {{SwordAndGun}}, {{TheCavalry}}, and [[redirect:Anti-Cavalry]].{{Anti-Cavalry}}.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

'''TheTalanRevolt''' is a series of Heroic Fantasy books by John Blackport set in the royal colony of Foverre. The protagonist, Rick Rivoire, is one of the "Rainguns": an elite unit of spellcasting cavalry who often conjure their own magical mounts. Fearless, translucent and insubstantial, these "smokemares" are unique to the Rainguns, whose ability to conjure them periodically expires unless restored by their superiors.

Rick's story begins with him helping to rout a gang of pirates terrorizing his hometown. Soon after, he snaps up an unexpected offer from a military officer impressed with his initiative, and joins up in search of adventure and direction. He takes pride in defending his country from legitimate threats, but troubling changes in policy cause him to doubt Foverre's governing council of aristocrats. Slave-trading and religious persecution, both rare in his childhood, become distressingly frequent; this ultimately causes Rick to foment rebellion on behalf of Tala, an outlawed goddess whose faithful are bearing the brunt of the tyranny.

Unlike many other series that take inspiration from other works of the genre, or even from tabletop fantasy gaming, this was inspired mostly by [[folder:LARP]]. The tech level is set around [[redirect:TheCavalierYears]], played with to adjust how the existence of magic and monsters would likely alter the "tech tree". The metaphysics of spells and rituals depend heavily on [[redirect:VancianMagic]]. The battles involve a lot of [[redirect:TacticalRock-Paper-Scissors]], [[redirect:SwordAndGun]], [[redirect:TheCavalry]], and [[redirect:Anti-Cavalry]].

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