So you want a Dark Sun-esque setting of your own, eh?
At the minimum concept, for an Athas-like sword-and-sorcery post-apocalyptic (how many hyphens are we gonna use here) world, you need:
- a hellblasted desert, courtesy of the apocalypse
-> with a scattering of Weird or Extra Hazardous (or Both) Geographies
- water rules
- psionics - using magic is more difficult, destructive, kind of sucks, and gets you In Deep Trouble like as not - despotic city-states with themes to fight and free the people of - one Walking Apocalypse kaiju-type monster or entity - non-metal weapon rules if you insist and you hate yourself
Psionics! Some people hate psionics in fantasy rpgs -- and D&Dish stuff in particular -- and claim there’s no psionics in fantasy; and those folks can, putting it politely, go fuck themselves. Possibly with the entire Deryni series with a Valdemar series chaser, just to start.
I digress, though.
This here is a (slightly wordy because not trimmed down to fit tiny pages, ha) set of psionic powers + a class to go with them for Lindwyrm. There’s also two additions/tweaks to existing stuff, and a tiny faq because I do those on some class posts I guess, it’s not the first time.
Onward --
Psychic (Psionicist, etc) d6 HD. Armour: light. Weapon: 1d6 - Awareness: mindspeech to 100’, 2-in-6 chance to sense psychic energy/effects/active minds - The Gift: Choose two paths; choose a starting power from them. Gain 1 power/lvl, and 1 path/3 lvls. A psychic can use powers lvl/day freely, then 1 hp/usage.
Basic Psionic Rules
Psychics and other psi-using characters don’t carry spellbook equivalents; they know their powers innately.
It is possible to create a record of a power (an “imprint” or “pattern”), like a spell scroll, and they are used similarly. A psychic can learn a power from an imprint if it belongs to one of their paths; if it doesn’t, they can still use the imprint itself.
* Using a power: A psychic can use 1 power/level freely per day. More usages cost 1 hp each. Healing magic or psionics doesn’t restore psychic energy, only rest does. -> a psychic can also spend extra hp to boost a power’s level, 2 hp : 1 lvl
* Psionic and magic interaction: Everyone always makes this complicated. It doesn’t have to be bloody complicated. - a spell or power can only affect the opposite “category” if it says so explicitly (a magical ward against magic won’t stop psionics) - a general effect can be affected by both psionics and magic because the effect is the significant part. Fire damage is fire damage, whatever the source and whatever the source of fire resistance.
Tweaks To Existing Lindwyrm Stuff: Not much, basically this –
- The esper species in Lockbox instead uses psionics (I mean they’re espers, come on) and choose a path to pick their power from. Maybe two or three paths, if that’s what the group prefers.
- Talent (class modifier): Choose one psionic path. Gain one power and another every 3 lvls, access to a second school at lvl5. Have one power use / 2 lvls free before requiring hp.
Werewolves -- one Lindwyrmy take: A werewolf is akin to a wolf beastfolk, a human being (or sometimes another kith) able to change into an animal form; but for the werewolf, a change of shape is often involuntary -- and just as often a time of mindless violence.
Once human, the ancestors of these folk have been changed by long exposure to the Light. Strangely, the marks of those changes are not always or even usually luminous -- and some wonder what that means.
* child of light: create candlelight (in form unique to individual) for an hour, 1/day per level. -2 to all rolls when in total darkness. * roll or choose one of the following: 01. [element] dart 1d3 ranged or infuse weapon; 02. base AC 11; 03. heal 1d4, 1+ 1/2lvl daily; 03. sense [element/creature/energy/etc], 2-in-6, 100’; 04. repair/destroy object, lvl/day; 05. decipher any text, 2-in-6; 06; otherspace pocket, carry up to 1’ cu. undetected
Roll 2d6 1d3 times for physical appearance:
02. metal growth (barbs or thorns, scales) on patches of skin 03. claw-like nails 04. large tail 05. fangs or other sharp teeth 06. luminous eyes 07. white/ivory/brassy/golden/grey markings or hair or eyes 08. small/thin tail 09. horns 10. bioluminescent markings 11. floating ‘aureole’, orbiting shape, or other phantom outgrowth 12. translucent, prism-like scales or other growths on patches of skin
So this is a bit different, I suppose, because I'm not writing up a critter or two. Instead, I'm going to toss up the way I (most likely) would describe the various player character species that I added to Lindwyrm in Lindwyrm Lockbox.
Why? Why not? *lol* Space is at a premium in minizines and I didn't want to restrict how folks could apply the info, so I didn't squinch anything in, but I might as well ramble somewhere.
Going in the same order as I squinched them into Lockbox -- but with an important first stop --
After I put Lindwyrm together, I was tempted to (and nudged, a bit, to) make a supplement to it. I dithered about it because that's my default mode these days --
-- and then a patronizing shithead in geminispace pretty much guaranteed the work would get done.
Spite is, as ever, a powerful motivator.
So Lindwyrm got itself a minizines'-worth of extra; and who knows, I might do more some time ~
Although I do have a decent chunk of work done on Blue Lotus! I need to convert the critters and magic items, though. And the critters are going to taaaaaake tiiiiiime and also energy and I have been lacking therein *le sigh*
Somewhere along the way (by which I mean around early June) I wrote up a different other little pile of jobs and then — didn’t do anything with them, because the brain weasels ate me alive, because I didn’t have the Lotus adaptation done, but these jobs might work better with the tiny tweaks and decisions I made with the rules as applied to Lotus, but these aren’t for Lotus (technically; sure, go ahead and toss them in, lol), but. But but but.
I hate my brain weasel infestation. -_-
So, here’s another half-dozen-and-change jobs for CRACK! — and, the gods be willing, I’ll get back to Blue Lotus at some point and finish things out. These can also be applied to B/X style classes, or expanded out, without too much fuss and bother I’d imagine
Paladin Literally or metaphorically, the light has called on you to be a beacon and a shelter for all those in need, and on your honour you will do all that you can. Health Peak: d8 Get Better: 125 xp Save: 12, -2 at rank 4, 7, 10 etc – Soothing Touch: You may heal others with a touch, 2 points of HP healed per rank every day. You may expend all your available healing to cure a disease or poison. – Bulwark: Designate a subject; each turn, you may take on an attack or treacherous spellcasting intended for one of your allies, suffering it in their stead. – Shining Sword: Your weapon may always harm creatures of corruption, unlife and darkness. – Add your rank to tests for defusing social situations, identifying foul works, and resisting disease or mental control.
Scourge You have reached deep into your heart — or someone did it for you — and in your pain and bleak revelation you have tapped into the darkness that gnaws like a worm in a rosebud. Like that worm, it eats you, but that doesn’t matter. Health Peak: d8 Get Better: 125 xp Save: 12, -2 at rank 4, 7, 10, etc – Crawling Darkness: You can wreath your attacks in clinging black miasma; you have 4 HP/rank of extra damage you can tap into each day. Or you can devour your own HP for extra damage at any time. Yes, this can kill you. – Despair: You can force a target to make a Motivation check, a number of times a day equal to 1 + your rank. – Soaked In Blood: When you drop a foe, you have a 2-in-6 chance to regain 1d6 HP. – Add your rank to tests involving enduring pain, tracking a target you wounded or otherwise marked, or identifying creatures of darkness or corruption.
Vampire Hunter Other creatures may be dangerous — and sure, you’ll deal with that if necessary — but whether by bloodline, creed or personal vendetta it is the vampires that you’ve sworn to cleanse from the earth. Health Peak: d6 Get Better: 80 xp Save: 10, -2 at rank 5, 8, 11, etc – Add your rank to tests involving vampiric lore, identifying the works or activities of vampires and their servants, stealthy maneuvers, and resisting mental or emotional control. – Add your rank to attack rolls and damage when fighting vampires or vampiric minions. – You may roll to break malignant magic or control (or transformation, etc) a number of times a day equal to your rank.
Sage A font of knowledge, you are; and you are endlessly eager to expand that knowledge and put it to highly effective use. Health Peak: d4 Get Better: 80 xp Save: 12, -2 at rank 3, 6, 9, etc – Choose a subject, which may be relatively broad (botany), painfully esoteric (the biomagical generation and function of breath weapons), or anything in between. Add your rank+1 to any tests involving that subject. Add another subject every third rank. – You can add your rank to research attempts and similar scholarly pursuits. – Choose spells or miracles; at rank 3, you gain one slot, and additional slots every second rank after that. – You cannot wear armour above leather or use a shield.
Courtier/Socialite/”Face” You duel with words and favours, and the tides of society and its whims are your battleground and your garden of plenty. Health Peak: d6 Get Better: 60 xp Save: 14, -2 at rank 4, 7, 10, etc – You have a decent chance (2-in-6) of correctly identifying the general temperament and important issues circulating through a social gathering within minutes of your arrival. – Add your rank to social engineering attempts such as circulating (or manufacturing) gossip, making an impression, undertaking negotiations or diplomacy, etc. – You begin play with an aide, understudy or similar hireling who may become more personally loyal with time and good treatment. Motivation checks for loyalty towards you received a +2 bonus, +1 every three ranks. – Once a day per rank, you may discern what a subject truly desires. – Once a day per rank, you may stir your allies’ morale, granting +2 to their next actions. – You cannot wear armour above leather or use a shield.
Shifter Two legs bad, four legs good. Or wings are good. Or fins, even. Whatever the form of your birth, you can take the shape of some other beast, be it through legacy, curse, or hard-learned gift. Health Peak: d6 Get Better: 65 xp Save: 13, -2 at rank 4, 7, 10, etc – You may change your shape, at will, to that of a specific type of creature, gaining its stats (except for Health Peak; you keep your own HP score). In your beast shape, your attacks count as enchanted. You cannot speak in this shape unless it may mimic speech (like a parrot or crow), and all of your gear disappears when you change shape until you revert back, except for 1 item per rank which you specify as adapting to your form. – Choose a substance (silver, rowan-wood, holy water …). You take double damage from attacks made from this substance, 1d6 if its not a weapon. Contact with your bane substance is painful and you take a -4 penalty to tests while exposed to it. – Add your rank to attempts to emulate your beast shape (literally or symbolically), track or avoid leaving a trail; you have a 2-in-6 chance to sense hidden doors or other strange features.
01. wolf 02. raven 03. deer 04. dog 05. cat 06. falcon 07. viper 08. lynx 09. leopard 10. swan 11. gator 12. fox
Blooded You bathed in, or at least were doused in, a dragon’s blood – more than that, you drank it down; willingly or no, deliberate or no. Now you find yourself becoming something different. Health Peak: d8 Get Better: 150 xp Save: 10, -2 at rank 4, 7, 10, etc – Increase the amount of field healing you can gain by one die type. You additionally will regenerate one HP daily regardless of your activity, so long as you haven’t been killed outright. – Add your rank to damage rolls with melee weapons or your unarmed attacks. – Once a day per rank you can call on dragon’s fury, adding +2 to tests for (rank) turns — but you must Save, or go berserk, attacking indiscriminately for rank x 2 turns. – You are affected by all magics, enchanted items, banes, etc that target dragonkind.
In the midst of last month’s horseshit from WotC, the Merry Mushmen decided to take matters into their own hands to be sure we old school adventure-gamey folks were covered even if a pack of wizards tried to take all the toys and go home.
The fruit of their labours is CRACK!, a gleefully stripped down and funny as hell take on B/X that we can all chew on and elbaorate over as we please (it’s CC-BY!) —
So of course I’ve started chewing on it, lol.
And to that end, here’s a half-dozen more jobs for CRACK!, with a few ideas for gifts of nature appended to one, even. (hitting up the “spells” tag on here might give even more, if you want seasons or elements.)
Onward ~
Drakkaelv Tall and imposing, with sharp and nearly reptilian features, slitted pupils, long tapered ears, claws, and a faint metallic sheen to their skin. Health Peak: d8 Get Better: 125 XP SAVE: 13, -2 at rank 4, 7, 10 etc. – You can use your claws as weapons (1d4+1, if using varying weapon damage) – Add your rank when imposing your presence on others, whether through fear, glamour, intimidation or sheer overwhelmingness (don’t call it your “majesty” or “aura”, that’s gauche) – You can see in the dark and add your rank to resisting elemental damage (choose a type of damage)
Sylv Forest- and glen-dwellers, green-tinted and often flowery or barky. Pointy-eared, but don’t like the comparison to elves. Health Peak: d6 Get Better: 100 XP SAVE: 12, -2 at rank 5, 9, 13 etc. – You can subsist off water and light like a plant, needing only half-rations – You’re good at identifying plants or parts of plants, even monstrous or magical ones (2-in-6) – Once a day per rank you may draw a tool or weapon from growing plant-life (or fungi) that lasts for one hour – You can see in the dark
Chosen Has a special gift of the mind, which caught the attention of a supernally intelligent beastie. This can be good or bad, depending on the beastie and if you’ve got any kind of sense yourself. Health Peak: d6 Get Better: 115 XP SAVE: 13, -2 at 4, 7, 10 etc. – You have a psychic gift; choose or roll: 01. you can speak in the minds of those you can see; 2-in-6 chance to pick up surface thoughts or sense emotion, with effort 02. you can lift objects with your thoughts, 1 kg/rank, even fling them like an arrow 03. you can try to see a distance place you’re familiar with, 10 mi./rank 04. you can heal 3x your rank in total HP per day 05. once per rank you can discern the answer to one question 06. you can kindle flame, visual range; 1d4 HP, if used against an adversary (also, they’re on fire) – You are mindlinked to a companion creature, intelligent and capable of speaking in your thoughts. This beastie looks like a normal critter – perhaps with some unusual colouration – like a hunting dog, cat, fox, raven, wolf or horse. It is Bad News for you if they get killed. – You cannot wear armour above chainmail, or use shields.
Natura (or druid, or primalist, or woodwitch, or whatever) Drawing on the powers of the natural world and the primal forces that fuel it. As likely to be a cheerful village gardener as a forest-dwelling wild-eyed ritualist. Health Peak: d6 Get Better: 75 XP SAVE: 14, -2 at rank 5, 9, 13, etc. – Add your rank to attempts to forage for food, identify natural objects or phenomena, and resist poisons – You can speak with animals successfully on 2-in-6 You can create a palm-sized amount of a pure element (air, earth, fire, water …) a number of times a day equal to 1 + your rank – At 2nd rank and up, you can call on gifts of nature (spells) – You cannot wear above leather armour or use shields
Some example Gifts Of Nature
* Natural Tap: Draw one pint / rank of sweet syrupy liquid from a flower head or a score in treebark, no matter how daft it seems. * Whispering To The Foundations: The caster summons up a primal element for 2d6 minutes of service. The primal will have 2d8 HD, + 1d8 HD per rank of the caster, who must have at least a handful of the primal’s element to offer in thanks. * Tanglewall: Grass grows, trees twist, and briars twine to make a barrier where the caster desires up to 2m (6′) high and 10m (30′) long. The tanglewall lasts an hour/rank, and the caster may designate up to four other creatures that may pass without trouble. * Lesson Of The Small: Turns a subject into a wee beastie, like a rabbit or a pigeon, for one hour per rank of the caster. * Ancient Elder’s Bulwark: Skin grows thick and barklike, granting a dAC of 14 and an ability to make punishing unarmed attacks for 2d8 turns.
Cunningfolk Some folks toss around flashy magics, sure, but that’s not the common sense and wise sayings you learned at Auntie’s knee or from yellowed pages alongside Grandpa’s cherry pie recipe, now is it. Health Peak: d4 Get Better: 60 XP SAVE: 12, -2 at rank 5, 9, 13, etc. – You can heal 3x your rank in total HP per day via applying nostrums, salves and trinkets – You can give a charm to grant a bonus to someone (or something) or their next roll, with total bonus scores per day equal to your rank (grant +1 at rank 1, two +1s or a +2 at rank two …) – Add your rank when resisting enchantments or unraveling riddles or other folksy things + Once per rank you may make a SAVE to dispel an active spell or enchantment, not necessarily on you specifically + You cannot wear armour above leather or use shields, or use the big fancy weapons
Duelist Dedicated to an ideal, or at least to mastering a specific weapon, and upholding honour (or claiming to, or their own at least). Exactly why they go into holes in the ground is anyone’s guess; maybe it’s for the challenge. Or maybe someone important was offended. Health Peak: d8 Get Better: 100 XP SAVE: 14, -2 at rank 4, 7, 10, etc. + Choose a specific weapon type (rapier, etc); add your rank to attacks using that weapon + Add your rank when attempting feats of concentration, calmness observation, bluffing, or a good old staredown + Add your rank when rolling to see who acts first; yes this might put you in action before your pals, for good or bad + You cannot wear armour above leather
Some seek power through acts of physical strength, some through erudition. Some petition so-called higher powers instead, seeking to channel that power through themselves.
You have chosen another way, a far more pointed way. You have been inducted into — or have woven together for yourself, from bits of lore and subtle hints from prodigies and other, odder things — a path to cultivating your own, inner power, one that is of you and only you.
Along that path you will clash with beasts, spirits, monsters, and fellow cultivators jealous of your power, following a rival philosophy, or simply seeking to thwart you personally.
But if you reach the end of that path?
Immortality.
Cultivator
Prime Requisites: WIS and CHA Attack: as Cleric Saves: as Magic-User Hit Dice: 1d4 Armour Allowed: None Weapons Allowed: Staff, dagger, and one chosen weapon or object to use as weapon Languages: Common, Alignment
* Spiritual Weapon: Choose a specific type of weapon (shortsword, spear, dagger, etc). By bonding with a specific example of that weapon, you may treat it as a +1 magical weapon with 1d6 base damage; this bonus increases by +1 at 5th and 10th level. You may select a non-weapon object; in your hands, it now causes 1d6 damage.
At 3rd level, you may use your spiritual weapon to cast a bolt of damaging energy. This bolt has a range of 50′ and does 1d4 damage, increasing to 2d4 at 7th level.
Losing your spiritual weapon requires hunting out a replacement and spending one day and 100gp/level x2 to bond to the new weapon.
There are known tales of cultivators enchanting their spiritual weapons to great effect.
* Sect: All cultivators belong to a sect, whether formally — trained as a member of the sect — or informally, having absorbed the lessons of cultivation from a manual or pieced their path together independently via snips of wisdom and lore. This sect determines an ideal to follow, a ban or taboo, and often a theme or type of thematics for its particular stripe of cultivation philosophy.
Much like knightly orders, cultivation sects can become elaborate and byzantine in their codes, rules and symbols — and clash with rival sects at the drop of a pin, especially over resources and promising new students.
* Spirit Sense: A cultivator has a 2-in-6 chance to sense the presence of a spirit, ghost, otherworldly entity, or similar unearthly being within 40′. This chance increases as the cultivator progresses in level: 3-in-6 at 4th level, 4-in-6 at 8th level, and 5-in-6 at 12th level. From 2nd level, they have a 2-in-6 chance to recognize enchantments, specific otherworldly entities and subjects pertaining to their sect’s specialties.
* Turn Undead: As the Cleric, including the possibility of commanding undead (a specialty of some sects, even). In addition to undead, a cultivator’s sect teaches how to affect a second category of entities, such as fae, nature spirits, heavenly or demonic entities, or magical constructs. This second category must be chosen at character creation.
At discretion, with a suitably prepared location or object at hand, a result of destruction can instead be a sealing away of the turned creature.
* Purity of Body: A cultivator sheds more and more mortal weakness as they gain in the refinement of their inner energies (aka rise in level); these changes progress as follows:
1st Level: +1 AC bonus, +2 to saves vs poison and disease 3rd Level: +2 AC bonus, +4 to saves vs poison and disease 5th Level: +3 AC bonus, immune to mundane disease, +4 saves vs poison and magical disease, age at half rate 8th Level: +4 AC bonus, immune to mundane disease, half-effect from poison, +4 saves vs magical poison and disease, age at quarter-rate 12th Level: +6 AC bonus, immune to mundane disease and poison, +6 saves vs magical disease and poison 14th Level: +8 AC bonus, immune to all but the most potent supernatural afflictions, Unaging Immortality
* Magic Item Creation: At 1st level a cultivator may enchant spell scrolls and potions, as per the standard enchanting rules. At 4th level they may enchant protection scrolls. At 8th level, a cultivator may enchant all forms of magic items.
* Flying Sword: Beginning at 6th level, a cultivator may step onto their spiritual weapon and ride it into the skies, flying at a rate of FL 24 (eagle or equivalent). This flight lasts two hours/level. At 8th level, they may bring one passenger along. At 13th level their range doubles and their speed triples.
* Spellcasting: A cultivator has a certain number of spell slots per day with which to cast magic. Spells are memorized from the spell levels accessible (as per cleric spell memorization), selecting daily spells from all those available on the cultivator spell list which are a level which the character can cast. A cultivator may cast a reversed spell without penalty.
Many sects also possess unique, “secret” spells. A character must be taught this spell or otherwise awarded access to it (perhaps on a scroll); these spells are not automatically added to the cultivator spell list.
– Assimilation: A cultivator has a chance of learning a spell not normally on their spell list, treating it as if it was always available. By studying a spellbook or scroll or holy text, there is a 1-in-6 chance of so assimilating the knowledge of the spell. The source is destroyed regardless of success or failure.
* Magic Item Use: A cultivator may freely make use of magic items, save for enchanted armour. This includes spell scrolls intended for other classes.
* Foundation: At 10th level, a cultivator may found a school, attracting 2d6 1st level cultivators. Or, the character may strike out on their own and found their own sect as well, attracting 1d4 would-be student cultivators and 1d8 fighters or thieves — needed extra muscle as rivals will appear and their home sect may be displeased. There is a 50% chance, in either case, of also attracting 1d3 “unusual” petitioners, actually concealed spirits or demons or the like.
A Few Thumbnail Sect Ideas
Forest In Winter “Be at peace. Be still and measured. Conserve yourself for the moment that you, or others, require your strength.” – turn elementals – ban: inciting violence or thoughtless action; flame magic
Whispers “There is nothing without knowledge. Hoard it like the perfect pearl it is.” – choose one turning or command category – ban: destroying texts or allowing them to be destroyed; passing up a chance to educate — or learn a secret
Black Wind “Do not suffer your enemies to live. Keep them close in death.” – command undead – ban: allowing a deliberate slight to go unchallenged
Golden Chain “Be vigilant, because so few others seem capable of doing so.” – turn demonic entities – ban: tolerating undead or demonic forces; excessive wealth or indulgence
XP Progression
Spell Slots
1st
0
1
2nd
2500
2
3rd
5000
2
4th
10,000
2
1
5th
20,000
3
2
6th
41,000
3
3
7th
82,000
3
3
8th
182,000
3
3
9th
282,000
3
3
10th
382,000
3
3
1
11th
482,000
3
3
2
12th
582,000
3
3
2
1
13th
682,000
4
4
3
2
14th
782,000
4
4
3
2
yeah that’s not a lot of spell slots, arguably; but it’s easier to add than take away
First Level Spells
Second Level Spells
Third Level Spells
Fourth Level Spells
01.
Detect Magic
Purify Food And Water
Silence 15′ Radius
Remove Curse/Curse
02.
Protection From Evil
False Aura
Invisibility
Confusion
03.
Light (Darkness)
Know Alignment
Protection From Evil 15′ Radius
Temperature Control
04.
Read Magic
Produce Flame
Suggestion
Hallucinatory Terrain
05.
Shield
Levitate
Clairvoyance
Wizard Eye
06.
Detect Danger
Blindness/Deafness
Dispel Magic
Fear
07.
Spook
Hold Person
08.
Hypnotism
Cure Light Wounds
don’t forget sect secret spells (talk to each other, GMs and players!) and also assimilating like a mofo
Some Thoughts
This is kind of …
Dramatically lower-powered than in cultivation fantasy/xianxia fantasy? Damn right it is, those fuckers can practically explode planets by the end of the road in some of those novels. I wanted something that had as many of the highlights and nifty powers I like in those stories, but could also work in a B/X-Basic D&D game.
Not a lot of offensive magic capabilities, though?
Let’s be real here, in the fantasy stories cultivators come from, they’re the stars of the show and they do everything; if I piled a bunch of attack spells and the like in here, they’d beat the magic-user at its own game if not beat the pants off the class in the process. (Basic D&D, remember!)
And there’s a lot of stuff to squeeze in here, which is why I (regretfully) also left off a specific warding-type class feature. (I may change my mind on that at some point.)
That said, if you want to add spells to the class list, there’s space? Or make combat spells various sect secrets!
Actually, Let’s Talk About Sects
If we legit talked about sects my fingers would fall off typing; more importantly, those are a lot more setting-specific even in the source novels (are your sects initiatory, like in the I Shall Seal The Heavens series of novels, or are they also extended families like in Grandmaster of Demonic Cultivation, or …).
Honestly, they’re left as wide open as they are for a reason. Make them as simple or as baroque rules- and roleplay-wise as you want.
Did you have to mix in druid and illusionist spells?
I wanted to.
If that really sticks in your craw, or you don’t have any version of those you can crib from, here’s some alternate lists:
First Level Spells
Second Level Spells
Third Level Spells
Fourth Level Spells
01.
Detect Magic
Purify Food And Water
Silence 15′ Radius
Remove Curse/Curse
02.
Protection From Evil
ESP
Invisibility
Confusion
03.
Light (Darkness)
Know Alignment
Protection From Evil 15′ Radius
Continual Light
04.
Read Magic
Bless (Blight)
Protection From Normal Missiles
Hallucinatory Terrain
05.
Shield
Levitate
Clairvoyance
Wizard Eye
06.
Detect Danger
Blindness/Deafness
Dispel Magic
Locate Object
07.
Hold Portal
Hold Person
08.
Remove Fear (Cause Fear)
Cure Light Wounds
honestly you could probably use the find-and-replaced spells anyway, but then the lists possibly aren’t as nice and rollable. maybe even them out to nearest die if needed?
You hear a lot sometimes about the (supposed) lethality of OSR and OSR-adjacent games, and how players are used to having backup PCs and so on and so forth; but you know, in my experience the toss-away-the-dollie mindset hasn’t really been how it’s worked. Folks get attached to their characters. This always disposable-PC, cavalier thing is one of the more annoying bits, for me, of the “OSR” construct.
Having your PC die kind of sucks a lot of the time. It’s true.
So, chewing on this while trying not to get completely soaked at work, I came up with some alternate options. Toss 2d6 when a PC measures their length in the dust, and let them carry on — but with a bit more baggage than what they started with.
Of course, some might decide they’d rather have their PC die dramatically, or heroically, or comedically, or they just don’t like the result of the roll. That’s also totally cool.
What did you walk away from death with?
02: Marked by the damned … 03: Came back with a spirit (dead or otherwise) sharing body 04: Woke bound with a geas to perform a certain task 05: Maimed wind; prone to illness 06: Missing or maimed limb 07: Shocking or strange-looking scar 08: Lost or partially-lost sense (whether injury or trauma) 09: Permanent wound (requires tending) 10: Woke bound with a geas on a certain behaviour 11: Appear like the dead; healing is twice as difficult now 12: Marked by the beatific …
Or, what if for some reason an adversary had the chance to kill the PC, but chose not to? Though there surely would be a reason for such a decision, right? Toss 1d12 and —
Why did they stay their hand?
01: Proving they could have dispatched you is good enough for them 02: “Wait! I remember you! You were at –” (were you though?) 03: They don’t want you to die; they want you to suffer … 04: A prisoner is worth more than a corpse 05: That hexmark they just placed on you will ensure you’re no threat anyway 06: “If I spare your life, will you help me with …” 07: You would have been their first sapient kill, and they just can’t … 08: “I’m not the real enemy! The real enemy is –“ 09: It was less ‘staying their hand’ and more ‘didn’t check to be sure’, honestly 10: A strange faint glow appeared around you and they backed right off (but did it stay? what now?) 11: “Now I owe you nothing.” (have you even seen them before?) 12: A leader or companion orders them to let you live; they are not happy, but comply (for now) (and why were you spared?)
(I regret nothing of that title and you can’t stop me)
All these knightly orders are all well and good, of course, but what do you do with them? Well, you have PCs in them, and NPCs, and spin some adventure seeds out of it.
But what if you need a bit more of a starting point? Like, say, just who’s running the show or at least where this group of unusual folks came from. It’s a good question, after all, especially if a PC is a member of an order, or for that matter any of the other guilds, factions, and various organizations tossed up here on the blog, or written up elsewhere even.
So here are a few tables for inspiration; roll on them for any given order, or pick one of the results, or just use them as a jumping-off point for your own ideas. They don’t give the nitty-gritty of internal group structures or the like, but they should make a start.
Who Do They Answer To?
01. A ruler — king, empress, etc — or a member of the immediate royal family, or equivalent 02. A great lord of some variety, whether duke or daimyo 03. The hierarch of a religious organization 04. No one but their own leader; the order acts independently 05. No one but their own leader; members may have pledged themselves to various lords and masters 06. There is no true group hierarchy, only cells or networks and apprenticeships 07. A sorcerous or mystical or otherwise non-mortal entity, from dragon to ascended soul 08. The leaders of a community or communities
Of course, a group does need funds. (well, sometimes; some may be more professions of faith or shared wellsprings of knowledge than a formal organization. that’s usually not the case with a knightly order, though, unless the order is a federation of hedge-knights in common.)
How Do They Support The Order?
01. Tithes from members (a percentage of income or labour) 02. Subsidized by royalty, nobility, or other secular patron 03. Subsidized by a religious edifice (temple or shrine) 04. Quests taken on for the order itself 05. Individual members take on quests or missions 06. A mutual aid society, informal in nature 07. Donations from those the order aids 08. There is no direct support for the order as a whole
How Are Members Expected To Contribute? (beyond upholding the order’s ideals, which kind of goes without saying)
01. Tithing an amount of funds, or in kind, or with labour 02. Teaching new recruits or apprentices 03. Encouraging the growth of the order 04. Performing quests and endeavours that bring acclaim to the order 05. Contending with the order’s rivals and/or enemies 06. Offering aid or shelter to fellows, when called upon
Under many circumstances, several of these possibilities are just taken as a matter of course anyway; but even then, there may be an especial emphasis or value placed on a specific contribution in particular.
Also vitally important — when there’s scores of orders and dozens of factions out and about, it’s highly unlikely that all these groups will somehow never cross paths with at least a few others. So how does that shake out?
What does this order think of another?
01. Kinship, in arms or in peace 02. Casual allies, at least on a day to day basis 03. The leadership/established members are considered allies 04. The leadership/established members are considered rivals or enemies 05. The other order is anathema 06. There is old bad blood, but overtures are being made 07. There is currently competition for [hearts/faith/resources] 08. The order wishes to remain unknown to the other 09. A favour of honour is owed to the other order 10. The other order owes a favour of honour 11. Neutrality, with no particular opinion 12. Curiosity, with a side of jocular rivalry
And if the basic beliefs of the two groups are intrinsically opposed (or aligned) and a contrary result comes up, well, there’s certainly some potential adventuring and politicking in the weeds there —
Swordtember ended in a flurry and haze of hurricanes and covid; I got all my swords finished, but it was definitely a tiring work by the end of it, I won’t lie.
Of course, I still wanted to do Knightober.
But maybe not as much as Swordtember, or the fairly lengthy mostly-fiction entries I wrote for Knightober last year. Something a little smaller.
Why not some outlines for knightly orders, then, thought I? Ones in the same format as my first and second d66 tables of guilds, factions, and often-odd organizations — but smaller chunks, so I can recharge.
Why not indeed?
So, here is my first d10 table of knightly orders, inspired by prompts from kalloway —
d10
The Order Of …
details
01
The Thirteenth Banner
“Gird thyself with arcane arts; it serves as steadfastly as any blade.” As much hedge-witches as hedge-knights, dedicated to the melding of sword and spell, with many choosing to specialize in a particular sorcery or theme – green and silver; banner or pennant bearing chosen glyph – buff coat and gorget; swords of all varieties – scrivener’s kit or other recording aid, spellstone, letters from arcane correspondent, warding charm, binding charm
02
The Soulforge
“Temper your blade, your bulwark, and your own spirit. All may be purified in the forge.” Knights with a penchant for the strength of steel, both physically and metaphorically — and the most trusted steel is that which one smelts with one’s own hand – grey and steel blue; blade through an anvil – any steel armour + kite shield; longsword, bastard sword or greataxe – smith’s tools, traveling anvil, steel-loop charm, flask of pure oil, alloy billet, crucible
03
The Pale Ring
“We stand with those who crossed over. We stand against those who cross back.” Guardians of necropolei, wardens of graves, and grim stalwarts in the battle against the restless dead, an abomination against the peace of those who have passed on – black and ivory; ring – scale armour, often inset with bone or enameled ivory; mace and sabre – lantern, consecrated oils, records of dedicated burials, bone or ivory ring, censer
04
The First Wyrm
“Emulate the First in all ways: Be swift. Be just. Be wise. Be ruthless. Be unconquerable.” Followers of a code — some call them worshipers more than knights — based on the mythos surrounding Sarukkh, legendary origin of dragonkind. Some swear themselves to other wyrms. – ruby red and indigo; rampant dragon – scale armour + kite shield; longsword or war pick – dragonscale- or -talon token, wyrmsblood candle, contract of the First’s laws, grooming kit, map of local dragonlairs
05
The Silver Peony
“Others may falter, but the Peony blooms for eternity. Our word is our bond.” Swearers of oaths and upholders of righteousness, these knights strive to live and die in honour and to kindle the honourable impulse in those around them by example. And if the law be unrighteous, there is no honour in it. – silver and white; peony – chain mail or plate mail + round shield; spear or lance – oath-ring, healer’s kit, fringed shawl or mantle, worry-beads, lamp or lantern
06
The Dedicant
“The heavens will fall before I am torn from my charge.” All knights of this order swear themselves to a singular dedication, be it individual or institution, a cause or a campaign, oath or ideal — and place themselves in the vanguard of defense for their chosen one. – tawny and green; shield and ring – any armour + round shield; longsword and javelins – token of their oath, personal chapbook of notes on their charge, mending kit, traveler’s cloak, oathknife and blood seal
07
The Ashen Knife
“When all has been lost, what is there to fear.” Not all knights succeed in upholding their knighthoods; some turn against their oaths, some grow disillusioned with once-cherished beliefs, some lose themselves in bloodthirst. For all of these and more, there is kinship with their fellow fallen, even as they hate the reminder of what they were. – grey and sooty; shattered weapon, usually a sword, sometimes over old emblem – varies according to old order + personal bitterness – disfigured crest, mending kit, hidden dagger, ashwood chain, handmade chart of hidden roads
08
The Fathomless
“Ever changing, ever flowing, ever adaptable. The soothing purity that washes away all with time.” Chivalrous haunters of springs and hidden pools, bearers of water to the needful and expiation to those who need an ear to hear — or a purge of sin, true or simply believed – teal and turquoise; cluster of teardrops – scale or chainmail; spear, hammer – length of immaculate cloth, several waterskins, flask of purified water, riverstone charm, ciphered map of water sources
09
The Roaring Mouse
“Our time will come.” Not a true ‘order’, as much as a cross-order informal conglomeration of squires, pages, aides, apprentices, and other young knights-to-be, sharing news, gossip, insight and information with each other – brown and white; stylized mouse – padded jack; weapons of order-to-be – handicrafts kit, mending kit, messages for senior or mentor, letters from fellows, award ribbon
10
The Charge Perilous
“Today we strive, we fight, we win! Tomorrow they sing our achievements — tomorrow, and forever!” It’s all about the fight, for this order — the fight, the quest, the grand adventure, the crux when you’ve seized the moment, your moment, and immortalized yourself in song and legend. Whatever you do, do it well, so awesomely that no one dares to ever forget you. – gold and azure; upraised fist or splayed hand – virtually anything, really, as long as it gleams somewhere; battleaxe, halberd, bastard sword, or other standout weapon – maintenance kit, healer’s kit, rallying horn, victor’s circlet, wineskin
You are dead, whoever or whatever you may have been while alive, and obviously so. This hasn’t stopped you, as it turns out; whether curse or faith, accident or deliberate transformation, you are dead but you are still moving by your own will.
There’s great variability in your corpse’s potential appearance, depending on your death, your personal upkeep and grooming habits, your access to talented necrochirurgeons, and so forth: skeletal, fleshy, mummified, a kind of dry rot-like existence, immaculately preserved — withered, waxen, leathery or cold as marble — or any and all combinations of the above and more are possibilities. No matter your looks, however, even if you have not modified or ornamented your corpse you will not be mistaken for a living being.
You also carry your heart with you. Actual transmuted heart? Manifest soul? Tether to the world? All of these? Who can say, save for that last? What’s important is that this glassy bauble, heavy in your hand and kindled with a softly golden light, is what keeps you going — and must not be taken from you. Best keep it safe. Maybe even inside.
Risen
Prime Requisites: CON and WIS Attack: as Cleric Saving Throws: as Cleric Hit Dice: 1d8 Armour Allowed: Any Weapons Allowed: Any Languages: Common, Alignment
* Life’s Chains Broken: You do not require food, water or sleep, only four hours contemplation. You are immune to poison, disease, and paralysis.
* The Cold Seeks All: You have infravision to 60′.
* Dead Flesh: As a walking corpse, you cannot heal with rest (dead flesh does not heal) and healing magic has no effect on you. In order to regain lost hit points above 1, you require the attentions of a necrochirurgeon for a day and an expenditure of 1 gp, plus access to 1 hp of corpse material per hit point regained. You may work on yourself, at a rate of 2 hit points per hour’s work, but the material needs are doubled unless you are skilled in necrochirurgery. It is possible to choose to partially restore hit points if there is a lack of funds, materials or time.
* Tethering Heart: A glass-like bauble but so much more than that, heavy and large enough to fill a cupped palm and then some, your heart is key; if it is destroyed, so are you. Putting more than a mile’s distance between yourself and your heart causes discomfort and disquiet; if another creature claims your heart, you will do anything to get it back.
* Rising: You have already died once; it is cursed difficult to put you in the ground again and keep you there. Once reduced to 0 hp you collapse, but will rise again in 1d6 hours unless your heart has been destroyed. Upon rising you have 1 hp and will remain so until the damage to your corpse is seen to (see Dead Flesh).
* Curse Of Unlife: You’re an undead corpse, and that has drawbacks beyond the inability to heal. While you’re not necessarily affected by (un)holy water depending on your personal ethos, you are definitely affected by spells, magic items, divine proclamations and other things that can affect, harm, ward or destroy unliving creatures — and that includes being susceptible to clerical turning and command. You do get a to make a saving throw vs. death magic to resist the results of a turning or command check.
* Grave Gifts: Each risen has their own quirks. Roll twice on the following table:
01. Corpse Medicine: Offer a portion of your remains, from enresinated fluids to powdered bone, to heal another at a 1 : 2 hit point ratio. 02. Grave Armour: Whether dense flesh, strengthened bone or osseous plating, improve AC by 2. 03. Eldritch Sense: Cast Detect Magic once a day. 04. Spectre: Cast Cause Fear once a day. 05. Wardead: Claws, jaws, sharpened phalanges, bony fists or implanted weaponry, attack unarmed for 1d4 damage. 06. Mortuary Sense: 2-in-6 chance to sense other undead within 60′. 07. Devour: Three times a day, regain 1d3 hp from feeding from a corpse directly. 08. Chattering Bone: Ask a corpse or part of one one question, once a day. 09. Ghostlight: Conjure orb of pale-green or blue-white “flame” as a candle, once a day; one hour, or four if conjured into your heart. 10. Vault Cadavre: A portion of your corpse is modified for ease of opening and secure storage, revealing a space that can contain small objects up to a dagger to a waterskin, depending on the location of your vault. 11. Dead Tongue: You may communicate telepathically to any creature within 100′. 12. Grave Will: You are treated as +2 HD when faced with turning or control attempts.
* Ossuary Founder: After reaching 9th level, a risen may establish or build a stronghold or ossuary, attracting 2d6 followers who may be 1st level risen, magic-users or fighters. These followers are devoted, but if they die or are permanently destroyed they are not automatically replaced.
01. There is something or someone you protected with your life, and now with your death 02. A necromancer got you instead of the zombie they were expecting 03. It was your literal dying wish 04. A wandering traveller blighted — or blessed — you, then vanished 05. You have an oath not yet fulfilled 06. Don’t play around with necromantic rituals you aren’t qualified for, folks 07. They will not have the satisfaction of having killed you 08. This way, you may serve for eternity 09. It was a strange illness; you had no idea just how strange 10. You traded your life for something or someone precious (or you thought so, at the time) 11. Your tomb was disturbed; you didn’t appreciate that 12. You don’t remember how it happened and dearly wish to find out
Some thoughts
01. How about Basic Fantasy, AD&D and the like?
Honestly, I was going to write up entire species stats and then I realized that, since I didn’t want to add prerequisites, there’s no real need for ability score modifiers either.
Besides, when you’re dead, you’re dead. It’s the great leveler. I suppose I could have added “Requirement: Dead” to the BD&D block? But naaah.
Assume movement rates work like a living representative of the species in question unless there’s a good reason not to; apply all the special traits given in the class write-up, including Grave Gifts. Unless everyone is cool with the idea, it’s probably best to not carry over special abilities from the risen’s species (if the PC isn’t a human corpse).
02. Level limits?
Nah. If you want to use them, especially as a “species” and not species-as-class, assign them as you see fit; I don’t like level limits, especially with separate species and class, and honestly there’s not a lot of stereotypes I’d apply to a dead dude in order to limit them?
(you bet your arse I’d want to write a risen cleric, say. oh ho ho ho)
03. That’s some convoluted stuff and also why does it take so much to “heal” them and …
That’s the theme I wanted, basically. You’ll keep going, but your corpse is battered and so is what’s animating you, but since it’s all dead matter a clever-handed artisan can restore you in a grand combination of sculpture, leather-and-textile arts and taxidermy. And yes, you can fancy yourself up, because you’re already dead. Be the jeweled saint you want to be in the world, even.
04. That turning stuff is rough, man.
It sure is. I like my thematics and I’m not sorry. A destruction result probably shouldn’t destroy a risen’s heart, though — something for PCs wrangling with risen to keep in mind. Or learn the hard way.
05. Why the “heart”?
Because the image of a corpse carrying this warmly faintly luminous bit of beauty stuck with me and by fuck I was going to use it.
Even in the remains of the world, people have something — someone — that they are, or were, or claimed to be.
Or want to be.
And everyone has a place they came from, even if they don’t want to stay there; and bits of that get carried forward as they forge ahead with a warm glimmer of hope in their hands.
Those things don’t just leave a mark on thoughts and beliefs, name and looks and outlook. They’re often something literally carried along.
So who are you?
Roll d20 or choose from the following:
01. Briarsmith: ancient shears, collection of thorn-knives, cache of hips and haws 02. Brigand: tattered leather jack, tally-stick spear, bolas 03. Faithful: relic symbol, prayer knots, partial liturgy 04. Messenger: carry-bag, curved knife, passage writ 05. Farmer: sickle, dry rations, bolt of cloth or hide 06. Errant: leather scale cuirass, bow and quiver, painted emblem 07. Nightmare Cultist: morion razor, hymn runes, horn trumpet 08. Hedge-Healer: needles and nettle-thread, poultices, secret hoard of honey 09. Ancestor Warden: knife and cup, pouch of salts, favoured trinkets 10. Scavenger: packs and sacks, old dagger, patchwork coat 11. Wordscrap: homemade ink, bits of tomes, rag-paper and bark and hide 12. Hired Blade: maille mantle, sword or axe, pouch of trade goods 13. Dreamridden: scrap of glassy bone, jack of strong spirits, painted dream-map 14. Minstrel: bone flute, carefully mended instrument, feather-and-glass charm 15. Hunter: collection of snares, bow and quiver, smoked meat or pelt 16. Forager: willow-withe backpack, sharpened trowel, bundles of forbs and fungi 17. Scion: house or family badge, half-plate or furred greatcoat, provisions (or diary) 18. Witch: ritual knives and ribbons, briar paint, lucky charms 19. Craftwright: hammer and traveling anvil (or other tools of the trade), leather apron with runemark 20. Lost: tattered cloak or coat, handful of morion fragments, bloodstained relic of Empire
Some things cross one’s path and are picked up along the way, however, no matter from whence one sprang —
Roll d66 or choose, twice, on this second table.
How did you come by these things? Are they part and parcel of your life until now, something you stumbled upon, something gifted or cursed you, or odder still?
11. Leather mantle, enveloping and hooded 12. Letter or request inscribed in wax on a folding wooden tablet 13. Crow companion (attracted to shining things, carries messages) 14. Wooden knife edged with morion bladelets 15. 30′ of sturdy hempen rope 16. Stoneware, polychrome goblet 21. Rough morion mass, crystalline and thumb-sized 22. Woolen cloak, deeply hooded with two large inner pockets 23. Wooden token, oval and palm-sized, carved with insignia filled with pigment; a town-token 24. Shattered smoky, translucent metal plating — a fragment of armour from a Silent Knight 25. Billet of verdigrised copper the size of two fists 26. Four brindled hare-skins, tanned and trimmed 31. Cat companion (sees spirits, hunts dreams and vermin) 32. String of glass eye-beads, white and blue and turquoise 33. Leather pouch of dried mushrooms 34. A signet ring of tarnished silver once from a lordling’s hand 35. Horn jack with briarwood stopper; filled with cider, weak wine or blood 36. A sword, slim with re-sharpening 41. Tattered book of days with a number of pages missing around mid-autumn 42. Birch-paper map to a dream-ruin 43. Parchment disc declaring protection of the bearer by a specific lordling, with seal; unverified 44. A tiny lock of translucent silver-gold hair in a smooth steel locket 45. The twisting, blackwork key to a temple’s sanctum 46. Fist-sized wax-sealed pot of sticky resin 51. Round lens the size of a walnut, tinted faintly blue 52. Withered heart of some long-dead soul, trimmed and stitched with golden filigree 53. Dog companion (guardianship, pack animal, hunter) 54. An Imperial cavalier’s skull, or so you believe 55. A long rake of hardwood all of one branch; its curving tines further fire-hardened 56. Hollow gourd in a grass-woven carry net 61. Palm-sized, smooth jet stone engraved with strange patterns 62. A tattered battle-banner, wool and old satin, and bloodstained 63. 100′ of nettle-twine coiled in a tight ball 64. A sheep’s fleece 65. A small leather pouch of morion-dust 66. Two fistfuls of grey salt in a wooden box
Oh, there’s uncountable scores of guilds and sects, factions and orders and sworn-kinships and organizations, cults and councils and fate knows what else out across the planes, no doubt about it. Some of them are notably, almost painfully local; some span many of the realms; some make it their goal to spread …
Here and here are two d66 tables of such odd fellowships one might populate the planes with — and presented right here are another eight such, tuned a little more to the afterworlds in particular:
d8
Faction Name
Faction Details
01
Ringwalkers
“The worlds are uncountable. So are experiences. Find as many as both as you can, and share them — with care! — whenever possible.” Hands-on researchers of planar travel — to the point that no one’s really sure if they named the process, or took their name from it — and founders of countless waystops, wanderer’s caches, and guild centres dedicated to cataloguing and spreading knowledge of the planes and how to travel to them. – several varieties of particoloured or prismatic spectra; rainbow ring – hooded cloak or longcoat with lots of pockets, collection of chapbooks or scrolls, ring-pattern logbook, sturdy knife, pouch of small souvenir samples from across the planes
02
Last Breath
“Get them to their final destination, one way or another.” Self-appointed psychopomps, dedicated to gathering up wayward deceased souls from the Corerealms (and even, at times, from elsewhere) and ferrying them back to where they belong before the dead are carved up in a treasury somewhere. – white, violet, and silver; paired wings (shape may vary) – directory of common Core afterlives, lantern staff, soul-pyx, pouch of bone coin, scrollcase of unsigned contracts
03
The Eternal
“We will unpick the knot of secrecy and claim a forever existence.” A motley organization with one feature in common — these folk have seen the existence of unchanging entities, and they have every intention of divining the source of true immortality for themselves. – gold and rose; five-petaled blossom – personal research notes, grimoire of ancient beasts and daemons, flask of dubious elixir, chirurgeon’s kit, ritual blade
04
Squires Of Iron
“The judgements of the Iron Court are absolutes — absolute in their impartiality, absolute in their insight, absolute in banes and blessings both — and it is well to carry their words and be their hands.” The Iron Judges may be famed across the worlds, but seldom does one such grim luminary leave the black iron embrace of the Court; this they leave to lesser lights who have, for reasons of their own, pledged themselves to Quietus and its decrees. – black and grey; barbed chain – courier’s satchel, collection of summons, decrees and judgements, iron token of the Court, grey shawl or mantle, return-jewel for the Court
05
Silver Talons
“No greater hunger, no greater desire, no greater delight.” There’s no beating around the bush with these folks; souleaters through and through, they relish the shards and fragments — and, sometimes, souls entire — that they acquire, considering themselves gourmets of the highest order and always searching for new ‘flavours’. Most are Faded, but not all. – silver and steel; clutching claw – papers of admittance to a Soul Market (forged), deathsbone calipers and scale, personal logbook, tiny pouch of souldust, silverglass dagger
06
Fortuna
“Each and every one of the myriad worlds resonates with its own rhythm, its own melody. If you could weave those into one symphony, what wonders might be?” Musicians, poets, and wanderers all, searching out the intangible jewels that they call the music of the spheres and hoping to share those wondrous moments of aural enlightenment with any who open themselves up to hear. – royal blue and violet; single musical note (shape varies) – satchel of musical notation and verse, crystal tube-chime, tuning fork, musical instrument, flask of ambrosia-in-wine
07
Incursicates
“Show me where worlds collide.” For some it’s not the realms that fascinate, it’s the times when one plane reaches out to fuse with and overcome another, with all the chaos and the clashing that that entails. Whether joining an incursion, throwing in with defenders, or simply observing the results, it’s the act itself — and what springs from it — that counts. – amber and brick; ten-armed star – weapon of choice, warding charm, disruption compass, heavy cloak or longcoat, baubles from incursion fusions past
08
Weavers Of Mirrors
“All things dream, though they may know it not. Let us show you what you’ve lost.” There is a world betwixt and between all worlds, the Weavers insist, a place of dream and nightmare that unites all the Afterworlds as one but can only be touched briefly by most. The Weavers insist, as well, that the patterns they weave draw from that very mirrored whirlpool of all that was and is. – chrome and pearl; unornamented disc – portable loom, dream-spindle, satchel of strange cloth-bolts, sewing kit, dagger or other tool of unknown substance
and infinite others, of course, the worlds being what they are
When an adventurous soul — or two, or eight — ready themselves to hurl headlong into a newly-found dungeon or maybe to chart unknown lands (maybe an island rose from the sea, even, or a cloud bank lowered enough to show the spires atop it), sometimes they want to hire on some extra hands before they go. Not even just to swing an extra sword, but to help with everything else that needs done on an adventure.
And then, of course, there’s the times when some hopeful helpful soul decides to offer their labours ahead of time … (now, don’t take advantage of that!)
For the times when an interesting new face is due amongst hirelings and helpers, there’s this little table.
All of these folks are, at start, Normal/0-level/however your game phrases it, and they aren’t trained for combat; with some encouragement, training, and maybe an ambush or two, though, maybe they’ll even pick up the rudiments of an adventuring lifestyle!
01. Tanare Pawsen — coil of rope, herding dog: adept at handling animals, domestic and merely tamed; claims he and they understand each other without words, and maybe they do 02. Vika Glaem — willow baskets, iron snips: seems to know every secret berry field, mushroom patch, and hidden spring within ten leagues of her hometown 03. Norwi Willoweve — pouch of flavourings, pot-in-a-poke: now here’s a rare and valued bird — they’re a virtuoso at camp cooking, making even iron rations into something actually pleasant to eat 04. Ren Dama — bark-paper scrolls, writing kit: delicate of fingers and fussy of details, recording absolutely everything with whatever means he has at hand, including attempting maps 05. Merry Duskr — hooked staff, spindle and roving: unschooled but eager to learn, and one would swear she has a sixth sense for weak structures and failing light sources 06. Bonra Curthi — shoulder yoke, leather pannier: they insist on carrying as much gear as possible, which is a lighter load for the party but perhaps just a bit of overkill — and yet, they don’t seem even winded 07. Vikren One-Eye — pouches of herbs, collection of linen squares: has a broad and prodigious knowledge of herbs, poultices and possets, and he’s happy to share them for the small comforts they are 08. Iilimani Foxfire — prayer beads, weathercloak: an acolyte at a local temple or shrine, she’s willing to vouch for any whom she works alongside and who at least listen to her words as she works 09. Acan Brighthorn — lacework iron lantern, trained corvid: actually a scion of a high family a cousin or two removed; they’re a little awkward on ‘common’ social graces at times but learning quick, and will remember those who take it all good-naturedly 10. Sefrit Duskwell — garlic drops, silvergilt pendant: can often sense the approach or presence of the unliving — or is good enough at reading signs to make it look that way — and he will not explain why that is 11. Janu Burran — pouch of whimsies, tiny whittling knife: perpetually making and then toying with little amulets, good luck charms and wardaways, hedge-lore really … but suppose she’s correct? 12. Kelvran Summer — sheaf of illuminated manuscript, hand-copied map: they fled a scholastic, monastic life and regret nothing; short on experience, long on surprisingly intriguing trivia and scraps of legendry
A simple sort of question with a sometimes simple, sometimes very complicated answer:
Why has an adventurer started adventuring in the first place?
So here are a few ideas, for those times when a quick jumpstart is appreciated:
01. Want to leave your old life behind for Reasons, and what better way than to take up a new name and wander around the world and beyond turning over rocks that shouldn’t be turned over? 02. Gained scars and accolades in equal measure defending family and friends from a monstrous incursion; now want to be proactive in rooting out dangers. 03. It’s said that Before, when the sun shone silvery, there were very different peoples and structures and magics — and you want to find proof. 04. Made the mistake of insulting an itinerant minstrel — who promptly laughingly cursed you to do deeds worthy of songs, both grand and gutless. 05. You want to meet with the last crystal dragon. Or greywalk hind. Or bone voyageur. Or bloodsphinx. Or … 06. They stripped you of everything, from family to future, belongings to blessing, and cast you out. But you’ll show them all. Oh yes, yes you will. 07. It turns out one of your ancestors — maybe a very recent one, maybe not — was very much not mortal, and you have Questions that only they can answer. Or answer for, as the case may be. 08. To fulfill a dying request from a kind stranger who gifted you all they had with their last breaths. Which may have included much of your initial kit. 09. There’s this map, you see, and it’s absolutely nonsensical, and it has overlapping parts like the cartographer thinks there’s other worlds overlapping this one, and the key says whole kingdoms swap around, and what even is this, you need to know — 10. You want to find a way to travel to the moon. Because there’s flowing rivers of shimmering silver on the moon, you know there are, and … 11. Actually you come from a long line of successful adventuring types, and you’re quite eager to take up your family’s unspoken banner and add to the homestead’s eclectic collections. 12. Because the king must die, and who knows what means you might unearth to bring that about.