Friday, February 7th, 2025 01:43 pm
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


let's throw some inspirational stuff around to get things started! )
Saturday, August 31st, 2024 06:37 am
Made it to the end!

I'll admit there were a few patches where things felt wobbly (which was at least 90% the miserable weather because fuck summer, yo), but here we are at the end ~


Kurukhan, Sage of Brass and Diamond )
Saturday, August 24th, 2024 06:47 am
[overheard around the corner of a dungeon corridor, moving away]

"... need to hurry. There's at least one other group of thieves in here."

"Don't lump us in with petty thieves. Have some pride!
"Think of what's going to happen when we're the ones striding into the Agora with the Skyskin Sceptre --"

"Yeah, yeah, I know, it's stupid but I know.
"I hope it's worth it."

"Of course it's worth it!"

"It's a lump of metal and cloudglass and sanguinite older than dust that just happens to mean 'the good old days' to a wormy knot of fancy-names with more cantrips and delusion than sense."

"Those 'fancy-names' are going to make our eternal fortunes when we bring the Sceptre."

"You agree it's an older-than-dust relic, though."

"It doesn't matter what it is or how old it is or what it does as long as ..."

[as the voices move out of range, and behind a baffle such as a door]
Thursday, August 15th, 2024 06:19 am
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 --

under the cut, kith and kin )
Monday, August 12th, 2024 03:41 am
Rumours, you say?

Sure, we can do those!

In fact, this one's spun out far enough to also almost be an NPC writeup and adventure seed at the same time *lol*

rumours and the truth of them abound ~! )
Sunday, August 11th, 2024 03:41 am
These relentless automatons are the advance forces and shock troops of the expansionist, colonial Seven-Stars League, which prefers to send in such proxies whenever possible rather than dirty their own hands directly.

on the Bloodless Tide )


critter stats, the Bloodless Tide )
Wednesday, August 7th, 2024 10:48 am
In the alley of the alley of the Way Of Viridian Roots, inside the White Walls, two cycles past Nadir Darkness, is heard ...



"... and we'd better be sharpish about it, the Bone Watch is marching through every district artery and bazaar."

"What? Why. It's not the right time for the ancestors to --"

"Because they can? Because the Seven Masks demanded it? Because the whispers are true and our White Walls have been breached by outsider defilement? Something else? Who knows? It's not our lot to ask."

"If the March can be forced from the eternal cycle, then something far worse than cur outsiders is going to happen, or already happened. Not even the Masks have that right --"

"But they have the power, because the Glimstone in them gives them it. What are you, a fledgling or an outsider pretending to be one of us? Show me your proof."

"You ... Here. See. Are you happy now?"

"... So stop asking questions about what can't change yet and get ready. We only have six cycles."
Tuesday, August 6th, 2024 04:31 am
So my first roll for the modifier for "portal" was actually "create a simple mechanic", which would have been fine -- except I not only already did that ages ago, the mechanic is posted right here already! *lol*

Rather than repeating myself, I rolled again and this time: "Draw!"

So I drew. Lol.

Here's the Shard Arch; careful not to bump too~ much against the edges of the portal field when you clamber through ~


Saturday, July 6th, 2024 06:36 am
Sometimes dungeons get … weird.

Different.

Adventurers hie themselves down twisting stairs, or follow a winding passage, or wrench open a door to a pillared chamber, and find themselves in a very different place. )
Tuesday, July 2nd, 2024 03:42 am
I like cats; I like cats a lot, like, a lot a lot. (this is surely coming as a surprise to absolutely nobody, lol.) So cats, from tabbies to tigers, have a tendency to crop up in rpg stuff I write if I'm writing it for any real length of time --

But, hilariously, despite cat people being in at least two projects (one, admittedly, the unfinished "spacehack" here on this blog) and a few instances of folks who could have a feline other form here and there as well, there are no actual cat people in Lindwyrm (though there's the wise panther in Lindwyrm Lockbox, and in recent critters there's the clewe and the steelmender at least that I recall).

So what's an option for a cat person, for Lindwyrm or whatever? Hmm ...

How about:

- Felit: See in the dark; +1/lvl to tests involving athletics; 2-in-6 sense ghosts within 40'; unarmed damage half of weapon damage (claws)

What do felit look like? I don't know, you tell me -- I have my preferences (which can change with setting, lol), but it's not like I described the species options in Lockbox.

(maybe I'll do that in some other post some time, just for the giggles)


Can I add a few more other instances of felinity to this post? Let's see --


Pasht: Grey-coated cats the size of hunting hounds, with eyes like twin moons and glinting silver claws. Hunters of the dark.
2 HD, AC 13, +2 bite (1d3) or claws (1d4+1/1d4+1), ML 9, slash: if both claws hit, kick for 1d6 automatically; purify: claws deal double damage to shifters, demons and the dead; spellbreak, 1/4 actions

Tiger-Of-The-Sword: Sometimes an oath -- of binding, of fealty, of promise just that fervent -- calls forth a great burning beast of terrible majesty to witness it and hold it fast.
9 HD, AC 16, +9 bite (2d6) or claws (2d8/2d8), ML 12, mundane immune, 4-in-6 spell resist, ignore confinement, sword blessing: oathmaker receives +4 to an action in service to their oath, 1/month; sword's scourge: instant teleport to oathbreaker's location


And then, reaching ever higher --

* Ssefrrith, Queen Of The Sky
Great goddess, heavenly cat, whose patches are the clouds and whose spots are the stars, toy with the sun and the moon across the vault of the sky. Watch all below and send the rain, cool the land with the winds, rage tempests against those who raise violence against your people.
- Raise yourself up as I have raised myself up. Give hope -- more than empty words -- to those who need; have I not carried you in my own mouth, likewise, until you learned and walked? Defend your home and raise your people into light. -
Thursday, August 31st, 2023 03:07 am
And we made it to the end of a month of dead folks ~~


22. the Voiceless Departed (“silence”)

It’s not always strange gates, crossroad slips or bloodied ceremony. Sometimes, all that’s needed is the right place, the right time, and to want it enough — and the dead can reach out to the living without calamity.

But it’s not perfect. Even if they can see each other, even if there’s a shiver of sensation as spirit touches flesh, no sound can pass between them.

A safe meeting, unaided, for both sides; imperfect, but it can exist.


23. Lady Rose (“vampire”)

For her first century, Rose was a monster.
She justified it with her own grisly death, her dishonoured burial, her horrible freedom from it — none of which changed the horrors she caused in turn.

For her second century, Rose was a bloodstained penitent, learning control.
She walked away from hermitage with a wise dead heart and tempered hunger.

For a century, now, Lady Rose is a dire guardian.
A single drink is all she asks of her supplicants.


24. the Ghost Howler (“werewolf”)

Whether wolf or man or beast between it’s always the same.

He stalks roads and hallways, forests and farms, market squares and city blocks, a snarling, howling tangle of agony and rending fangs.

Only the silver spike thrust through his buried ribcage keeps him from hunting across the entire land.

And destroying those bones will not end him.

Only returning his pelt, flensed from him with silver and spite, will put an end to his rage.


25. Mrs. Dawn (“Frankenstein”)

This time it’ll work. This time for sure.

Every new moon, that’s what she’s said to herself, to her workrooms, to the new corpse laid out neatly on a marble table while she worked feverishly.

But this time —

Alas, no. Not this time.

The dead rise; but not with new life. And a restless soul trapped in dead flesh was not what she wanted.

Another new moon wasted.

She sighs and lifts a holy blade to end yet another experiment.

Next time.


26. the Tiny Ones (“invisible”)

Not every ghost and haunt and spectre brings great harm, or takes over one’s body, or pines from a mirror’s reflection.

Honestly, most of the dead have nowhere near such power, for good or for ill.

So they do what they can, the best way they can.

A shiver of coolness against hot skin.

A knife skitters concerningly across the table.

Candles flutter when they shouldn’t, in answer to whispers of fear or hope.

Faint nudges from unseen souls.


27. Peony (“witch”)

“Why, certainly. You’ve come all this way, after all.”

Peony’s tiny cottage at the end of the twisting paths is no prime travel destination; so if someone is at his door, he pushes grey curls from his face and gets up to greet them.

And Peony has what they come for: philtre to speak with spirits? incense with afterlife visions in its smoke? Bone-knives?

Yes, yes. All of that, for a favour or a kiss.

But if malice is afoot, he knows; and taints his gift.


28. Bloody Tears (“drop”)

The origin of these deep crimson gems is unknown — are they a spectre’s crystallized trauma, the tears of a truly grieving vampire, the congealed mourning of those who lost their most-beloved? All? None?

Impossible to say.

Three things:
They cannot be faceted nor carved.
Owners of a Tear say they bring a gentle ennui that sustains one through one’s own pain. The unliving will not harm one who carries a Tear.

Rumours of curses are unverified.


29. the Doves (“mirror”)

There’s a wandering hunter who answers to Dove. He’s been around a long time, never aging.

Dove comes to the market square at evening-time with a brace of birds or other such, trades for small sundries. He’ll help if you ask him. Quiet, not wild.

Except when his eyes burn bright and pale and he shies from the graveyard.

He’ll still help. Bloodier help, then.

And say it’s the other Dove who’s too gentle for the work, and that was the end of him.


30. Dead-Kindling (“crackle”)

The dead are tied to the living world. And that tie is a weakness —

But not as much as being forgotten.

To truly be rid of the dead?

Purge them. Tear down their monuments. Burn their works, their images, their name into ash.

Listen to the pitiless sounds of destruction; know that for every single one there’s a wail of despair on the other side.

The second death’s not pretty.

And you, you’ll be remembered by others for it.

Don’t you worry.


31. the Ebon Seraph’s Book (“magic”)

It’s the work of a dozen lives — or an exemplar created by a cold hand under duress. Or neither.

The Ebon Seraph’s Book — though that title is not found on it — is a tome of deepest black, both cover and pages, its delicate notations in bone-white and crimson and silver.

Boneservants? Vampire alchemy? Becoming a living ghost? Spells of blasphemy nestled next to purity? All here.

Just a drop of blood on the clasp, there you go …
Monday, August 21st, 2023 03:04 am
Time for some more ghostie dead things and folks, yep ~


11. Raven’s Charge (“turbulent”)

Without warning, on moonless nights, a sudden rising thunder of defiant shouting — and in an eyeblink the road, the meadow, the courtyard is filled with the spectres of fighting soldiers.

Another blink — Taillevent, Raven Knight, leads his dead cavalry through the living and dead in a hopeless, wheeling charge.

It doesn’t matter. The Raven still takes an arrow in the throat.

An endless cycle.

Unless one can reach the Raven Knight, and …


12. Lily & Maria (“ditch”)

Lily walks the roads, searching for her sister Maria. She’s quite alive; no fainting maiden, either, she wears a sturdy leather jack and carries a wicker pack and a stout staff bound in iron.

Maria is with her when night falls, a faint silhouette of pale shadow.

It’s Maria’s bones that Lily searches for along the roads, in gutter, canal and brook — and any aid is gratefully accepted by both sisters, favours promised in return, alive or dead.


13. Red Ochre Hill (“myth”)

Red Ochre Hill isn’t a hill at all, they say.

True, it’s covered in grass, topped with birches, and the like. But once, too long ago, it wasn’t.

Dig into the Hill and come away with blood-red sticky ochre and clinging clay, oddly pearly, unearthly and warm.

Dig in the right places and find veins of crystal pebbles in shattered chalk.

Taste the latter and hear eternal whispers, but be healed —

The last a dead god, they say, can do for mortals.


14. Pillar Of Victory (“build”)

Victory is declared by whoever lasts; never more poisonously, ironically true than the reign — brief as it was — of Roland II.

King Ironsoul, so-called, put his rivals (and there were many) to the sword; in victory having a great bone pillar, faced with their skulls, erected in his court as a reminder, a message to all.

A year and a day, and the king disappeared.

The castle collapsed; the Pillar yet stands.

Now they only wait to be freed.


15. Liam Many-Handed (“crawl”)

It’s not easy, being a mediocre mage, a piddling necromancer at best; at least, that’s what Liam believed, until his midnight cordial-fueled revelation.

Those corpses don’t need their hands anyway.

Now Liam has a legion of scuttling bony “help”, and he’s doing better with petty theft and creeping spookery than he ever did casting spells for hire.

What he doesn’t know is what his last “donor” was — or what his boneclaws do when he’s asleep.


16. Moore Castle (“Camelot”)

It fell centuries ago, if it ever stood — there are those who doubt the Castle ever was. They call the ballads fairytales, the histories fancies penned by romantic scribes.

But then who is it thronging like armoured moonlight in a phantom castle for three nights at the turn of the year?

Who are the shades offering honour and glory to any who accept their quests to bring new favour to a fallen land?

And — the Castle fades, but tokens do not —


17. The Cave Man (“prehistoric”)

He’s been waiting a very long time.

So long, his shade looks like no one who lives near this dark cold cavern; not for centuries, millennia, more.

But he’s still waiting.

Waiting for someone to climb down, down …

Past the skulls far larger than any wolf in memory.

To the place where his bones, and shell palettes, and fur brushes, rest on the clay.

Waiting for someone to finish the painting of deer, of horses, guided by old cold hands.


18. Henry (“quack”)

Henry is a duck.

Henry … was a duck?

No duck should live — could live — as long as Henry. If Henry is alive. And that part is highly dubious.

Some folks, spooked to their bones, say Henry has eight round beady eyes on one side.
Some folks say you can see straight through him.

Everyone says he quacks like a human laughs, like a madman laughs.

And you never see him arrive.

Maybe Henry wasn’t always a duck?

He likes to follow folks around …


19. Binding Mirror (“chain”)

Oh, it’s not what it sounds like; no restless dead is pinned or trapped by the Mirror.

It’s more useful and more dangerous than that.

Hold your Mirror up, see the spectre in its face; see the slender shackles of longing, silver and rose and blood and black, writhing around them?

Look, until the Mirror shows you exactly what it is that keeps the spirit from rest —

Of course, a secret is a secret. The shade may not appreciate the intrusion.


20. Spiritist’s Net (“web”)

It looks like silk gauze while it’s folded, so fine it could be drawn through a finger-ring.

In truth it’s even finer, fine as spider silk once unfurled, and nearly as difficult to see.

Spread across a doorway or any surface, it can hardly be detected. A drop of blood renders it nonexistent for all but the donor — and wandering spirits, who leave dewdrops of plasm behind as they pass.

A way to identify shades?
A way to glean their power?

Yes.


21. Bells Of The Dead (“sound”)

The chiming of bells drives away the dead, the story goes. And, it’s true enough — but what many stories don’t say is how it can’t be any old bell.

An iron bell repels the passion-bound.
A silver bell, the malicious dead; a golden one the lost and wandering; a bronze those looking to possess a living host.
A wooden bell, echoing and hollow, to drive off the haunts of animals.

A crystal bell will call the departed to you like a gentle beacon.
Thursday, August 10th, 2023 03:01 am
Towards the end of July I saw a post in the fediverse for AuGhost, for ghostie or spooky things based on a daily prompt, and I absolutely had to go for it despite not at all doing art — not least of which because, posting on fedi, I could challenge myself to stay inside the character limit including title and tags (in my case, 500 characters).

I didn’t want to spam up the blog with small individual entries, though, and I’ve learned from other prompt months that after a point any blog post being updated daily eventually becomes a hell to load and edit — but oh hay, last fall I posted Knightober entries in batches, why not do it that way again?

So here are the first ten days of AuGhost. I initially planned on more spells and the like, but it looks like it’s going more absolutely system-less places, people and things. That’s fine, though.


01. Palesliver Gates (“doorway”)

The fearful say there’s only one Palesliver Gate. The fearful are fools.

Any door, any arch, any crossroads — any verge between one place and the next — may Gate when the passage is right. The shadow of iron-briar leaves opening flickers over, and

between breaths

the next step carries you to the still lands beyond all life.

To call the Gate, they say, touch bone or mourn-cloth or true grief to the threshold and walk without turning back.


02. Sir Michel (“transfix”)

Whatever these shattered walls once were, one thing remains:

A greatsword, plunged deep into one crumbling wall.

A murmur, if touched: Do not free me. A price is paid.

Freeing the sword frees its captive — and Sir Michel does not come gently. A black-bone knight in shattered steel, keening for loss of honour, pride, the chance to repent, he is relentless in his wrath.

If Michel is put to rest, the blade gleams, now proof against the fallen.


03. Soulfire (“flicker”)

“Oh sweetie, now, don’t back out.
“This is what you wanted, remember?
“Did you think you’d make them feel your pain all on your own?”

Of course. All is unjust. But it will be worth it. You just need to do it once.

Just once.

The luminous wisps of the trapped ghost have weight as you swallow them.

It feels strange.

But that’s fine.

Until the ghost fades, that fluttering glow will wrap your spells in truly /grave/ torments when they strike.


04. The Frozen (“winter”)

There are lost ones out there.

Sometimes they scratch at the windows and tap at the door, softly, insistently, like snowfall against glass.
Sometimes they howl in fury, a storm of thwarted life and endless terror.
Sometimes they merely drift just out of sight, a moment’s wistfulness for what could have been.

No matter their form, do not respond.
Nothing you can offer can warm them now.

But they will ask it of you, oh yes.

Please
It is so cold


05. The Lady in Green (“spring”)

Through new-sown fields walks the Lady in Green. She nods in greeting if you call, but doesn’t stop for you; the living are not her concern.

The Lady walks to see the crops prepared — and the bloodgift doing their work.

Fields that pass her test grow well, life sprung from death.
A cry of neglect from the soil brings down her wrath in famine.

The Green Lady, they say, was the first.

Perhaps that’s why the leaves in her hair are red.


06. Joyeuse (“summer”)

In sunshine and warmth, who wants to think of lost ones?

Some do. With all their heart.
As do the dead.

Sometimes you just want to reach out — from either side — somehow.

That’s where the Veil works.

Joyeuse is one of them, a youth with an easy smile and a quick cold blade and a satchel sealed up close.

Letter for a loved one? Warning? A moment’s glimpse, veil parted? Joyeuse can arrange it.

And don’t try to nick his satchel. Bad idea, that.


07. Hunt-Heart (“fall”)

Do not be greedy, nor wasteful, nor cruel when the leaves turn and the hunt begins.
Take what you need, and do so as swiftly, as cleanly as you can.

A swift end, delivered without malice.
And thankfulness, in necessity, for what they render unto you.

Else you may find yourself stalked by your own prey — bone and chill wind and withering relentlessness, they have nothing to fear from you now.

And they will hunt you to the ends of the earth.


08. Wandering Stone (“gift”)

No one knows who moves the Wandering Stone. A generous spirit or two, or itinerant devotees, or even the Veil.

It doesn’t matter. It’s there; that’s important.

The Stone is towering, pitted with niches; a broad dolmen strung with ribbons, paper ornaments and cloth streamers, its niches filled with cakes, notes, old toys, flowers, carvings.

A place to leave things for those with no name, no grave-place.

Many grateful dead follow in its wake.


09. Royal Edge (“sacrifice”)

It is royal, yes; the ancient crest, with crown above, is yet visible on the dagger’s worn blade. And worn indeed, from blade to the browning ivory of its grip to the faintly greening copper rivets holding all in place.

Draw your blood with it and she appears in milky mist, half-armoured, wry smile on her colourless lips.

Royal Edge claims a year from your blood; but that is enough for the Ember Sage Prince to answer your call for one night.


10. the Bone Garden (“maze”)

Once upon a time there was a gardener whose joy was a magnificent mazy path of tenderly shaped cherries and lovingly trimmed roses. Folks came from all the land to wander the twisting paths and lose themselves in the arching boughs and dizzying blooms.

Then came conquest, and death. The garden, blood-soaked, was torched.

The next new moon it rose again, a labyrinth of bloodwood and bone.

The gardener walks its paths, wailing.

Will you enter?
Saturday, December 17th, 2022 09:06 am
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?)
Thursday, October 20th, 2022 08:57 am
(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 —
Friday, September 30th, 2022 08:50 am
Eyes Of The Moon

A shimmering silver sword — a silvery longsword, mounted in same, its grip engraved with overlapping scales (or maybe feathers?), its quillions slightly spiraled and capped with small silver spheres, its pommel a moonstone that changes its face as the moon does.

A silver sword just a little awkward to fight with, perhaps, as its blade is loosely, perpetually garlanded in indigo-blue cords and strings of tiny silver bells.

But that’s alright; the Eyes Of The Moon isn’t looking for battle. Not like that.

* Bells and garlands notwithstanding, one can fight with Eyes; there’s no great bonus to gain while doing so, however, as the blade is effectively simply a well-made longsword. It does bypass lycanthropic immunities, that said.

Kept at one’s side is where Eyes Of The Moon belongs, where it can gently whisper advice about one’s situation (it is a wise sage in matters of courtliness, politeness, gift-giving, falsehoods and white lies, and the whims of nobility in general and lunar highborn in particular) and — should its bearer actually be threatened — will animate and attack of its own accord in a nimbus of silver-white, interposing itself to block blows (armour as plate mail) and to disrupt underhanded spellcasting (2-in-6 chance to detect such, attacking caster if possible). Eyes will also watch over a sleeping bearer, hovering silently at times or perhaps murmuring soothing melodies.

* Though the Eyes Of The Moon can and sometimes does relate small anecdotes about former bearers (usually incorporated into its advice), no comment is made about the origin or creation of the sword save for the avowal that it, indeed, stems from the moon itself. The Eyes also retains a lingering affinity for its prior bearers and will absolutely refuse to cooperate with any who have claimed it by simply snatching it from its bearer’s cooling corpse or taken it away from a home — or grave — without cause or negotiation.

Some of the stories swirling around the blade include the exploits of Maruek Lightweaver, a sixth-son who came to carry the sword, the time an assassination attempt at a treaty-signed was thwarted by Eyes and the swift-thinking lady who listened to her blade’s warning, and the snow-silver figure of the Winter Knight, first known to have carried Eyes Of The Moon — and wore the bells in their hair that seem a very great deal like those now garlanding the blade.
Thursday, September 29th, 2022 08:49 am
Magpie

This trim longsword sports a blade engraved with shallow grooves along its midrib, and a more rounded than usual tip, along with short quillions tipped with blunt recurved “claws” and a grip composed of alternating plaques of black and white horn pegged into place with brass nails enameled in opposite shade, black against white and vice versa. The pommel is a steel ring, occasionally seen sporting a tassel, a trophy tail, a few dangling ribbons, or other unassuming and fairly random ornaments.

* Magpie doesn’t have to draw blood to wound and confound those feeling its steel. It’s still a sword, of course, and may be used to injure, and grants its bearer a bit of nimble-footed advantage in that regard (+1 to attack); but what it really excels at is wounding perceptions.

By stealing colour.

For every strike taken from Magpie, regardless of actual physical injury (or lack thereof), the victim and all they carry at the time have all their colours drain away. For the next hour they appear in shades of off-white at most, greyer where shadows land — and the victim themselves view the entire world similarly, a bleached existence licked by wan shadowing at best. The experience is unsettling, leaving the victim shaken and more likely to fumble any crucial endeavour (disadvantage on all things).

Magpie’s wielder may choose to prevent the blade from dealing any physical injury from a strike by the sword. Similarly, they may choose to omit the external evidence of Magpie’s colour theft.

* Magpie — originally an unsharpened blade — was forged as a teaching tool. Symbolic of the Empty Totality school’s beliefs in the necessity of learning to see beyond one’s comforting and familiar surroundings, the sword was enchanted by northern school branch’s Forgemaster by request of Lord Midnight Vath, who would drain the colour of those followers who wished to directly understand what disorienting emptiness, and enlightenment, a truly colourless world could bring them.

The sword was stolen in a raid during the Screaming Garden Wars and its subsequent use as — among other things — as a tool of social and political sabotage has been a source of embarrassment for the Empty Totality. The school would give much to have the blade returned.
Wednesday, September 28th, 2022 08:48 am
Greyspark

Most Greysparks are shortswords — some are daggers — and none have been created, to date, any larger, though the idea’s been bandied around. All bear the same look, more or less: a hilt of porcelain over hardwood, slim and sporting the merest hint of a guard or shoulder, a smoothly grey-gold glassy dome for a pommel-nut, and a slender twin-edged blade that tapers to a fine needle tip.

A blade that is — or at least looks — perpetually vibrating, so finely and so fast that the shape of it looks to be blurry and indistinct around the edges.

* Surprisingly, perhaps, touching a Greyspark’s shivering blade is not a surefire way to lose a finger. In fact, the sword can cause no harm at all to anything of living tissue or organic nature, or even more esoteric beings such as elementals. (It does tickle, though.)

However, wielding such a blade against any form of clockwork, constructs, or otherworldly metallic- or otherwise-forged entities is a whole different story — against such mechanized foes a Greyspark inflicts double damage and forces its victim, for its first successful wounding, into a shuddering halt as its internals stutter and glitch, losing its next two actions.

Some Greysparks also ignore mechanicals’ armour as well; or, more commonly, can cast a sizzling sparkbolt one to four times a day, dealing normal damage as a ranged attack up to 60′.

* All Greyspark blades stem from the same source: the hidden foundries of the Grey Guild, who fight from shadow and fen, alley and market, against the creeping tide of the Steel Wave March that the Emperor of Porcelain and Steel sends across portal after gleaming portal to harvest the land and its people. The Guild has found weaknesses in the warbling warrior constructs, and they gladly share with any who join the fight.