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10:25, 17th May 2024 (GMT+0)

Master Post of Rules and Character Creation.

Posted by The GMFor group 0
The GM
GM, 9 posts
Sat 17 Feb 2024
at 22:17
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Master Post of Rules and Character Creation

The Flame Imperishable: a ttrpg based on a core of material by Joshy McCroo with many things fleshed out and added


Doing stuff:

When you have time, gear, and skill, your adventurer can overcome almost any obstacle. If you lack one of those three elements, you must test fate by making a roll.

When you test fate, roll a pool of six-sided dice. This pool starts at 0, and you add 1 to the pool for each one of the following you have (if you have none, you cannot succeed. Better try to run, or else figure something else out).

--Fellowship - Add a die if someone helps you with the task.

--Lore - Add a die if you have a Lore that is relevant to the task.

--Attribute - Add a die if one of your Attributes would be helpful.

--Magic - Add a die if you use one of your magical abilities to accomplish the task.

--Equipment - Add a die if you have the right tool for the job.

These are your ASSETS.

Roll, then look at your dice results:

* 1-2 : Miss
* 3-4 : Near miss
* 5-6 : Hit


If you get at least 1 hit, you succeed.

For every additional hit after the first, you can add one detail to your success (say "yes, and…"). You might accomplish your task quickly, impressively, thoroughly, effortlessly, and so on. (Combat is a little different; see below.)

You can stress one of the assets you rolled with in order to turn ONE near-miss into a hit. You cannot use a Stressed asset on another roll until it is refreshed. Stressed assets are refreshed during downtime-- in other words, after you find a safe place to rest and get time to do so. (Usually. There are exceptions-- for some of them, see Healing, below.)




DAMAGE: There are no hit points. Instead, you just have unstressed assets. When you run out of unstressed assets, one of these happens (which one depends on the situation):
--you die
--you fall unconscious. (If no one kills you, you wake up with ONE stressed asset restored (your choice which)).
--you fall to the ground and can't move except to crawl slowly. If and when you get yourself (or someone helps you get) out of danger, five to ten minutes of rest will let you get up again. (If there's no further danger threatening, you might be able to start resting normally after that.)

(Of course, when you are in a bad spot and low on unstressed assets and you feel like things are about to keep getting worse, you can always just try to run away...)


Damage to NPCs: If a non-player character (including an NPC companion!) takes "damage," one of their assets gets stressed (GM chooses which). When they run out of assets to stress, one thing on the above list happens to them (your NPC companions usually don't actually die this way, but it's possible if the GM and the players agree that that's something that could happen).


Damage to PCs:  When monsters and other opponents hit a PC and do damage, it means they'll stress one of the PC’s assets. Weak opponents will likely stress your non-combat-related assets first. Strong opponents will likely go straight for the assets you'd want to use to defeat them first...

BUT WAIT! Can you ever stress more than one enemy asset at a time?
--Answer: sure, sometimes! You do this by rolling MORE THAN ONE 5 or 6 when you roll.


----EXAMPLE: Istvan the swordsman (and his NPC companion Hekkiah the gnome mage) are facing a giant spider. Istvan rolls to attack with:
* Equipment asset: sword
* Attribute asset: good at fencing
----He gets a 5 and a 6! Success-- plus another success! Istvan stresses TWO of the giant spider's attributes-- and since the giant spider only has two assets (webs and tough exoskeleton), the giant spider is defeated. The GM will tell Istvan that the giant spider is dead, or that it's running away, or else the GM will let Istvan decide which happens next.


Weak opponents can NOT do this stressing-more-than-one-asset-at-a-time trick. Strong opponents CAN do it, just like PCs can!


ALSO: when they are halfway-or-more damaged/stressed, an opponent might just choose to flee at any time. They'll probably never do this if they're less than halfway damaged unless one of their attributes is "cowardly" or something. Orrrrr maybe they're just trying to lure you into a trap or ambush by getting you to chase them? Think about it, won't you? Thank you.



COMBAT:

So, just to be clear: when combat happens, PCs roll to attack opponents.

--On a hit (at least one 5 or 6), they do damage.

--On a near-miss, (at least one 3 or 4), the player either stresses one of the assets they rolled, making it a hit, or else they don't, and it's a failure (see below). (If you roll more than one die and you get more than one near-miss, you may choose to stress two assets that you rolled, in order to turn two near-misses into two hits, and so on.

--On a failure (nothing over 2), the GM tells the player what asset of theirs gets stressed, or the GM might allow the player to choose for themselves. Powerful opponents might do special damage, too (or they might not, even if it's possible-- it's up to the GM), or they might stress more than one PC asset, or both.




Getting Stressed Assets Back: Resting:

--When you rest in a totally safe place, you unstress all your stressed assets, unless they need special repair, like a broken weapon.

--When you rest in a slightly dangerous place, the GM will tell you to roll a die-- 1d4, 1d6, 1d8, 1d10, 1d12, 1d20, whatever. Whatever the result is, that's how many hours of rest you got before something interrupted it. Refresh 1 stressed asset for each hour. If it's the biggest possible number (example: 1d10 and you roll a 10), nothing interrupts you at all.

(Example-- you rest in a slightly-dodgy-seeming area in a forest. The GM says to roll a 1d6. You roll a 4. Each PC can now unstress 4 stressed assets (including those of your companions, they count as "yours"), but now you'll have to deal with what the interruption is...)


WOUNDED: Some damage is harder to heal than others. Sometimes the GM will tell you that your PC has been WOUNDED. Assets stressed due to Wounded Damage can't be healed in the normal way (see below).

There are 9 types of Wounded damage:

1-- slashing (Sword or other cut)
2-- piercing (spear or horn)
3-- crushing (mace or stomp)
4-- poison (example: spider)
5-- fire (example: red dragon or fire spell)
6-- cold (example: white dragon or winter wolf)
7-- acid (example: ooze or black dragon)
8-- lightning (includes sonic because thunder)
9-- mind damage (example: psionic monsters or spells)

The first is the most common, the second is the next-most common, and it goes from there in the order above.

Each type of Wound Damage can be cured (that is, the asset wounded that way can be unstressed) by the use of a particular herb.

1-- swordfern: crush it up and apply to the cut.
2-- arrowleaf: boil it with just a little bit of water and then drink.
3-- milkmoss: crush this green moss and a white ooze will come out-- rub on affected area.
4-- silverthorn: poke the skin (wrist works best) with a thorn from this bush until blood is drawn.
5-- icemint: chew this for a few seconds, then spit on the burned area to heal it
6-- sun peppers: eat a tiny bite to cure cold damage.
7-- duskfruit: rub the juice on affected area to cure.
8-- coalbark seed pods: soften in water for an hour, then gently squeeze and drink the resulting liquid
9-- dried ironroot: actually a form of dried mushroom, not a root at all. Best results come from chewing for about ten minutes or longer (the older it is, the tougher it is to chew)...

Many merchants carry these herbs, especially the first three. After that, they get harder and harder to find... and thus more valuable.

(One dose of any of these cures counts as being of Small size to carry—see more on equipment size below.)



NOTE: Keep in mind that you roll for all sorts of things, not just combat!
Example: Zedrax the kobold bard wants to get past a human standing guard at a door. The guard is not hostile as long as no one tries to force their way past him. Zedrax has the attribute of charming, so he strikes up a conversation—no resistance, the guard is bored. Time is running short, though, so Zedrax uses one of his magical assets, the musical Song of Drowsiness. He rolls a hit! The guard is asleep on his feet—the GM announces that the guard’s Alert asset is stressed—in fact, he’s now literally asleep on his feet. The door isn’t locked, so Zedrax quietly slips on through, closing the door behind him.



Healing magic/potions: Magical healing could be something that a companion can do, or it might be a Magic asset a PC has, or it might be some sort of Equipment effect, like a magic potion.

--If a companion or a PC does it: roll 1d6.
* On a 3 to 6, the target unstresses one asset of their choice.
* On a 2, the same, but there's a one-round delay in it actually taking effect (this only matters if you’re in combat at the time).
* On a 1, the same, but there's a one-round delay in it actually taking effect, AND if you're in combat, what you're doing draws the attention of at least one of your opponents, who'll come and attack you (probably targeting the healer, but maybe the PC being healed. GM's choice).

--If it's an effect of Equipment, it's very similar:
* On a 3 to 6, the target unstresses one asset of their choice.
* On a 2 or 1, the same, but there's a one-round delay in it actually taking effect (this only matters if you’re in combat at the time).




Levelling Up: When you-- or you and your party-- resolve a big goal, everyone gets one new asset (not your companion, though, unless your new asset is you giving them a new asset).



--HERITAGES

Each heritage comes with one asset you may choose that's a little better than average.

Keep in mind that you can have a heritage EVEN IF YOU'RE NOT THAT SPECIES. An elf raised by humans can be Stubborn like a human. A human raised by elves can have Keen Senses like an elf. A human raised by lizardfolk can have an advantage in fighting IN SPITE OF LACKING A TAIL. Said character has learned to just be that much better at fighting by practicing against lizardfolk with tails all their life so far. Yes, a character raised by pixies can Flutter like a pixie-- EVEN IF THEY'RE HUGE. They can also magically shrink down to pixie-size for a few seconds (well, maybe. Ask your GM about how this might work.)

Also note that you do not HAVE to take your heritage asset-- you can choose something else for that slow anyway. Maybe your kobold just happens to be one of those who's good at other things besides traps.


--Human: You know what humans are.
* Attribute: stubborn. When you've already personally failed at something (including if you chose not to turn a near miss into a success), if you stubbornly try doing that thing again anyway, treat a second failure as a near miss.

--Elf: You know what elves are. Thin, graceful, pointy ears, live in the woods?
* Attribute: keen senses. Each roll, treat one near miss involving your keen senses as a success, or treat one failure as a near miss.

--Dwarf: Tough folks-- strong for their size, since their average height is around four feet tall.
* Attribute: tough. Each roll, a single near miss involving your toughness as a success, or treat a single failure as a near miss.

--Halfling: Folk shorter than dwarves who prefer to live in holes in the ground-- average about 3 feet tall. Many are very stealthy when they want to be.
* Attribute: sneaky. Each roll, a single near miss involving your sneakiness as a success, or treat a single failure as a near miss.

--Gnome: Shorter than halflings. Also live in holes in the ground, but they're more like burrows. Strong nature magic, don't like being pushed around
* Attribute: defiant. Each roll, treat one personal failure as a near miss if you are acting against a bully, tyrant, or fascist, and treat one near miss of the same kind as a success.

--Kobold: Little scaly reptile folk, only two feet tall on average. Often skilled with traps.
* Attribute: good with traps. Each roll, treat a single near miss involving you dealing with a trap in some way as a success, or treat a single failure as a near miss.


--Lizardfolk: Big strong scaly lizard folk, averaging almost seven feet tall. Good swimmers.
* Attribute: extra tail attack. Each roll, treat one near miss involving you attacking in combat (if there's room to use your tail) as a success, or treat one failure of the same kind as a near miss.

--Flamefolk: Like humans, but with horns and unusual-(for humans)-colored skin and eyes. Most can summon magical smoke.
* Magic: smoke magic. Can use it to obscure an area, make people cough, hide scent. Can be stressed TWICE for near misses before resting, so give this ability a second asset slot (for "free").

--Birdfolk: They stand up like humans do, but they're feathered and beaked.
* Attribute: can fly short distances.

--Catfolk: Like humans, but with cat heads and fur and paws instead of feet. Most are pretty graceful.
* Attributes-- choose one:
----Land on feet. No damage for falls of up to 20 feet. After that treat like distance -20 feet. OR:
----Climbing. Each roll, treat a near miss that involves you climbing as a success, or treat a failure of the same kind as a near miss.

--Uglolla: Frogfolk. Average size is a little smaller than a human, like just over five feet tall.
* Attributes-- choose one:
----Leaping. You can leap twice as far and twice as high as a human or elf, often jumping entirely over the heads of human-sized opponents. OR:
----Climbing. Each roll, treat a near miss that involves you climbing as a success, or treat a failure of the same kind as a near miss. OR:
----Poison touch. When a PC attacks someone you're attacking and they use their Fellowship slot (because you're attacking the same target), they can treat one Near Miss as a Hit without stressing an asset. When you attack in a way that means you're able to touch your opponent, skin-to-skin, you can treat one Near Miss as a Hit without stressing an asset, HOWEVER, there are many types of monsters this doesn't work against-- undead, giant insects (the exoskeletons get in the way), heavily-armored monsters, and of course just people who are armored head to toe with no areas of skin easily accessible.


--Tuskers: Big muscular green guys with a sort of underbite that includes two big pointy lower teeth that stick out even when their mouths are closed. Average seven feet tall.
* Attribute: Forceful. When you make an attack against an opponent that's not bigger than you, on a success, that opponent is also knocked down or knocked backwards or knocked over sideways (your choice). On a near miss, choose one:
--Opponent takes damage but is not knocked anywhere
--Opponent is knocked somewhere but takes no damage
--Opponent takes damage and is knocked somewhere, but stress one of the assets you rolled.

On a failure:
--You may choose to stress one of the assets you just rolled to make opponent take damage or get knocked somewhere (but not both).


--The Blessed: Like humans, but with gold or silver eyes and with skin like gold or silver or marble-- or black with glowing dots like tiny stars. Hair is often white or silver.
* Attribute: Righteous. As long as you are acting for the purpose of directly opposing evil (the GM will confirm or deny if you're not sure), you may treat a roll that's a hit as having one extra "free" hit.

(Example: Aerrath the Blessed swings her sword to attack the leader of the evil death cult. Aerrath rolls three dice, and gets a 2 and a 4 and a 5. That's 1 hit (the 5), but this is against evil, so she gets 2 hits (unless she stresses an asset to turn that near miss into another hit, in which case she'd have three.)

Note that the Righteous Attribute, by itself, does NOT mean that the GM does not have to confirm (nor deny) that the target of a roll is evil until/unless the Blessed PC rolls against them in some way.

--Gnolls: Big hyena folk. Average around 7 and a half feet tall. Strong.
Attribute: Hardy. Once per combat, a gnoll with more than one stressed asset can just choose one and unstress it for free (as long as the combat isn't actually over yet). They don't have to roll for it, but they can't do anything else that round.

--Pixies: Tiny little fairy folk about as tall as an apple. Have insect wings they can flutter around with. Often kinda magical.
* Attribute: Pixies get two attributes, one of which takes up an Asset slot, and one of which also gets its own "free" Asset slot (so you can also start with a third of your choice if you want. They are:
----Flutter. You can fly, slowly.
----Pixie-Size.  You're roughly as tall as an apple, so you can also fit through holes and openings that even gnomes and kobolds might not be able to use. OR, if you are NOT a pixie, but were just raised by them, you can magically BECOME this small-- probably just for a minute or two at a time. Discuss with your GM. (Consult a cleric if you remain the size of a pixie for more than four hours.)




The Nine Regions of the Continent Tethys(and one more region):

--Northwest: The Grasslands of Dacria
* (most icemint comes from here.)
* (lots of pixies live here)

--North: The Ullanth Mountains
* (silverthorn is extra-plentiful here.)
* (lots of dwarves and birdfolk live here)

--Northeast: The Forest of Ohzden
* (duskfruit can be found here.)
* (lots of elves and gnomes live here)

--West: The Kona Hills
* (Arrowleaf grows lots of places, including here.)
* (lots of halflings live here)

--Center: The Queendom of Sefonia
* (Swordfern grows almost everywhere, but is extra-plentiful here.)
* (lots of humans and kobolds live here. Lots of farms and roads and inns)

--East: The Jungles of Dacria
* (lots of milkmoss here.)
* (lots of catfolk and frogfolk live here)

--Southwest: The Desert Coast
* (coalbark seed pods come from here.)
* (lots of flamefolk and tuskers live here)

--South: The Badlands
* (dried ironroot can rarely be found here.)
* (lots of gnolls live here. It's not exactly a desert, but it's pretty dry. Most plants are thorny or scratchy. The land is often dusty and rocky.)

--Southeast: The Dozen Isles
* (Sun peppers come from here.)
* (lots of blessed and lizardfolk live here)

--Underground: The Upper Reaches
* (dried ironroot can also be found here, but it's dangerous down here)
* (some dwarves and kobolds live down here)




CARRYING STUFF:

--You can carry one heavy thing if you are dwarf-sized or larger. If you are smaller than a dwarf, you cannot carry anything (that a dwarf would consider) heavy. Whomever you are, whatever your size, you must put down anything heavy you are carrying in order to fight, unless the heavy thing in question is a weapon or shield.

--You can carry as many medium-weight things as you have assets (unless you're smaller than a gnome, in which case you cannot carry anything medium-weight).

--You can carry as many small-weight things as you have assets if you are smaller than a gnome. Everyone else has no limit on how many small things they can carry.


Sizes of PCs:

--All roughly the same size: humans, elves, flamefolk, birdfolk, catfolk, frogfolk, the blessed

--Slightly larger: Lizardfolk, tuskers, gnolls. These can carry 1 extra medium-size thing.

--Dwarves are smaller than humans.

--Halflings are slightly smaller than dwarves.

--Gnomes are slightly smaller than Halflings.

--Kobolds are slightly smaller than Gnomes.

--Pixies are tiny, about the size of an apple.


Sizes of stuff:
--a small vial of potion, 1 dose: small
--a small sack of 40 gold coins: small
--a dagger: small
--a short sword: small
--a broadsword: medium
--a normal-size shield: medium
--a backpack with bedroll and camping gear: medium
--a steel kite shield: medium
--a big steel shield that your whole body can hide behind: heavy
--a huge two-handed sword: heavy


ARMOR takes up slots based on how much it helps:
--Leather Armor takes up 1 slot.
--Chainmail takes up 2 slots.
--A Steel Kite Shield: 2 slots.
--A Big Heavy Steel Shield That You Can Totally Hide Behind: 4 slots.
--Plate Mail: 4 slots.

You get the idea. This way, good armor can help protect you from an attack in combat multiple times (but it means you’re carrying less useful stuff).


Your NPC companions carry only their own stuff, unless they’ve got something like an attribute called Strong or Porter or Good At Carrying Stuff or whatever-- then they will carry equipment for you (usually only 1 or 2 equipment slots’ worth, though).


Items can sometimes (rarely) break on a total failure roll (all 1s, say), unless it's magic. Magic items-- especially magical weapons and armor-- are sometimes unbreakable. Sometimes they are enchanted to always return to their owner (sooner or later) if lost or stolen, too.

Sometimes broken items can be repaired (it might require a trip to a forge, or a wizard, or something), sometimes they can't.


So, everyone starts with 5 slots total for carrying things-- except Tuskers and Lizardmen and Gnolls get 1 more, and Pixies get way less.
So...
--PCs Dwarf-to-Human size can carry no more than 5 medium things at a time. A Heavy thing weighs 2 or more slots worth.
--Tuskers and Lizardmen and gnolls can carry no more than 14 medium things at a time.  A Heavy thing weighs 2 or more slots worth.
--Kobolds can carry up to 5 small things, but only one medium thing, and they'll have to put it down to engage in combat.
--Pixies can technically carry up to 3 small things-- but they can only actually fly while carrying one small thing (Pixie-sized things don't count. They can carry up to 5 Pixie-sized things). They also can't carry anything bigger than a small item (small to bigfolk, that is).


For bigger-than-a-kobold-sized PCs, small items can be carried without putting them in an inventory slot. You can only carry as many medium-size/weight slots as you have, though (and armor often takes up multiple slots).

As long as all non-Fellowship slots are filled, you can swap things in and out of your slots...

Just remember that when all slots in one of the F L A M E letters are gone, you can't use that letter to roll with anymore until you get one of its slots back...

Pixies can carry one non-pixie-sized Small thing, but otherwise it's understood that a Big Person will have to carry your other non-pixie stuff for you.





So!

CHARACTER CREATION:

--Describe your character-- species? heritage? gender? job/role/class?

--Fellowship: If it’s not a solo game, you just have 2 asset slots that you can use to get helped by any of your fellow PCs (until those slots get stressed, that is). If it's a solo game, you get 1 Helper Companion who follows you around. Your helper has two minor/small assets. Describe your helper and their 2 small/minor assets. If you want, the GM will make a Helper for you.

--Lore: You know about two types of specialized knowledge. What are they?

--Attributes: Name two skills you have (besides knowing things). One MIGHT be your Heritage, or maybe you don't have a Heritage attribute. What are your two attributes? (Don't say things like "fighting." Be a little more specific than that!)

--Magic: You have two magical abilities OR magical items (that aren't weapons as such). What can you/they do?

--Equipment: You start with five slots for equipment (unless you're big) (armor may count for multiple slots, see the rules). What’re you carrying?

--Name: give your character a name!





SAMPLE CHARACTERS:

--Zedrax Kalanthraxus, male kobold bard
--Helper: Rax the (kobold) porter. Assets: strong (for a kobold), sneaky
--Lore: ancient legends of magical items, ancient legends about magical places
--Attributes: charming and fast reflexes (includes running)
--Magic: song of fascination, song of drowsiness
--Equipment:
----unbreakable dragonbone drum (small)
----unbreakable dragonbone drumsticks (small)
----survival gear: (tent (small), roll of heavy string (small), little wooden stakes (small))


--Wistful Redwing, male birdfolk cleric
--Helper: Solemn Hawkbeak, archer. Assets: archery, iron will
--Lore: lore about the god Noric, god of the sky, and lore about divine relics (not just Noric-related)
--Attributes: Wise, can fly short distances
--Magic: Healing and blessing
--Equipment:
----mace (medium)
----sling and bag of sling-stones (both small)
----Bedroll (medium)
----Tent and tent-stakes and rope (medium)


Youpa Sund, female elven mageknight
--Helper: Ix, the pixie. Assets: can flutter, can open locks
--Lore: Legends of the Mageknights, knowledge of the world's most dangerous criminals and evil-doers
--Attributes: very agile, keen senses
--Magic: Forceful Hand spell, Leap spell
--Equipment:
----sunblade (cuts through most things fast-- can damage even stone or metal with repeated contact) (medium)
----boots of silence (small weight)
----Bedroll (medium)
----Tent and tent-stakes and rope (medium)


Istvan Vanoson, male human swashbuckler
--Helper: Hekkiah the gnome mage. Assets: true seeing spell, find treasure spell
--Lore: pirate lore, military lore
--Attributes: fencing, stubborn
--Magic: can see and talk to ghosts (they still might be hostile, though), dream interpretation
--Equipment:
----Bedroll (medium)
----Tent and tent-stakes and rope (medium)
----sword is unbreakable and linked to him and can hit ghosts (medium)
----amulet of resist cold (small)

Litta Flaxen, pixie druid
--Helper: Plim Stablots, Pixie Rogue. Assets: stabby, aerobatic
--Lore: herblore, enchantment spells
--Attributes: speak with animals, Flutter
--Magic: summon small animals, dazzling sunray
--Equipment: 1 dose of swordfern


Aerrath Shinev, Blessed Fighter
--Helper: Snorri Hammertongue, dwarven cleric. Assets: healing, hammering
--Lore: History of the Blessed, Tales of legendary armor
--Attributes: shield expert, righteous
--Magic: Banish Darkness spell, Summon Breeze spell
--Equipment:
----Chain Mail (medium, 2 slots)
----Broadsword (medium)
----Heavy Shield (Heavy, 2 slots)


NOTE: Sometimes getting the right size of assets for starting PCs is tough. They should never be "I can grant wishes" nor "I have a magic sword that can defeat anyone" nor “my weapon does quadruple damage” nor anything like that. So in addition to the sample characters above, below are some more ideas.

IDEAS FOR MORE ASSETS:

Attribute: You are a Shieldthane. If you have at least two other companions who also carry shields, you can roll Fellowship twice instead of once. This is one of the only times you can ever have a way of rolling more than 5 dice at a time (and even then, Shieldthane'll only get you one extra, no matter how many shield-using members are actually in your party).

Lore: Potions

Lore: History of the Upper Reaches War

Lore: Omens, Signs, Symbols, and Portents

Lore: The Undead

Lore: Giant insects

Lore: Evil Spirits and the cults which venerate them

Lore: Advanced Metallurgy

Lore: the elemental planes, the four elements, and other demi-elements and elementals

Lore: The Upper Reaches

Attribute: Born Wanderer. You gain 2 extra equipment slots due to being clever about packing and carrying stuff.

Equipment: a clever wallet. Your wallet is enchanted with a squeaky voice. If it is ever stolen, it will squeal an alarm. If it is ever empty, it will chastise you for being a spendthrift.

Attribute: Loremaster. When you bid lore, you may ask a follow up question for free.

Attribute: Ear for Gossip. At each city, town, settlement, or inn, you may ask the GM for a random rumor. It may or may not be exactly accurate, but there'll probably be at least a grain of useful truth in there somewhere.

Magic: the ability to Speak with Animals.

Equipment: goblin bomb. It would be clumsy to use in combat, but you know too well how they can be used to blow open doors, collapse sections of the mine, or cause other destruction.

Equipment: auroch hunting horn. When blown, members of your fellowship will always hear the call - no matter how far away they are. In the wilds, you have a 2-in-6 chance of attracting outside help. When blown near your home haven, this is a 6-in-6 chance.

Equipment: a golden-threaded banner, proudly displaying the arms of your house or realm. When carrying it into battle, your opponents are more likely than usual to flee.

Equipment: living tree staff. As long as you carry it, it lives and grows. Wherever you choose to plant it will be blessed indeed.

Equipment: an ingot of moonsilver. Moonsilver is more precious than gold, for it is both beautiful and useful for all metalcrafts. What will you make this ingot into?

Equipment: a single leaf of very rare Queensfan herb. Place it on the mouth of one mortally wounded and they will recover if there is even a flicker of life left within them.

Equipment: a swan-feather cloak. When you put it on, you take on the form of a white swan (until you choose to end the enchantment, at which time you regain your form and take the cloak off.

Equipment: the river maiden's fishing net. It rarely needs mending, and almost always produces a catch.

Equipment: a golden feather of the giant eagle Windproud. If you are ever in need, release the feather onto the wind and she will come to you.

Equipment: You gain a dagger of star iron. This ancient dagger never needs to be sharpened, always keeps its edge, is unbreakable, and will always find its way back to you eventually if lost or stolen.

Equipment: You gain a broken runestone. It is said that the First Men made henges of runestones to travel quickly across the land in ancient times. They are now broken. You have a piece that fits into one of these runestones. If you can find the right henge, perhaps you can make it work one last time?



The Patrons and Patronesses: The term Deities isn't used on The Continent of Tethys, nor are "gods" nor "goddesses." People aren't sure what the Patrons are. They don't claim to be gods nor deities... they don't seem to mind the term "patrons." All that people know is that they're powerful, and that they let people do magic sometimes, and that each of them claims to sort of be in charge of certain things.

The patrons and patronesses are:

--Noric, patron of the sky and trees and freedom (symbol: a tall tree)
--Chirosa, patroness of beasts and crops and the sea (symbol: a sheaf of grain)
--Celadel, patroness of justice and protection (symbol: a kite shield)
--Anthan, patron of fire (symbol: a torch)
--Nairi, patroness of stone (symbol: a mountain)
--Tandala, patroness of healing (symbol: a mortar and pestle)
--Soriya, patroness of music, craft, and learning (symbol: a book)
--Ronsi, patroness of youth and games (symbol: hopscotch squares)

Everyone knows that Ronsi, the child patroness, is the daughter of Soriya. Although it's never been confirmed officially, the common theory is that her father was Anthan (whoever her parents are, they both seem to kind of neglect her-- not that even a child patroness really lacks for food, shelter, nor clothing-- she can just make her own at will)). No one knows if there are family relationships between the other patrons and patronesses or not.

No one knows if they are just powerful magical beings, or what. One theory says that they used to be human, but the elves believe the patrons and patronesses might be elves, and so on. Ronsi manifests in person the most often, looking to play with children or adults, playfully seeking attention. She's always a child, but often appears as the species of whomever she's talking to (though not always).

Some believe that the patrons and patronesses created The Blessed-- some don't. Some think that Anthan created the Flamefolk and that Nairi created the dwarves and that Noric created the birdfolk, and so on-- some don't believe that. The patrons and patronesses aren't confirming nor denying anything-- except that they're each "in charge" of certain things, and that they are the ones who give clerics and paladins their magic.

It's RONSI'S OPINION CORNER! What does the littlest patroness think about things?
--Noric: "He's all right. Always busy doing sky stuff tho."
--Chirosa: "She's all right. Always busy doing stuff with crops and animals tho."
--Celadel: "She's all right. Always busy doing protect-y stuff tho."
--Anthan: "He's always busy doing fire stuff."
--Nairi: "She doesn't do much. Just sits like a rock, mostly. Doesn't talk or do much, as far as I can tell. Maybe she's thinkin' hard about stuff, though."
--Tandala: "She's nice. She's usually busy, but at least it's with trying to help make people feel better, so that's nice."
--Soriya: "Mama's always busy making art and stuff."
--Ronsi: "I just like to have fun."

--Did the patrons and patronesses create the people in the world? "I dunno. That would've been before I was born, I think. Or maybe they did it while I wasn't looking? But there's always been people of some kind, as far as I can remember. No one ever talks about it, one way or another."

--How did the patrons and patronesses become so powerful? "I dunno. They were just always that way. Like me, I guess-- I've been able to just think myself anywhere I wanted to go for as far back as I can remember. Most kids can't do that, I'm pretty sure."

--Why do ancient places keep showing up? "I dunno. Sometimes they're evil places, too. But sometimes they're fun. Sometimes there's dragons and stuff! The dragons usually don't want to play with me though. Maybe soon some little kid dragons will show up. Or some eggs will hatch and I can pet a baby dragon. That'd be great, I think."
This message was last edited by the GM at 00:48, Thu 07 Mar.
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