Monday, 20 July 2026

Food, continued

 

This post dedicated to the lovely Zmia Garinia


A continuation from this post, this time focused solely on the Barony itself. Baronials farm in sustainable and out-of-focus ways, because I don't know much about farming. The Barony is fairly sparsely populated compared to its neighbours, and its food requirements are not centrally organised. The Baroness takes a great interest in the possibilities of modernising this system, and imposing better state information-gathering and direct taxation and control. 


The Traveller's Meal

Nearly always fried grain porridge with salted meat mixed through it, flavoured with wild berries, nuts, whatever spices or greens can be foraged, or candied fruit for the wealthy. Oil, porridge grains, salt-meat, and ground coffee are the traveller's necessaries, and all provisioners and merchants will keep a supply in stock due to the insatiable demand. Where does the coffee come from? Probably the mountains. 


The Poor Meal

Superficially similar to the Traveller's meal, but served at the table, and served with smokable stimulants. With a kitchen available the porridge grains can instead be served as bread, and coarse, unleavened bread baked with salt-meat is the archetypal street and poor staple in the cities. It is considered polite to augment the meal as best you can, but forage is less available in the cities, and no one will take offence to a plain meal of fried bread, meat (or seafood), coffee, and water. Drugs are typically smoked together after the meal, to aid in digestion and social bonding; these are usually stimulants, but could also easily be narcotics or sedatives if that suits the mood or time of day better. Baronials typically like smoking their own pipes, but some professional groups, gangs, and fixers (and soldiers) develop a taste for instead smoking from communal hookahs. The kitchen is the most usual place for smoking to happen, and for this reason usually has openable windows to air the room in the aftermath. 


The Polite Meal

A Baronial of middling means will provide fresh meat, produce, and fresh bread for a main meal, and a second course of fruit, fried day-old bread, and sugar, if they can afford it. Seafood is particularly loved, and cheap due to proximity to the coast, and fish, shellfish, and octopus are a sort of mobile addition to any course - they are typically rubbed in salt and served in their own small bowls, which are passed around as and when. 

The fruit that you serve is a status symbol: everyone loves blackberries, but they are common as dirt. Imported fruit from the mountains, and even further north, signal that extra care and expense have gone into a meal: appropriate for employers, elder family members, celebrations, etc. 

Heated white spirits are usually served alongside cold water and coffee, and even sparkling water if the money is there. Fruit liqueurs are available but generally considered an affectation for the wealthy. Smoking happens afterwards, and can include more expensive/culturally middle-class hallucinogens, especially if the family is connected in some way to the academies or the production of art.  


The Rich Meal

A third course is added to the basic meal structure for the wealthy: the desert, which consists of baked pastries, imported sugar candies, flavoured ices, syrups, and sweet liqueurs. Traditionally the desert is the same 'course' the smoking, and the two typically blend together in wealthy households. Chefs and chemists in wealthy houses are renowned for curating this third course into pleasant trips of various kinds, and if it goes wrong they can be reprimanded. 

For truly special or ceremonial events, the wealthy of the capital enjoy composing meals into 'scenes', loaded with legible decision points that will only be picked up on by others who have too much spare time on their hands. Rare imported animals, fruits and vegetables, and strange sauces and glazes (which are largely alien to Baronial cooking) are common in this practice. The point is to bring the guest into your thought process behind the meal, and discussing the 'story' or symbolism that the guests are picking up on at the table is encouraged - something like a formal parlour game.  


The Sacred Meal

Fried human blood, taken from a victim of the lists, or from a member of the clergy, or from a rich patron of the church: all three sources are given equal honour. Simple oat cakes fried in the blood, then sugared. These flat cakes are then garnished with simple forage and white alcohol.

All priests can prepare this meal, and the church will typically provide it for those who cannot otherwise provide for themselves. Supplies of blood are kept on hand, and the proportion of blood to oil when preparing the cakes is a measure of the solemnity of the occasion. 

In more ancient times the clergy were said to eat the viscera and flesh of the victims of the list, but this is no longer acceptable in common society. 


The Spa Meal

Spas, bath-houses, and saunas are an imported luxury in the Barony, but an absolutely beloved one. The sauna originates on the steppe, and bath-house in the mountains, and the Baronials love both of them and spend as much leisure time as they can partaking. 

There is a special type of food that is provided and appropriate for the bath house or spa - no fried meats or other fatty food, but instead a variety of cheap, salty or sugared oat cake that comes singly skewered on steel toothpicks, or in large glass containers when bought in bulk, and hot and cold fresh water to rehydrate. Many are the tales of rival bravos in the spa houses trying to kill one another with broken bottles and steel toothpicks. 

Also popular are single-use salt and hard-sugar 'lick' jewellery, typically set in cheap tin fixings and worn at the throat. One member of a party will wear the 'lick', and their companions will make use of it over the course of the session - for the service, their friends will pick up their tab.

Fruit is also common in the richer bath-houses, where individuals can also typically pay for service of coffee and alcohol as they relax. 








The Forest of Worms, continued

 

This post is dedicated to the lovely Purple


The Forest of Worms stretches off endlessly into the east at the border of cleared Baronial territory. It houses the worms themselves, in their teeming, uncounted millions, and the roaming bands of Little Birds, and for these reasons is commonly acknowledged as impassable. This has not stopped people from trying it. 

In the ancient days of the pre-Imperial Barony there were great heroes, ten feet tall, fifteen feet, in monstrous bronze harness and adorned in chains of cut glass and lead, who pushed the borders of the forest from the coast to where it stands today. They were invincible, they piled the bodies of worms so high that they made hills and mountains. The so-called 'Great Proscriptions' of the ancient angels designated entire territories and countries for extermination. God's design in those days required a more vigorous pruning, and men were giants then; well-practised at slaughter. So the old stories go.


In the present day, there have been many expeditions and felling operations into the woods, and nearly all of them meet with disaster and death. There are simply too many worms to kill once you get into the trees any distance. The official stance from the Capital is that attempts to change the border are illegal - the Baroness (most would say astutely) fears provoking the great hives further in to open conflict on her borders. 

Unofficially, she has sent many skilled operatives and teams into the forest - not to kill and destroy and conquer, but to gather intelligence, and perhaps even to emerge from the forest at its far side, if such a thing exists. The picture is forming, very slowly.


The Hives

After a few miles into the trees, it becomes nearly literally impossible to avoid detection by the worms. You can avoid them by staying in the tree canopy, but it is difficult (not to mention dangerous) to travel this way at any speed. 

Where worm concentrations are critical they cover the floor in a literal carpet of flesh. There have been scattered reports of very large bodies, or perhaps of concentrations of smaller bodies pressed together, half buried in the earth, disgorging smaller bodies. 

The worm-sign pictograms begin to appear on trees, and stones, and on the bare earth, and the air gets 'heavier', the further you go in. Some of her agents swear that the sign appears on clouds, on the sun, that the sky itself twists into the terrible, elaborated letterforms. In some places the trees themselves are buried in the depth of the carpet of worm bodies. It is like hell. 


Dead Zones

Large circular spaces exist inside the woods where the worms will not go for some reason. The forest in these spaces is pristine, clear, bright, sun-drenched. No animals, no people. 

Some of them appear to built around mounds or barrows of some description, others have no clear cause.  



Worm Pattern-Body

A mess of smaller bodies complexly interlinked, sometimes mechanically via their limbs, sometimes using various specialised organs on the surfaces of their bodies. A vast system built from bodies. About twenty feet tall, and twice as broad. Usually builds worms from the bodies of other worms, and whatever other biomass that is comes across. 

HD14, d8 unarmed attacks on everything in melee contact, Maker, unarmoured, but slabs of redundant flesh and organs confer -2 damage to weapons attacks. Movement: immobile, usually actually mostly buried in the earth. Disposition: mindless, or at least uninterested in the physical world. 

Maker: every time you take damage from a Pattern-Body, you must test CHAR or lose a point of CHAR. If this ever brings would below 10, you lose your name: rewrite it as 'nameless' on your character sheet. You now lose contested CHAR checks automatically. While you sleep your body may attempt to scratch it back into your skin - this is compulsive behaviour, and will not bring the name back. 


Ancient Assassin

Truly ancient heroes from the times of madness and religious massacre. Each Assassin was given a guardian angel and a territory to subdue - the living instruments of a utopian/abstract project of levelling and rebuilding. There are none now living, for they fought and died a thousand years ago. 

HD12, Slaying Falx x3 (gigantic weapon, deals one point of radiation damage per turn to every other living thing within 50ft), Bronze Panoply as plate armour, movement: twice human, like an iron golem, the mass of heavy demolition equipment, disposition: they have a spatially-defined territory to subdue, your name is not on their short list of exceptions. 


Wyrm-Slaying Angel

The disembodied guardian spirits of the old Baronials - little in common with the timid time-travellers of the present day. An eye, and a voice, and a terrible spear, with no patience at all for philosophy or tricky theological language games. Manifest as a single floating eyeball above the heads of their sainted companions, and constantly scream praise to the coming Heaven in Enochian. 

3HD, but disembodied and not usually targetable - psychic damage and similar will do the trick. Armed with the Wyrm-Slaying Spear, unarmoured, but SINGS PRAISE, only moves with its companion, disposition: grindhouse facilitator of absolutely total war. 

Wyrm-Slaying Spear: each turn, lay down an area 100ft long and 5ft wide. Those caught beneath it take d10 radiation damage as their organs boil inside them. 

SING PRAISE: all movement toward the Wyrm-Slaying Angel is reduced by 10ft. 








Tattooing in the Barony

 

This post is dedicated to the lovely Semiurge


Tattooing in the Barony is not commonly practiced - the art is associated with the nomads from the south, and visible tattoos will mark you as a foreigner. There are a couple of notable exceptions to this; the most common and visible are the mercenary fighter cults. 

These groups are semi-secret societies within mercenary companies - in the south of the Barony, near to the border, many of them practice something that they call 'enlightened chivalry', a type of appropriation and admixture of nomadic moral tenets, tied to questing, artistic and poetical practice, and the protection of the weak and defenceless. The members of these fighter cults swear oaths to one another, and are forbidden from marrying or bearing children. They go 'questing' together in small groups while the mercenary company are out of work or billeted, and the more philosophical among them will have lots to say (and often lots to write) about how pragmatism should always be tempered by idealism. 

Nomads tattoo their bodies for all sorts of reasons - with maps of the heavens and waterways, with great deeds and bonds of fealty, with marks of great wealth, honourable conduct, and good legal standing. Nomads tend to have a mutable fluency with tattooed imagery, and take pride in striking or unexpected compositions and pairings. The mercenaries have a more culturally Baronial approach, and their tattoos tend to be more formally codified in discreet pictographic 'languages' - the sun on the belly for a leader, a bramble crown for one who speaks with invisible things, birds for marksmen, snakes for Arditi, etc. Mercenaries are like pop stars in Baronial polite society, and these barbarous affectations are broadly tolerated and even celebrated.


The other exception is religious. There are academic heretics who contend that, when the mind is brought into the Material Heaven, so too is the body, in the exact state it was in when it died. Since the Heaven is perpetual, they believe that anything committed to the 'text' of the eternal body is preserved for all time. These poor fools tattoo whatever they think deserves to survive in perpetuity this way - what they personally identify as the most important sentences, equations, diagrams etc. for passage into the future. Some of them also have an unsavoury habit of forcibly tattooing the soon-to-die, viewing their ailing bodies as priceless time capsules into the infinite. 

The actual specifics of the tattoos tend towards the saccharine and over-personal. Particularly abject specimens have crossed out and inked over sections of text; evidence of embarrassment over texts that they once thought profound. Unlike most heretical academics, body-writers are actively despised by both the church and general population, and are often stoned or beaten to death in the streets when discovered. 





Sunday, 19 July 2026

Baronial Jackets

 

A particular type of loot that you will only find in the Barony. The jacket is the most important part of Baronial dress and custom, and a properly tailored and fitted jacket made with expensive materials is the quickest way to signal your social standing to a crowd of Baronials. They are mostly cut square-shouldered, and typically flat to the body (one of the reasons many Baronial women bind their chests). A dizzying profusion of fabrics, worked ornamentation, and stitching, collaring, hemming, and lining styles exist, and the fashion-conscious Capital types will try to stay on-style where they can. 

In the provinces and petty kingdoms, more staid and classical styles prevail, and ostentation is considered garish and childish. Most nobility will have a recogniseable style associated with their house (in much the same way as jewellery), and individual flourishes will derive from that standardised form. 



A jacket takes up 1 INV to transport without damaging it, or 3/INV if you don't care about that.

It has a cut, lining, material, accents, and ornamentation, rolled on the tables below. 

Its worth in silver is calculated by the fineness of the tailoring, the rarity and beauty of the material, and the 'boldness' or 'risk' of the whole. Boldness is not always a positive: a risky design that comes off will be more a lot more than something 'safer', but has a greater chance of becoming laughable, and thus worth nothing at all.

When determining the worth of a jacket, add together the material, accent and ornamentation values - this is the base value of the jacket. 

Boldness is a random number between 1 and 4. When you attempt to sell the jacket, roll equal to or over the boldness on a d4 to multiply the value by the boldness score. If instead to roll under the boldness, the jacket is judged garish or naive, and worth 0.1 of the normal price. 

If the jacket is damaged in any way its value is 0.25 usual. 


The above rules assume that you spend at least one entire day doing nothing but trying to sell an individual piece to known, interested buyers. If selling in bulk (when found as loot, jackets will often come in entire wardrobes), instead use the following:

Roll material, accent, and ornamentation once for every 5 jackets in the wardrobe, or for every 20 if it is very large. Use the lowest values generated, and then half that numbers - this is the base cost for each item. Jackets sold in bulk this way do not have a 'boldness', and you might be able to slip some damaged items in (certainly no more than 1 in 5) without the buyer realising. 


Cut

  • 1 - 6: Classic. A box-cut, short hemmed, lapel-less, gender-neutral light jacket. Most people in the Barony, even in poor families, will own one of these for special occasions or serious meetings where propriety is important. You can buy a 'basic' - that is, a cheap, tailored, un-ornamented cotton jacket in this cut - for about 15s in most settlements, and wearing one is considered 'good enough' or 'passing' by most people. Occasions where Baronials will expect you to be in a jacket: any meeting with nobility or a potential employer, and meeting with a priest or saint, when working in a public-facing professional role. Even most of the expensive and gorgeous jackets in the Barony are patterned on this style. 
  • 7: Masculine/Feminine. Popularly known as a 'popped' or 'alter' jacket - tailored to accentuate the bust and hips and face (for a feminine jacket), or the shoulders, throat, and wrists (for a masculine). Will always raise an eyebrow in professional company, and can be outright banned in the provinces. Nonetheless, a popular option for young hotheads and firebrands. The masculine/feminine split does not cleanly map to men and women - a man wearing a 'feminine' cut is just as bold and a man wearing a 'masculine' one, and the same holds for women. A Masculine/Feminine jacket rolls a d3+1 in place of a d4 for its Boldness score. 
  • 8: Long. Long jackets that reach to the thigh, or even below the knee in some examples. Extremely, even embarrassingly, old-fashioned in the Capital, but still sometimes seen in the petty kingdoms as a marker of noble rank. There are Bravos in the Capital who wear long jackets to signal that they have moved truly beyond the judgement of society. Long jackets are typically worth 0.75 the usual to buyers outside of the provincial nobility. 
  • 9: Hooded. Not often seen in the cities, and strongly linked to mercenary and kill team culture. They are usually called campaign jackets, or sometime 'militants', and wearing them is a bit like wearing an army uniform in public, with the associated risk of being found out and having the shit kicked out of you by real mercenaries if it turns out that you are not one. The hood is typically loose, and sometime detachable - designed to be worn over the top of helmets, or even attached to arming harness. 
  • 10: 'Total'. The so-called 'total' jacket is a recent innovation, a cultural import from the White City, and is essentially a tailored and ornamented one-piece flight or boiler suit. They are sought-after and expensive, and also borderline scandalous in polite company. In the capital a 'total' signals modernity and keen aesthetic sense - in the provinces you can offer grave offence by even suggesting wearing one. A Total jacket rolls a d3+1 in place of a d4 for its Boldness score, and is additionally worth 1.5 (in the capital) or .1 (everywhere else) after all other modifiers have been taken into account.     


Material

  • 1 - 5: Cotton. The most common fabric for Baronial jackets, dyed and cut in a profusion of different styles and fashions. It can be sewn tight or loose, draped and collected, and is medium hard-wearing. If the Baronials had a business suit, it would be a cotton jacket (to show tasteful restraint), accented with expensive ornamentation (to show wealth and personality). 50s. 
  • 6 - 7: Wool. Heavy, harder-wearing, typically dyed-in, woven as a piece, and as such very slightly less formally adaptable than cotton. A good woollen jacket will also insulate you in the winter. Some Baronials prefer it to cotton, and expressing taste this way is well within acceptable societal bounds. 50s. 
  • 8: BouclĂ©. A tricky and expensive wool-cotton blend, considered beautiful and appropriate for formal settings and celebrations. Many of the best tailors in the Capital will only work in bouclĂ©. Always acceptable and aspirational, even when techincally off-fashion. 100s. A jacket made from boucle rolls it boldness on a d3 instead of a d4. 
  • 9: Rag. Rag is a fabric created by laboriously sewing together offcuts - it is new, modern, fashionable, and much-maligned by the powers that be. Rag can be dyed after its construction, or worked into untouched. It lends a jacket a very recogniseable shaggy, 'dense' look. Equally beloved by bravos, students, and wealthy young aristocrats. 75s. A jacket made in rag rolls Boldness on a d3+1 instead of a d4, and in general cannot be sold to the nobility. Some conservative tailors will loathe you on principle for wearing this in public. 
  • 10: Chiffon. Sheer, nearly weightless, expensive to import from the north. Extremely eye-catching, though not universally loved - many Baronials lament the lack of surface texture, and the difficulty of incorporating ornamentation. It is not often used for an entire garment, and may only be work into the sleeves, as an example. 150s, but no roll on the Ornamentation table. 

 

Lining

  • 1 - 5: Cotton. The most common lining for jackets - inexpensive, comfortable, easily dyed and sewn, relatively hard-wearing. Safe and respectable.   
  • 6 - 7: Quilted. Thermal layering that will keep you warm in the cold Baronial winter. Bulks up the silhouette quite a bit, which some people like and some people hate. Wearing this out of season marks you as eccentric. Rarely, jackets will be cut to mimic the thicker shape without the thermal qualities.  
  • 8: Proofed. A 'proofed' jacket incorporates actual protective elements into the lining, typically bands of iron, but sometimes also simple layered fabric armour. Baronial tailors are very good at getting the lines 'right', and making this process difficult to spot, but most natives will mark it quickly. A proofed jacket counts as (expensive, exquisite) light armour. 
  • 9: Pockets. Most baronial jackets eschew pockets, because they are thought to detract from the elegance or beauty of the 'classic' shapes. Some mercenaries, fixers, and other professionals sew pockets (mock or functional) into the outside of their jackets to symbolise their professionalism. Some sew pockets into the lining, to carry pipes, necessaries, and sometimes concealed weapons - this is considered rough and uncouth behaviour, and sewing them in would be unbecoming of a 'real' tailor. You probably won't be able to sell a jacket with pockets sewn in to anyone in the nobility. 
  • 10: 'Mirrored'. An alchemically treated lining - not actually mirrored in any real sense, but shifting, opalescent, 'metallic' fabric, which many people consider beautiful. Even those who find it hideous will accept that it is fantastically expensive to produce. A jacket with a mirrored lining is worth 1.5 its usual price after all other modifiers have been taken into account. It is not typically used as a shell due to its sensitivity to weather and the elements. 


Accent

  • 1 - 4: None. Sometimes the classics need no embellishment. 
  • 5 - 6: Piping. Piping is a recent innovation in the capital, and serves to accentuate and offset the cut, colouration, and fabric choices of a jacket. Broadly considered a virtuous invention, even by purists and pedants. No one will look twice at it. 
  • 7: Lapels. Lapels are associated with Stewards, military officers, politicians, and the ultra-formal tuxedo-shape. It is very presumptuous to add them to your jacket if you do not hold some high office or position of rank - something like designing and wearing your own military uniform or military medals. Jackets with lapels sewn in are generally second hand, passed down from those who have earned them. Some bravos like the look and don't care what other people think. 
  • 8: Wrist and Throat Ties. A common accent that mimics Baronial throat and wrist jewellery without the associated cost. Considered in good taste, and appropriate for work clothing. The ties can be simple bows, or worked into decorative knots and other flourishes. Adds 10s to a jacket's value.  
  • 9: Puffed and Slashed. Ostentatious, tough, amusing, 'party wear', sometimes worn for duels and other physical confrontations, or when someone needs to signal bravery and prowess. Mercenaries and bravos love puffed sleeves, and most wealthy Baronials will have a set to put on if they need to. Not needing to put the sleeves on is a core part of what an adult Baronial would consider social and political success, but you'd be a fool to get rid of them entirely. Adds 10s to a jacket's value.  
  • 10: Belting/Chest-Rig. A working person's embellishment - leather ties at the joints to keep the fabric close to the body. Might even incorporate mock or functional arming points for harness, and sheathes, holsters, tools, &c. A fixer might wear a chest rig to a meeting with their client to signal pragmatism and ruthlessness. Adds 20s to a jackets value when selling to someone who might appreciate the specific rig, and -20s to someone who doesn't care. 


Ornamentation

  • 1 - 4: None. Simplicity itself. You might receive muted appreciation for your restraint and good taste. 
  • 5 - 6: Fabric Roses. A Baronial standard with an extremely long history, and the type of ornamentation most strongly associated with Baronials in the minds of foreigners. Fabric roses are archetypal, and truly timeless. Labour intensive to produce, very beautiful, and nearly always appreciated. Fabric roses confer a -1 to Boldness, and add 25s to a jacket's value. 
  • 7: Scene Work. An uncommon ornament, often a painted, dyed, embroidered, or sewn image - usually on the large panels that make up the back and front of the jackets, but occasionally also running down the sleeves. Images vary, but are generally iconic or religious in flavour: the combination of blood-red sea and sun is very common, as are chaos scenes and elaborate sacred timelines. This practice is often thought to be a cultural offshoot of the image game of the Imperial territories, but the Baronials will insist that its roots are indigenous. 10s. 
  • 8: Pearls. Pearls are a common and expensive ornament, and usually sewn into the fabric in regular patterns and 'nets'. The seas of the Barony (and particularly around the Lantern berth) produce the best pearls in the world, and they are famously of many different colours. White pearls signify wealth, red pearls sexual potency, black pearls academic learning, blue and purple pearls personal combat prowess, and yellow pearls piousness. Dream pearls are only fished from the islands, and shift their colours under the eye. Roll a d6 to determine which this jacket is sewn with. Adds 50s in value, or 100s if the buyer identifies with the specific colour of pearls. Dream pearls always add 100s due to their rarity, and if worn while sleeping they will always show up on your clothing in the Dreamlands, and grant you a +1 on reactions rolled there. 
  • 9: Thread-of-Gold. Worked with gold (or much more commonly, gold-alloy) wiring. In good taste, this is distributed across the whole surface of the fabric such that it takes on a subtly different sheen and colour, but brash sorts enjoy concentrating it into whole panels or graphic sections of gold. 75s. 
  • 10: Gem-Work. Baronials love gems and love jewellery, and find whatever excuse they can to incorporate them into their material culture. Jackets are no exception. Large gems are typically concentrated at the throat and wrists, and smaller stones sewn in patterned 'nets' across broad sections of fabric. Most Baronials will have their favourite hues, cuts, and combinations. Roll 3d6x10 to determine the value of those sewn into this particular piece.  




















Friday, 17 July 2026

Pictorial Wargames - Citizen of the White City Redux


Many moons ago I wrote a class for the the Citizens of the terrible imperial metropole. This was in the very early days of the blog, and many things have since changed. I was never really happy with it - it ended up being a sort of downtime class that could nebulously 'infect' populations with ideas and concepts. Not a terrible idea for a class, but a bit blunt and brute-force and crude. 


I wrote a while ago about optical wargames, which depend on the machine/interface relation to produce a play space composed by sensors, registering marks, spoofing tech, etc.; a literally or infinitely 'artificial' space, layered atop the one that the characters physically navigate with their bodies. 


A pictorial wargame operates under superficially similar principles - it introduces an abstracting/artificial strata over the embodied space where the game usually takes place. Unfortunately, the image/relation diagram is much trickier to build out than that of the machine/interface - where the interface aims to produce clarity from obscure processes, the relation introduces layered interpretations into previously distinct categories. The class is an attempt in this direction. A debt is owed to Grek's very great Psychic


This is also technically a Glaugust post: a class that is absolutely not a Fighter, Wizard, Cleric, or Thief (I cheated a bit in that this class is also NOT short lmao). 




Class: Citizen of the White City




Introduce an image, then introduce a relation. The image is anything-whatever; the relation is the thing that you tie to your soul. 




Gear: a heavy spear, a heavy arbalest, a light stamped-steel misericorde, light fabric amour, two detailed and accurate maps of your starter region, one topographic, one Special (roll on the list below), d3 Intelligence Reports.  

Skills: none that are useable outside the White City - while in the City, you have an innate and unselfconscious sense for the million shibboleths required to be recognised and accepted as a native of that place. In addition, your militia training has given you proficiency with spears, crossbows, knives, and the digging and maintenance of earthworks, tunnels, and fortifications. 


A: The Machinery of the Eye
B: Postures of Critique
C: The Place of Abomination
D: A Prototype


Angels, demons, and entities hate and fear you as a baseline.

The inhabitants of Dream find it difficult to think of you in neutral terms: treat their reaction rolls of 2 - 7 as a 2, and rolls of of 8 - 12 as a 12. No matter what their reaction to you is, they will appear to you as their nightmare variants. 


The Machinery of the Eye

Every person that you meet has a Mind. Unlike other people, you can both perceive the Mind and interact with it. The interface that you use to do this is complicated and intuitive, but it can be (crudely) represented spatially. 

This means that every NPC you meet can have their mind represented by a small dungeon-like space, which you can interact with. Expect your DM to veto this class if the campaign they are running is not the type that is interested in things like every NPC's mind being represented by a dungeon space. 

A Mind will be more or less complex depending on its host's mental alacrity, imaginative power, and self-awareness. In practice, the Mind will feature [derived INT bonus +1, minimum 1] +[derived WIS bonus +1, minimum 1] + [derived CHAR bonus +1, minimum 1] rooms, plus an additional +1 room for every HD they possess.

These rooms will always be connected to one another directly, and you should also mark which specific rooms are derived from mental stats (INT, WIS, and CAR), and which are generated from HD. All rooms and corridors are nondescript, colourless, evenly lit, and empty. Rooms derived from mental stats are 20ft x 20ft, rooms derived from HD are 30ft x 30ft. 

Other PCs also have Minds, but interacting with them is analogous to PVP play, and you should check in with both the DM and other players before doing so. If necessary, the DM will design Minds for other PCs in conversation with them. 

People who have grown up in the White City or otherwise have a facility with its strange culture have twice as many rooms in their Minds as normal. You might also find ancient or inhuman Minds with impossible or actively hostile architectures of various kinds. 


To interact with a Mind at all, someone must enter into unguarded conversation with you for at least an hour. This could be while marching, in downtime, by a campfire, in the prince's audience chambers, whatever. Once this contact has been established, you have access to their Mind and can go to work.

You have a pool of 'points' that facilitate this work, and which are initially equal to your templates in this class. You always start with [templates] points in any Mind you gain access to, and additionally gain one point for each of the following:

  • You learn what someone is prepared to sacrifice in pursuit of their goals. 
  • You learn what those goals are in specific detail. 
  • You learn what someone fears most. 
  • You learn what that fear might push them to do if they thought there would be no repercussions.
  • You learn if they love anything or anyone selflessly. 
  • You learn who or what the object of that love is. 
  • You learn the extent to which desire rules them. 
  • You learn the object of their most powerful desire.


You get your template points with every new Mind that you contact, but additional points are on a case-by-case basis per Mind. Once a point is spent, it is spent forever and can never be recovered. Once a change has been implemented in a Mind, it is permanent, and can only be reversed or removed by spending its cost in points a second time.

Using a single point you can:

  • Instantiate yourself as an avatar in the mind. This is in a fixed location, with a fixed 90 degree line of sight. In a mind you can see forever, providing that what you are looking at is lit. If you wish to 'move' inside a mind, or change your angle of view, you must do so by spending an additional point. 
  • Change a single wall of any length perfectly transparent or perfectly reflective.
  • Instantiate an image in the mind. This is 'drawn' onto a surface wall, and takes up an area 10ft x 10ft. If you wish to remove or move you must do so by spending an additional point. Images that you can 'see' inside the mind, from the POV of your instantiated avatar, have various effects, which are elaborated further on in this most. Most of your class abilities rely on 'seeing' multiple images at a time from your avatar's fixed POV. An image on a transparent wall can be seen, but seeing two images 'layered' over the top of one another destroyed the ability to see either. 

If your instantiated avatar can 'see' more than one image at the same time, then the Citizen of the White City can choose to make the two images alike, not alike, equivalent, mutually exclusive, opposed, or complimentary, in the view of the person whose Mind you are working in. Establishing a relation this way costs a point, and players are encouraged to come up with their own relations and suggest them to the DM. 

This process can lead to serious personality changes and the working through of violent contradictions. The DM is encouraged to give a Citizen broad leeway when interpreting images for this purpose: a sunrise might stand in for a birth, a night sky for death, a rose for repetition, a face for a specific face, and so on. Any changes will occur to the affected party as though they were the natural and reasonable products of their own thinking. 

Inside the mind, the instantiated avatar is itself an image, provided that it can see itself. It is always an image of the subject whose Mind you are working on, or of you yourself, the Citizen, and is the only image that can be interpreted as either of these two things. As a general rule, the avatar cannot see itself without mechanical assistance (by mirrors etc.). 

In addition, specific rooms marked with images have the following effects: 

  • If the room corresponds to a mental stat, the Citizen of the White City can declare before the roll that a check or save made using that stat is +/- x, where x is the number of rooms marked with images. If ALL of the rooms that correspond to a given mental stat are marked with images, and all these images can be 'seen' by the avatar, then the Citizen of the White City may instead choose whether the test is passed or failed, with no roll necessary.
  • If the room corresponds to an HD, the Citizen of the White City may choose for that HD not to apply during combat. They can choose to do this when the combat is first joined, or when the effected person first takes damage, and HP will immediately rerolled at that moment (in rare cases this may result in more hp being rolled, which is intended). The person will feel something wrong, but will not know that the Citizen is responsible. 


Note that the avatar itself does not move, change its POV, or meaningfully navigate the Mind that it is placed in. Every point spent in the process of working on a Mind changes a fixed set of spatial relations within that Mind - it can and should be represented by a diagram, which the player will be responsible for producing, which can be referred back to if in doubt of any particular effect, and which will need to be redrawn should another point be spent. 


Postures of Critique

You may now spend a point to create a mirrored plane of any dimensions that you wish inside a Mind that you are working on. It reflects light perfectly. 

In addition, you have +templates to to-hit and damage rolls against anyone with a visible image of you inside their Mind.


The Place of Abomination

You now gain a new point each morning for every Mind hosted by someone who trusts you. This point is lost if not spent before the next is generated from this template. 

You may now spend a point to create a magic lantern - a machine that projects an image in a 90 degree cone and displays it on the first wall it hits. The room hosting the lantern counts as holding the image it projects, regardless of where the image actually lands. 

If your avatar can see an image of you, and of the host of the Mind being worked on, you can choose to permanently sever any connection that they have to entities of any kind. 


A Prototype

You can choose to give your avatars 360 degree vision or to turn all walls in all of your Minds transparent. You make this choice once, when you receive your D template, and it applies in perpetuity. 

You can choose to become invisible or inaudible to anyone with a visible image of you inside their Mind.

Humans and other sentient beings capable of feeling fear must test CHAR to strike you in melee. 



Special Gear


Intelligence Reports

For each report, ask your DM a question about the area that you find yourself in. They will give you a truthful answer, such as would be known by a well-informed local. You must spend all Intelligence Reports on campaign start, you cannot 'bank' them. Just say NO to unmarked packages. 


Special Maps

I addition to your topographic map, you have (roll a d10):

  1. A map of the local waterways, wells, and faults that give access to the water table. 
  2. A map of marked with local population densities, fertility, and life expectancy. 
  3. A map of local petroleum deposits beneath the earth.
  4. A detailed and accurate map of local military forces and political alliances.
  5. A map that marks all local productive farmland. 
  6. A map of local weather patterns, notated to cover the whole year. 
  7. A map of food distribution hubs and logistics chains.
  8. A map that marks the names and locations of the 20 most influential people in the area.
  9. A map that marks the locations of all local concentrations of monetary wealth above 5000s.  
  10. A Pragmatist's Map, a strange, swirling constellation of diagrams tracking flows and state-changes that are largely illegible to you, non-specialist that you are. When you study it it reminds you of home - if you do this for an hour, you heal 1 fear damage. 





 



Friday, 10 July 2026

Brythwin Island Sessions 0-2 - The Landing - First Two Days



I haven't posted to the blog in nearly a month, which is not usual for me, but it's because I've been building a big dungeon campaign and, for the first time in years (and first ever for an OSR style game!), running it for some people from the phloxserver. 

As with the DEGRADER playtest, actually running systems that you've been spinning around in your head in the abstract does a lot of teaching very quickly. I'd like to do some reports as the game progresses, in order to better organise my thinking around what's working and what isn't. 

But first, the session report (the wonderful EcksianRaven, or 'Glaumring', has put up one of the own here):



The Swallows, a crew of Baronial fixers only recently brought together by circumstance, arrive in the court of Petty Queen Gloran, and are charged with travelling to nearby Brythwin lake. Their mission is to put an end to the magical, perpetual storm that rages there, and to slay or drive off the monsters that have been emerging from it. 


Their captain is 'Little' Ganzorig, once a farmhand, now a holy man and spiritualist. 

His personal servant, and second in command, is 'Old' Leo, a veteran fighter and one of the Barony's ancient order of Stewards. 

Their cartographer Euphemia, a Captial Bravo, and a saint of the church in her rough way.

Their quartermaster, Ysolte, the Southern Mentat, who stands seven feet tall and grins horribly, with a brain like a computer and a head full of tumours; whose touch freezes men solid and whose blood runs clear, and burns like gasoline. 

His loyal Cat companion, CCC (Concupiscent Cannibal Constellations), the dream-walker. 

Many Deaths Adorn Her, 'The Duchess', queen of predators, one of the ancient race of Terror Birds. 

Maud Mercy Mandolin, companion and friend to the Duchess, a painter and a street brawler: a dangerous woman. 

Gwynnfain, questing Errant from the southern steppes, entrusted with the terrible flamethrower that bears the name Sunset and Evening Star

His cousin Glaumring, the youth whose arms are Unencumbered by Presumption; a strange and ancient suit of pale metal, with a helm that banishes illusion and falsity. 

Professor December August, schooled in the pattern languages of the academies, friend to ancient and powerful entities. 

Xir Dog companion Harken, stalwart guardian and sweetheart. 

Jane Jansworth, a poet and professional fixer, a woman of quick wit and many talents.

The Mountaineer Foresight, one of the so-called God Warriors, whose feet and fists are death. 

Ymogen the Right Arm, of the reclusive Harpooner cult that makes their home on the Lantern Berth. 

SUN, most gentle animal, a white ape gambler, and bearer of the company colours. 

Lypolde the fighting man, all in black, deadly with the sling. 

Gerald, an elder, a chemist and a manservant both, responsible for keeping his companions in amphetamines, sedatives, and medicines. 

And finally, the company's fortune and their high spirits, Hyacinth the fairy. 

(class list here)


A list of worthies, truly! 

They chose for their requisition: two of the queen's mannequin soldiers, ten civilian attendants (including a smith and chemist), arms and armour from the royal armouries, and a mobile drug lab with equipment and reagents for several weeks use. They also choose the following report on the dangers that they expect to face:


REPORT ON THE CURSE MEN, BY ONE WHO HAS FOUGHT THEM They attack in small group - five or six at a time. They appear to have once been humans, and you will hear them before you see them because they scream constantly: the screams are anguished and miserable. They do not appear to be able to speak, but they are very fast and very physically tough. They are not disciplined or organised, but they also do not flee, or even notice much when they are wounded. They fight with strange glass weapons - these blades are poisoned or cursed in some way. Those wounded by them waste away beneath the eyes, and none so-afflicted have yet healed of their own accord despite the care of physicians and treatment with medicine. The wasting happens slowly, and then very drastically, all at once. It appears that each wound suffered advances the illness (if such it is) a little more, until the tipping point. The curse is worst of all in the mind - the few survivors cut with the glass blades report a hideous buzzing noise that will not let them rest. 'Splitting' is the world they use; as if the head or mind was 'splitting'. Other than this, nothing is known. None have yet been captured, and none of the slain yet recovered.


Then they set out from the Glorani stronghold and travelled two days to the shore of the lake, where a barge waited to bring them and their supplies across.

Once inside the storm proper the Swallows find themselves needing to decide where to land. The ruins, which house unknown dangers, lie to the south, and the rest of the island is an overgrown, saturated, muddy bog after two weeks of rain. The boat is tossed about and endangered, so they quickly decide to land outside the ruins (which they mistrust) and slightly to the north, and put her to ground on one of the silt beds formed by the recent erosion. Ymogen the Harpooner, a capable sailor, ably oversees the dangerous landing. 

Finding that the ground close to shore is soft mud two feet deep, they send Duchess the terror bird on a scouting mission for firm ground. She makes use of her great speed to run clockwise along the cost of the small island, and quickly runs into the local feral cat population along the northern shore: first five or six, then fifteen, then forty or more, watching her through the rain with curious, predatory eyes. She has discovered their stronghold; and lets loose her terrifying hunting warcry - the cats spring into action and move to cut her off, so she retreats back to the group. On her return, the Swallows decide to move inland, dragging the barge and wagon with them, then send out more dedicated search parties to find a suitable location to pitch the main camp. 

After some scouting revealed a low hill close by the ruins, they drag the barge over to form a stable platform for the main tents, and set about clearing the brush around the camp with swords, and setting up their production facilities and defences. As they work they have a sighting of two large feral cats watching intently from the long grass, but after several minutes they disappear. 

Just as the sun is dying one of the attendants, Tyranox, who is busy clearing brush, lets out an anguished scream. Her leg is caught in the pincer of a huge white coconut crab, and sliced almost to the bone. The Swallows rush into action and quickly exterminate the five horrible marsh crustaceans, before tending to their wounded hireling. As their first night falls on the island they cook the crab meat and eat it, and sing songs, and post watches along the perimeter.



First Day

The Swallows wake, and Captain Ganzorig decides to begin the exploration of the ruins in earnest. He sets his watches and orders for the smiths and chemists, and then gather the first away party: 'Old' Leo, Deaths Adorn Her, Ysolte the Mentat, and the cat CCC.

Together they approach the ruins from the north. The Duchess once again begins a scouting mission, running between the ancient, crumbling buildings, and reports no movement. The ruins themselves are strange: crumbling white 'sheets' of stone divided into rough rooms and corridors, but falling into themselves, without any clear sense of purpose. In the rain they are failry rotting into the earth. 

Between these are three larger buildings, more sturdily made from red brick: one to the north, circular, three stories high; one centrally placed, largest of the three, two stories high, and a smaller one to the south.

In fact, the ruins look like...



...this. 1, 2, and 3 are red brick buildings, 4 represents squat concrete towers with bunker windows, 5 is an iron chute that disappears into darkness, and 6 denotes cast iron stairwells that likewise drop into the earth. The large unmarked sections are collapsing plasterboard rats' nests that once may have had recogniseable purpose, but now just look like (in the words of the duchess) mush and slop.

Ganzorig and party spend some hours going through several of the collapsing sections, and find little of value - some glass bottles, rot and mould, drains in the concrete floors. They try to force access into one of the concrete blocktowers but, having left their pry bars in camp, have no way of forcing the locked doors.  

Next they decide to enter the large northern circular brick building, and to their surprise the huge iron doors are unlocked. Inside they discover three floors of iron cages built around a central shaft, inside which is built an iron scaffold tower, with stairs, walkways that allow access to the cage-levels, and a strange and complicated looking mess of machinery at its top. The building is a panopticon. The floor is tiled, and sinks (beneath the tower) into a broad pit that drops away into darkness. Slumped against the walls they see two fifteen foot tall glass or crystal humanoid figures - statues? puppets? not clear. One of them has a weird iron box on its head, the other holds an enormous translucent spear. They appear totally stationary. 


Side plan of the Panopticon, not to scale. 



The Swallows decide that they don't really want to fuck around with fifteen foot tall living statues (although they spend a long time discussing their worth as treasure if they do turn out to be genuinely inanimate), and leave this building be for now. 

They continue searching the surrounding buildings, and come across a series of crudely installed noisemakers rigged to wires in some of the collapsing buildings, and what appears to be the remains of a shooting range: glass bottles lined up in windows, smashed shards scattered about, bullet holes in the walls. As they emerge from the warrens they hear something else for the first time since they entered the ruins - the sounds of human screaming, off in the distance, but growing nearer. They have thirty or so seconds to get in formation before three naked, screaming humans run out of the rain at them. They hold long white knives, and they sound horrible and sad. 

The Swallows make the fateful decision not to open fire with guns for fear that the noise will bring more of these things down on them. Ganz and Leo brace spears and draw steel, CCC hides in the nearby foliage, and Ysolte flanks to right of the group. When they reach 10ft distance, the Duchess fells one of their enemies with a throw barb from her crown (she hurls it by flicking her stately head) - it goes in at the eye and kills the thing instantly. The other two fall on Ganz - he gets his spear right through one, which doesn't seem to slow it down much, and Leo beats at it with the pommel of his rapier, and then many things happen simultaneously: Ganz takes a bad wound from one of the glass knives, and looks about to take another before Leo jumps in front of the blow - both are gashed open. CCC springs out of ambush and attacks with claws, Ysolte barrels into one and crushes it to pulp in a bear hug, and the duchess sprints up behind the last, wounded enemy and caves its skull in with her killing beak. 

Everything is over in a few seconds, and Ganz and Leo have both been cut up badly - if Leo hadn't put himself in harms way Ganz could well have died. Immediately their heads fill with a horrible buzzing noise, and they both lose a point of CON. Breathless, shaken, and bloodied, the Swallows decide to return to camp for the night. They take the bodies and knives with them, and after several minutes Ganz and Leo report that the terrible buzzing has ceased. The CON does not return. 

Back at camp, they set about experimenting with the knives. December August, the company academic, happens to have an entity in xir stable, Stygia, that specialises in curses. Stygia (who takes the form of long fingers and the whisper of pages in forgotten libraries) is summoned, and immediately gets excited about having a new curse to study. She gives them some pointers as to its nature, and bids them keep her in the loop. Then they rest. 



Second Day

On the second day the Swallows decide to trying to map the rest of the surface ruins, before attempting a foray down into the earth. Instead of the messing with the giant figures and the panopticon, they head south to reconnoitre the other two brick buildings. The group is mostly similar, but captain Ganz is shaken by his near death experience, and decides to spend the day taking the camp in hand - he is replaced by the sainted Bravo, Euphemia. 

The first thing they do is check the smallest of the brick buildings, which they discover is a church. Eight dead cats and two dead Curse Men are strung up around the exterior, and the building has been heavily barricaded and barred from the inside. Quick exploration of the roof discovers a hole in the tiling, and a ladder into the interior, where they find the remains of the camp left by the first expedition to Brythwin - many supplies, some weapons and ammunition, a sacred timeline painted over an older mural, two more curse knives, one shattered.

They decide to secure this site as a potential second camp/strong point, and move on to the surrounding area. They find little of interest in the nearby block towers (although one appear to have a tunnel leading down into blackness in the floor), and quickly decide to move on the last of the brick buildings yet to be explored: the large, centrally located one. The main door is barricaded shut and painted with a large 'T', but one of the iron doors has been bent out of shape creating a small crawl-way. The party quickly decide that this obvious entry is far too dangerous, and seek alternate routes. 

After some false starts, Euphemia uses her acrobatic skill to get onto the roof, and sees a that the building is a double story barracks or dormitory, built around a lush and vibrant central garden. The roof is partially glass to allow sunlight to feed to plants below, and one of the panels is missing. The party use ropes to climb up with her, and then rappel down, while Duchess runs frustrated circles around the exterior. The check out the garden, which is beautiful and peaceful and moon-like and full of strange fruit and berries (they take 2 INV with them), and then move to disassemble the barricade at the entrance to let the bird in. They find a nasty like barded-wire cage trap around the crawl point at the entry, as well as a thick, weird-smelling, vaseline-like goo on the floor, which they wisely decide not to touch.

A quick whip around the remaining interior spaces reveals some small human footprints in the ash of a fireplace, and 2 plastic rain ponchos hung up on a wall, which are essentially magical artefacts to Baronials, and which represent the first genuine treasure found during this game. They explore enough of the interior that they get the map, which looks like this:


Barracks, ground and first floors. 


The only space not yet explored is 6, which when they enter appears to be some sort of tiled kitchen area. All of the heavy iron surfaces, implements, and stoves have been piled up in a haphazard pile of sharp metal along the eastern wall, which Euphemia immediately decides to pick through, to see if it hides anything. Leo wisely suggests that she tie a rope to herself in case of trouble. As she makes her way across the pile, she realises that the ground beneath it, and some of the iron itself, have been slathered with the same odd-smelling vaseline stuff that they found at the entrance - she puts her hand on it, but makes her CON save against whatever it is, which is to say that her head swims a bit but she basically retains her awareness. She also hears the softest movement from just in front of her, behind the final overturn table. Overcome with curiosity, she climbs further, only to see: a small tunnel leading back and down into the earth; two red eyes but human-looking eyes; the flame of a tallow lantern, thrown at the ground beneath her. 

WHOOOOMP. The whole pile goes up explosively, and Euphemia is immediately reduced to 0hp in the flames. She is quickly yanked to safety by her friends, but the three petrol bombs she was carrying have also ignited - Leo tries to draw out the burning rags and throw them away but as he attempts this one of the bottle shatters on him, nearly setting him alight as well. 

Thick black smoke, with a strange and bitter smell (Ysolte the Mentat detects potent hallucinogens), starts to fill the room. The party consistently make their CON saves against this, and retreat out of the building post-haste. Euphemia is on her feet, but barely, and they decide to cut their losses and retreat back to the camp. 

The deposit the fruit and the strange ponchos in the war chest, which awards them their first XP of the game! 540 all told, split five ways. 

That night they hatch many schemes for dealing with the hated 'vaseline gnome', and also perform some experiments on the curse knives that they have recovered: it seems that shattering the knife does not disperse the buzzing noise from the glass, but melting it down appears to. 

All bed down for another night on Brythwin, and, now that the surface has been conclusively mapped, a descent into the unknown beneath...




Ysolte, the Southern Mentat




Death Adorn Her, 'The Duchess', Terror Bird





'Little' Ganzorig, Little Saint and Elf Friend





'Old' Leo, Fighter and Steward




Euphemia the Ugly, Capital Bravo and Little Saint




CCC, Cat




SUN, Gentle Animal, White Ape





Maud Mercy Mandolin, Artist and Fighter, with the entity Danse Macabre







 


Wednesday, 17 June 2026

Their Submission Only Shames the Victor - Campaign Primer



Steamboat in a Storm, Turner, 1841



Brythwin Island

Petty Queen Gloran is a pale, cruel-faced woman, about fifty years old, strong willed and sharp-minded. She wears pearls, rubies, opals, lead, and glass. Her colours are black and red. She hates the capital, and hates the Baroness. 

Gloran has hired you and your companions to investigate nearby Brythwin Island, which two weeks ago was enveloped in an unnatural and apparently perpetual storm of great intensity. Horrible things have been emerging from this tumult and killing people in the surrounding region. The locals are calling them Curse Men, and they are, apparently, something like demons. 

Details are currently not known. The first team of fixers she sent to investigate have not returned, and she does not want to risk sending in house troops without some idea of what she's walking them into. 

Your missions, should you choose to accept them, are:

  • To discover the source of the unnatural storm, and if possible destroy or neutralise it. 
  • To discover the source of the Curse Men, and if possible destroy or neutralise it.
  • Failing that, to get word back to her with as much information as possible about the nature of the disturbance on the isle. 

She offers a reward of 25k silver for each of the first two, and 5k for the third. 

The island in known to house strange ruins, originally built by one of the ancient, pre-Old Capital Baronial kingdoms. Before the storm came it was deserted and uninhabited save for the local feral cat clans. The name Brythwin is known to have once meant 'castle of light', or maybe 'castle of heaven', in a language now long-extinct. 



The Journey

Two days by foot, and then a barge across the lake. The sky looks scrubbed clean in the mornings, and the sun is pale and beautiful. It is chill this time of year, but very bright. 

You have with you, in addition to anything given by your class:

  • 1000 rations, packed such that they will not spoil. Oil, coffee, salt, eggs, sugar, dried fruit, salt meat, and other luxuries to last two weeks - after these run out, this store will count as iron rations unless you can find some other way to supplement it. 
  • 150 torches, 6 oil lanterns, 50 INV of lamp oil. 
  • 50 doses of stimulants, 50 doses of sedatives, 5 bottles of white alcohol. 
  • The necessaries for making camp: tents and bedrolls, pots and pans, soap and incense. A writ of passage and a banner that proclaims you as the queen's men and women. 
  • Basic tools: 2 crowbars, 2 sledgehammers, 5 buckets, 5 hammers, 5 shovels, 1000ft of rope.
  • A pack mule and cart, laden with your gear.  


In addition to these essentials, you may choose x of the following options, where x = 2 + the group's highest CHAR mod. Any of these (with two obvious exceptions) can be taken more than once, and the 'essential' options listed above may also be chosen again, at the cost of one of your additional picks.  

  • Medicine: 50 doses of Prophylactics, 50 doses of Painkillers, 10 doses of Curatives, 500 doses of Immune Boosters. 
  • Specialist Kit: 2 iron files, 2 long-handled bolt cutters, 20 climbing spikes, 5 hand mirrors, 5 vials of acid, 5 vials of petroleum, 5 vials of holy water. 
  • Whatever mundane armour or weapons you want from the royal armouries, true for the entire party, up to one set of armour and two weapons (or a weapon and a shield) per person. 20 pieces of ammunition for any ranged weapons. All in addition to your class gear. 
  • 10 civilian attendants, who will not follow you underground, or fight in combat. Two of these can be trained specialists (blacksmiths, carpenters, etc.) of your choosing, with all tools necessary for their work - these two specialists can also be men-at-arms (HD1+1, medium weapon, chain, shield) who will fight and adventure with you. 
  • 1 of the Queen's personal retainers: loyal, courageous NPCs with character levels. Roll on a table below for each that you pick. If anyone in your party has a CHAR mod of +2 or better, you may modify the roll up or down 1 at your option. All options not picked to accompany the PC party at campaign start will be retroactively declared to have departed in the first, vanished expedition. 
  • Histories of Brythwin Island. There has not been time for you to take proper notes of all of this before you leave, but the Queen might be persuaded to let you pack these tomes and old maps with you, to aid in your undertaking. She will want a sincere promise that they will be returned unharmed. In practical game terms, a collection of lore snippets, rumours, incomplete maps, and contested histories of the island you're about to travel to. 
  • The Glorani familial heirloom sword, THIS WAY OUT, a huge, black heavy runeblade of ill favour and dark repute. This option will cost two picks on this table (which represents whoever gets to carry it actively charming and ingratiating themselves with her majesty before you leave), and its gifting will mark your party as the Queen's personal executors, not mere employees. THIS WAY OUT has not been wielded in combat in a generation, and its properties are no longer well understood, but in the family histories it was said to steal the souls of those that it slew, and use them to fuel ever greater feats of carnage. THIS WAY OUT comes with a suit of ornate black plate called the Mournful Harness, which you can ask the armourers adjust to your frame if you wish - wearing it will mark you as a Glorani Champion. 
  • Anything else you might reasonably request.




Queen Gloran, holding THIS WAY OUT



Glorani Retainers

  1. Belaphon and Selinae, Murderers. Two mannequin soldiers, who will follow verbal instruction dispassionately and to the letter. A gift to the Queen from one of her noble friends years ago; they have since given good service. Belaphon is made from iron, Selinae is made from cloth. 
  2. Charlie. A rising star in the Queen's staff, known as a competent, ambitious, and withdrawn young man. Good with a sword, but more valuable to his employer for his considered and discreet counsel. Wears fashionable clothing and a neatly trimmed black beard, and carries a pistol, buckler, and sabre. 
  3. Executioner Smaug. An advocate for modern and enlightened judicial execution practice, which means that she is a professional chemist with the knowhow to produce high-quality poisons that have a similar effect to a lethal injection. Separately, known to be a hobbyist shooter and a crack shot with a musket. Comes with a mobile chemistry setup and limited reagents. 
  4. Advisor Cylon. The Queen's court academic, a sociopath by reputation. Does not wear any makeup or jewellery, which decidedly others her in Baronial company. Nasty rumours about a chronic illness kept well-hidden. Trained as a historian, and keeps a stable of entities myopically focused on killing and maiming things in horrible ways - also wears a brace of pistols. 
  5. Golgotha. A trained war hound of frightening size and ferocity. Grey coat, looks a bit like a borzoi with a lot more muscle - comes up to the shoulder on most adults. Exceptionally well trained, loyal, and intelligent, and extremely dangerous in a fight.
  6. Dame the Vivisector. A friendly, chatty, and eccentric older woman who wears plate armour everywhere, known especially for her distinctive and terrifying Vorpal Shears. She is, apparently, from the nobility, but no one knows where her estates are. Queen Gloran treats her with extreme affection, almost like family, and the Dame treats everyone, including the queen, like a beloved and slightly exasperating grandchild. Her reputation is for insane bravery and viciousness bordering on sadism. 


Player Rules and Expectation Management

Barony rules unless specified (which are, of course, mostly G24 rules). 

Initiative is procedural, not rolled for. Reach weapons go first (they are controlling the terms of the engagement), and initiative proceeds in order of weapon reach. Inside this rubric, PCs go before monsters. Ie Orcs with spears go before PCs with swords, but the Fighter with a polearm goes before the orcs. Orcs with swords go after the PCs with swords. The PC with the knife goes last. 

Reach is not strictly codified, and is adjudicated 'as makes sense', depending on the weapon. This is probably not going to be worked out at the level of, say, individual medium swords (my estoc goes before your sabre or whatever) - that's too greebly. A heavy great sword longer than a medium straight sword? Yes. A medium sword described in x way instead of y way to give it the reach advantage over another medium sword? Probably not. If ever in doubt, all DM rulings are final. 

Long weapons roll attacks with disadvantage in cramped confines - in very bad conditions (crawling, squeezing through gaps) normal medium weapons might as well. A dagger or similar will never roll with disadvantage because of the environment. 

Typically this will mean that heavy weapons strike first, because typically these have a longer reach, but there will be all manner of exceptions to this (a medium or even a light spear might have reach on a medium sword, a monster's claws that hit as heavy weapons might strike after a medium mace, and so forth). Surprise rounds ignore these rules - the whole side acting with surprise simply gets a full round of attacks with whatever they are carrying.

Dual-wielding with a light weapon in your off-hand gets you +1 to hit with your main-hand weapon, and +1 AC. 

Weapon degradation is tweaked to the following: every weapon and piece of gear rolls a d6 at the end of each day of adventuring as long as it was used at least once. You get -1 to this roll per terrible, unwise thing you did with it (anything it's not built for), and on a 1 or lower, the equipment is damaged. If it was already damaged, it breaks and is lost. Repairing damaged gear is possible (but not broken/lost gear) if you have the skillset, tools, and spare time, and most looted gear will already be damaged. 

Armour and shields are harder wearing, and typically only damaged by acid and similar. 


Class list here. Blank Character Sheet here

Everyone starts with two templates, which means that your starting HP is 6+CON, or 2d6+CON, whichever is higher. Baronial humans can multiclass freely between the Baronial classes at character creation.

If you die, you probably remain dead. You might find a limited number replacement characters inside the dungeon, which might give the group limited 'respawns' in situ, but actual reinforcements will have to wait for a hypothetical second party arriving from Queen Gloran, the timeframe of which is by her royal fiat.

Since this is technically a playtest, the first character sheets submitted for each of the classes will be allowed to roll on a special hidden curios list. 


The game can have as many players as are interested - this is the fixer group of mercenaries hired in the first instance. Actual delves will be limited to (probably) four or five people at a time, because I haven't run games in a while and get mental overwhelm quite easily. As the dungeon progresses this may increase. 

Asynch chatting and other stuff can happen in the base camp in the public server; delves will be in real time. 

XP is awarded 1 to 1 (silver standard) for loot (coins, gems, treasure) deposited in the company war chest, and is divided evenly among surviving members of a delve. Saleable goods including art count for half their value, unless sold in town. XP might also be distributed for other achievements by DM fiat. Multi-classing after character creation will be difficult without access to specialists. 

Third template is 800xp, fourth is 1600xp (first is 200, second is 400, if that ever becomes relevant). 


Expect: 

  • A small megadungon, with a focus on dungeoneering, resource management, and combat. Very little, if any, social and domain stuff. 
  • Relatively high lethality I think?
  • Some light and enjoyable scrambling of Barony lore :)