Friday, 27 December 2024

Steward Subclass

Before the subclass, some setting notes:

A Steward is a type of personal servant, someone with a close, dedicated, domestic relationship with a single employer. The role is historically specific, and societally important in the Barony. Stewards were originally a formal part of older chivalric/feudal militaries, but the role has transitioned into something roughly analogous to a valet and bodyguard. 

Stewards accompany their employers day to day, and are often close advisers in business and personal matters. They are also responsible for cooking meals, and maintaining their employers' makeup, clothing, and personal grooming. The are trained centrally in schools, and these schools have reputations; when you hire a Steward, you can be rest assured that you know what it is you're hiring.

Stewards also have a kind of mythic or folkloric stature with the adventurers of the Barony. Adventurers live and die in the blackest holes, and do battle with monsters and nightmares. To them, someone who will cook, clean, shave, and shine their boots each morning, even in the forgotten oubliettes of the Underworld, is like a blazing beacon or a warm and comforting fire. They represent human-ness in places of deep inhumanity: 'You don't shave to look pretty, sir, you shave to show the brutes who we are.' Stewards are human supremacists; they believe in the glories of order and civilisation, made manifest in its many rituals. They carry soap, lather, spices, sweetmeats, and perfume down with them into the darkness. 

There is also an institutional tradition that the Stewards have developed over the decades, their most famous and most celebrated. They cook and eat monsters. The profound effect that this has on the morale of fellow adventurers has been the subject of years of inconclusive studies by the Academics. Any adventurer with any experience at all has seen their comrades taken by the things that live beyond the light of civilisation, and often they have watched friends skinned and jointed, or simply devoured whole by those same monsters. The sound of a Steward sharpening their long boning knives and chuckling as they get to work dressing a freshly slain carcass, or casually listing the coming cuts of meat as they prepare to fight a still living meal, acts like a spell on the fearful mind.

The Stewards themselves are fanatics. They know that the days of the Underworld are finite. They believe in the transcendent order of Law - not of specific laws, but of Law. They know, perhaps even better than the priesthood, what rituals mean, and how they can save us. They cannot explain these things to you; all they can tell you is that being saved is easy: you just need to eat well, get your exercise in, keep up standards, and avoid scandal and association with riffraff. Everything else will fall into place. 

Design Note: Barony assumes that HP represents a mixture of bodily integrity, morale, well rested-ness, a full belly, and esprit de corps; the Heroic Poise model in Arnold K's post here. It also assumes a greater than usual prevalence of fear damage in the dungeon. 


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STEWARD

'Whatever in creation exists without my knowledge exists without my consent.'

'

Starting Skills: Formal Etiquette, Professional Grooming, Cooking, Medicine

Starting Gear: Formal attire, cooking gear, shaving kit, 5 doses of cosmetics. 

Choose another member of the party to be your Master. This contract will last until your death or theirs, and if they die first then you may enter the employ of another. 


A Bodyguard, Inspection, Hotpot
B Avatar, The Cure

Bodyguard: When your Master takes damage, you may interpose yourself between them and the source of the hit, taking it for them. You can do this once per turn, and must reasonably be in a position to get in the way of the blow. While your Master is still alive, you are completely immune to fear damage. 

Inspection: While the party is resting, you can spend time inspecting the clothes and comportment of your companions. Inspecting your master takes 30 mins, and inspecting another member of the party takes 10 (you must always see to your master before moving on to others). You clean, shine, buff, and adjust, making approving noises the while. Anyone seen to in this way heals 1 HP and 1 fear damage. If you expend a dose of cosmetics, this goes up to d4. Your Master gets +1 to all of these numbers.

Hotpot: You may take ingredients from any monster corpses that you or your party have slain. Once a day, while resting, you may cook a meal if you have the makings for one, and include the ingredients you have collected so far. This takes an hour to prepare. Anyone in the party who eats the meal will, for the rest of the day, be immune to fear damage dealt by the monsters who have been cooked into the meal. 

Avatar: All of this filth will be washed away. The dark places of the world will be razed, and then prepared again in the likeness of people like you. 3 times per day, you can force a monster with 2HD or less to check morale when you attack them in melee. This check is made at -1 if your clothes are clean and well presented. You are immune to fear damage, whether or not your Master is alive.

The Cure: You can prepare another type of special meal during a rest. If a party member is diseased, you can prepare a curative for them, using the flesh of their body to do so. The party member must take a permanent -1 to STR, DEX, or CON (your choice), as a small digit or choice section of muscle and fat is cut away. The meal takes an hour to prepare, and counts as a single dose of Curatives. It also heals d6+1 HP. If preparing The Cure for your Master, you may choose to take the statistic penalty instead. 


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