Spells in Spaaaaace!

March 13, 2020 at 10:44 pm

“A little magic can take you a long way.”

— Roald Dahl

Wherever a sentient species explores, wherever it plants its flags, it carries its culture and traditions with it. And if your traditions include magic, it won’t be long until magic is applied to making this exploration more successful.

This is as true in the Scintillant Sea as anywhere else. Wizards are common among the crew among the skyships and fearsome assets when battle breaks out. One of the most valuable contributions a wizard can make, is aiding their allies against the ST-draining thinness of the air in the Scintillance.

New IQ12 Spell: Airbubble (T). This spell provides a figure with a small pocket of atmosphere around their heads to offset the risks of long-term exposure in the Scintillant. The spell costs 3ST to cast and lasts for 24 hours. Terrestrially, the spell will allow a figure to breathe underwater, but slows their swimming MA by 2.

Several other spells are staples of a skyship wizard. Far vision gives a lookout the ability to spot enemies at a much greater distance, and explosive gems add punch to catapult bursts. Once ships close, battlefield control spells like multi-hex Fires and Slippery Floors come into their own.


Super-size it

Even more than most battle magic, being able to affect an entire vessel with magic is critical. But this kind of spellcraft is not simple, nor does it come without a price. One method is ceremonial magic, which is detailed in a fine blog post here. First, it requires the wizards actively involved in the casting (as opposed to those who simply add ST by Aid) to cast the Ceremonial Magic spell.

New IQ 15 Spell: CEREMONIAL MAGIC: (S) [inthelabyrinth.org] Allows groups of wizards to cast larger spells, on subjects locally or far away. The spell involves using strict ceremonies, including candles, special ingredients, chanting, etc. to focus the wizards’ minds and expand the working of the spell.

ST cost to perform this spell: 5. The time to cast the spell is 10 times the normal casting time. If spells are directed at enemy vessels, the casting difficulty is -4adjDX for each tactical hex beyond the first.

Second, the energy cost of the spell is calculated by multiplying the cost of the spell by the radius of hexes it will ultimately affect. Note that for a spell designed for a single subject to affect an entire hex, would add one to the radius So, if you wished to cats Reverse Missiles on a sloop (1 to cover a complete hex plus the ship’s 4-hex radius) it would cost 10 ST (2 ST x 5) for the first round (plus the cost of Ceremonial Magic spell), and 5 ST for each additional round. Note that this radius is roughly spherical and is always calculated as such regardless of the deck configuration of any given vessel.

The extended casting time of typical ceremonial magic spells is problematic in combat situations, however. Clever wizards have solved this problem by crafting vessels with magical conduits built directly into the ship. These channels are all centered on a Locus Arcane which allows ceremonial magic to be achieved with only two rounds of ritual.

A locus arcane can be added to a skyship for $10,000 per megahex of the ship in materials and time. It requires $100/month to maintain. For each month a locus is not maintained, the risk of catastrophic spell failure increases by 1.


These are just a few ways to bring magic into combat in the skies and beyond. Do you have interesting ideas on how you could apply spells to ships on seas and skies in y9our campaigns? Let us know.

Battle Beyond the Shards —
Air combat over Almeri

February 6, 2020 at 4:40 pm

“I wish to have no Connection with any Ship that does not Sail fast, for I intend to go in harm’s way.”

– Captain John Paul Jones


This is a continuation of the Airship rules from the previous post. To start from the beginning click here.

While much of the time on a voyage is quiet and lonely, there are threats in the Scintillance. Pirates, raiders, and other enemies might hope to catch a trader unaware or strike a blow for an opposing power. The weapons in common use, however, are not usually enough to destroy an enemy ship unless it is wildly outclassed. Battles are usually decided by closing, boarding, and paying a bloody price for victory.

When two ships come in contact in the skies, it is usually at some distance. Unless there is an element of ambush or subterfuge, ships would spot each other at fairly long range.

When two ships come in contact, roll 1d.

d6 rollDistance
1-2 10 THexes distant
9 THexes distant
8 THexes distant
67 THexes distant

These Tactical Hexes (THex) are roughly 10 megahexes across and represent the relative distance between the two vessels.

Each round they are in contact, their two captains have three choices: close, track, or withdraw. If the choices are opposing, they would make a contested (Captain) check. If there are more than one ship on one side, that captain gain +2 on their skill per additional ship. The winner can move up to two tactical hexes more than the difference of their speed. If a ship moves more than 10 hexes away from an enemy it has escaped the conflict, and must be sighted again before combat renews.

Tactical combat rounds are handled in three phases.
1.    Opposed checks and tactical movement
2.    Maneuvers, including speed changes
3.    Fire weapons and attempt boarding

If a ship comes into range of its enemy, it may fire on its opponent. Most weapons have a single firing arc, and the captain may need to come about to fire all of its weapons. Even if a weapon has range to reach the opponent, the test is –1 for each hex beyond the first between them. Note also that catapults firing arcs prevent them from attacking ships in the same hex.

WeaponSpaceMax. Range DamageCrewROF
Scorpion1 hex4 THex4d41/2
Catapult2 hex6 THex 8d41/3
Petard launcher1 hex3 THex6d3*1
Fire launcher2 hex 2 THex8d**21/2

* One member of a petard crew must have the Guns or Mechanician Talent.
** If a fire launcher strikes sails or rudders, they may catch fire as a figure.

New IQ9 Talent: Siege weaponry (1) The ability to aim and fair siege weaponry like scorpions, ballista, catapults, and trebuchet. The test for a siege engine attack is IQ-based. These skills are all included in the Engineer talent, and an Engineer is usually in command of a siege engine crew.

On a hit, roll 1dSystemHits
1-4HullShip ST
5-6Ship systemSee below
On a 6, roll 1d
1-4Sails10ST / OAD
5Weapon12ST / 2AD
6Rudders15ST / 1AD

Ship system hits can affect the performance of the vessel. If the sails are damaged, its Speed drops equal to the percentage of sails lost, so an MA4 ship with 4 hexes of sail will lose 1MA per hex lost. Weapons hits can destroy individual weapons. If a manned weapon is struck, its crew takes half damage. Rudders are small articulated sails that maneuver the ship. There is one rudder hex for every 2 Size category. If destroyed, the vessel loses Handling in equal percentage to the loss. A ship with functioning sales will always have a handling of at least 1.

Ship systems can be targeted directly by an enemy. Sails can be struck at –3, and weapons and rudders are targeted at –6.



If two ships are in the same hex they are in point-blank range, and can be become engaged. An attacking ship can send boarders on ornithopters, or can try to attach grapnels. Ornithopter pilots must make a single pilot check to reach the opponents’ ship, and succeed on a 3/DX to land cleanly. An attacking ship must be quite close for grapnels to land, and the attacking captain must succeed on a 4d test to come aside. A 17+ on this test is a collision on both ships take 3d for each speed category they are traveling. If the attacker gains two grapnels per size category for a full round, the ships are considered engaged. The two ships are bound together and neither ship can maneuver until the engagement is broken. Rammed ships are automatically engaged.

New IQ10 Talent: Gliding (1)  This is the skill to pilot single-occupant flying machines. Simply flying in an ornithopter requires no check, but complicated maneuvers like landing on a moving ship or aerial combat may require a DX test. A figure without his talent must make 3/DX test each round to make progress gliding, and would fall to the ground in normal gravity.


Tactical Combat Sample

Captain Abella of the sky galley Redolent is patrolling the Scintillance in search of pirates when she comes upon ‘Dark’ Derrick’s sloop Manta Ray with its sails furled. The GM rolls a 2 and two ships are 10 tactical hexes apart. The Redolent is currently moving at 2, while the Manta Ray was at anchor.

Abella chooses to close and Derrick will try to withdraw. Abella (IQ12) wins the contested roll against Derrick, and closes 4 hexes to 6 (their speed of 2+2 for advantage. Abella increases her speed by 2 (with +2 to the check due to the two unused maneuvers) to 4. Derrick lets out his sails and accelerates times to 3. The Manta Ray has extended rudders giving it Handling 3. Neither ship can bring weapons to bear at this range.

Abella wins the second round as well, and closes to 3 hexes. Derrick tries to Evade 3 times and succeeds twice. Abella’s gunners fire two scorpions against their IQ12, with -2 for the evasions and -2 for range (-1 for each hex beyond the first) and +2 for the sloop’s size for a total of -2adjIQ. One hits for 12 damage to the hull. Derrick’s only weapon is a fire projector which is out of range.

Abella keeps advantage for the third round and closes to 1 hex. Her ship must come about to fire its other two scorpions. Derrick evades twice and rolls to protect his sails. With a 5 and 7, both weapons hit. A lucky 6, followed by a 2 on the hit location chart has the second scorpion strike sails for 17 damage, taking one out and lowering the ship to MA2. The other did 12 more to the hull. Since it rolled, the Manta Ray may not use its weapons.

Derrick wins advantage this round, but since their speed (2) is 2 less than the enemy (4) they are still one hex apart. Derrick successfully accelerates to 3, evades, and rolls again. Abella slows to 3, comes about and fires, but both scorpions miss.

The contested roll is a tie, so there is no advantage. Since the Redolent is moving faster, it closes to engage. Abella tries to position for boarding, but fails the Captain check with a 15. Derrick’s crew unleashes their fire projector, but miss.

Derrick wins advantage and manages get slip away three hexes. They try and fail to roll, but successfully evade. Abella comes about to fire and both scorpions strike home, doing 14 and 11 to hull. Derrick’s fire projector is out of range again.

This round the the advantage goes back to Abella, who closes to 0 again. She drops speed to 2. Her positioning check of 8 is successful and she comes alongside the sloop. Six marines launch grapnels and four land. This is 2 per Size category of the smaller vessel and the two ships are lashed together.

Next round the marines will pour over the deck and the battle for the Manta Ray will get personal.

Sailing the High Skies —
Airships over Almeri

January 31, 2020 at 6:19 pm

“Never regret thy fall, O Icarus of the fearless flight
For the greatest tragedy of them all
Is never to feel the burning light.”

– Oscar Wilde


Between the Shards that sustain nearly all the life we know of is a band of smaller fragments, glittering dust motes, and glowing orbs that we call the Scintillance. A few hardy souls call the Stream home, and sail the skies between worlds.

The Scintillance may seem empty but it is far from a void. The atmosphere thins as a ship rises, but there is breath even in its deepest darkness. A terrestrial creature must make a 3/ST test each day or takes a point of Fatigue. This damage cannot be recovered while in the Scintillance, but can be healed at 1ST/hour when they return to full atmosphere.

The ships that ply this celestial sea are a hybrid of magic and ingenuity. They are built off a structure of dragon skeletons reinforced with light hartwood, canvas, and glass. The size of a ship is restricted by the size of the skeleton, and only 7 hexes (1MH) of airship can be lifted per hex of the dragon skeleton used. This fact is not lost on dragonkind, who do not look kindly on the skyships and can wreak bloody revenge for the loss of their kindred.

Next up in the ‘Aerie: Airship battles!
Check it out here
Skyships are detailed by the scale (Size), durability (ST), Speed (MA), Defenses (AD) and handling (H). Size is determined by the number of megahexes of deck space of the vessel. This is very limiting for skyships, whereas as waterborne ships can be much larger. In tactical combat, enemies gain +1 to target a ship for each Size category above 1. For every two MH of main deck, a ship can have 1 MH of lower deck or cargo space.

Skyships carry sails and rigging equal to its size in MH. These are not counted in its Size, but can be attacked. Each sail hex has 10ST and 0AD without modification. A vessel will lose a percentage of its speed equal to the percent of sails lost, so that ship of 4 megahexes and an MA of 4 will lose 1 MA for each section of sails lost.

Durability (ST) represents how much damage the hull and decking of a ship can take and maintain integrity. This is largely a function of the size of the vessel, but can be improved with magic or investment. In general, a ship has 3ST for each hex of deck space, including lower and cargo decks. A skyship that takes more damage than its ST will collapse into pieces, lose momentum, and float away into the stream. If this happens close to the surface of a shard, the ship will crash to the ground.

Speed (MA) is how fast a ship can travel. Larger ships can raise more sail and move more swiftly through the Scintillance. Unfortunately their bulk drags them in the opposite direction, so larger is not always faster. This is the number of relative hexes a ship travels in a tactical round. This is equivalent to 10 normal rounds and 10 normal hexes, so that a 1-hex dragon has a tactical speed of 1 (MA10) and a 7-hex dragon’s is 2 (MA20).

Defense (AD) is partially a measure of bulk, and partially design. Each size category adds 4AD to the base defense of a ship. Armor plating, magic, and other measures can add to this.

Handling (H) is a matter of how agile a ship is and how deftly her crew can manage her. A ship can make one maneuver per point of handling per tactical round. Once up to speed, a ship maintains its speed without spending a maneuver. Increasing or decreasing that speed does require a maneuver.

A ship may also use maneuvers to improve their chances in a fight. Each round, a ship may use one maneuver for each point of Handling it has. A successful Seamanship check is required per maneuver, but if they forgo using all their maneuvers, the crew gains +2 adjIQ for each unused maneuver. If pressed, the crew can attempt more with a +1d on the test per maneuver. Normally these checks are made by the captain, but larger ships may have a mate that directly commands the crew.

Maneuver options are listed below:

Accelerate — This maneuver can increase the vessel’s speed by one for each maneuver spent, up to the base speed of the vessel.

Climb — An attempt to gain the higher ground (+12 to attacks) on the enemy lower a ship’s movement by one for the next round.

Come about — This is changing the facing a of a ship to bring different weapons to bear. One maneuver can turn a ship 90 degrees, so two would be required to fire side-facing weapons on either side of a vessel.

Dive — A ship can drop toward the nearest gravitational mass, increasing its speed by one for the turn. However, a dive exposes vulnerable assets and doubles the risk of striking sails, weapons, or crew.

Evade — A ship can take evasive action to avoid fire from enemy vessels. Enemy attacks would be at -1 for each maneuver spent.

Heave to — This is an attempt to slow an airship or come to a complete stop, in order to dock or avoid ramming another ship. A ship can decrease its speed by one each round. Slowing faster can be done with a piloting test with one additional die for each MA beyond the first.

Position — a captain can improve its tactical position with maneuvers, adding +1 to their competitive check for each maneuver spent.

Ram— Ships in point-blank range are capable of ramming one another. The captain with advantage can close beyond contact and slam into its opponent. The ramming ship does 10d for each point of movement it has in excess of reaching engagement. If the ships are different sizes, there is +1 (or -1) per die for each level of size difference. The attacking ship takes half this damage. For example, if a Size 3 ship rams Size 2 ship with one hex of excess movement, it would do 10d+10 damage to the enemy and half that to itself. All ramming damage is done to a ship’s hull.

Roll — A ship can turn its hull to enemy attacks, adding 5AD to each hit it takes. A ship using the Rolll maneuver cannot fire its own weapons that turn.


Voyaging in the Void

Skyships perch on high towers or atop great hartwood trees when at anchor on a Shard, kept aloft by the lighter gravity and the magic of their draconic skeletons. Once the lines are freed, the captain would Accelerate and Climb until the surface gravity is cleared. Then they are free to maneuver at will.

Sailing between shards is fairly straightforward aside from shard-storms, pirates, and vengeance-seeking dragons. The captain or navigator must make a successful navigation (Practical Astronomy, below) check each day to stay on course. A failed check adds +1d to the next day’s check. If a ship gets terminally lost, they can try to set a new course to the nearest Shard. Typical voyages last between two to eight weeks.

New IQ13 Talent: Practical Astronomy (2) This is the applied knowledge of the locations of objects in the Scintilliance and their relationships to one another. Useful for plotting a skyship course and to avoid getting lost. The talent requires a number of calculations, and only costs 1 if the figure already has the Mathematician skill.


Down to Earth

While this system was designed for airships, it could easily be applied to sailing terrestrial seas. The maneuvers list would be shortened, and ships can be much larger. Fire presents a much larger danger on the surface, and would be applied to hull AD cumulatively. The risk of sinking adds additional danger, and if a ship loses more than 1/3 of its ST the hull is breached, and it will take additional hull damage at 1d per size category. More than 2/3 damage and it will sink in a number of rounds equal to its Size category.


Ships of the Line

The skyships of the Cidrian shards are vastly expensive to obtain, and only the rare cargoes and even more mysterious passengers can make them profitable. A skyship costs twice as much as a terrestrial vessel of similar size (examples can be found here), and that does not include the dragon skeleton. These artifacts must be acquired separately, often at great risk and expense.


Size1 / ST21 / MA1 / AD1 / H1
A lightweight transport designed to carry a single figure, used mostly for boarding actions and ship-to-ship travel. Ornithopters can often be fabricated for $10,000 in the right environments.


Size2 / ST63 / MA3 / AD8 / H2
A small 2 megahex vessel for up to 4 crew. A cramped stern cabin provides some comfort and there is minimal cargo space. The small deck only has space for one hex of mounted weaponry.


Size4 / ST126 / MA4 / AD16 / H3
The swiftest and most common of the skyships usually carries of crew of 12 (4 needed per watch) and up to 12 marines in war duty. It can handle four hexes of weaponry, but often mounts much less, as they interfere with cargo carrying.


Size7 / ST219 / MA4 / AD28 / H2
Frigates are large fighting vessels rarely seen out of the Scintillance. It can carry 4 hexes of side-firing weapons on the lower deck and 4 more above. It requires a crew of 8 per watch and can travel with as many as 40. These vessels often carry ornithopters on board.

Man O War

Size14 / ST441 / MA3 / AD56 / H2
The fearsome fighting ships are too large to dock on any but the smallest low-gravity shards, so are only seen patrolling the ways between. It takes 16 crewman to handle the ship, with another 24 manning its weaponry. They can carry up to 100 passengers and crew.


Customizing Vessels

No two skyships are alike, but some alterations are more drastic than others. Here are a few of the more common changes made by shipbuilders.

Additional Sails. This enhancement expands the sails aboard to increase the ship’s speed. A vessel can improve its MA by 1 for 25% of its original cost. These ships have 50% more sail hexes.

Armor Plate. A ship can increase is AD by 25% for 10% of its original cost. This can be done more than once, but each level of armor beyond the first reduces the ship’s handling by 1.

Concealed Weapons. The ship’s below-deck weapons are hidden from casual view. Each weapon concealed requires an additional hex of space.

Expanded Crew Quarters. Each additional crew space takes one hex of cargo or deck space, and a passenger requires two. A skyship needs one full megahex of deck space to fly, and one full megahex of deck equal to half its size. For example, a Galley (Size 4) needs two full megahexes of working deck space.

Extended Rudders. A ship can improve its Handling by 1 with extended rudders for 10% of its original cost. Using the added maneuver requires a successful 3d Captain test. This can only bey added once.

Ram. A heavy, reinforced prow of the skyship used to strike enemies. A ship with a ram does +1d per Size category damage in an attack, and takes one less damage itself. The bulk of the ram lowers a ships’ handling by 1.

Sturdy Hull. A ship can improve its ST by 10% for 10% of its base cost. This customization can be added more than once, but each additional hull reinforcement beyond they first lowers its Handling by 1.

Underdeep — The world below Almeri

December 18, 2019 at 10:03 pm

“The cave you fear to enter holds the treasure you seek.”

― Joseph Campbell


Almeri is not a large world by our mundane standards, or even by the standards of those well-traveled in the Scintilllance. But like many of the Shards bobbing in this celestial sea, its life is not limited to its surface.

For deep below its lush green forests and raging seas is a near continuous network of caverns, nodes, and vast openings that run nearly to the core of the world. And much of this dark landscape — known to most as the Underdeep — is teeming with life.

Much of the Underdeep is cut with long veins of crystals like quartz and selenite, and huge crystalline spaces can be found deep underground. These areas are prized by more intelligent Underdeep dwellers for their relative strength and reflective properties, and many groups seek them out for their settlements. Another common feature of these crystalline vaults are the the fainting shimmering Selen Moths that flutter about these areas like wandering starlight, and seemingly feed off the crystals themselves. To date, no one has mastered domesticating these light-bearing creatures, but their larva have been collected for use in glimmerworm lamps.

A Chemist or Alchemist can create a Glimmerworm lamp that glows for 24 hours if they have access to 8 glimmerworms and $10 in common ingredients. If sold outside an Underdeep community, a Glimmerworm lamp usually goes $50 or more. Exposure to sunlight destroys the potency of such a lamp/

While the reach of the Underdeep is vast, its food sources are not. Underground waterways hold fish and crustaceans, and there are many edible fungi to be found, but these resources are not nearly enough to support large populations and are a constant source of conflict.

New IQ11 Talent: Spelunker (1). Prerequisite: Naturalist or Climbing. This is the equivalent to Woodsman Talent for surface-dwellers. Due to the harshness of the environment, the test for sustenance is 4/IQ per day, and the failure underground is 2 fatigue. this Talent will also allow a figure to identify rock formations or underground creatures, wit the difficulty determined by the GM.

By far, the most common intelligent creatures roaming the crystalline passages of the Underdeep are the goblins. Whether driven below by other races or their own desires, the goblins have laid claim over this benighted realm. From crystalline cavities to shores of underground seas, goblin tribes have carved out communities and turned this harsh climate into a home.

Goblins — always true to their word but cagey in their actions — make difficult neighbors outside their immediate clan groups. So most goblin communities are either small or are several clan groups living near one another to make use of a large resource like fresh water or robust fungi patches. These groups live separately but in parallel and often have complex and baroque contracts with each other to guide their actions. Tricking or outwitting another group in these agreements is a source of great pride among goblin clans, but stealing or petty violence is below them. However, this restriction does not hold true for surface dwellers.

Goblin societies are strictly matriarchal as the birthing of young is critical to the clan’s survival. Similarly, but is usually the males who are sent to trade or raid on the surface, as their loss will not be felt as strongly. The most revered (and feared) are the priestesses of Areope. These venomous sisters claim to hold the fate of their clan’s in their hands, and none will resist their demands for duties, resources, or even mates.

Aiding the goblins and providing much-needed heavy lifting are the ogres. These simple creatures (Typically ST20/DX10/IQ6/MA12) are said to have traded their freedom to the goblins exchange for fresh meat, and have served them fro uncounted generations. Whatever foul energies that creep through the Underdeep have not been kind to these ogre brutes, and mutations are now quite common among them. Single eyes, additional limbs, shocks of unexpected hair and unnatural horns are common sights among the subterranean ogres. Some of these anomalies are sought out by the goblins (for aesthetic or practical reasons), and they may even try to breed them.

While the ogres themselves are not compelled by their word like the goblins, their long connection has ingrained a loyalty to their masters. This loyalty is quickly tested if the goblins fail to provide for the needs of their brutish servants, and more than goblin has been slaughtered over failure to feed the ogres what they require.

Goblins commonly fashion harnesses for their massive (3-hex) ogres, and use them like beasts of burden. It takes the ogre-specific Driver Talent to manage the stubborn creatures to do much more than carry a goblin, and gifted drivers can control an ogre almost as extension of themselves.

Even more terrifying than the sight of a massive ogre driven by a lash-cracking goblin, are the spider-riders. These elite goblins have domesticated horse-sized hunting spiders as mounts. Like common wolf spiders, these are burrowers and not web spinners, but they can spin out thick strands of sticky silk to trap those who come close their lairs. Goblins revere these creatures, and those that manage to tame and ride the massive arachnids are respected above nearly all others.

New Creature: Subterranean Giant Spider (2-3 hex). ST20-25/DX12/IQ2/MA12, or 6 climb/AD1/D1d+Poison) These massive matte black spiders are nearly invisible in their underground homes, and normally lie in wait in shallow dens for prey to come by. They often leave strands of thick web (as the spell with 3/DX save to avoid) to encumber those that stumble into their trap. Their mandibles are more powerful than the typical giant spider, but their venom is not. A successful bite requires a 3/ST test or it does 1d ST and causes -2adjDX from pain for the next 15 minutes. These penalties can accumulate. Spiders can climb surfaces (or their web strands) at half their MA. They can ridden as mounts with a spider-specific Horseman Talent and be broken and trained be trained by an Expert.

Familiarity breeds context

November 15, 2019 at 7:48 pm

“Until one has loved an animal, a part of one’s soul remains unawakened.”

― Anatole France

Fantasy literature and folklore are filled with tales of wizard’s with small companions, whispering secrets to them or spying on their enemies. And many games have tried to replicate the idea, some more successfully than others. A familiar — or any animal companion — should be a valued companion and aid, but not a separate character on par with PC itself.

To create a system for these creatures in the Fantasy Trip, we wanted to be flexible to the varieties presented in different stories and balance the power the offer with the cost. A familiar should be available at character creation or after, and should have the ability to grow as the wizard increases in power.

We chose to make it a Talent rather than a spell to accommodate heroes with animal sidekicks as well. Wizards gain added benefits from this bond, and that is reflected in the additional cost.

New IQ 10 Talent: Familiar (1+)

This Talent forges a bond between a person and a creature. The creature will stay by its master’s side, follow their instructions (to the extent of its intelligence), and share an empathic bond allows the master to share its senses and feelings. A familiar is usually a small animal like a cat or a bird, but more exotic creatures like scum bunnies or stinkers could serve as well. A familiar begins with ST4, DX10, IQ6, and MA12. While not normally combative, a familiar can strike with its claws or feet for 1d-3.

A familiar can be improved beyond this by spending XP. For each 200XP spent, the master can increase an attribute by one point. If a familiar’s ST ever rises above 8, it does damage based on the bare hands combat damage table +1 (ITL, p.122).

Wizards gain a few additional advantages with their familiars. First, any spell the wizard cast upon themselves (Blur, Iron Flesh, Fireproofing, etc.) also affects the familiar. An extension of that is any sensory magic (Mage Sight, Dark Vision) is also applied to the familiar, allowing the wizard to use the heightened perception through the familiar. Note that the master does not literally see through their familiar’s eyes, but gains an empathic understanding of what the familiar sees. The smarter the familiar the more complete the vision is. Finally, the wizard can use their familiar’s ST to power their own magic. The wizard may not drain a familiar to 0 or lower, and a wizard that abuses this ability might find themselves abandoned by their own familiars.

If a familiar dies, the master must wait at least one month before calling another. A full night must be spent in quiet contemplation before a new creature answer the summons. This does not cost the character XP, but any advancements the previous familiar had are lost.

Bigger Buddies

Perhaps your wizard is looking for something a little bigger than an owl, or your hero wants a companion that can pull their own weight in a fight. At the GMs discretion, larger animals can be used as familiars

Small creatures (2) such as a dog, large cat, or a sizable snake can be bound as familiars. They would have ST8/DX12/IQ6/MA12 if a typical quadruped, or by animal type. They usually do 1d damage.

1-hex creatures (4) like a wolf, jaguar, or a giant spider would have ST12/DX12/IQ6/MA12 and armor of 1 or 2. They usually do 1d+3 in combat. If a figure chooses to have an unintelligent creature like an insect (or a slime) they do exactly what they are told but have very limited ability to act independently outside of instinct.

2-hex creatures (8) like a bear, horse, or giant lizard may rarely be bound as familiars. They have a base ST24/DX12/IQ6/MA by type, and defense of 1 or 2 hits. They can do up to 2d hits in combat. These are not merely trained beasts, but boon companions and partners. While it may not be convenient to have them with you at all times, they will become restless (as will all familiars) if separated from their masters for any length of time.

Demonic Assistance

It may also be possible for a figure to be bound to a familiar from beyond our normal world. These creatures are more powerful than a mere magical pet, but have their own drives and agenda. Whether obtained by bargain or trickery, a demonic (or elemental or even angelic) familiar will only aid its master when it feels it has something to gain. A contest of IQ might be needed to decide if the familiar follows its master’s orders. A outsider familiar has base ST12/DX12/IQ10/MA12 and may be able to fly or even teleport short distances. The GM should keep a sheet on the familiar and only tell its master what it needs to know. These familiars goals are usually to corrupt the wizard and cause as much mayhem as possible before returning to their hellish homes.

For example, an imp is a common form of demonic familiar. In addition to its base statistics, an imp can teleport within its mega-mehahex at will, and cast invisibility. It also has the stealth talent. This would make an imp an incredible spy, if not for the stench of sulphur it carries with it.

Lords Over Almeri: Deities and religion

November 7, 2019 at 7:45 pm

“Prayer indeed is good, but while calling on the gods a man should himself lend a hand.”

– Hippocrates

Almeri is a world filled with divine energy, although whether mere mortals can tap into that energy is the subject of some debate. There are places that overflow with it like volcanic caldera or windswept mountaintops, but it is commonly thought that the divine flows the natural world and provides the spark for independent thoughts. And while many areas have their own civic gods or even powers that claim dominion over wider areas, it is generally considered that the Pentarchy are the major deities.

These five gods do not claim to have created the world, and may just be the last of the Makers. Neither do they claim true relation to one another, perhaps it is only their great power and competition with one another that make them a grouping at all.

While individual priests will swear by a single patron, most folk look to each god in need, depending on circumstance. Certain gods hold more sway in certain locations — Akilo is the patron of the Venitine empire, for example — but each are acknowledged as power beyond any mortal ken. Many priests of the Pentarchy do have magical powers, and claim they are but vessels of divine will, but these powers do not vary greatly from those who study mystic symbols or truck with demons.

Each of the Pentarchy have their temples, and they are rarely worshiped together. Crossroads often marked with polished stones that passers-by will lay their hands on reverence, and the superstitious will cover their hearts with an open hand to invoke their blessing over ill omens, but their are no services held in their collective honor.

They are seen as personifications of desires and attributes, and their worshipers often emulated these traits, but this should not be taken to mean that teach moral values. They are mighty forces that need to be glorified or appeased, and their faithful follow their strictures, but they rarely provide any true philosophy or path to salvation. They themselves are often fickle, and legends abound of them acting pretty, vindictive, and often cruelly to mortals.


The Gods of the Pentarchy

Zula. The deity revered most widely among the common folk is Zula. She is a goddess of family, strength, and protection personified by a mother bear. Sacrifices are made to her to ensure plentiful harvests, fruitful marriages, and harmonious gatherings. Even the smallest villages will have shrines to Zula. Many members of her priesthood do good works and share the practical wisdom of the hearth and field between communities. Her martial order is the backbone of country militias and border garrisons.

Zula is tied to the Earth, and her holy objects are crafted of stone and clay. Her vestments are of leather and fur, and her symbol is a stylized bear claw. Success is a sign of favor from Zula, and her adherents may flaunt their wealth or offer generous gifts. The chosen weapon of her martial adherents is the mace.

Akilo. Is important largely because his worship is the state religion of the Venetian Empire. Akilo is known as a god of justice, virtue, and glory, and his priesthood reflects that with pomp and ritual. His aspect is the eagle, and temples feature soaring colonnades and domes — often open to the sky above. Shrines to the god can be found in many places in the wild.

The priests of Akilo often do double-duty as judges, and his martial orders hunt down and punish criminals. The ‘justice’ of Akilo is relative, as it often serves the needs of the Empire more than any abstract ideal. The Emperor is said to speak with the force of the god, and his will is seen as divine scripture. This can lead the church into maintaining a difficult balance between the ideals of Akilo and the orders of his earthly servant.

Akilo is bonded with the air, and the raiment of his clergy are often decked with feathers and flowing blue robes. Offerings are made of incense and other costly materials burned and sent up to his mountaintop demesne. The sacred weapon and symbol of office is the spear.

Muranae. The most clever of the gods is often as seen as the least of them. His aspect is the field mouse and he personifies cleverness, industry, and perseverance. It is often said that he was the one who first taught man dominion over the beasts and skill with tools. His legends often feature him siding with mortals over the other gods, or tricking them to achieve his goals.

He is often invoked at the beginning of endeavors and is supplicated by small offerings of food or objects of value. If a creature is found to be taking such a sacrifice, harming it is the worst form of bad omens. HIs is a religion of protecting the weak against the strong, and the concept of mice being crushed in the claws of an eagle is not lost on them.

His priesthood are often itinerant wanderers or cloistered groups. He is tied to fire and his sacred weapon is the bow. Servants favor earth tones and soft fabrics and eschew obvious symbols of wealth.

Khark. The bloody god is more feared than revered among most mortal creatures, but few who travel upon his waters do so without trying to appease his wrath. His aspect is the shark and his will is embodied by both the waves and the storms of the sea. Many consider all ill fate as caused by Khark.

Shrines to Khark can be found at most city gates and port entrances, and usual sacrifices are animals or blood. His silent priests accept offerings of wealth to perform secret rituals to cast the god’s eyes away from petitioners. He is tied to water and his worshipers favor dark grey and deep ocean blue. HIs token is the sword.

Areope. She is an outsider even among the gods. Areope is the goddess of death and fate, and it is said that she even knows when the gods are doomed to die. But through it all she watches and weaves and ensures that the inevitable happens. Only Areope knows what is beyond the veil of death. Legends speak of a time the Muranae plied her with wine and lured her to sleep to peak beyond, but if he did he has told no one what is to be seen.

Her knowledge and detachment has made her a patron many kinds of misfortune, like disease and decrepitude. Children born with obvious deformities are said to be chosen by her, and are often raised in the church. Where Akilo is the lord of Justice, Areope is the patron of law. Many official legal documents are sealed with symbolic eight-pointed star.

Areope’s aspect is the spider, and she is tied to the spirit. The dead are presented to her in her temples, and most communities of even moderate size have a temple for this purpose. After a full night-and-day vigil, the body is removed and is burned, buried, or cast off to sea by local custom. Bodies not brought to her to fate their fate sealed may be doomed to roam the world after death.

Her priesthood (and her children) wear naught but black. Higher orders wear capes of silver links in the shape of webbing. Her symbol of office is the staff.

Priestly Magic

There are wizards in the service of all the gods, and cultists and prophets of many more. In practice, their magic differs little from the hedge wizards or thaumaturges of the secular. They may claim (and may even be correct) that they get their powers from some conduit to the gods, but the casting of spells is still taking on their spirit. Their grimoires may be holy books, but still require words and gestures to channel magical power. And while a priestess of Zula may cure a peasant of a medicament or a monastic brother of Muranae might repair a miller’s wheel, the miracle-working healers of legend are not common in Almeri

New Talent Use (Priest): Divine Inspiration

A spell-casting figure with the Priest talent can perform a ritual of at least one minute to give them additional strength to perform a task. A successful 3/IQ test will give the Priest 2 mana to be used on a task in the near future. This is above any other source of mana and dissipates within five minutes if not used. A Theologian can gain 4 mana with a similar ritual. If the priest prays for inspiration more than once per day, the test is made with an additional die, so the second attempt would 4/IQ ands a third would be 5/IQ.

To perform the ritual, the priest must have their holy symbol and a sacrificial offering appropriate to the god. A Theologian can gain 1 mana even without their symbol or a sacrifice. At the GMs discretion, the priest might forgo the mana and gain a small bit of advice or inspiration from the gods.

Beyond the Reach:
The wilderlands of Almeri

September 13, 2019 at 4:24 pm

“Contrary to popular belief, the outskirts are not where the world ends — they are precisely where it begins to unfurl.”

— Joseph Brodsky

Even with its politics and divisions, Falcon’s Reach is but one small community in a wider and wilder world. In fact, beyond its cobbled streets and slim towers there are vast stretches of wilderness before a traveler reaches the next safe destination.

The most traveled route from the city is probably down the Tien river to the Middlesea. As it flows northward, the river branches into a wide delta of swampy channels known as the Tangle. An open passage called the Cut was dredged by Venettine engineers more than a hundred years past and has become the major trade route for Arástavar lumber and finished goods from beyond. The smaller channels are often impassable or home to the region’s reptile men or other less than savory characters.

While still officially a Venetti military possession, the defense of the Cut has been ceded to the local Wardens. These homegrown heroes man the watchtowers and wayposts along the Cut, holding back the threat of the primitive marsh-dwelling reptile men and even more fearsome beasts. Their dominion gives way on the coast where the Venettine garrison based in Storr’s Haven keep control of the traffic and ensure that tariffs are fully enforced. Not to say that the Wardens deep knowledge of the Tangles have never aided a merchant to avoid unnecessary imperial attention.

New Character Package: Tangles Warden
+3ST, +3DX, +2IQ) Talents: Boating, Bow, Knife, Quarterstaff, Alertness, Tracking, Authority (see new talent here). Drawback: Commitment (minor social). Suggested advances: Weapons Training, Naturalist, Silent Movement, Tactics. As the only representatives of law in the wild country, the Wardens have to be fairly self-sufficient in while doing their duty. They feel equal responsibility to protecting the land as to enforcing the laws, and often their sons of right overcomes what it officially legal.

There are also halflings among the Wardens, but they lean more toward slings than bows, and try to avoid hand combat as much as possible.

The reptile men of the Tangle do not actively threaten the local populace, but protect their control over the wild country with fierce determination. And, miscommunications with their saurian society have occasionally exploded into massive bloodshed on both sides.

These reptile men would be similar to the Varani as detailed here (http://imaginaeriemedia.com/2019/05/23/knight-of-the-iguana-playable-reptile-men-for-tft/), and make their lairs in the canopy, weaving wines and branches together for platforms and bridges.

Moving north and east toward the imperial capitol of Crixus is the old Amber Road. This gemstone, known as drops of the sun, was one of the earliest forms of currency on Almeri and is still widely-prized today. Its value in creating powerstones and other magical artifice boosted its value, and helped build the Venteri to the vast empire it is today. While the scope of the empire and the machinations of its noble classes have lessened its power in recent years, it remains a force to be reckoned with.

Disturbing rumors have recently claimed that the throne of the eternal empire has been usurped by a cabal of alien octopus that struck from the Middlesea aided by crablike Karikinid shock troops. If this is indeed true, no official proclamation has been made and officials from the capitol remain silent on the subject.

Down the Amber Road from Falcon’s Reach to the west the land flattens and drops into lowlands dominated by the large bay of Sycorax, known commonly as the Godless Realm. The Sycorans are a pale, slim intellectual people who have always looked to their minds to solve their problems rather than their brawn. The wide, shallow Sycorax Bay is the center of their society, and their towns and villages are built on boardwalks and artificially-raised land around this brackish tidal expanse. The Sycorans have always had a greater acceptance of wizards among their population, and have had little interest in the truth of the Pentarchy. In recent days, Sycorax has been acting with uncharacteristic unity and aggression, and it is feared that they are being aided by powers beyond their land, or even from the Scintillance beyond.

Upriver on the winding Tien are the rolling prairies and wooded vales of Tienlands dotted with small villages and outposts. Beyond that lies the vast forests of the Arástavar. This ancient woodland is home to the mighty hartwood trees that can rise to several hundred feet, and the elves that shepherd them. These folk are shy and secretive, and are sworn to protect the trees that they believe are the soul of the land. Harvesting of hartwood is a complex process, and only a handful of non-elves are even involved with it. And poaching of the lightweight, sturdy lumber is a dangerous enterprise for anyone.

The elves themselves live in small communities high in the hartwoods and communicate with each other by a network of griffin-mounted Nightriders. While the hartwood is crucial to the crafting of skyships, the elves themselves have very few, and those are usual the smaller sky skiffs manned by no more than five or six.

The Arástavar, and the snow-capped peaks on its southern boundaries, are also home to many tribes of gargoyles who often war with the elves. Their lack of more powerful magics put them at a great disadvantage in these conflicts, and the race often feels persecuted and hunted by the elves.

To the north — beyond Storr’s Haven in the depths of the storm-wracked Thessalan Expanse — rises a shallow maze of rocky reefs and stone pillars known as the Lethren Stacks. It is rumored that this was once an island kingdom that defied the will of Khark, who sunk the land in vengeance and turned its populace to octopus. While the origin is up for debate, there is no question that this region is a bane to shipping and known to harbor those aquatic raiders.

North of the stormy Middlesea lie the islands and rugged coasts of the Einen — fierce dark-skinned warriors and daring sailors of the frozen seas. But even they fear the Kivilim who live beneath the cliffs and snow-capped mountains above the fjords. These are the dwarves of legend, the small, broad, bearded bearers of the secret of steel. Their skill is unmatched, and their greed is nearly as great. They will not share their secrets, but their wares can be had if the price is right. While dwarves can be found in many mortal kingdoms, the working of the Kivilim is held in highest regard. It is said that even the giants bow to their skill.

Next time: Gods of Almeri

Falcon’s Reach: Places and people

August 8, 2019 at 7:19 pm

“I haven’t been everywhere but it’s on my list.”

– Susan Sontag


Even a small town is filled with distinctive locations and colorful people. Every corner or back street is populated by secrets, mysteries and the potential for adventure. Or at least that’s the hope when RPG players ride up to a strange, new location. But its not practical to detail every location in every town in your fantasy world. Its a lot simpler to choose a few representative places to give the flavor of a location, and fill in the gaps as needed as the characters explore the new location.

As an exercise, we detailed one location from each of the five boroughs of Falcons’ Reach with descriptions of the structure, the offerings, and the personalities that can be encountered there. Its far from a thorough sampling, but helps to give depth to the village, and can serve as a springboard to finding adventures there.


Bucklands: Sambal’s Stumps.

Working-class tavern run by Sambal Sweetbristle. The stumps is simply a covered kitchen and service area with the brewery equipment in the cellar. The rest is open-air covered by seasonal awnings. The furniture (such as it is) is all made form various finished stumps brought in by his customers. Many loggers are quite attached to ‘their’ seats and can get quite protective of them. Beyond the standard draws of a tavern among its hard-working patrons, Sambal is known for his rich, sweet brown ale and his ever-bubbling fish pot.

Sambal is a cheery, russet-haired halfling who favors well-made, simple clothes. He is prosperous, but he still lives in the Bucklands directly across from the Stumps with his wife Lottie and a herd of little Sweetbristles. Sambal is a terrible gossip, and will drop everything to hear a good story or a juicy rumor. He is also willing to overlook a lot of what he calls ‘rowdiness’ in his tavern, and will not call in the guard for anything short of bloodletting or outright theft.

Sambal Sweetbristle, halfling hero. ST8 / IQ13 / DX14 / MA10.
T: Charisma, Business Sense, Detect Lies, Knife, Thrown Weapons, Dagger expertise. D: Gossip (Minor Social).


Dunning: The Random Axe.

Just off the crossroads of the High and Amber Roads, its hard to miss the massive broad-bladed axe buried deep into the frame of three-story building. This serves as signpost for the travelers inn and tavern known as the Random Axe. Its common room is large, warm, and bustling, and travelers from across Almeri will attest to its hospitality. The upper floors of the main building have rooms for as many as 16 guests, and the bunkhouse above the stables can sleep 20 more, if they don’t require privacy.

Looming over all of it is the Axe’s proprietor, Gorim Thengarrin. Gorim stands nearly seven-feet-tall, and is rumored to share blood with giants. He is silent on that subject, and is also silent about how and why the oversized axe got buried in the wall. Truth be told, Gorim is silent on a broad range of topics. While he is often quiet, very little in his tavern escapes his attention, and Gorum is privy to most of the secrets of the Reach.

He is dark-skinned and has thick dark hair and beard, and is usually wearing a fresh apron over his homespun clothing. He is fastidious is his preparation and service, and demands his staff adhere to his standards. The severs, almost exclusively female, do not let this detract from their hospitality or the good times had by their customers. The common room is usually a mix of locals and travelers, and is one of the most welcoming places for strangers in town. Gorim keeps a small selection of specialty spirits from a wide range of races and locales for the differing tastes of clientele. He himself is partial to Vassa — a potent, clear liquor that burns like fire — that is distilled by the Einen in the far north.

Gorim Thengarrin, human hero. ST 18 / IQ 11 / DX 12 / MA10.
T: Business Sense, Cook (MT1), Brawling, Axe, Shield, Two weapons. D: Gigantism (Minor Physical).


Emperor’s Gate: Quills Guildhall.

Looking more like a temple or a noble’s hall, the headquarters of the Guild of Quills is a tall stone with a high clerestory leaded glass panes. Beyond the entry desk is a wide, open space lined with tables, and walls ringed with bookcases rising nearly 20 feet. The rear of the building is a warren of small cities for copying, paper-making and ink-crafting, as well as losing for visiting guilders. this chamber contains copies of official records, local histories and biographies of its leaders, as well as treatises on local flora and fauna. Guildmembers are free to reference this collection, and employ guild scribes to copy any needed information. Non-guildmembers have to go through Staveholder Leandra Bellcock.

Lady Bellcock is a sturdy woman of late middle-years, and tries to give an air of motherly affection. If treated respectfully, she will be doting and filled with kind words, but is very reluctant to give away access to her collection. She will demand full disclosure from anyone looking to see the archives, and usually gains far more information than she relinquishes. She may seem like a hidebound bureaucrat, but she seeks information to aid in her many plots and schemes throughput the village. She is a master manipulator, and uses her secrets and quickly wits to induce others do her bidding. And while so many need the knowledge she can offer, they continue to do so.

The Guild of Quills is aligned with the Wizards’ Guild, but they are separate, and the wizards work to keep their secret knowledge from her archives. The new, young Staveholder of wizards has little trust for the lady, and the relationship between the two groups is currently strained.

Leandra Bellcock, human wizard, ST8 / DX 14 / IQ 12 / MA10. T: Charisma, Arcanist, Scholar, Diplomacy. S: Clearheadedness, Delete Writing, Image, Lock/Knock, Mage sight, Persuasiveness, Reveal/ Conceal, Staff II (Mana 8), Ward. D: weak eyes


Fingers: Brazen Wings.

Named for the wing-like notched V of his maker’s mark, the smithy run by the dwarf Vasara ‘Brazenbeard’ Partauch famous throughout the reach. This is because he is one of the weaponsmiths that has the skills and materials to work in the wizard-coveted bronze. The brazenbeard is a wizard himself, and is closely aligned to the guild. As such, his is reluctant to arm those not approved by its leadership.

Not all of his craft is dedicated to crafting arms for wizards, however. He works in iron and copper as well, and is known for infusing beauty in the function of his work. The front of his shop is cluttered with decorative metalwork, fine tools, and exquisite household goods carefully tended to by his sister Brita. She shares her brother’s honey-gold hair and is as effusive as he is grim.

Weapons and armor sales and commissions are all handled by Vasara himself. He is quite proud of his thick lustrous beard, and protects it in thick scarf when he is at work. He is a dwarf of very few words, and has little patience for chat beyond business. His work is typically 20-30% more than common rates, and is quick to raise prices higher for those who test his patience. One thing that he does indulge in is legends of weapons of power, and is quote curious about the details of their powers and last known locations.

He and Brita live in comfortable chambers on the second and third floors of the shop, and its rumored that he has a collection of magical weapons. It is also rumored that this collection is protected by insidious magical and mechanical traps, and those who attempt to rob the dwarf are never heard from again.

Vasara ‘Brazenbeard’ Partauch, dwarf wizard. ST13 / DX12 / IQ14 / MA8. T: Master Armourer, Assess Value, Lore. S: Fire3, Staff III (Mana 6) Repair, Stone flesh, Weapon/Armor enchantment. D: Obsessivev (minor psychological).


Notch: Kaiman’s Lines.

Even among the scaffolds and cables rising about the Notch, the rough-hewn hartwood spires of Kaiman’s stands above them all. Odder still, are the gargoyles flitting about their highest platform. Kaiman’s crew are some of the most sought-after lineman and riggers in the logging business. Her clan are native to the Arastavar, and know many of its secrets.

Persecuted and hunted by the elves, Kaiman and her flight hate the control that the elf-lords have over the hartwood stands, and its rumored that they have even assisted poachers’ logging operations. They care little more for humans, but will stand by their contracts and will do honest labor in exchange for their precious gemstones. Kaiman’s office is an open-roofed structure situated at the base of four massive posts, with several platforms rising above it. When not traveling, her flight next on these platforms and in chambers hollowed out from the huge spires.

Kaiman, timberland gargoyle hero. ST13 / DX12 / IQ10 ? MA 8 or 16. T: Logging (MT1), Rigging (MT2), Thrown Weapons, Axe, Business sense, Literacy, Common language. D: Loyal (to flight).


New creature : Timberland Gargoyles
ST12 / DX12 / IQ8 / MA8 or 16 / AD 2
These lighter cousins of mountain gargoyles make their lairs in the tops of tall trees. They have adapted to blend into this environment and it takes 4/IQ to spot a hidden gargoyle in forest canopy. The inner surface of their wings is mottled dark green, and they grow branching antlers as they age.Their grey-brown hides are not tough as their kin, and only stop 2 hits, and their claws do 2d-2 damage. They are more dextrous than the mountain varieties and are known to use tools, snares, and other tricks when hunting. In fact, their highly-flexible tails can hold and utilize tools or even daggers (-4DX to hit rear hexes).

They share the gargoyle’s love of gems and shiny objects, and have been known to accept short-term work with other races. However, their competition for territory and resources often puts them at odds with elves, who they look at as weak and untrustworthy.

Next up: Beyond the reach

Local Flavor

July 23, 2019 at 5:25 pm

“You don’t outgrow where you come from.”

– Brian Fallon


Now that we’ve painted the broad strokes off a new world, and placed it in the wider stream of the Cidrian Shards, lets get up close and personal.

The most important place in a campaign world for most players is their starting point. Its the closest thing to ‘home’ in their wandering lives, and its the easiest place to build personal connections and add color and depth to their backgrounds. Its also a place where a GM can take the broader themes of a campaign and bring them down to human scale and literally put a face on them.

For all the majesty and scale of epic fantasy, the best heroes know its not over until they return to the Shire or Winterfell.



For these reasons and more (look here for our previous discussion of village-building), its important to make the home region small enough that characters can become important, but large enough to hide secrets and provide opportunities for adventure. We’re calling ours Falcon’s Reach.

Falcon’s Reach is a prosperous village of 5,000 souls found on a wide stretch of the Tien River as it breaks free of the great wooded lands of the Arástavar before it once again scatters into the swampy delta morass known as the Tangles on its way to the sea. For generations, it has been a gathering place for the staggeringly tall hartwood loggers of the elves to trade with the clever merchants and shipbuilders of the human folk.

The Reach is a crossroads for many cultures of Almeri and more open to diversity than other villages of its size. Officially, it is one of the westernmost provinces of the ancient Venetine empire but its distance from the capital gives them more autonomy than most. Only the protection of its shipping fleet and defending against the rising aggression of the godless realm of Sycorax justifies any imperial military presence in the region.

Even the defense of the Cut — the deep channel carved through the Tangles marshland — has been ceded to the local Watchwardens. These homegrown heroes man the watchtowers and wayposts along the Cut, holding back the threat of the primitive marsh-dwelling reptile men and even more fearsome beasts. Their defense gives way on the coast where the Venetine garrison based in Storr’s Haven keep control the traffic and ensure that tariffs are fully enforced. Not to say that the Wardens deep knowledge of the Tangles have ever aided a merchant to avoid unnecessary imperial attention.

The village itself spans an open, slow-moving portion of the Tien just upriver of the shallow Lake Ishgan. The high eastern bank is where primary residential and commercial districts are. The low western bank is dominated by log yards, saw mills, and the camps of the log drivers. Even in the hightown, most buildings are wooden beyond the first floor. Most streets are cobbled and waste runs down side channels to underground sewer that empty deep in the river.

Local Spotlight: Almeri Guilder

One of the largest power blocs in Falcon’s Reach — in fact most of Ameri — are its many guilds. These organizations serve the needs of their members in internal conflicts like standardizing measures or quality controls, and protects their interests against governments and other guilds. Guilds are notoriously political, and members spend as much time fighting within factions as promoting their goals.

A guilder’s talents are dependent on their specialty (such as tanning, heraldry, or fighting), but a member must have at least one relevant skill. Other important talents include literacy, business sense, and diplomacy. Recommended advances would include mastery in their chosen field, courtly graces, and detection of lies.

New Talent: Authority (U)
Cost: 2
Type: Professional
The figure is affiliated with a group (militia, religious order, guild, or other organization) that wields power in the campaign world. This affiliation gives them +1 reaction to those who recognize their group’s authority, and +2 to others within the same group. Authority may also grant other benefits within the group like access to information or the ability to call on allies.

While a few of the guildhouses and the Pentarchs’ Hall have towers that rise to hundreds of feet to show their prominence, most structures in the Reach are less then three storeys. There are a few broad avenues that separate the sections of the town, but most streets are narrow and winding.


In the ‘hood

There is a rampart wall that circles the garrison keep, the legate’s manor and the shops and residences of the elite in the quarter known as Emperor’s Gate. Its named the imposing gatehouse that guards that looms over the eastern edge of the Nixie bridge. There is a wooden stockade on the edge of the village, but it is rarely manned.

Between the wall and the river bluff is the Fingers, the commercial heart of Falcon’s reach. Here, forest and fair products are exchanged for finished goods from the empire and beyond. Most of the Reach’s nonhuman residents live here, and this is where the best travelers’ accommodations can be found. Named for the twisting streets that branch off the high road.

Further upriver toward the Amber roads is the Notch. The river bluff here is commanded by the cables and towlines that run to the Bucklands log yards below. Many timber workers call the Notch home, as do those who make their living serving them.

Back across the high road is Dunning, home to the working poor of Falcon’s reach, and those who wrest their income from the land. This is a neighborhood of low-lying houses, small farming patches, livestock, and laborers. The High road and Amber road are lined with shops, inns, and warehouse, but most of the commerce beyond these takes place in cramped front rooms or crossroad markets.

Leaving on the Bucklands across the river. The towers and cable lines of the four large mills dominate the landscape here. Beyond lie the boarding houses, brothels, inns, and encampments of the logging men that are the lifeblood of the Reach. The garrison guard do not regularly patrol the muddy lanes of the Bucklands, but the ‘brotherhood’ of loggers keep their now swift justice. These enforcers are supported by the millers, and few question their authority. Bucklanders are open and inviting to their own, or those who can carry themselves in the wood, but have little patience for outsiders or those who claim authority over them.

The nominal ruler of Falcon’s is the Imperial Legate Morthus Durnae. He is primarily a military man, and meddles little in the common affairs of the people. He is, however, ambitious and is ever on the lookout for ways to make a name for himself at court. The true power lies in the council of staveholders, or the guildmasters of Falcon’s Reach. This group of nine prosperous merchant leaders, craftsmen, scholars, and wizards spend a lot of their time scheming against one another, but without them the city would unravel. Beyond the annual imperial levy, the Staves are even responsible for funding civic services, the constables, and even the Watch-wardens.


From beyond

A year ago on a moonless night, there was a terrible tremor that cracked foundations and shattered glass throughout the Reach. Following that, a strange haze could be seen in the woods southwest of the city. The watch responded, and a group set out to see what had happened. Only three miles outside the walls they came upon a huge black obelisk half-buried in the earth amidst broken trees and smoldering underbrush. The visible projection rose at least 200-feet in the air on a strange angle. In the morning the staveholder of arms — Luchan Alder — led a small force into the haze to investigate the object. Hours later there was a bright red flash, and then nothing. In the intervening months the mists have settled and the first burned out, but no credible information has been learned about the obviously artificially constructed edifice commonly known as the Smoldering Spire. Even those with contacts among the goblins of the Underneath have learned nothing beyond the shaft continues deep into crystalline caverns that honeycomb Almeri’s core.

Up next: Notable people and places of Falcon’s Reach

Upbringing, a talent variant for new characters in TFT

June 27, 2019 at 7:35 pm

“Everything depends on upbringing. ”

― Leo Tolstoy


A lot of players when creating new characters for TFT will diligently balance and maximize their attributes and talents to get the most benefits for every one of their choices. But very often you simply end up with “Swordo the Swordsmen — master of swords’, which might not be the most interesting figure to role-play.

On the other hand, its not always easy to spend points on secondary talents that make a character more interesting and fleshed-out rather than an important combat skill or extra spell.

Inspired by the Secondary Skills chart in the old AD&D Player’s Handbook, we built a quick low-cost system to give characters background flavor and capabilities. We call it ‘upbringing’ and it reflects how the character was raised, and they environment they grew up around. Upbringing can either be chosen or rolled randomly, and cost one IQ point at character creation. Alternatively, they could be given out as a free benefit to all PCs when they are made, or used in combination with minor drawbacks.

Simply, upbringing gives a narrative backdrop to the PCs youth, and gives them familiarity in two talents related to that upbringing. Familiarity is less thorough than any talent, and only gives smattering of knowledge and experience on the subject. Tests with familiarity must be rolled with one extra die, and automatic affects require a 3-die roll. For example, a figure with the Entertainer upbringing who wants to improve their Reaction roll would have to succeed at a 3/IQ test. The listings below are a sampling of common upbringings, and GMs and players should feel free to expand this list with their own creations.

To randomly pick a figure’s upbringing, roll one die twice. The first die is the broad category of the figure’s history, and second die would a more specific aspect of that category. Note that highly specialized histories — like prince of the realm or mysterious foundling — are not part of this these tables and would have to recreated uniquely by the player.

Roll 1d for the upbringing category
1. Crafter
2. Clerk
3. Hustler
4. Cultivator
5. Trader
6. Traveler
Then roll 1d for the specific upbringing
1. Artist1. Acolyte1. Beggar1. Farmer1. Apothecary1. Bandit
2. Carpenter2. Apprentice2. Burglar2. Fisher2. Entertainer2. Nomad
3. Mason3. Merchant3. Charlatan 3. Forester3. Grocer3. Drover
4. Jeweler4. Retainer4. Courtesan4. Hunter4. Innnkeeper4. Sailor
5. Smith5. Scribe5. Gambler5. Miner5. Tailor5. Soldier
6. Tanner6. Official6. Pickpocket6. Trapper6. Stabler6. Teamster


Crafter upbringings

Crafters were raised around artisans or skilled workers. Whether it was family businesses, or they were apprenticed in their youth, they assisted craftsmen before they chose a life of adventure.

Artists gain familiarity in any one artistic mundane talent like painting, sculpture or calligraphy. The congenial lifestyle of most artistic types and the social nature of their business also gives them familiarity with Carousing.

Carpenters are familiar with the mundane talent of Carpentry, and they know the fundamentals of Architect/builder for wooden buildings.

Masons have familiarity with the mundane talents stonecutting or bricklaying, and they too have an understanding of the basics of Architect/Builder fora stone constructions.

Jewelers are familiar with the mundane talent of jewelry making, as well as familiarity in recognizing the value of jewelry, games or precious metals.

Smiths apprentices would have been given basic familiarity with metalsmithing, and a simple understanding of the armourer talent.

Tanners gain familiarity with mundane leatherworking, was well as the basic chemistry of the process of treating skins.

Clerk upbringings

Clerk upbringings entail growing up around the procedures and paperwork of a professional, or at least non-laborer, environment.

Acolytes are functionaries and unsanctified workers in a temple. They would be given familiarity in Literacy, and the Priestly duties of at least their church.

Apprentices serve the worldly needs of wizards and other magical professionals. They gain familiarity with the workings of magic , and basic literacy.

Merchants have many assistants and retainers. Those who grew up around them would have the fundamentals of Business Sense, and familiarity with Detecting Lies.

Retainers are the household staff of the nobility, the wealthy and the powerful. The gain familiarity with the mundane Servant talent, and familiarity with the basic of courtly graces.

Scribes serve the paperwork needs of any complex society. This upbringing would provide familiarity with Literacy as well as writing.

Officials execute the will of those in power, other collecting taxes, enforcing laws, or simply announcing judgements. This would give one in this environment familiarity with Literacy and basic diplomacy.

Hustler upbringings

These upbringings are those who live on the fringes of society, making their way by means that are less than socially acceptable. Growing up this way may not always lead to a life of crime, but it would give you a better understanding of those that do.

Beggars survive by generosity of others, and learn many tricks to maximize this generosity. This upbringing give a figure familiarity with streetwise, as well as the basics of either charisma or disguise.

Burglars take what they need, and hope to get away clean. Growing up around them would teach a figure familiarity with detecting traps, as well as recognize value.

Charlatans are con-men, grifters, fortune-tellers or petty frauds. This life would give familiarity with streetwise, and the basics of the charisma it takes to live this way.

Courtesans trade in flesh, and can be experts in manipulating desire. This kind of upbringing would make a figure familiar with sex appeal, along with the customs of carousing.

Gamblers may seem to deal in chance, but truthfully they seek to minimize it. Those brought up around them are familiar with basics of most games of chance and how to cheat at them, and the alertness required to spot cheating in others.

Pickpockets need a light touch and a quick getaway. This would giver one familiarity with the pickpocket talent, and the street-wisdom to always know where the escape routes are.

Cultivator upbringings

The cultivators makes their living off the land, seas, and waterways of the world. Whether they till the4 land or hunt whatever nature provides, their lives are entangled with their environment. And those who grow up that way are shaped by it.

Farmers tame the land and nurture their crops to harvest. Those raised this way ate familiar with the mundane talent of farming, as wall as the basics of naturalist.

Fisherfolk ply the waters in search of they daily catch. They have familiarity with the fishing talent and are comfortable around boats.

Foresters work in logging and the related areas of woodcutting and firewood gathering. This upbringing gives you familiarity with woodcutting and area knowledge of the forest lands.

Hunters chase wild beasts and bring them down. Growing up this way teaches you the basics of naturalists as well as familiarity with tracking beasts in the wild.

Miners pull resources from deep in the earth. Living around these folks would give you familiarity with mundane mining skills and basic understanding of climbing and traveling about underground excavations.

Trappers also hunt wild animals, but they use snares and other methods to capture the beasts. This upbringing would make you comfortable with the area knowledge of your hunting areas, and teach you the basic principles of trap-making and setting, like the mechanician talent.

Trader upbringings

Traders may not be makers or harvesters, but they are lynchpin of society. They connect the producers to those that need their products. They not only need to know about what they are selling, but they need to understand their customers.

Apothecaries provide means to treat ailments and treat injuries. This upbringing would give a figure familiarity with basic chemistry and as well the ability to understand uses of plants in the making of medicines.

Entertainers bring happiness to people through song, stories, dance, or any number of performances. Growing up around them would teach you basic bard skills, along with familiarity with the carousing that usually accompanies performances.

Grocers provide foodstuffs to their customers, whether it is meat, vegetables, bread or even beer. A grocer would gain familiarity with a mundane talent related to their trading specialty, as well as a basic business sense.

Innkeepers provide hospitality to travelers and comfort to locals alike. This environment would teach familiarity with the skills need to manage an inn, as well as understanding of the carousing that goes on in such places.

Tailors provide clothes and costumes for elite. Being brought up around them would give you familiarity with the mundane tailoring talent, and a foundation in courtly graces to deal with such a clientele.

Stablers care for beasts the way innnkeepers care for their customers. They gain familiarity with animal handling and either horseman or driver. In areas where the horse is not the dominant mount, substitute an appropriate handling talent.

Traveler upbringings

Travelers may not always live on the fringes of society, but often between societies. Moving from place to place gives them a unique perspective on wherever they find themselves.

Bandits lurk in the wild spaces, looking to take advantage of those passing through. They gain familiarity with area knowledge of their chosen hunting ground and recognize value for the booty they claim.

Nomads are always on the move, and rely on the land for their survival. Growing up like this gives you the basics of naturalist, as well as any one physical talent (running, swimming, climbing, etc.) related to their base environment.

Drovers tend the herds and drive livestock to their markets. This upbringing would teach you basic animal handling and knowledge of your native grazing areas.

Sailors ply the seas to move cargo or wage war. Growing up aboard ships would give you familiarity with seamanship as well as basic swimming ability.

Soldiers protect their lands or work to take the lands of others, whether as mercenaries or standing armies. Being raised with soldiers would give you familiarity with one weapon, and a basic understanding of tactics.

Teamsters move cargo from place to place to their final destinations. They gain familiarity with the driver talent, along with area knowledge of their routes.

Arcanist — IQ10 Cost: 2 Prerequisites: Literacy

This is the knowledge of the mechanics and theories of magic. Figures with this talent can read magical tomes and understand magical concepts. While it does not confer spellcasting ability, it allows a figure to recognize spells being cast or persistent visible spell affects. The check is 3/IQ, but spells over IQ 14 add –1adjIQ to the test for each point above 14.