CHARACTER SHEET
STRIDER the EXPLORER
Level: 3
HP (1d6+Health Bonus+CON): 8
Race: Herald (Heralds) (Creep)
Created by the Demiurge for roles that require communication. Heralds are lanky humanoids, with delicate pale skin and sharp features. Their bodies and faces were made in the Demiurge's image, save for their bulbous heads. The tops of their heads can peel away like a blooming flower, revealing the overdeveloped brain underneath covered by a transparent membrane, which allows them to project their thoughts onto others and sense surface emotions of other people. These traits make them easily suited to be messengers, merchants, and socialites, though many find them alluring and repulsive in equal measure.
Faction: Seekers Guild (Seeker) (Suicide)
Status: Namer /Member
Tenets:
*An hour that is not spent in search of new discoveries is an hour wasted
*Knowledge comes primarily from discovery, examination, and experimentation
*Discovery is the best path to knowledge, power, and purpose
Belief: 2/2 (max: 3)
Belief Moves:
*Locate the nearest path or shortcut to an unvisited location
*Sense the intent of someone you have eye contact with
*Communicate via thought with someone in sight
ATTRIBUTES
STR: 0
DEX: +1
CON: +1
INT: 0
WIS: +2
CHA: -1
SKILLS
Survival, Crafting, Athletics
ABILITIES
Rover
When you travel through an uncharted territory or a dungeon, you do so without leaving obvious tracks or a trail, and can hide tracks and clues left by others.
Tracker
When you search for clues or tracks, you can always do so quickly and while on the move. When you find and identify tracks or a set of clues, you get some information as to who they belong to and/or where they lead.
Direction
When you are in an uncharted territory or a dungeon, you can always sense where up and down, north and south are (if such exist in your location), and are able to locate the closest source of shelter and sustenance.
PROPERTY
75 coins (0 weight)
Gambeson (worn, 1-armour, 1 weight)
Gray Shardwalker's Topcoat (worn, 0-armour, 0 weight)
Explorer's Kit (5 uses, 20 coin, 1 weight)
Bloodsensing Swordcane (d6, close, fast, light, 15 coin, 2 weight)
This elegant blade is concealed in a finely-made cane and can only be drawn by the last person to deposit a drop of their own blood into a ruby-like vial in the handle.
Adjuster Crystal (150 coin, 1 weight)
After inhaling a dose of stardust, the user is able to reduce the size of a thing in physical contact wrapped by the device's wires for ten minutes per dose.
Potion of Featherfall (0 weight)
After drinking this potion, the user's fall is slowed to a crawl for ten minutes.
Sketch of a door within an "endless hallway" (0 weight)
Load: 5/8
Private room at the Last Meal inn, Voidship Yards ward.
When resting here, add an extra die to your Recovery roll.
Price: 750 coin, Rent: 70 coin/week per person, Upkeep: 15 coins a week per person
If you are renting this property, the landlord will regularly check your stored belongings for contraband, and will likely alert the City officials if they see anything illegal or heretical taking place.
NOTES
-It is day 6.
-Day 13: rent is due.
-Belongings left in your room at the Last Meal inn:
299 coin (2 weight)
Pack of Rations (5 uses, 5 coin, 1 weight)
-Belongings left with Knows:
Large vial filled with a dark, cloudy liquid (1 weight)
Growing flesh-thing (??? weight)
-Someone has broken into your previous hideout and left behind a sketch of a door within an endless hallway, proposing that you find that place within the Termitarium ward for "assistance, information, and employment opportunities."
-The Censors knew that there was contraband in Seamstress' hovel but were unable to find it, placing a spy there instead.
-The Lord-Inquisitor's spy has spotted you inside of Seamstress' hovel.
-You have retrieved Whisper's belongings: a large vial of alchemical glass filled with a dark, cloudly liquid and a small ball of smooth flesh that appears to morph, growing orifices when observed.
-You have accepted Knows' task of exploring the properties of freefalling in the Shard of Curious Depths, the next step of which is to visit a sorceress called Veil within the Twilight Sonata inn in the Twilight Beastlands ward.
-You have met Step-There, an old shardwalker who was a part of your and Whisper's last gig.
-You lost your left eye.
-Lord-Foreman Steel is keeping beholder memories of you killing Lady Loyalty so that you don't tell on him.
-Step-There has given you his address.
-Knows is dedicated to researching Whisper's belongings for you.
-You have accessed the first part of Whisper's beholder memories, discovering that the two of you have unintentionally ended the life of a powerful being on the Cold Shard, potentially dooming its inhabitants.
-According to Knows the sample of flesh that Whisper left for you may possess free will. It is an ordered chaos, a perfect contradiction. And it has grown.
JOURNAL
Dramatis Personae (Move your mouse to reveal the content)
Dramatis Personae (open)
Dramatis Personae (close)
CONTACTS
Knows - old herald. An eccentric scholar operating out of his hideout in the Facade Ghetto.
Step-There - an old manus; a seeker aspirant. He had attempted to explore every Shard that he could, but always backed up before making substantive discoveries, a history that made him venerable in some circles and a joke in others.
OFFICIALS
Belt, Lord-Inquisitor - a vain middle-aged herald, filling a largely bureaucratic position in Demiurge's Plaza.
Demiurge - the creator and driving force of Demiurge's Shard; recognized as a deity by the Temple Guard and much of the City; a human.
Loyalty, Lady-Scribe - a beautiful heraldress. Her position in Demiurge's Plaza has historically been one of little scribing and much allure. She seems to follow the trend very well.
Schism , Lord-Inquisitor - an outrageously flamboyant manus censor attached to the Voidship Yards ward; he is onto you.
Sees-It, Lord-Foreman - a solitary beholder, owning a very large amount of facilities within the Gambit Badlands. Rumored to have have skeletons in his closet a hoard of questionable wealth.
Steel , Lord-Foreman - an "esteemed gentleherald of the Enterprising League"; owns a lion's share of the facilities in Gambit Badlands and is said to have once been a brilliant overseer who turned into a rich, successful dandy.
OTHER
Boxes - a hammerite, owner of the Last Meal inn in the Voidship Yards ward; a simple older male, with few wishes, like a beast in a forest.
Deadliest Vile - a beholder walking armory who has seen plenty of fighting and made a ludicrous name to himself. Clearly he expects said name to carry him far.
Head-Taker - a lurk, close friend and bodyguard of Foreman Steel. A refined, albeit stubborn individual, wicked with an axe.
Look-It-Up - a manus Censor who was once a freebooter, seemingly prefers books to people. Currently a book-taker who aspires to replace the current Lord-Inquisitor of Demiurge's Plaza.
Master Flagellant - philosophizing beholder, apparently with the Temple Guard. Wears a ceramic harness that hides his face, and is also known as the Philosopher of Pain.
Quiet - shrewd manus, head servant of Loyalty, Lady-Scribe of Demiurge's Plaza. The brain behind the face.
Red-Earth - a manus; fixer and shady salesman extraordinaire.
Seamstress - manus whore. Whisper trusted her to hold onto something for him. Why?
Silver - a pathetic manus lieutenant of the White Cloaks.
Whisper - beholder seeker. Your old friend that proved hard to find after a mutual hardship forced the two of you apart
Wretch - a misshapen buzzer, pet of Belt, Lord-Inquisitor of Demiurge's Plaza. Strangely loyal despite being treated like a beast
??? - a murderer you've met in the slums of Voidship Yards. Calls itself an artiste. Possibly mad.
Factions (Move your mouse to reveal the content)
Factions (open)
Factions (close)
Note on namers: namers are those who adhere to a Faction's tenets without being officially recognized as members of said faction. Members are those who have been deeply involved with the Faction and have had their beliefs tested. For now, new players start as namers.
OFFICIAL FACTIONS
The Demiurge's power is said to be unlimited, but his attention isn't. Thus it was necessary for him to relegate some power to his subjects. These factions have the Demiurge's approval to run the City. Their leaders and the seneschals of each ward form the Auspicious Assembly, which decide on matters of the City.
Faction name (Faction Member Name) (Pejorative Faction Member Name)
Bureau of Builders (Builder) (Deader)
Tenets:
*Greatest good for greatest number
*Concerns of the individual must be secondary to the concerns of the group
*Waste not
Responsible for establishing and maintaining laws, schools, hospitals, roads, etc. This faction is an order of administrators and bureaucrats that believe that virtue and effectiveness of any given decision is measured in the amount of people it can help. Builders tend not to consider individual interests at all, instead looking at people as a collection of groups. The bigger the group is and the farther its influence, the higher priority is their interest. Builders promote the suppression of one's own best interests in favor of the greater good. Waste is seen as an affront to these believes, which extends to the dead - reanimated bodies make up the bulk of the Builder's workforce. While their influence is widespread, the bulk of their administrative buildings lie in the Demiurge's Plaza, where they court petitioners and people of influence in an attempt to determine the best way to run the City. Detractors call them "Deaders", referring to their tendency to deny their own individuality, and often bringing up the example of the bothersome busybody bureaucrat as the typical Builder.
Belief moves (namers only have access to the first, members to all):
*Mend something broken
*Make someone consider the greater good above their own interest
*Give something a new utility or purpose
Censors College (Censor) (Thoughtkill)
Tenets:
*Our ability to rationalize which knowledge is beneficial and which is harmful is more important than our ability to pursue it
*Knowledge is the most precious treasure and the most guarded secret
*We do not trust commoners with power, why should we trust them with knowledge?
Responsible for finding and identifying dangerous knowledge, securing it, and using it to develop new sorceries and technologies. The Censors believe that the spread of knowledge should be controlled, for knowledge informs one's beliefs, and therefore constitutes one's power. The Censors recognize the power of knowledge, but do not consider the pursuit of truth important; rather, they believe it is their duty to rationalize which knowledge is useful to the general public and which is dangerous. The former is shared, whereas latter is kept locked away, only to be accessed when absolutely necessary (if at all). Besides their roles as inquisitors, they subject captured knowledge (whether it comes in the shape of a person, thing, or place) to intense study. Most Censors are scholars, and most scholars eventually become sorcerers. The College itself a closely guarded complex on Censor's Island, and is part-asylum, part-university. Most dangerous objects or criminals are seized by the City officials end up there. Detractors call the Censors "thoughtkills", stating that their censorship is not a necessary security measure but an attempt to control speech and thought.
Belief moves (namers only have access to the first, members to all):
*Sense sources of danger
*Uncover a deception or obfuscation
*Steal an idea or piece of knowledge from someone
Temple Guard (Temple Guard) (Botherer)
Tenets:
*The Demiurge is our creator and facilitator; thus our lives are best spent in servitude to Him
*The Demiurge is the most powerful being in the Void and is therefore Divinity
*Stability, order, and peace are the most preferable states of being
Responsible for law enforcement, cultural preservation, maintaining order, etc. The Temple Guard maintain the Cult of the Demiurge, which worships the Demiurge as a God. Membership of this religion is not mandatory, but it is the only religion in the City that is legal to practice. The Guard are grateful to the Demiurge for the lives and City he has given them, and believe that life is best spent in servitude to him. Thus they exist to further the Demiurge's plan, by preserving his Cult, protecting him and his City, and enforcing the edicts of the City's officials. Their temple-fortress on Heartisle protects the headquarters of the Temple Guard and the Demiurge both. Detractors refer to them as "botherers", mocking their swiftness in evoking the will of the Demiurge as justification for their actions.
Belief moves (namers only have access to the first, members to all):
*Incite the Demiurge-fearing people to action or assistance
*Sense the Demiurge's enemies
*Smite an enemy of the Demiurge
TOLERATED FACTIONS
These factions are too benign or too useful to persecute. They carry neither the Demiurge's favor nor scorn.
Enterprising League (Taker) (Hollow)
Tenets:
*Success is always deserved
*One ought to look to themselves before they look to others
*If every individual works to further their own interest, everyone benefits
Members of the controversial Enterprising League believe that an individual should consider their own interest above all. Weakness is an excuse, for if someone works hard enough and believes in themselves hard enough, they can achieve whatever they want - period. This sort of mentality would eventually have gotten the League executed, if not for the fact that their willingness to trample on other people's interests quickly made them some of the most successful business minds in the City. Their belief in a perfect society in which everyone helps each other by helping themselves was just enough of a distinction from pure selfishness for the City officials to allow the League's growth. Thus the League, composed of the City's leading industrialists, was able to run the majority of the City's industry - located primarily in the Gambit Badlands - better than anyone else. Most recently, their invention of the steam engine has reminded everyone that they are an unliked by useful part of the City. Detractors call them "Hollows", citing their heartlessness and obsession with success over finer things in life.
Belief moves (namers only have access to the first, members to all):
*Create an opportunity
*Make someone see your best interest as their best interest
*Turn a loss into greater profit
Seekers Guild (Seeker) (Suicide)
Tenets:
*An hour that is not spent in search of new discoveries is an hour wasted
*Knowledge comes primarily from discovery, examination, and experimentation
*Discovery is the best path to knowledge, power, and purpose
Seekers believe that life is best spent in pursuit of knowledge, truth, and new discoveries. Unlike the Censors, they encourage others to be creative and curious about the world around them. Seekers believe that the best measure of reality one has is the senses, which drives them to actively explore and experiment to find new knowledge. Since there are few volunteers outside of the Seekers Guild that are willing to explore other Shards before they are absorbed, the City officials have issued the Explorers Guild salvaging rights to nearby Shards. Guild headquarters are in the Voidship Yards, where members pool their resources together in order to fund new voidships and ventures. If a venture is successful, the Seekers submit their findings to the City officials, who confiscate anything deemed dangerous together with a healthy tax. The rest is sold, proliferated, or used to further private research - the Seekers Guild has developed sorceries and ship technologies with the help of their discoveries. Detractors call them "suicides", citing the many times the thirst for discovery has led Seekers to early graves.
Belief moves (namers only have access to the first, members to all):
*Locate the nearest path or shortcut to an unvisited location
*Instantly travel to a previously visited location
*Understand the purpose and function of a thing, person, or place
Freethinkers (Freethinker) (Lost)
Tenets:
*Think for yourself
A faction in name only. Freethinkers are individuals who either don't care for factions, or whose ideology does not align with any of the existing factions. As such they are often treated with contempt - few are more despised than those who dare to think for themselves. Called the "Lost" by detractors, who say that their reluctance to pick a side is wishful thinking at best, and delusional thinking at worst.
Belief moves (one cannot be a member of this faction, namers get the following):
*Get away with breaking a custom, tradition, or law
*Make someone doubt their views or perspective
ILLEGAL FACTIONS
Not much is known about these dark forces, except for the fact that they are anathema to the Demiurge, the City officials, and just about any semblance of order. They are typically tied to the equally mysterious and unsavory figure known as the Trickster, a creature that is said to be the Demiurge's ultimate adversary who corrupts people and turns them against the Demiurge with promises of power.
Races (Move your mouse to reveal the content)
Races (open)
Races (close)
Note on races : people is a term used to refer to intelligent races, whereas beasts is used to refer to unintelligent animals.
When creating a new race, it must be both fictionally and mechanically different from existing ones, and no belief moves may be shared between races.
You have the choice to play a crossbreed. Choose one belief move from either one of your parent races, to the maximum of two. Keep in mind that crossbreeds are anathema to the City officials.
Race Name, (Plural), (Pejorative)
Beholder (Beholders), (Eyes)
Created by the Demiurge for roles that require awareness. The bulk of their body is a sphere half a meter in diameter, containing all of their vital organs and mouth, dominated by a belt of segmented eyes and large, antennae-like ears. Said sphere is supported by four agile tentacle, each a meter in length, which serve as the creature's limbs. Beholders have incredible powers of perception: their eyes can notice the smallest spec of dust on the floor, their ears can pick up a hushes whisper three rooms away, and their tentacles are feelers like no other. A unique trait shared by their kind is their ability to store specific experiences, which may be accessed later by anyone who ingests their secretions. They are frequently employed as investigators, which combined with their repulsive appearance gives them a stigma as being unsavory spies.
Belief moves:
*Notice something important
*Store a sensory experience
Buzzer , (Buzzers), (Gobs)
Refugees from the Shard of Concrete. While they have a name for themselves, it is only pronounceable in their vibrations-based language (often mocked as bestial). These bipedal creatures are typically between a meter and a half and two meters tall are covered in a chitinous exoskeleton that they shed every month or so. They have four arms, a head dominated by large composite eyes, and a set of weak wings that allow them to hover a meter off the ground and glide. Their proboscis allows them to both inject foreign organisms with a paralytic venom, and to digest any organic matter by softening it into liquid form. The majority of their race dwells in the Fractal Ghetto ward, many building structures out of organic waste colloquially known as "shitglobes" where they dwell. The fact that Buzzers are picky about neither food nor habitat, and are looked down upon as disgusting waste-dwellers by a significant portion of the City's population, makes them the top choice for unskilled grunt labour.
Belief Moves:
*Paralyze target with a sting
*Digest organic substance (or helpless target)
Hammerite , (Hammerfolk), (Hardhead)
Created by the Demiurge for roles that require resilience and strength. These buff humanoids reach the height of two to three meters. Most notably, they have hard chitin for skin, and their head is protected by a dense skull in the shape of a hammer head. This gives them a natural advantage in both offense and defense, and as a result most find employment as Temple Guards and mercenaries. Those that look down upon them say that their heads are only good for smashing, not thinking, and correlate their natural advantage to violence with low intelligence.
Belief moves:
*Smash head-first through obstacle
*Use head as a weapon
Herald , (Heralds), (Creep)
Created by the Demiurge for roles that require communication. Heralds are lanky humanoids, with delicate pale skin and sharp features. Their bodies and faces were made in the Demiurge's image, save for their bulbous heads. The tops of their heads can peel away like a blooming flower, revealing the overdeveloped brain underneath covered by a transparent membrane, which allows them to project their thoughts onto others and sense surface emotions of other people. These traits make them easily suited to be messengers, merchants, and socialites, though many find them alluring and repulsive in equal measure.
Belief Moves:
*Sense the intent of someone you have eye contact with
*Communicate via thought with someone in sight
Lurk , (Lurks), (Beastlike)
Refugees from the Shard of Everdark Plains. Lurks are quadruped creatures about a meter and a half in length with a dark grey hide, a set of leathery wings, and large horns. Despite being naturally more nimble on all fours or in flight, they are able to find balance and move about on their hind legs, which terminate in hooves, while using their pawed front limbs with precision. Their hide has the remarkable quality of absorbing shadow, a trait that once made them the unseen alpha predators of their home Shard. Most of the City's Lurk population lives in the Twilight Beastlands, the ward that was once their Shard, where many work as shepherds. Some say that, being the most bestial race, Lurks should not be considered intelligent people at all, but merely domesticated watch-beasts. The fact that some Lurks choose to use their inherent advantage for peculiar purposes furthers this perception
Belief moves:
*Become invisible while in shadow
*Relocate quickly on all fours or via flight
Manus , (Mani), (Grab-bastard)
Refugees from the Shard of Dangerous Angles, who have now settled widely across the City. Mani are furry bipeds that have four front-facing arms, a set of two rear-facing arms, and a long prehensile tail. Each of the above, including their legs, terminate in a hand with four agile digits and opposable thumbs. Even their head is a hand, their face on the palm. These traits once allowed them to traverse the many surfaces of their home Shard and make them well-suited for a wide variety of tasks in the City. It is not uncommon to see Mani as skilled craftsmen, airship or voidship crew, laborers...or pickpockets and criminals.
Belief moves:
*Grab anything and/or everything within reach
*Scale a climbable surface
Shards (Move your mouse to reveal the content)
Shards (open)
Shards (close)
As Demiurge's Shard floats through the Void, driven by its creator, it inevitably comes across other Shards. The closer they come, the more they start to influence one another, typically in the form of portals and other anomalies appearing along their surfaces.
Shards that are nearby are those that are close enough for Demiurge's Shard to begin consuming them. This process usually takes weeks, sometimes months. At this time, the rate of anomalies is highest. A voidship can reach these Shards within a day due to their proximity.
Far Shards are dangerous and generally illegal to travel to, as it takes several days to arrive there via voidship, which in turn leads to the crew being exposed to the chaotic energies of creation within the Void. Thus the only way to safely reach such Shards before the distance is shortened is through portals, which appear much more infrequently compared to those leading to nearby Shards. The fact that there is no guarantee that a traveler will ever find a portal back to Demiurge's Shard makes these journeys all the more risky.
Shard of Curious Depths
Status: Near
An endless network of rocky tunnels. There is a pleasant summery warmth all about - the warmth, as well as an ambient warm light, seems to be coming from the walls. Streamers of light in all sorts of colours duck and dive in the air. Everything vibrates with heavy musical beats, but there is no apparent source of the music, and it sounds as if it is heard underwater. The air is weirdly thick, offering a slight resistance to every movement. The rock of the tunnels is streaked with wide swathes of saturated colour. Every time the eyelids blink, the world seems to have rotated. There is no up or down but the stone beneath the feet. A jump can land in unexpected places. Shadows of various aquatic-looking shapes swim about on the walls, as if the walls are translucent windows to another world. Sometimes it looks as if these shapes are smashing into the walls from the other side, leaving the wall porous. A screaming, quivering, transparent gel is secreted from the pores.
Gluttonous Shard
Status: Far
A place of hunger and thirst; of bones picked clean and marrows drained.
Wards (Move your mouse to reveal the content)
Wards (open)
Wards (close)
On leadership: the Auspicious Assembly elects a governor for each of the wards, called a Seneschal. The Seneschal then appoints a number of administrators, each to manage a specific area, who are called Lords and given a hybrid title to reflect their duties (Lord-Inquisitor, Lord-Commander, Lord-Surveyor, etc.)
Censor's Island
The secluded position of this ward made it the perfect location for Censors College. Part-university, part-asylum, the College is a place where dangerous items, individuals, and ideas are locked away from the public and subjected to experimentation and research by the Censors. The vigilance of the Censors makes this ward difficult to enter, and even more difficult to leave.
The island itself is an enigma. No one knows how it split from the Shard or why it hangs on so precariously close. Strange puzzle-like anomalies and mysteries are known to take place on the island from time to time, each with some internal logic, typically disappearing after someone figures them out.
Demiurge's Plaza
The City's walled downtown, home to bureaucrats and the rich. Expensive shops, administrative buildings, and classy townhouses can be found here. City Hall, where the Auspicious Assembly congregates, as well as the Bureau of Builders headquarters are located in this district. Those seeking to be among the first to hear the latest edict from the Assembly or even the Demiurge himself flock to this ward.
Everything within this ward is huge and accommodating. While its marble-paved streets contain crowds of countless businessmen and artisans, there is always enough space for everyone on its wide roads and within its huge interiors. Buildings grow in size, thoroughfares form where traffic congestion is a problem, and benches appear where they are needed over night - this ward makes sure of that.
Facade Ghetto
The Ghetto is what remains of the Shard of Concrete, a vast expanse of uniform buildings that was once home to an Elder Race. A great waste pile surrounded these strange structures, within which Buzzers lived. Strangely, after the Shard's absorption, the strange buildings appeared within the City, along with the stranded Buzzers. They quickly worked to transform what parts of the ward they could into something more resembling their home habitat, building structures and tunnels out of organic waste, colloquially known as "shitglobes". These nestle betwixt the many streets of the ward, as well as below, while above great neon lights criss-cross the ward, illuminating ancient advertisements written in a language long forgotten. This ward is where the poorest go - even the chaos of the Termitarium is more tolerable than the dullness and stink of the Facade Ghetto. Buzzers compromise about half of the ward's population, many stuck in a perpetual cycle of poverty.
Great concrete cubes called the Facades cover much of the ward in their shadows. It is as if they were not properly absorbed, for when one enters them, the less there is the further one ascends. The first few floors contain scraps of ancient furniture or texts in an unknown script, but eventually they become barren, while the top floors are home to a Void-like nothingness. The awe of these mysterious structures resonate deeply within those that live here. Many cults have sprung up over the lifetime of this ward's existence, all of which have been officially purged through pogroms and mass-executions. Still, many that settle down to live here soon become superstitious people - the ward makes sure of that.
Gambit Badlands
This ward used consist of resource-rich hills, but mining practices has eroded them into badlands. Resources taken from the ground are transported to refineries dotted around the Badlands, their emissions shrouding the entire ward and the Termitarium in thick smog. Some of the operations that take place here are private, whereas others are done by the City, but the rich industrialists of the Enterprising League have a monopoly here due to their superior business sense and willingness to bear loss in order to get something better.
Dig here and you will find something of value, though you are certain to lose something as well. A child digging in the dirt will find a diamond, but not before it loses fingers to a mudbeast. A charge of crackpowder reveals a rich vein and collapses a tunnel full of workers. These costs are but a gambit to a rich business owner, but are catastrophic to the average worker.
Heartisle
The City's core, headquarters of the Temple Guard. An impenetrable temple-fortress lies on the island, the Demiurge somewhere within its depths, worshiped and protected by Guard. Besides being the Demiurge's home and bulwark, this ward is also the City garrison.
Few people outside of the Temple Guard have had the privilege to peer inside these monolithic walls. Those that did say that everything is in perfect order, and that the island itself works against intruders, sometimes swallowing them whole and absorbing them into fortress walls.
Termitarium
Once this ward was like a giant broken eggshell laying within Gambit Badlands, riddled with burrows and holes that served as housing for the City's working poor. After the absorption of the Shard of Dangerous Angles, the Termitarium grew a countless number of sides, some of which serving as the ward's roof. Inside the ward, one can walk on any of its sides, which allows its denizens to be housed on almost every surface of this massive structure. Some live in one of the ward's many grimy tunnels, while others build hovels which are suspended around the ward's interior and exterior. Due to it being within the Badlands, the ward can be reached within hours when traveling from them, and vice versa.
Denizens of this ward are no strangers to violence, civil unrest, or crime. Rabble-rousers and rebels have been known to try to take advantage of the poor and the desperate that live here.
Twilight Beastlands
The Shard of Everdark Plains once consisted chiefly of flatlands covered in perpetual darkness. After being absorbed by the Demiurge's Shard, it became the Twilight Beastlands, a stretch of pastures covered in eternal twilight that keeps nocturnal predators and domestic beasts alike in a dormant state. Lurks, the only race to survive the absorption of their home Shard, are in the majority here, most working as shepherds and farmers in dirt-poor rural communities. Members of other races also live here, but most find it hard to tolerate the constant gloom.
Terrible crimes are said to be committed in this unnatural darkness, but those are rarely investigated by the City Officials, who have more prestigious wards to look after.
Voidship Yards
A busy district teeming with laborers, craftsmen, and explorers. The Yards is where the airships and voidships are built and where the latter are kept. The docks themselves are suspended platforms that hang from the side of the Shard, and are divided into three sections: one for voidships owned by the City, one for ships owned by the Seekers Guild, and the smallest section for the privately owned ships. The ward also encompasses many workshops and warehouses, as well as the Seekers Guild itself.
This ward is best suited to the adventurous and the roguish sort. Hard work and harder drinking don't mix well, and the grimy alleys that crisscross this ward are known to house some unpleasant individuals. Remarkably, turning a corner in this ward is never mundane - something unusual or at least interesting always seems to occur when one comes here. Walk down the right back alley in the Voidship Yards, and you can find anything.
Map Example (Move your mouse to reveal the content)
Map Example (open)
Map Example (close)
Note 1: this is a depiction of the City in a separate continuity and therefore various wards/shards may not be present in the CYOA continuity. This is more of a visual reference to help you visualize the City, rather than an accurate depiction of it.
Nope 2: Blank wards exist, however they have not been defined yet.
MECHANICS
Experience & Training (Move your mouse to reveal the content)
Experience & Training (open)
Experience & Training (close)
You earn 1 Experience (XP) for every Coin you invest in your training between missions.
You also earn Experience for overcoming adversity:
*First time you get wounded (per Level) – 20XP
*Complete a mission on Demiurge's Shard – 25XP
*First time you drop below half your Health (per Level) – 40XP
*Increase your Belief – 50XP
*Complete a mission on a nearby shard - 60XP
*Become the member of a Faction – 75XP
*First time you drop below zero Health and survive (per Level) – 80XP
*Discover a starstone - 100XP
*Complete a mission on a distant shard - 125XP
*Kill, evade, or overcome a critical threat - 150XP
*Cross the Demiurge and live - 200XP
When you reach 1000XP , you can spend it so that your Level will increase , granting you access to further Skills and Abilities. It will also increase your Health Bonus and Damage.
With the help of a trainer , you can spend 250 XP and 250 Coin (or the equivalent in artifacts, favours, or friendship) between missions to gain access to a new Class , though you will not gain its starting Skill or Ability. From then on, you will be able to choose Abilities from any of your classes.
Alchemy & Magic (Move your mouse to reveal the content)
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Goods & Services (open)
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ARMS
In combat, one may wield a main weapon and a sidearm . When inflicting damage, you may choose to do so with either weapon, but not with both. If the wielder possesses more than two grasping limbs, they are still bound by these limitations due to space constraints of combat (though they are certainly allowed to switch weapons on the fly).
Dagger, Dirk (d6, hand, fast, light, 5 coin, 1 weight)
Rapier, Hand Axe (d6, close, fast, light, 15 coin, 2 weight)
Buckler, Parrying Dagger (d6, hand, close, light, defensive, 10 coin, 1 weight)
Throwing Knife (d6-1, hand, thrown, fast, light, 2 coin, 1 weight)
Sword, Axe (d6+1, close, 30 coin, 2 weight)
Estoc, Mace (d6 2-piercing, close, 35 coin, 2 weight)
Spear, Javelin (d6 1-piercing, close, reach, thrown, 10 coin, 2 weight)
Greatsword, Longaxe, Maul (d6+2 1-piercing, close, two-handed, 50 coin, 3 weight)
Pike, Poleaxe, Polehammer (d6+1 1-piercing, reach, two-handed, 25 coin, 3 weight)
Shortbow (d6, near, two-handed, 30 coin, 2 weight)
Longbow (d6 1-piercing, far, two-handed, 60 coin, 3 weight)
Hand Crossbow (d6, near, light, reload, 50 coin 1 weight)
Crossbow (d6 1-piercing, near, two-handed, reload, 15 coin, 2 weight)
Arbalest (d6 2-piercing, far, reload, two-handed, reload, 80 coin, 3 weight)
Crackgun (d6+1, near, light, reload, loud, 100 coin, 1 weight,)
Crackrifle (d6+2 1-piercing, far, reload, two-handed, reload, loud, 250 coin, 3 weight)
Crackbomb (2d6, thrown, loud, blast, 75 coin, 1 weight)
Firebomb (d6+2, thrown, burning, 40 coin, 1 weight)
ARMOUR
Gambeson, Mail, Boiled Leather (1-armour, run, 50 coin, 1 weight)
Brigandine, Breastplate (2-armour, march, 100 coin, 2 weight)
Full Plate (3-armour, walk, 400 coin, 4 weight)
Shield (+1-armour, 25 coin, 2 weight)
SUPPLIES
Pack of Rations (5 uses, 5 coin, 1 weight)
Non-perishable, dried foods. Digestible by any race on Demiurge's Shard.
Explorer's Kit (5 uses, 20 coin, 1 weight)
Contains mundane items useful for travelling or exploring such as bundles of rope, torches, grappling hooks, etc. When you rummage through your Explorer's kit in search of such an item, you find what you need and mark off a use.
Fidget's Kit (5 uses, 25 coin, 1 weight)
Contains mundane items useful for crafting, tinkering....and breaking and entering, such as craftsman's tools, lockpicks, spare parts, etc. When you rummage through your Fidget's Kit in search of such an item, you find what you need and mark off a use.
Healer's Kit (5 uses, 50 coin, 1 weight)
Contains poultices, herbs, and bandages. When you wish to care for someone who is wounded, you may mark off a use of this item to attempt to heal their wounds. If you are successful, they make a Recovery roll with an extra die. You may also mark off a use of this item to produce a cure for a common physical ailment, like bleeding, or a simple disease or poison.
Bag of Books (3 uses, 35 coin, 1 weight)
Tomes, scrolls, and other light reading. When you have a research topic or a question about your current environment, you may mark off a use of this item to get a +1 towards researching it.
Bag of Reagants (3 uses, 75 coin, 1 weight)
Dried herbs, mineral powders, chalks, and other items with alchemical or arcane significance. Useful in Alchemy and Conjuration.
Dose of Stardust (1 use, 10 coin)
Remains of a crushed starstone. When inhaled, gives the user vivid hallucinations and pleasant sensations, making it easier for them to use magic. Loses these properties minutes after being removed from a silver case. Legally, it is a strictly controlled catalyst of magic, handed out to the Sorcerers of Censor's College. Illegally, it is a common street drug. If more doses of stardust are inhaled than the user's Health Bonus, they must attempt to resist its negative effects with a +CON roll.
Starshard (1000 coin)
Starstones are almost impossible to break, but when they do, they split into several starshards. Some are accidentally left behind by the officials, others are stolen from them. They are contaminated with the very same energies of creation, but their effects are dulled, making them marginally safer – and less rewarding – to use. Alternatively, crush the starshard in your hand to become exposed to the Void, and instantly regenerate to maximum Health.
Starstone (? coin, ? weight)
Every once in a while, these magic rocks come flying from the depths of the Void, penetrate the Shard's magical atmosphere, and crash into its surface. They are full of magical powers of creation, and can be used as very powerful magical catalysts. These powers are uncontrollable, however, and quickly corrupt everything in vicinity. The City officials are quick to quarantine the ward where this has occurred, and to transport the starstone to a safe place. Other factions are sometimes quicker...
Silver Case (30 coin, 1 weight)
Silver is a powerful substance that is able to prevent the magical properties of stardust from decaying, and can trap the corruption of a starshard. Holds up to five uses of stardust, or a single starshard.
EQUIPMENT TAGS
General tags:
n coin – how much this item costs, normally. Just because an item is on the price list does not mean it is available to purchase everywhere, or for a fair price.
n weight – n is added to the character's load.
Weapon tags:
Fast - when damage is exchanged, deals damage first
Light – may be wielded as a sidearm. When inflicting damage with your main weapon, you may reroll the damage you have dealt with your sidearm. You may roll +DEX instead of +STR when fighting in melee with these weapons, as well.
Defensive – When wielded as a sidearm and not used to attack, add +1 to armour against melee damage only.
n -piercing – ignore n of the opponent's armour when dealing damage with this weapon.
Two-handed – takes both weapon slots to wield.
Reload – cannot be fired in quick succession; some time must be spent to reload the weapon between shots.
Loud – like a crack of thunder. Everyone in the vicinity will hear it.
Blast – damages everyone surrounding it.
Burning – sets an area on fire for a minute
Weapon range tags:
Hand –effective within a meter around the user.
Close - effective between one and two meters from the user.
Reach -effective three to five meters from the user.
Near -effective in attacking something if you can see the whites of its eyes.
Far -effective in attacking something within shouting distance.
Thrown - can be thrown at a nearby target.
Armour tags:
n -armour – n becomes your base armour when worn.
+ n -armour – must be wielded as a sidearm. Adds n to character's armour.
Armour speed tags:
Determine how cumbersome an armour is, and how quickly one can move in it over time. Note that this does not determine speed of individual actions, and is only used to determine who would win in a pursuit (for example, a thief in a gambeson will always outrun a group of guardsmen in breastplates, and an unarmoured assassin will always catch catch up to a battlemage in full plate).
The list of speed tags, from fastest to slowest:
* Sprint(unarmoured)
*Run
*March
*Walk
HIRELINGS
When you order a hireling to do something risky and they go through with it, roll 2d6+Quality.
Hirelings will do their job if it covered by their skill with no questions asked, unless the order is humiliating or suicidal. It might take some convincing to get them to do something other than what they are skilled in, though. To turn a regular character into a hireling, simply assign them quality, skills, and use their existing stats.
Messenger:
5 coin/message+5 coin/day of travel, 0-Quality, 3 Health, Dagger, Riding Beast
Craftsman:
15 coin/day, 0-Quality, 3 Health, Skill (Crafting), Fidget's Kit
Guide:
15 coin/day, 0-Quality, 3 Health, Skill (Streetwise), Dirk
Healer:
15 coin/day+15 coin/treatment, 0-Quality, 3 Health, Skill (Treatment), Healer's Kit
Scholar:
15 coin/day+15 coin/consultation, 0-Quality, 3 Health, Skill (Lore), Bag of Books
Archer:
20 coin/day, 0-Quality, 3 Health, Skill (Marksmanship), Shortbow, Dagger
Hitman:
20 coin/day contract, 0-Quality, 6 Health, Skill (Stealth), Hand Crossbow, Dagger, 3 Throwing Knifes
Guard:
25 coin/day, 0-Quality, 6 Health, Skill (Melee), Spear, Shield, Mail
Henchman:
25 coin/day, 0-Quality, 6 Health, Skill (Athletics), Crossbow, Hand Axe, Boiled Leather, Explorer's Kit
Thug:
25 coin/day, 0-Quality, 6 Health, Skill (Melee), Axe, Buckler, Gambeson
Green Freebooter:
35 coin/day contract, 0-Quality 6 Health, choose a skill, choose 100 coins worth of equipment
Explorer:
45 coin/day, 1-Quality, 6 Health, +2 damage, Skill (Survival, Awareness), Longbow, Sword, Rapier, Explorer's Kit
Spy:
45 coin/day, 1-Quality, 6 Health, +2 damage, Skill (Stealth, Deception), Dagger, Poison, Fidget's Kit
Voidship Crew:
45 coin/day, 1-Quality, 6 Health, +2 damage, Skill (Crafting, Melee), Axe, Dirk, Gambeson, Fidget's Kit
Assassin:
60 coin/day contract, 1-Quality, +2 damage, 6 Health, Skill (Melee, Stealth), Dagger, Parrying Dagger, Fidget's Kit
Gunner:
60 coin/day contract, 1-Quality, 6 Health, +2 damage, Skill (Marksmanship, Awareness), Crackrifle, Sword, Crackbomb, Firebomb, Mail
Sniper:
60 coin/day, 1-Quality, 6 Health, +2 damage, Skill (Marksmanship, Stealth), Arbalest, Dagger, Parrying Dagger, Boiled Leather
Champion:
75 coin/day, 1-Quality, 12 Health, +2 damage, Skill (Melee, Athletics), Polehammer, Sword, Shield, Dagger, Full Plate
Duelist:
75 coin/day, 1-Quality, 12 health, +2 damage, Skill (Melee, Rhetoric), Estoc, Rapier, Parrying Dagger, 2 Crackguns, Gambeson
Pikeman:
75 coin/day, 1-Quality, 12 Health, +2 damage, Skill (Melee, Awareness), Pike, Sword, Buckler, Breastplate
Sargeant:
75 coin/day, 1-Quality, 12 Health, +2 damage, Skill (Melee, Leadership), Poleaxe, Mace, Brigandine
Veteran Freebooter:
100 coin/day contract, 1-Quality, 12 Health, +2 damage, choose two skills, choose 500 coins worth of equipment
BEASTS
When your beast does something risky , roll 2d6+Quality. It must be noted that unlike Hirelings, beasts only act in accordance with their instincts – they simply don't know what else to do. When you acquire a beast , detail what it looks like, which shard it originated from, etc
Flying Messenger Beast:
15 coin, 0-Quality, 3 Health, Instinct: to deliver a message, to fly a long distance
Hunting Beast:
20 coin, 0-Quality, 3 Health, Bite (d6-2, hand), Instinct: to sense foe, to savage prey
Flying Hunting Beast:
25 coin, 1-Quality, 3 Health, Claws (d6-2, hand), Instinct: to scout, to distract prey
Beast of Burden:
30 coin, 0-Quality, 6 Health, Instinct: to pull a cart or to carry 10 load
Venomous Beast:
40 coin, 0-Quality, 3 Health, Venom (d6, hand, ignores armour), Instinct: to move silently, to sink venomous fang into flesh
Small War Beast:
60 coin, 1-Quality, 6 Health, 1-Armour, Bite (d6, hand), Instinct: to protect its owner, to savage foe
Riding Beast:
100 coins, 1-Quality, 6 Health, Kick (d6, hand), Instinct: to carry its rider, to outrun danger, to kick desperately when cornered
Large War Beast:
250 coins, 1-Quality, 9 Health, Trample (d6+2, hand), Instinct: to carry its rider into battle, to trample foes
PROPERTY
Lodgings
Lodgings are safe places where one may rest (resting outside lodgings is almost always a risky endeavor). When you pay for a lodging, you also pay for a full access to its services – daily meals, baths, clean linens, etc. If the place is classy enough, that includes a small team of discreet and helpful servants. Upkeep includes food and maintenance costs.
However, if one wishes to merely feed themselves for a day as opposed to renting lodgings, it costs 1 coin.
A bed at a flophouse , or a horrible hovel :
When resting here, roll the Recovery die as normal.
Price: 250 coin, Rent: 5 coin/day per person, Upkeep: 10 coin a week per person
If you are renting this property, the landlord will check your stored belongings for contraband rarely, if at all, and will be relatively discreet with the things they see and hear.
A room at an inn , or a humble house :
When resting here, add an extra die to your Recovery roll.
Price: 750 coin, Rent: 70 coin/week per person, Upkeep: 15 coins a week per person
If you are renting this property, the landlord will regularly check your stored belongings for contraband, and will likely alert the City officials if they see anything illegal or heretical taking place.
A private room at the fanciest hotel in the City, or a marvelous mance :
When resting here, add two extra die to your Recovery roll.
Price: 1250 coin, Rent: 105 coin/week per person, Upkeep: 20 coins a week per person
If you are renting this property, the landlord will check your stored belongings for contraband via frequent, unexpected checks, and will most certainly alert the City officials at the mere suspicion of something untoward going on in their establishment.
Transport
It takes a better part of a day to travel to a nearby ward on foot.
*Passage via beast-pulled carriage (arrival to nearby ward within hours) - 3 coins
*Passage via undead worm (arrival to nearby ward within an hour, within hours to a distant ward) – 5 coins
*Passage via airship (arrival to nearby ward within minutes, within an hour to a distant ward) – 15 coin
*A cart, carrying 30 load (requires a beast of burden to move) – 20 coins
*A carriage, carrying 20 load, enclosed and allowing for privacy (requires two beasts of burden to move) - 40 coin
*Airship upkeep (double that if the ship is significantly damaged) – 50 coins/week
*Voidship upkeep (double that if the ship is significantly damaged) – 100 coins/week
*Passage to a nearby shard via voidship (arrive within a day) – an official commission or salvaging rights
*Rent of a airship (daily inspections) - 200 coins/week
*Purchase of a airship (weekly inspections) – 1500 coins
*Rent of a voidship (shakedowns upon departure and arrival) – 500 coins/week + an official commission or salvaging rights
*Purchase of a voidship (daily inspections) – 3000 coins + an official commission or salvaging rights
An airship is any vessel capable of taking flight, whether it be an undead airbeast fitted with an engine or a fully mechanical structure. They require 5 crew to operate, and are useful for hunting airbeasts, many of which are full of oil and crackpowder.
A voidship is bigger than an airship airship, and is fitted with a large magical engine that generates an artificial atmosphere around the vessel. This allows the voidship to dive into the void for extended periods of time, making it the only way to reach other Shards without going through portals. It requires 10 crew to operate, and an official permission. As all Shards will eventually be eaten by the Demiurge's shard, City officials proclaim that all the contents of other Shards are their property. The most common way one would get an access to a voidship is by getting salvaging rights, which are possessed by factions such the Seekers Guild, and the occasional freebooter captains.
Steam engines are large and inefficient things, used primarily for industrial purposes, sometimes used in lieu of magical items to operate ships. This way a ship may be operated by a skilled user, as opposed to the use of magic.
City officials are naturally more prudent when inspecting property that legally belongs to them, and are more trusting of independent captains (and their bribes).
e large and inefficient things, used primarily for industrial purposes, sometimes used in lieu of magical items to operate ships. This way a ship may be operated by a skilled user, as opposed to the use of magic.
City officials are naturally more prudent when inspecting property that legally belongs to them, and are more trusting of independent captains (and their bribes).
Addendum - Postal Services
When one wishes to send a message or package to a different ward, three options are generally available:
Bureau of Builders Postal Service - 2 coin, will almost always deliver a message in exactly 24 hours. However, the City Officials reserve the right to pull any messages or packages for inspection and may keep records of the parties involved.
Private Messenger - 5 coin/message+5 coin/day of travel, typically owning riding beasts or carriages. Usually more discreet, sometimes faster alternative to the Postal Service.
Flying Messenger Beast - 15 coin. When purchased, may be used to send messages to any place or person the beast had seen before. Convenient, but speed may be unpredictable, and long flights are risky.
Of course, other options may be arranged.
Fucking belief moves how do they work? (Move your mouse to reveal the content)
Fucking belief moves how do they work? (open)
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Belief Moves
Make a list of your Belief and Faction moves. You start with 2-Belief (min 1, max 3). You may trigger your belief moves an amount of time equal to your belief between rests. When you go out of your way to act in accordance with the tenets of your faction, add 1 to your Belief. When you act against the tenets of your faction, remove 1 Belief.
Belief moves should be premeditated to a degree.
Mechanically this means that you have to declare them during a choice (be it one of the ones I offer you or a write-in).
Narratively this means that you can't, for example, instantly travel away from a wolf who has you pinned and is about to rip out your throat. You need at to have at least some distance from immediate threats and a few moments of time to consciously will something into existence.
When you trigger a move, there is no roll involved; it just happens.
The more belief you have, the more is expected of you:
At 1-Belief, you are unprincipled, or only pay lip-service to your tenets.
Your Belief increases when you go out of your mission's, your party's, or your own way to follow your faction's tenets.
At 2-Belief, you are principled and follow your belief, but tend not to go to the extremes.
Your Belief increases when you pursue the tenets of your faction at a personal cost, or at the party's cost, or against your mission's interest.
Your Belief decreases if you take an active action that goes directly against your faction's tenets.
At 3-Belief, you are a true believer, extremely devoted to the principles and tenets of your faction.
Your Belief decreases if you don't go out of your mission's, your party's, or your own way to follow your faction's tenets.
Can you use belief moves when in presence of danger or a combat situation (ex. facing down a bunch of people who are about to attack you)? Sure thing, as long as it has those two requirements not present in the wolf scenario: a lil' bit of space and a lil' bit of time.