No idea how long we're going to spend at that lodge but we might as well try to adapt as much as possible. Solyn seems pretty capable, it would be nice to get him as a partner in case we need any back up on our jobs
Oh my gosh. I really really want to know why Solyn is banned from the poetry competition. If we want to win we should take part in the wrestling competition. If we want to possibly get better at a skill we might find useful and are lacking in we should pick one of the other ones.
I think the trade tongue will be more useful than the other tongue, since it's more widely known. I'm willing to support something that leaves out the Solyn fight or the Halna conversation, but not both.
[X] Useful skills(...and I want to get to know Halna.) -[X] Start learning the staccato trade tongue of the Far Continent, originating from river side city states more to the south.
-[X] The champion, Solyn, is much more gregarious and warlike. He mostly works as a regular sailor, when not training others or acting in his role. He's requested that you take the time to spar with him, less he go make trouble elsewhere for the warmaster. You're fairly certain that's a joke.
-[X] There are, disregarding the priest, only four fully literate people on this ship, and only two literate in two languages. Run some errands for the captain, and talk with Halna what you've read and where you're going.
[X] Plan: Dogs, Words, and Fish
-[X] Pebbles is the ship's rat catching dog, an extremely hearty Haven hound nearly the size of you. She's also the undisputed wrestling champion of the Gale. Learn her secrets, and/or spoil a friendly dog.
-[X] Start learning the staccato trade tongue of the Far Continent, originating from river side city states more to the south.
-[X] Just fish. It's a peaceful hobby.
Before I begin, I will warn that Geln does not know even all the 'general' knowledge about magic, or deities, or supernatural entities. This post may be rendered updated or even obsolete in the future if you do happen to come across more information about how things work. However, it is about to become fairly relevant because my random event table has a cat's sense of humour, so here we go.
There are four broad categories of magic Geln knows about. These categories are Inherent, Pacts, Divine and Artificing.
Inherent
This is fairly simple because the category is extremely broad. This world, which Geln has no and has never needed a singular name for, has a great many supernatural creatures and natural phenomena that consistently do extraordinary things, and some of those creatures are also mortals like you. These powers are things they're born with. They can't be taught, although they often must be trained, and have more origins and internal reasonings than you will ever know.
The most common form of inherent magic (in your experience) is simply referred to as sorcery. Sorcery is less formally used as a catch all term for magic, but in scholarly terms sorcery is the phenomena in which mortals are born with spiritual mutations that let them use internal magic. Most sorcerers only have enough talent to realistically cast a few cantrips, or maybe take on a familiar. A minority, even amongst a minority, can reach significantly more powerful heights.
Technically, almost everyone is born with a tiny amount of sorcerous power, and people who have absolutely nothing are quite rare (although otherwise quite normal). However, for most people, training this tiny fleck of power is generally non-viable due to time constraints.
Skinshifters, changelings, tieflings, poltergeists, sorcerers and many more all fall under inherent magic.
Notably, however, the line between 'magic' and merely 'supernatural', for your purposes, is whether someone else can dispel it with their own magic or not. The battle rage of Skinshifters and the illusions of changelings can be dispelled; a dragon's ability to generally function (excluding their own sorcery) cannot.
Pacts
Almost all areas have some kind of spirit or otherworldly entity with the ability to lend their power, whether they originate from the long dead beings who haven't moved on to the afterlife, places of significance that have drank in enough offerings, death or similar to start manifesting beings, other realities (devils and celestials) or just the general ability for some entities to make more.
The three main commonalities of these beings are thus: they can be banished, they're very difficult to harm through mundane means yet have to make themselves vulnerable to act in mundane ways, and they can lend their power through Pacts.
Technically, anyone can contact a spirit (or have a spirit contact them), then make a bargain for it to make a Pact, then use that Pact later on to do something. However, even if the spirit is friendly, every step is made harder and more dangerous by a lack of Internal Magic and a great deal of training. The untrained and unpowered doing so is rare and often desperate.
The process of becoming trained to use Pacts includes a great deal of learning and practice, but in most cultures also involves carefully inducing further spiritual mutations to compound on inherent powers. These mutations are a great aid in finding, communing, binding and so on, but can make the pact makers themselves a bit… strange.
Generally, Pacts are very specific. 'Make me stronger', 'heal myself', 'heal the wound I touch', 'throw a rock incredibly hard incredibly fast', so on. This is because the Pact, on the spirit's end, is an investment of their power into your soul for your later use, after which you can go your separate ways. Something that requires too much intelligent interpretation would require the actual spirit to make a home in your soul. This is uncommon and generally unwise.
Even a trained Landwarden/ Spirit Caller/ Druid/ Warlock can only sustain so many Pacts in their soul, and no more. As they grow in experience and proficiency, they can fit more- not because they gain more capacity, but because they become increasingly efficient.
Landwardens are Haven pact-makers, largely concerned with keeping spirits in line. Many of what we would call druids also use either divine magic, pact magic or both.
Divine
Everyone is capable of divine magic no matter how little sorcery they have, because you do not abjure anything- even indirectly. To use divine magic is to act as a living conduit for another's power to flow to the world. Although people have varying levels of talent with using divine magic- and varying levels of talent to use the divine lore of different deities depending on their personal alignment with them- anyone with sufficient but not impossible amounts of time can learn at least some amount of the divine lore of anyone.
Divine magic is theoretically capable of an infinite amount of things to an infinite amount degree. As long as the deity is existent (how they become so is a matter you don't really understand, but reverence isn't enough) and someone is channeling their divine lore, that deity should be able to give as much power as that person requires. However….
Firstly, what a specific deity can enable is limited by their domains. The blessings of the Five Fold Queen, radiant and glorious she may be, is still only tangential to agriculture.
Secondly, how much power a divine caster can channel through themself is limited. Too much will, in increasing orders or severity, exhaust them, injure them, render them unconscious, kill them post miracle, or kill them during the miracle. The last has especially severe consequences for everyone in the surroundings. Fortunately, without sufficient training and practice it's hard to draw on enough power to do lasting harm to yourself, and it takes an experienced (and desperate) caster to manage the last.
Thirdly, learning and channeling a divine lore changes you to be closer aligned to the deity in question. Although the psyche of deities does not map one to one with people, the users of a divine lore all tend to share certain traits, ideologies and values that grow from slight to increasingly pronounced the more they channel. Some cultures, like your own, consider this an extraordinary honour. Others would disagree.
All magic is hard to study, but due to mystical and mundane reasons, divine magic is especially hard to dissect. That probably doesn't and will never concern you, specifically, however.
Artificery
Artificing is creating magical items, typically with limited use. It does not require any sorcerous talent or divine lore (although it does help), and does not require any spiritual mutation either, although it does require a significant amount of studying. Given that this is a fantasy setting, it's also extremely hard to identify where artificery begins and ends. Technically, with the right ingredients and a very exact set of instructions, anyone could be an artificer.
The creations of an artificer can normally only be used by themselves, and are relatively minor. A potion to invigorate, heal and stop infections is a high quality example, as is a stave that can glow on command for a time until the magic fades. To break these limits requires some combination of remarkable ingredient, great skill, dedication, sacrifice and an investment of one's soul. The last is not permanent and typically not harmful in the long term, but is limited in how much of one's soul one can loan out. However, many artificers consider the great difficulty in making items that can be safely used by others a benefit, so it's not all bad.
Lasting magic items can occur naturally, but someone creating them (and presumably quite skilled, confident and well resourced to do so) should be prepared to invest a great deal of time and effort into the doing of it. Thus, magic items are a rare gift, especially if they are potent. Not even all of the thirty six families of the Peerage can boast more than temporary talismans!
Geln will have the opportunity to learn some artificing traditions in the quest. He doesn't really see the point in it, however.
Being an ardent henotheist, divine lore is unlikely.
[X] Useful skills(...and I want to get to know Halna.) -[X] Start learning the staccato trade tongue of the Far Continent, originating from river side city states more to the south.
-[X] The champion, Solyn, is much more gregarious and warlike. He mostly works as a regular sailor, when not training others or acting in his role. He's requested that you take the time to spar with him, less he go make trouble elsewhere for the warmaster. You're fairly certain that's a joke.
-[X] There are, disregarding the priest, only four fully literate people on this ship, and only two literate in two languages. Run some errands for the captain, and talk with Halna what you've read and where you're going.
Learning another trade tongue sounds nice, would certainly come in use so that we don't get fleeced.
Being the minority on the Laughing Gale who isn't a sailor, you politely acquiesce. Hold this, carry this, fold this, clean this- you're frankly starting to suspect that the crew are either making up work to give to you, or taking the opportunity to offload their hated chores.
You're also not sure why so many are eying you whenever you walk closer to the sides. Even when you take your meals alongside them, you can't wheedle an answer out of them.
Both sorts of northerners are strange in their traditions, but you're fairly certain this isn't one of them.
——————————————
[X] Learning the Trade Tongue
DC 4
+1 (Fully Literate)
DC 5
10, 5, 7, 5
2/12 Progress
You spend a great deal of time reading, strange as it may seem. Halna has in her possession a small dictionary for this foreign language, and when someone else isn't using it- not that it sees common use, exactly- she doesn't mind loaning it to you. You focus on memorising simple phrases first, like hello, goodbye, and why, but without someone to practice with, however, it's not the most efficient process.
—————————————
[X] Duel Soryn
You stand across from the Champion in the informal circle, surrounded by a small crowd of interested observers as well as an adjudicating Talyn. No matter where, what or why, single combat fascinates your people, and will likely continue to do so until the very end.
'This duel', the warmaster formally repeats, 'Will be to the best of five bouts. Each bout will be resolved by the first to land five telling blows. Both will make use of confessional blades, in their own specialty, and their personal equipment as agreed. I will be adjudicating as a neutral party.'
As she carries to the end of the verbal ritual, Solyn flashes her a careless grin, then sweeps his sword back and forth as if it's a baton. The prompt clearly means more to her than you, as she scowls right back.
'Unfortunately, this duel is by Snaga rules, and all parts of the body are targets with all weapons on your person. You may begin on three….'
Geln assaults Solyn
+Adept Heavy Impact, Medium Steel Armour, War Is, Powerful, Bardiche
-Veteran Heavy Blades, Medium Steel Armour, Agile, Powerful, Deft, Perceptive, Longsword
DC 0/6
8, 3,, 9, 6
Reach!
Armour 5, Pierce 4 (Blunted Blades)
1, 9
Armour 5, Pierce 2
7, 10, 9, 1
At the call, you immediately take advantage of your more suitable armament. Your enemy is certainly no easy prey, and you'd readily admit they are peer with the blade and exceed you enormously in archery. However, his longsword has barely two thirds the reach of your axe, and far less effective mass on the swing. You strike down and sidewards, a sharp diagonal chop…
And he parries it.
You blink in shock as your foe, unmoving a moment ago, blurs with motion. Your borrowed axe skids downwards, glancing their leg and driving into the floor, before in a single stride he is upon you. You bring up the haft to drive him back, locking wood to blunt iron, before he twists, flexes, and drives a heel into your foot. You're thrown to the floor a moment later, and then a blade is hovering still half an inch away from your eyes.
'Point to Solyn!'
You hear impressed murmurings from your observers, although you can hardly tell what they are with an ear to the floor. The champion doesn't seem bothered by your swift defeat, though, helping you to your feet. Up close, you realise he's slimmer, but slightly taller than you.
'Good start! I'd choke my grip more if I were you, learn a few kicks too. Not everyone's going to be smaller than you.'
You respond by narrowing your eyes, your personal estimations of victory somewhat decreased.
Geln assaults Solyn
+Adept Heavy Impact, Medium Steel Armour, War Is, Powerful, Bardiche, Harrow
-Veteran Heavy Blades, Medium Steel Armour, Agile, Powerful, Deft, Perceptive, Longsword
DC 0/7
3, 7, 2, 5
Reach!
Armour 5, Pierce 4 (Blunted Blades)
5, 6, 10, 4
Thump.
Armour 5, Pierce 2
7, 9, 4, 2
You take similar stances across from each other again, but this time you don't make the same mistake. You feint and shift back and forth, and at the lack of immediate assault your opponent seems to default to attacking himself. He springs forwards, blade flashing in the sun, and then you promptly strike at his sword hand with a much shorter chop.
He redirects quickly, killing his assault to defend his hands, but you hook the head around tear the sword entirely out of his hand, then lunging forwards. To your amazement, however, the man twists like a doll, shifting at the hip to spin around. A knife flashes in his hands, and then the two of you are at an awkward impasse- blades pointed at each other's clealry vital points.
At the sight, Talyn actually laughs, which doesn't seem like the actions of an impartial observer.
'Should've gotten a spear yourself! Too confident, are we?'
The champion takes it in good enough humour, nodding ruefully to the both fo you.
'Try using your weapon as a spear first, and axe second if you want to catch me.'
You circle each other again, and then at Talyn's word, don't hesitate in the assault. Your bardiche whistles towards him, but your spear drills must have been out of practice- catching your longer weapon on the cross guard, he rocks back under the force, before redirecting it up and over his shoulder. Leaping forwards, he slashes at you rapidly, and it's all you can do to shift your most heavily armoured areas in the way. Talyn, watching hawk like from the edge, doesn't say anything, so you must have done well enough.
At such short ranges, your enemy's swiftness is clearly winning, so you adjust as best you can. Taking a hand off the axe, you catch the blunt sword by the ricasso, and, ignoring the shock in your left, punch him with your axe.
He twists like an eel, more like a dancer than an armoured man, but he has to move his entire body and you only your wrist. He manoeuvres past the first and the second scrapes across his torso, and by the second breath it occurs to him to abandon the sword entirely, but it's somewhat too late.
'Point to Geln! Point!'
The crowd about you practically explodes in glee as the two of you fall apart. You've drawn a group almost double the size as the start now- even one of the stoic Templars stand at the back. Solyn, on his part, makes a rather rude gesture at the judge.
'And you're laughing! So much for the Tallowfolk's loyalty, is it?'
'You only have yourself to blame, giving him tips like that!'
'I'm an altruist at heart, you cruel whip! It's an addiction! Couldn't stop myself!'
'You're a hedonistic, atavistic, supercilious cock, is what you are! Now go back to thrashing him before you embarrass us all!'
'As you wish!'
As the champion turns back to the duel, Talyn seems to give in to having the last word.
'Exile! Don't tell him what that means! Begin!'
At the look of performative heartbreak on Solyn's face, you have to stop yourself from laughing to fight.
You barely manage to lower the bardiche in time, but your enemy definitely isn't the sort to have the same trick work twice. He not only parries this time, but actively throws the axe head aside after locking it with his hilt. You stumble, off guard at such a fantastically bold tactic, and at that he seizes the moment.
You adjust fantastically, striking with knees and elbow and haft, but by the time you can draw the head back to you it's rather too late. Talyn calls the point to Solyn, who at least seems somewhat battered.
'Bloody hell, you're getting better! Choke in a blade lock, choke! If you retreat, you give it to the enemy!'
'Again with the advice!'
'Life needs a bit of whimsy, Talyn! Go on!'
'Do you two plan to court or have a duel!', you interject, rattling your axe. At the warmaster's word, you advance swiftly, hoping to draw by catching him off guard while he's still flipping you off.
Outrageously, this time he simply sways like a reed and into reach. You strike viciously and swiftly, trading blows with all your skill and wrath as you constantly retreat on your feet before he can get in too close, and with one final swing you send him to the floor… but it's too late.
'Draw! Mutual Kill!'
There's not much point hacking off your opponent's arm if you bleed out yourself ten seconds later.
To your satisfaction, at least, the Champion groans painfully on the floor, and you do him the courtesy of helping him back up, somewhat humiliated. From the general cheerings of the surrounding crew, however, it would seem like you've in fact won- even Talyn shakes your hand with new respect, if somewhat painfully after being beaten black and blue.
You yourself make a note to start attending Solyn's lessons, erratically timed as they may be.
+1 Heavy Impact Xp.
+1 Unarmed XP.
+1 Heavy Blades Xp.
——————————-
After driving the crowds away, to your surprise Talyn actually produces a bottle of wine and some bread from the continent to congratulate you, though Solyn- oddly- doesn't drink. As the three of you have a sort of (alcoholic) dinner, you deduce that the two probably don't dislike each other as much as the rate of yelling would indicate.
You while away an hour chattering about anything and everything. You learn Solyn is from southern Snaga, Talyn from northern Tallow, and both are amongst the oldest in the crew- early thirties in a group of largely early to mid twenties, if not younger. Both have been serving on the Gale for just over five years now, having come with Halna from her previous craft- in fact, the entire command staff, and about a third of the most veteran crew, all seem to know each other well.
'Halna's retiring, though.', Solyn adds sadly. 'She wants to see her daughters grow up; raise more little Halnas as well.'
'No more long voyages for her.', Talyn adds morosely. 'Can you imagine her on a fishing ship? A captain of her talents? And where will we be then?'
'Etarly'll probably buy the ship from her. He already owns a bit of it.'
'It won't be the same. Etarly's not a bad man… but it'll be different. And he still hasn't learned everything.'
'Well, you'll never learn everything as an apprentice. No matter how much she loves the sea, she can't be married thrice.'
'..thrice?', you interject.
Solyn nods emphatically. 'Wife and husband! I'd say lucky woman, but her talents aren't only with the sea. You should ask her for tips one of these days, before you.. you know.'
'It's not like they're her blood-daughters.', Talyn grumbles. 'Her little Halnas are nothing like her, and they're right brats too. My father went everywhere while I was a kid, and I grew up fine. Bloody Snaga custom.'
'You Tallows can stuff yourself too, and you take that back about her daughters. We sat for them the other day, it was nice!'
'You spoil them, of course they liked you, but it's not ri-'
You interject before they can once again tangent into irrelevancy.
'I've wanted to know what's this about people eyeing me near the edge?'
'Ah- right. The crew- shut, I'm the bookie- are gambling, started by this rogue, that you will or will not get there in one piece, without falling overboard. You're clearly a red hand, but you're no sailor, so…'
'……So… Solyn, you have fifteen rings on my safety.'
'Mm hm!'
You eye your own myriad bruises, then Solyn, then the sea over the side.
—————————————-
I have to go now, so enjoy this in the meanwhile.
Yes, Solyn has bigger numbers than you, but he's more than half a decade older and can't read for shit, so who's the real winner?
Anyways, anything in particular you want to ask Halna before I keep writing later tonight?
(Other questions welcome too.)
Scheduled vote count started by Shine on Jan 15, 2023 at 4:31 AM, finished with 13 posts and 5 votes.
- [X] There are, disregarding the priest, only four fully literate people on this ship, and only two literate in two languages. Run some errands for the captain, and talk with Halna what you've read and where you're going.
-[X] The champion, Solyn, is much more gregarious and warlike. He mostly works as a regular sailor, when not training others or acting in his role. He's requested that you take the time to spar with him, less he go make trouble elsewhere for the warmaster. You're fairly certain that's a joke.
-[X] Pebbles is the ship's rat catching dog, an extremely hearty Haven hound nearly the size of you. She's also the undisputed wrestling champion of the Gale. Learn her secrets, and/or spoil a friendly dog.
That was two draws, a win and two losses against Solyn?
Now, we need to figure out who's betting which way in the "Will we fall over board" pool because this one is trivially easy to rig .
This is a fairly simple system.
Disregarding rolls to help me from make a randomised choice (ie. a coin flip to figure which of two random tunnels the party decides to go down first, say), all dice rolled are a d10.
Skill Checks
The skill checks are pretty simple. The dc is a number I set, moved up or down by your skills and other modifiers. Then, you roll 4d10 and hope to roll equal or under.
I might throw in extra small things for rolls if 1 or 10, depending on context.
This more or less covers all skill checks in the entire game.
Even the contested skill checks you see sometimes aren't special- I just set the DC as 5, with your bonuses moving the DC up and theirs moving it down.
Combat
This system has no complex initiative system. People act in sequential order, typically going either a-> b-> c for skirmishes, or one side -> other side-> and so on.
Disregarding magic for now, combat has three main subsections- ranged, melee and skill checks.
I will not always use the combat system for every instance of violence! I will only use it if I feel it is fitting to be granular about the results.
Important Preemptive Knowledge
Most human scale entities- so, things you'll be using Combat against (since I can't reasonably ask you to roll a check against a Kaiju) have four health.
For every quarter of health you've lost, you take a -1 Wound penalty to many actions, including fighting. However, a lot of dangerous enemies have ways to mitigate or just ignore this, including you.
Armour works as a d10 system. For every point of damage you take, you roll a d10 against your armour minus their pierce.
—If Armour > Pierce, a low roll blocks,
—If Pierce > Armour, a low roll does extra damage.
(ie. You have an Armour Value of 5, and are shot with a crossbow. The crossbow has a Pierce of 1, but is technologically inferior to your steel breastplate and chainmail, so knock it down to 0. You take 2 damage, and so roll 2 dice- hoping to roll 5 or less on both.
Alternatively, a Hoklin hunter has an Armour Value of 2. You smack them with your steel bardiche, Pierce 5, for three damage. They roll three dice, and hope that none of them come up 3 or less, as that would probably kill or cripple them.)
(Some niche things can make the armour system act strange, but they should be pretty easy to intuit when you see them.)
No matter what, your effective Armour value (after Pierce) cannot exceed 9 and make you actually invincible. However… at that point, you must be supremely, sarcastically difficult to harm.
Ranged
Making a Ranged attack is essentially making a skill check with your relevant weapon skill. The main factor effecting the DC is how far away you are, as determined by how many ranged brackets they are from you.
8 (point blank), 6 (close). 4 (moderate), 2 (Far), 0 (Very Far), so on and so forth.
Ie. Your Greatbow has a 50m ranged bracket. An enemy at point blank range would be a base of DC 8, at 40 metres DC 6, 90 DC 4, and so on and so forth (2, 0, -2, etc.)
This DC is then further modified by skills, traits and equipment (especially shields).
On 0 and 1 success, it's a miss and a close miss. On 2, you deal 1 damage; on 3 you deal 2, on 4 you deal 4. Your weapon's tags apply here- for example, Greatbows have Overwhelming and Sunder- but generally not as much as in close combat.
Notably, ranged attacks are potent and versatile things in the hands are a skilled archer, but tend not to be as decisive as hand to hand combat. Additionally, if you do a ranged attack on your turn and then are charged in melee on the same round, you will not only be ill equipped to fight them off, but will suffer a penalty for having to fight after already committing an action- either Distracted (-2 Melee Attack) or a Distracted (-2 Melee Skill), depending on the ranged attack in question.
You might get a ranged attack with a DC of 10 or higher. This is fantasy, so such a skilled shot automatically hits for 4 damage, plus with an extra point of Ranged Pierce for every point the DC exceeds 10 by.
Many ranged weapons aren't useful on horseback; those that are, however, probably shouldn't see particulalry divergent mechanics.... with one exception.
Mounted archers, or similar, will often be very swiftly moving towards or away from their target. This affects their range and their pierce (+/-1), as the momentum adds of bleeds power from their shot.
Melee
Melee combat also rolls four dice, but against 2 DCs. Depending on Melee Attack and Defence, there will probably be two DCs. One will be to mutually strike, the other to strike without being struck, or vice versa. The base DC, before weapons, skills, traits and so on, is DC 5.
A 1 always has you strike your enemy; a 10 always has them strike you. Luck is the Queen of close combat.
Your weapons tags matter here even more. A Bardiche has Reach and Sunder; their Longsword equivalent Convenient, Sunder, Versatile and Grapple. Sunder means Geln could try to shatter their equipment, or incidentally do so on 1s; Reach (a very powerful trait) enables him to deal his damage before a non-Reach opponent on the first round, crippling or killing them before they can strike back. This does come at the cost of extreme inconvenience in certain scenarios, though.
Additionally, weapons with the tags Two Handed or Single Grip must be sidled in two or one hand respectively, but those without either can be wielded in one hand- or in both, for +1 Pierce.
When you commit to melee, if your enemy has not used their action so far, they use it up to fight back. If they have, they fight with a penalty. This makes it charges very good at disrupting enemies trying to do complex things!
The exception is if the enemy chooses to disengage on their round, instead of accepting that they're now engaged. If they can disengage without risk (ie. for whatever reason, their enemy is very distracted), they just do so and can move on or past a safe distance, although that doesn't give them their action back. If they can't, they need to make a check, with a DC depending on how dangerous the melee is for them, to not get hurt (every failure is a point of damage against their armour value).
If you succeed in killing your enemy in one round on the Charge, you may Cleave (ie. rush another enemy nearby). Thus, skilled warriors- especially very swift ones, or ones with reach weapons- can defeat several enemies a round (because this is Fantasy and such things should be more common than real life). However, these Cleaves cannot normally be used as a team! When you Cleave, the only aid you assist in your effectively free actions is if your target was already engaged in melee, so pick said targets carefully.
(An exception might be for some incredible discipline, or some kind of mental link. A hive mind of spirits might be able to coordinate Cleaves, for example… which is terrifying.)
You might have an attack DC of ten or more. Such a fearsome attack automatically hits, and has an extra point of Pierce for every point it exceeds ten by. Alternatively, you might have a defence DC of 10 or more. By every point your magnificent defence exceeds 9, instead of increasing the defence DC it increases your effective armour.
Assuming you are an able rider, being mounted is a signficant advantage! It grants a +1 Skill bonus due to the advantage in height and striking power, and, with a trained warhorse, also grants an outnumbering bonus. However, your melee skill will be an average of your riding and weapon skill, prioritising the former, so being a cavalier is an especially skilled role.
The most potent tactic, however, is a cavalry charge! An attack while charging on horseback (or at similar swiftness) benefits from +2 Melee Attack and +2 Melee Pierce, the terrifying speed and mass adding significant power to your assault. However, your enemies will gain a momentum bonus too, if only +1s.. just as you're moving swiftly into them, relatively so too they to you.
A skilled rider can negate these penalties- it's a reasonable choice for a Novice to fight on horse, a Veteran even negates the enemy's momentum attack against their charge, and a Hero negates defensive momentum entirely.
A way to even further improve your charge bonus with a braced spear, adding an additional 2 Pierce (in comparison to, say, a sword, axe or hammer). Although this does carry some risk of shattering your spear, it is evidently an extremely dangerous tactic…
Of course, polearms are highly dangerous against a charging horseman too! The Far Continent boasts, broadly, dark ages to mid-medieval mundane technology, and in such an age archers, spears and cavalry were the most prominent of soldiery for very good reason.
Skills
You spend your action in combat doing something not an attack, like treating a wound. This has a similar philosophy to ranged attacks regarding being disrupted by charges, unless the action is quite simple- like forcing a stuck door. These supporting actions can be very important, but remember to be careful! You don't want to have to fight off an axe with medical equipment.
Sometimes, actions are so minor (ie. grab something off the floor) that you can do those for free, or just for a Distracted penalty while doing something else.
Powers
Powers, including magic, tend to be treated like skills above. Some Powers can be charged while doing something else (as you know by now), some need more care and can be disrupted by a well timed attack. I'll get more complex in this part if you ever know the inner depths of magic yourself.
Mages tend to die like everybody else when you stab them, however, and that's good enough for you.
Mass Combat
For reasons obvious, it is not viable for me to roll for literally everyone in larger melees. That's kind of a lot.
If a melee has a moderate amount of combatants, I break out the (new) skirmish system.
(At a certain but vague threshold, maybe about fifteen or twenty a side, I'll just use narrative resolution and maybe some dice rolls, like with the Laughing Gale's defence. This is not a mercenary company game.)
It should be fairly simple. I resolve the actions of notable individuals first (in this case, only Geln, because your side is five people), then roll for the skirmish, then go to the other side, et cetera. Skirmish rolls take the form of a congested skill check.
(ie.
Islefolk vs Three Voidlings
DC 5
+2 (Superior Equipment)
+2 (Superior Combatants)
+1 (Warmaster)
+1 (Outnumbered)
Dc 11, automatic four successes.)
Every success in the skirmish causes an automatic casualty (Four damage, roll armour). You may note skirmish roll is less risky than the melees, with no enforced boundaries of maximum skill bullying. In universe, this is to represent how working as a team is a more safe and effective tactic than working alone, even against weaker enemies, while in the meta it's to increase the survivability of the poor NPCs.
Mass ranged attacks are even simpler. It's literally a skill check.
(ie. Tiefling Volley
Close Ranged, DC 6.
+2 (Adept Archers)
+1 (Charging Momentum)
+1 (Warrior Caste)
-3 (Phalanx)
DC 7)
With the damage they deal on a success being what I feel is right, but typically taking the form of small amounts of damage sprinkled across multiple people (automatic casualties caused by ranged attacks would be indicative of some very dangerous archers).
DC 4
+1 (Fully Literate)
+2 (Charismatic)
-1 (Exile)
DC 6
2, 3, 3, 5
In service of Thane Erik, you've often travelled by sea. It wasn't by any particular inclination, although you were always fond of a sea breeze, or by special talent. It was simply the swiftest way to get around from coastline to coastline in a land where even the vermin and weeds grew endlessly, and ceaselessly. You enjoyed those short breaks from responsibility, letting your native world pass by while under the power of either wind or beast. In that half decade or so, however, you realise you never checked the amount of paperwork that they had to do.
(If you really stopped to consider, what were the odds all captains were as literate as Halna? Or were tasked with ordained missions? It didn't make the papers go away.)
In aggregate, it didn't look like much, but the writing was dense, scrawled and repetitive. It was counts of food, water, medicine. It was the balancing between salted fish, fresh prey, and precious greens and citrus. It was reports counting ammunition, alcohol, and misdemeanours amongst the crew, of which despite Talyn's diligent valour seemed as endless as the tide. It was simple, because everyone knew tallies, and it was ridiculous, because everyone- even the most chicken-scratching, illiterate crew- could and probably have given tallies and picograms of fish and fruit, a chore as mere as counting quickly shuffled amongst the new recruits. As loyal as they were to the Captain, they seemed to have no appreciation that their scrawlings had to go into a centralised log books.
At the least, Halna showed solidarity. You sat at one end of a desk of wood and bone on the only guest chair, and she the other on her scaled bulk, catching errant papers with her tail.
After that was a certain sort of ritual, a couple times a week. Some days you shifted tallies, other days you were the ones counting them, being far better with words and somewhat batter with maths. Then, when all was said and done, she'd take the time you opened up for her to blow smoke and field your questions.
(The older women- and mother of two, quite clearly from the charcoal sketch on the wall- seemed to do it out of amusement, and gratitude. Maybe a bit of sympathy, you hope, but her eyes are little like a snake's as well.)
—————————————-
'Honestly', she admits as you carefully place the ledgers where they were, 'I can't shake the feeling that this voyage is blessed, or maybe cursed. Near death, strange omens, beautiful weather- something is laughing at us.'
She blows a cloud of wispy leaf-smoke, and you note she refrains from referring to whatever minor deity champions fate in her eyes. The Snaga's heresies were tolerated… but it was wrong, nonetheless.
'Only luck', you slowly enunciate, the sharp trade tongue odd on your tongue. 'Hm… It is …not meaning.'
'Meaningful', she corrects. 'The suffix is a bit different. Still, though…well learnt.
'Thanks. Why did you… journey here?'
''I think you mean there, with the hard stop. But as for why- somewhere to go. When you've spent half your life sailing, and don't want to stop- the places can get tiring.
'Is it different?'
'Good! Ah… in some ways, I suppose. In most of them.. not really. three years, here and there… It's exotic, but the people are just people.'
You suppose you shouldn't be all that surprised, but you can't help but be disappointed.
'That's right!', she suddenly starts. 'You've never left the Isles before.'
'I've been… I have gone to Kalastur.'
'That's good… it's not the same. Kalastur is still home, even with the foreigners. Lot of young brawlers like you, they get off the boat and forget it all…. It's all different- lot of people farm, for one. The food comes from the dirt.'
'…. All?'
'No…. but most. Life outside? It's a lot of drudgery, a lot less excitement, and just as much loss. A few odd ones enjoy that, but most Islefolk…'
She gives your brand a long look.
'…well, we were meant to stay there.'
—————————— Gain knowledge of some of the Far Continent, and its peoples.
+1 Trade progress.
+1 Sailor XP.
Bonus to learning Trade on the next roll.
You get the feeling Halna will miss the sea, and her crew, but would miss her family more.
———————————-
Captain Halna's Journal
Summer III, Week III, Day I
I almost wish that this journey was more exciting.
Well, not to say that running into a sea-giant and saving dozens of lives from dying of thirst- or each other- is peaceful, exactly.
One day, though, it'll be my children leafing through this, and those stories… they aren't all that long.
I shouldn't tempt fate like that. Skormn might be listening.
I wonder if deities read.
Summer III, Week III, Day II
The silence must be getting to me. A page of scribbles and scratching, all in a day?
We made the coastline today. Two score and a bit came to the side, to marvel at stones and tundra. Exotic stone and tundras, even a bit of their spiny trees, but they grew bored of it soon enough. We were all new once.
I wonder why it's all the same. Maybe all the deities of all the lands just prefer it that way. Rocks and snow.
Summer III Week III, Day IV
To the youth's disappointment, we still have two weeks or more to so. When they say the Holkin live in the north, they mean the north.
We saw some real people today, on a road with cart and mules and birds, but they were too far to be more than blurs without a scope. They scattered when they saw us quick enough, anyways.
Summer III, Week III, Day VI
Blessed Kolo held a sermon today. All is well and quiet.
Summer III, Week III, Day VII
There's a sketch, of some kind of island rising out of the sea. However… it's artificial. Made of carved stone layered in tiles like a hide, or maybe a shell, it rises out of the water in a perfect hemisphere. At the top is some kind of outpost, but not made in any human or holkin fashion, here or back home. It is abandoned.
The Laughing Gale floats next to it.
Deities can read, apparently.
Bloody hell.
—————————————
You tentatively scrape off some moss, just to check the stone is real. The island, in many fashions, seems like something out of a fairy tale. No charts speak of it, no rumours tell of it, it's so clearly and perfectly symmetrical- but as you and two dozen others can ascertain, it's terribly real.
At the least, it doesn't seem alive.
The shore party fans out cautiously, but the island isn't terribly large. The coast is checked, and scoured for molluscs and bird nests; then further inside, then further still. The signs this was made by somebody only grows, for what island is made of tiles, with seemingly no native plants higher than your boots?
At last, you tentatively come to the settlement itself- or suspected settlement, hidden as it is behind perfectly smooth stone walls. You shout, in many languages, then Blessed Kolo carefully enacts some ritual, but nobody answers. Bereft, you end up poking around- but the stone is solid, and the walls betray no entrance nor sign of their creator.
'Perhaps the dwarves made this?', Talyn theorises. 'The mountain peoples can shape stone like clay with their magic; something like this would be… like their Kalastur in miniature.'
You give her an odd look.
'In ten years? From the continent's ships? Halna said there weren't dwarves native to the Far Continent.'
'Well, perhaps we haven't found them yet. Everywhere has an underground, and something has to be there.'
'I found something!'
At the priest's words, over a dozen quickly flock about his location. He gestures to a door, similarly stone, man sized, and etched in runes- the runes, you recognise, of the Elves.
Those in the know immediately slow, growing cautious at the sign of the fair folk, but Kolo already seems intent on deciphering the words. His eyes are glowing the sheen of a man drinking from the well of heaven, and so- prompted by the stern look of the Templars- you don't come closer.
As soon as you settle in, however, the door suddenly clicks. The priest visibly recoils, his focus flickering, as suddenly the solid barrier swings inwards on hinges that weren't there before. You all collectively peer in, but before anything else can be done, priest speaks, perhaps of what he read.
'We go in.. but five. And only five.'
————————————-
Geln will be coming. That is predestined.
Who are the other four will be coming? Plan voting required.
You know Solyn is a skilled scout, Talyn widely travelled, Etarly clever with words, and Kolo by necessity well learned in mediation and theology. The personal skills of the other, you've no clue of.
The Templars are extremely fierce fighters in heavy armour. At least one must always accompany Kolo, whether he stays inside or out.
You know the inside will be dangerous, and involves some kind of magic, evil and otherwise. But the reward is worth the strange risks, so Kolo insists.
Plan voting required, please. Voting open for two days, possibly longer. Questions welcome.
'Perhaps the dwarves made this?', Talyn theorises. 'The mountain peoples can shape stone like clay with their magic; something like this would be… like their Kalastur in miniature.'
You give her an odd look.
'In ten years? From the continent's ships? Halna said there weren't dwarves native to the Far Continent.'
I really appreciate your engagement, especially as new posters. Thanks guys.
However, the way your vote is set out will screw over the vote counting system.
That's not a problem for about ten or so votes (I hand count them anyways), but it would do you well in more popular quests to try and use the formats Rush or DarkasSilver used for their plans.
As it is, it's like you cited for four separate things, not one plan.
Also… are you really all splitting four ways?
Wow. Lads.