Saturday, July 10, 2021

Don't Forget the Fine Print

I burned my life, that I might find
A passion wholly of the mind,
Thought divorced from eye and bone,
Ecstasy come to breath alone.
I broke my life, to seek relief
From the flawed light of love and grief.
—Louise Bogan, 'The Alchemist'

A follow-up to an earlier post of mine; another patron, another pact.

Patron: The Deep

Be it a Great Beast of the Sea, a mighty kraken, or a primordial of the Elemental Ocean, you have bound yourself to some ancient being from creation’s first days. For some masters, you may act as their eyes and ears on the realm of land, advancing whatever esoteric goals they seek; for others, your "master" may be so alien as to be unaware of your mere existence.

By Elisa Serio

Perk: You can communicate with creatures of the water as fluent, and move through marshes and bogs unhindered.
Drawback: You cannot drink fresh water; derivatives thereof—tea, beer, &c—are fine.

The boon of your pact looks as it should for an object of the oceans—dark blues and greys, seaweed dangling off of it, a thin layer of slime, &c.

Those who swear themselves to a being of the Deep carry a sign of their pact. The mark you bear takes the form of...
1. Webbed hands and feet.
2. Translucent, mildly luminescent skin.
3. Fish-like scales.
4. Visible gills.
5. Constantly damp & oily skin.
6. No eyelids.
7. Unnaturally pointed teeth.
8. Unusual pallor.
9. Bulbous swim bladders.
10. Spit solidifies slowly after contact with air.

Mishaps:
1. 1d6 damage to you.
2. MD only return to your pool on a 1-2 until sunrise.
3. Random marine-related mutation for 1d6 rounds. Permanent on a failed save.
4. Lungs temporarily fill with water for 1d6 rounds. Can't speak or cast spells.
5. Grow incredibly thirsty. Must consume a ration at next rest, and receive no healing from it.
6. Vomit 1d100 litres of seawater.

Dooms:
1. Body empties of moisture for 24 hours. Inventory filled with exhaustion, and can't cast spells.
2. As above, but for a week.
3. Tide rises where you stand. 1d20+5 assorted merfolk, water elementals, and bloated corpses appear to drag you out to sea. Fend them off or die.

Pact: The Tome

Where other practitioners take paths of simple-minded violence or request vain gifts, your boon of choice was knowledge—power in its purest form, at least in your eyes. You need not runes nor wands nor incense; you are a spellcaster, capable of imposing your whims on the world as you desire.

A: Spellcasting: You may expend MD to change the world around you, wielding the powers described below. For each Working you perform past the first, add an additional Instability Die—they do not contribute to [dice] or [sum], but do count for the invocation of Mishaps and Dooms. This count resets each sunrise, though a warlock may voluntarily roll extra ID to further empower their workings.

Harm: Deal [sum]+[dice] damage to any target you can see; creatures may Save to negate. This takes a pact-appropriate form—a blast of fire, a sudden gust of lacerating wind, the howling screams of damned souls.
+1 ID for each other Working you've done since sunrise
+1 ID for each additional target

Alter: Make a declarative statement about any target you can see you can see. That statement becomes true for [dice] rounds. It cannot cause damage (Harm), create a new object (Create), or move the target; creatures may Save to negate.
+1 ID for each other Working you've done since sunrise
+1 ID for each additional target
+1 ID to affect an area the size of a wagon
+2 ID to affect an area the size of a cottage
+3 ID to affect an area the size of a village
+1 ID to make the effect last [dice] minutes
+2 ID to make the effect last [dice] hours
+3 ID to make the effect last [dice] days

Create: Create a creature or object. It lasts for [dice] rounds, and begins person-sized or smaller (with 2 or fewer HD if a creature). Creatures created cannot inflict damage and objects may not inflict magic damage or create permanent effects, but may be magical—you can make a flying carpet, but a healing potion will only last the duration listed. A regular sword, not BITTER MARTYR WOE, a well-learned heavy langmesser matte, with a silvered edge that cuts through fire.
+1 ID for each other Working you've done since sunrise
+1 ID for each additional creation
+2 ID to increase the created creature's HD by 4
+1 ID to create an object the size of a wagon
+2 ID to create an object the size of a cottage
+3 ID to create an object the size of a village
+1 ID to create a magical or otherwise notably strange object
+1 ID to make the creation last [dice] minutes
+2 ID to make the creation last [dice] hours
+3 ID to make the creation last [dice] days

A: Ancient Tongues: When you come across a fragment of some long-forgotten language—scrawled on a ruin, carved into a talisman, &c.—you have a [templates]-in-6 chance of understanding it. Not the entire language, but enough for that piece.

B: Intuitive Understanding: You can read any text—fine print included—in the time it's taken you to read this description.

C: Accurate Insight: By staring very deeply into someone's eyes, you may read their thoughts, quite literally printed on their pupils; it's there for everyone, but the text is very small (credit to Archon).

D: Spell-Theft: You may cast any spell you come across in another magic-user's grimoire or the mind of one you've killed without rolling or incurring ID. Your Mishaps and Dooms may still apply; spells cast this way once are rendered unusable.


The Magic-User to the Blade's Fighting-Man. Thanks to Sundered for the name; here's the patron you asked for in return. Feedback appreciated, &c., &c.—more patrons and pacts to come.

Monday, July 5, 2021

The City Who Slumbers Not

City! I am true son of thine;
Ne’er dwelt I where great mornings shine
Around the bleating pens;
Ne’er by the rivulets I strayed,
And ne’er upon my childhood weighed
The silence of the glens.
Instead of shores where ocean beats,
I hear the ebb and flow of streets.
—Alexander Smith, 'Glasgow'

The City is an old thing, built long before living memory. It reaches out endlessly in every direction—east & west, up & and down, inward & out. Layers of new creation spring up over layers of ruin, the old consumed to make way for the present. Petty factions vie for power, each eager to further their goals and advance their standing—councils, unions, cults, and consortiums of all stripes always interfering in each other's works.

The City is alive, change its near-sole constant; a fixed map is of little use to anyone, save perhaps as something to blow your nose with. Everything in the City matters to someone; quite who might not matter yet, but they do exist. Life is everywhere, even in those bits abandoned by humanity.

By Stephan Martiniere

The Sewer-Ferry Syndicate

The Sewer-Ferry Syndicate are one of the City's most wealthy purveyors of transport, providing passage all across its lower regions. They provide financial and military backing to gondoliers and boat captains of all kinds, undercutting or threatening any potential operators who refuse to pay their dues. They often draw the ire of those who call the sewers their home—the Rat-Speakers, fungus cults, &c.—and are quick to ally themselves to those who might see the City's annals 'cleaned up', as it were.

Goal: Outcompete financial opponents, regulate all passage through the sewage network
Allies: The Plumber's Guild, Waterworks, the Sludgemarket
Enemies: Other transport suppliers, the splintered Fishing Coalition, native denizens of the sewer system

The Church of Urbis

Members of the Church of Urbis are worshippers the City itself, ever-eager to perform good deeds in Her service. They revere those who work to maintain Her various boroughs and enclaves, and often take it upon themselves to clean up messes or decorate empty spaces in Her honour. They deride other forms of faith as idolatry and heresy, including those who worship the City in the "wrong" ways. Bureaucrats, lawmen, and officers of local governments are among the Church's most common adherents.

Goal: Convert all to the light of the City's worship.
Allies: Hapsmire District Council, the Street-Sweeper's Guild
Enemies: Litterers, loiterers, other faiths (especially the Cult of Metros)

Their Majesty's College of Wizardly Study

No one quite recalls whose majesty the College was named in reference to, but the College Board's bureaucracy thinks it adds an air of grandeur. It is but one among many institutions offering tutelage in the practice of magic, each eager to draw the eye of new prospective students to extort for money and saddle with debt shape into the next generation of scholars! The College is particularly renowned among its peers for its research into spatial manipulation, though accusations remain of stolen experiments; total codswallop, of course.

Goal: Provide as much return to investors as possible education to all who desire (and can afford) it!
Allies: Very little; the academic world is one of spite, not friendship.
Enemies: Agselsior University, the Institute of Elemental Arts, Gdinsleslav Academy; the list goes on.

1d50 factions for player characters to love, hate, or owe copious amounts of money to: