Jump to content

About this blog

Look here for information regarding Rules and Setting Content.

Entries in this blog

Finagler

Finagler The finagler is a bit of a symbol of the Kingdom’s civil life and bureaucracy: a fixer, a notary, a pettifogger, and a hack, a fine connoisseur of laws and red tape, and therefore perfectly capable of circumventing them, infiltrating the system, and turning it inside out. Halfway between public and private, the finagler is the go-to official for Knaves confronting the law, the nobility, and justice because – while being Knaves themselves – they are perfectly integrated into the system

jokomaisu

jokomaisu in Rules

Morgant

Morgant Morgants are commonly considered “demi-giants”, though whether they truly descend from giants remains a mystery, given that such legendary beings have not been seen around the Kingdom for at least five hundred years, during which morgants have remained unchanged. What’s more, numerous folktales and legends speak of ancient kingdoms and communities of millenary morgants from which the current specimens are said to descend, indicating that these beings are probably another human species

jokomaisu

jokomaisu in Rules

Swordfighter

Swordfighter The Thousand Years’ War is so deeply rooted in the peoples of the Kingdom that it is now considered the only possible way of life. The war’s facts, conduct, mercenary companies, lootings, and the aggravation caused by military sieges and campaigns, are all regulated down to the smallest detail. In this constant-conflict scenario, soldiers, warriors, squires, condottieri, infantrymen, crossbowmen, stormtroopers, sappers, knights, archers, army engineers, runners, scouts, and spi

jokomaisu

jokomaisu in Rules

Gadgeteer

Gadgeteer The Kingdom is not just a land of scoundrels, condottieri, friars, and noblemen: the cities and main academies are not short on artists, inventors, jewelers, watchmakers, and architects capable of creating the highest and most fascinating works of genius. In particular, those who specialize in precision watchmaking, in the creation of devices and ramshackle objects, and the invention of gadgets and mechanisms of all kinds are called Gadgeteers. Just as architects and scholars

jokomaisu

jokomaisu in Rules

Misty Step

Misty Step 2nd-level (conjuration; arcane, chaos, movement, teleportation) Class(es): Sorcerer, warlock, wizard Casting Time: 1 Bonus Action Range: Short (30 feet) Target: Self Components: V Duration: Instantaneous You teleport to an unoccupied space that you can see, disappearing and reappearing in a swirl of shimmering mist.

jokomaisu

jokomaisu in Rules

Sleep

Sleep 1st-level (enchantment; arcane, compulsion) Class(es): Bard, sorcerer, wizard Casting Time: 1 Action Range: Medium (60 feet) Area: 20-foot circle Target: 4d10 hit points worth of creatures Components: V, S, M (pinch of fine sand) Duration: 1 minute You send your enemies into a magical slumber. Starting with the target with the lowest hit points (ignoring unconscious creatures), targets within the area fall unconscious in ascending order according to their hit points

jokomaisu

jokomaisu in Rules

Rat Catcher

Rat Catcher In the largest and most convoluted cities of the Kingdom, the Rat Catcher profession is fairly widespread: in addition to what such a name suggests, this typical urban hunter deals with all sorts of pests, parasites, sewers and catacombs' beasts, carrion, and animated objects that don't want to stay where they belong, and even fairies and specters. The city, its dungeons, its cellars, its canals, its sewers, its catacombs, and its towers are the favorite hunting ground of t

jokomaisu

jokomaisu in Rules

Benandante

Benandante Long before saints, supersticians, and miraculists began to roam the Kingdom’s countryside, people were protected from hags, devils, monsters, and phantasms by the benandante, who still fulfill this role, despite the considerable competition. These good forest sorcerers straddle the boundary between the spiritual, human, and wild realms. Benandante (Good Walkers) often adore the Ternal Father, but along with this figure of the Creed they usually worship old pagan gods now in de

jokomaisu

jokomaisu in Rules

Thorn Whip

Thorn Whip Cantrip (transmutation; attack, plants) Class(es): Druid Casting Time: 1 Action Range: Short (30 feet) Target: One creature Components: V, S, M (the stem of a plant with thorns) Duration: Instantaneous You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pu

jokomaisu

jokomaisu in Rules

Cure Wounds

Cure Wounds 1st-level (evocation; divine, healing, nature) Class(es): Bard, cleric, druid, paladin Casting Time: 1 Action Range: Touch Target: One creature that is neither a construct nor undead Components: V, S Duration: Instantaneous The target regains hit points equal to 1d8 + your spellcasting ability modifier. Cast at Higher Levels. The hit points regained increase by 1d8 for each slot level above 1st.

jokomaisu

jokomaisu in Rules

Shields

Shields Shields can range from a dueler’s fencing buckler to the tower shields of mercenary armies. You may wield two shields, but only gain the defensive benefits of one shield at a time. When it is used to attack, a shield is treated as an improvised weapon that deals 1d4 bludgeoning damage. Table: Shields Shield Cost Weight AC Bonus Light 10 gp 4 lbs +1 Medium

jokomaisu

jokomaisu in Rules

Marionette

Marionette In bygone times, marionettes were extraordinarily rare, but in recent centuries their presence has become increasingly common in the Kingdom’s cities, theaters, and companies, along with that of marottes and other artifact creatures made of triflewood, aka “turquoise wood”. Once grown exclusively in the most remote recesses of the town of Cuccaigne and impossible to find, this material is now being cultivated in various places around the Kingdom – with the turquoises’ authorization

jokomaisu

jokomaisu in Rules

Animal Friendship

Animal Friendship 1st-level (enchantment; beasts, compulsion, nature) Class(es): Bard, druid Casting Time: 1 Action Range: Short (30 feet) Target: Beast that you can see that is able to hear you and has Intelligence 3 or less Components: V, S, M (red ribbon) Duration: 24 hours Saving Throw: Wisdom negates You allow your inner beauty to shine through in song and dance whether to call a bird from its tree or a badger from its sett. Until the spell ends or one of your compan

jokomaisu

jokomaisu in Rules

Shield

Shield 1st-level (abjuration; arcane, protection) Class(es): Sorcerer, wizard Casting Time: 1 Reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range: Self Components: V, S Duration: 1 round You create a shimmering arcane barrier between yourself and an oncoming attack. Until the spell ends, you gain a +5 bonus to your AC (including against the triggering attack) and any magic missile targeting you is harmlessly deflected.

jokomaisu

jokomaisu in Rules

Miraculist

Miraculist Barring pagans, heretics, followers of ancient cults, foreigners, and the like, the official religion of the Kingdom’s commoners is the Creed, which mainly centers around the worship of the Ternal Father, Saints of the Calendar, and Relics. The Creed, which spread over centuries following the Fall of Plutonia and gave birth to several secondary currents and schisms, is currently run by a very informal, respected, and peaceful clergy. Its hierarchy is headed by four patriarchs, 

jokomaisu

jokomaisu in Rules

Class Brawl Features

Class Brawl Features Class Brawl Feature Benandante Beast Slap. As an action, you can make an attack (Wisdom) to deal 1 whack and the target becomes frightened of you. Bravo Counterattack. As a reaction, if a creature makes an attack that targets you, you can make a strike against that creature. If you hit, the creature makes the attack against you with disadvantage. Brigand Sne

jokomaisu

jokomaisu in Rules

Comprehend Languages

Comprehend Languages 1st-level (divination; communication, knowledge) [ritual] Class(es): Bard, sorcerer, warlock, wizard Casting Time: 1 Action Range: Self Components: V, S, M (ribbon with symbols of different languages written upon it) Duration: 1 hour You gain a +10 bonus on Insight checks made to understand the meaning of any spoken language that you hear or any written language that you can touch. Typically interpreting an unknown language is a DC 20 check, but it may be

jokomaisu

jokomaisu in Rules

Harlequin

Harlequin They say that the first “harlequin” was a certain Alichino (“bentwings”), a malebranche escaped from Inferno and rumored to have started roaming the Kingdom with a company of street actors, bringing villages an unprecedented type of performance with colorful costumes, gibes, take-downs, pranks, and pirouettes. His showy attire and dark, mask-like face paved the way for all future Harlequins, the costumed characters of the Comedy of Art, performers of canovaccio shows on stage and

jokomaisu

jokomaisu in Rules

Mountaineer

Mountaineer Far from cities, ports, and countryside, up the mountains among the mouflons, hircocervi, and ibex, isolated even from the Pagan Plain's barbarians and the woods, the mountaineers roam: extraordinary guides, explorers, and smugglers, agile as wild goats and silent as wolves, with their faithful flask always at their side. In wartime, squads of these rocks-peaks-and-precipices savvy individuals are hired as scouts, spies, dispatch riders, patrolmen, lookouts, and saboteurs, while

jokomaisu

jokomaisu in Rules

Languages

Languages Your knaves’ race, class, and background will determine the languages they speak. Here are the main languages used in the Kingdom, in order of importance: Vernacular. Despite the numerous regional dialects, jargons, and local variants, the Kingdom’s inhabitants all speak and understand Vernacular, the common language in use from the Crown Mountains to the Charybdean Sea. Most people can also read and write, at least well enough to sign documents, read plates, signs, and bountie

jokomaisu

jokomaisu in Rules

Tough

Tough Toughs were born and raised amidst all manner of oppression, hardship, or violence, yet far from breaking them, these extreme living conditions tempered their mettle, making them as hard as steel. Having been exposed so directly to the harshest abuse and privations, no obstacle, fear, or hesitation will stop them now. Skill Proficiencies: Athletics, Intimidation Tool Proficiencies: One type of gaming set Languages: Racket Equipment: A pendant of Saint Marauda, a poppycock card

jokomaisu

jokomaisu in Rules

Blazoned

Blazoned “I am Lady Arginna Monteschi Faviori, daughter of the Duke of Fakeep and Phonydale, first heir to the lands of Talltaleburg and Fictionaria! Don’t you recognize me? Here is my certificate, you peasant!” A blazoned is usually a noble from an unknown family without political influence, or maybe the thirdborn of a renowned house, devoid of true titles and lands, or the firstborn of a famous house that fell from grace a couple of decades ago, to be generous. A blazoned may vaunt

jokomaisu

jokomaisu in Rules

Matador

Matador Matadors are expert hunters. They capture beasts and monstrosities from the depths of the wilds, take them to cities, and sell them for combat, or to circuses, or as disturbing defenders for fortresses. They are also masters at fighting such monsters in arenas, well knowing how to hit, hurt, and infuriate their prey in a spectacular manner. In addition, matadors are skilled at training these creatures, and are gifted circus hucksters and entertainers, even during the cruelest arena

jokomaisu

jokomaisu in Rules

Shillelagh

Shillelagh Cantrip (transmutation; nature, transformation, weaponry) Class(es): Druid Casting Time: 1 Bonus Action Range: Touch Target: Club or quarterstaff you are holding Components: V, S, M (club or quarterstaff) Duration: 1 minute You imbue the target with nature’s magical energy. Until the spell ends, the target becomes a magical weapon (if it wasn’t already), its damage becomes 1d8, and you can use your spellcasting ability instead of Strength for melee attacks and da

jokomaisu

jokomaisu in Rules

Concoctions

Concoctions The people of the Kingdom love to prepare and consume spirits, tinctures, tonics, and concoctions of all sorts, especially if they are illegal and made with makeshift tools: from herbalist friars dedicating entire dormitories to the most sophisticated and careful preparation, to mountaineers cooking the typical Hair of the Dog in rough stables, next to the donkey shelters. In any case, all concoctions' unique formulas guarantee them excellent additional properties that other liqueu

jokomaisu

jokomaisu in Rules

×
×
  • Create New...