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Inspirited

Inspirited Nobody knows the true nature of the insane process of creation behind Marionettes, Manikins, and Boguses. Nobody actually knows how Arcimboldos, Nonexistents, and Cloven (or other similar wondrous beings) come to be, or how Malebranches, Seraphs, Paraghouls, and Bartered Ones are respawned in the world. Is there a greater power behind all this? Or maybe a magic power has gone awry. Why should a living puppet come out of a wooden log, or from the mound of rotten vegetables of a

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Herbalist

Herbalist One of the most common arts among the populace is the lore of herbs and natural remedies, invaluable to heal injuries and illnesses, get by, and brew a good rotgut spirit in your own stable, far from the prying eyes of tax collectors. As Extravagant creatures and phenomena grow more and more frequent in the countryside and in the natural world, herbalists are specializing in low-ranking rural magic as well: They study as arcane initiates and trade with many fey and wild spirits

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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

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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

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Rover

Rover Rovers spend a large part of their lives in the free, natural manner traditional of feral communities and wolfcats, hermits, heretics, woodcutters, coalmen, shepherds, and the more isolated pagans. They are hunter-gatherers and their groups move with the seasons, drawing all their raw materials from the remains of animals or plants. The rovers’ cultures, skills, and knowledge are deeply influenced by their outdoor life, experience with wild territories, and communion with nature and its

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Fugitive

Fugitive Outcasts; prison, galley or forced-labor escapees; deserters from armies and mercenary companies; on the run after attacking a guard or an aristocrat: whether rumors about them are true or false, fugitives are accused of escaping from the Kingdom’s “justice”, and when they join a company, it’s because they have no other prospects. Skill Proficiencies: Stealth, Survival Tool Proficiencies: Thieves' tools Languages: Racket Equipment: A dagger, a memento from your past life, a

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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

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Brawler

Brawler In a Kingdom where brawls are as widespread as games of dice, brawlers love nothing better than constantly throwing themselves into fistfights and scuffles, which they often provoke deliberately. Demonstrating their strength and arrogance is the brawlers’ idea of fun and the lifestyle they have chosen. Skill Proficiencies: Intimidation, Performance Tool Proficiencies: Two types of gaming set Equipment: A brawl trophy (roll an additional Memorabilia), a map with a list of all y

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Ambulant

Ambulant Grinders, umbrella menders, nomads, seasonal workers, wayfarers, street actors, thespians, harlequins, puppeteers, carnies, charlatans, relic peddlers, beggars, wandering clerics, students moving from one school to another, professional wanderers, toy makers, tinsmiths, milliners, Norcitans, lacklands, ziganes and caravankers, and all those who spend their lives moving from region to region looking for work or taking their itinerant shows around: these are ambulants. The presence and

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Relic Hunter

Relic Hunter Among those who dedicate themselves to the noble art of exploration and ruins, dungeon and catacomb looting, relic hunters are probably the most recognizable and appreciated community. Some of them are part of the Congregation of Reliquaries. The Creed's hierarchies send them out to find the mortal remains of the saints of the past, their objects, sacred instruments, weapons, and their magical artifacts of divine or angelic nature. Other times, it is a question of common grave rob

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Prelate

Prelate Prelates can be members of the Creed or other religious professions holding a key position, respect, or power. Still, they became Knaves for their own personal or secret purpose. Their titles can be the most various: abbots, abbesses, vicars, archimandrites, scabbots, priors, and chaplains, and up to the top of the respective hierarchy, such as ordinals and horoscopals. There's no particular distinction between men and women concerning high prelatures, even if specific orders are compo

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Lucignolo

Lucignolo In a world where you can meet fairies, elves, turquoises, and all kinds of nonsense behind any corner, some mere mortals have reached a degree of awareness, confidence, and ability when it comes to dealing with these beings that allows them to use the best of both worlds to their advantage. Children exchanged by fairies for long or short periods, girls blessed by their godmothers, firstborns given to witches or elves as servants due to some pacts entered into by their parents, shephe

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Impresario

Impresario The Kingdom is crossed by ambulants, actors, puppeteers, itinerant singers, troubadours, bards, minstrels, acrobats, and all sorts of artists, not to mention those who always reside and perform in a specific city, in one particular theater, or their own ward. This confusing saraband of musicians, entertainers, and wanderers often leads to some Impresario, or crafty traffickers who know how to deal with commoners and gentlemen, full of connections and knowledge, and notably able to m

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Enamored

Enamored The enamored is usually a member of a court or an important family who grew up immersed in the Courtly Love myth and environment and dedicated their younger years to courtships, games and amorous pastimes, poetry, attending banquets, receptions, salons, theatrical performances, and other aristocratic entertainment venues... Enamored are generally privileged, well-educated youths, experts in the liberal arts and sophisticated hobbies, raised to become flirts, diplomats, gigolos, and co

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Dispatch Rider

Dispatch Rider In a country oppressed by the Thousand Years' War, the martial professions and all the figures that have to do with battles and military campaigns in one way or another are often strictly codified and regulated. Dispatch riders are generally young people still not very useful in the weapons trade but who, like field attendants, pages, and squires, are part of bands and armies who provide support or service to the troops. In particular, dispatch riders are experts in traveling lo

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Crosser

Crosser Crossers are men and women experts more than anybody else in land smuggling, especially through mountain passes, impassable rivers, swamps, woods, and all sorts of natural obstacles. Usually, they move alone or in very small groups, on foot, on horseback, or at most by leading a donkey, and they travel along paths and tracks unknown and hard to find by guards and soldiers. They are also known to be the perfect guides for anyone who wants to leave a region across guarded borders. Relyin

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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, 

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Exorcist

Exorcist Some members of the Calendar Creed, the Paradox Faith, or the Revelation, of low or high rank, are known as exorcists, and they're expressly concerned with confronting and fighting the supernatural forces of evil afflicting the good citizens of the Kingdom. Like miraculists, exorcists derive their power from some divine spark that permeates them and that they manage to employ by weaving it with a series of well-coded rituals, formulas, and gestures that serve to convey it. Due to thei

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Superstician

Superstician Enchantresses and charmers, fascinating experts in hexes and sorceries, manipulators of Extravaganza and fairy tricks, thaumaturgists skilled in countering the powers of darkness, mischief, and the maledictions of jinxes, heresiarchs, hags, and phantasms. They’re called supersticians: masters of arcane arts, fey power, and secrets of superstition. Some are dark sorcerers who have dealings with infernal powers; others are devoted to the forces of good; others still follow the

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Heresiarch

Heresiarch The Creed is a religion of extreme tolerance and openness, dedicated more to good living, preaching, and collecting alms than persecutions, inquisitions, and religious wars. However, if there is one thing that the clergy and the faithful cannot bear, it's the Heresiarchs: sorcerers who adore and draw power from Lucifuge, Archdevils, Malacodas, and the whole pseudo-monarchy of Inferno's devils. These characters often plot the worst atrocities and iniquities and cultivate their abilit

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Talismancer

Talismancer Instead of Madame Jinx or some fiendish patron, certain warlocks draw power from celestial essences scattered throughout the earthly world, similar to shooting stars, but with extraordinary powers. From another point of view, those who manage to obtain, by chance or thanks to studies and research, one of these astral talismans acquire prodigious mystical powers that make them real warlocks, albeit linked to celestial powers. The name that these astral talismans have for the ho

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Jinx

Jinx Northerners by the name of warlocks who reach the lands of the Kingdom are better known south of the Crown Mountains as jinxes. They are powerful and feared conjurers, capable of casting curses and misfortunes with a mere sideways glance, a false and envious word, the touch of annoyance and remorse. All their power derives from “Madame Jinx”, the Misfortune that deflects human destinies toward the darkest outcomes, and against which even invocations of all the Saints of the Calendar

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Grapevine

Grapevine Cantrip (evocation; communication, plants) Class(es): Druid Casting Time: 1 Action Range: Special (100 miles) Components: V, S Duration: Instantaneous You cause a message in Druidic to appear on a tree or plant within range which you have seen before. You can cast the spell again to erase the message.

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Unseen Servant

Unseen Servant 1st-level (conjuration; arcane, summoning, utility) [ritual] Class(es): Bard, warlock, wizard Casting Time: 1 Action Range: Medium (60 feet) Components: V, S, M (string and wood) Duration: 1 hour You create an invisible, mindless, shapeless force to perform simple tasks. The servant appears in an unoccupied space on the ground that you can see and endures until it takes damage, moves more than 60 feet away from you, or the spell ends. It has AC 10, a Strength o

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Thunderwave

Thunderwave 1st-level (evocation; arcane, nature, thunder) Class(es): Bard, druid, sorcerer, wizard Casting Time: 1 Action Range: Self Area: 15-foot cube Components: V, S Duration: Instantaneous Saving Throw: Constitution halves and negates push You create a wave of thunderous force, damaging creatures and pushing them back. Creatures in the area take 2d8 thunder damage and are pushed 10 feet away from you.  Unsecured objects completely within the area are also pushe

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