Showing posts with label Ringless. Show all posts
Showing posts with label Ringless. Show all posts

Friday, August 11, 2023

Pointcrawling Character Creation

The blog that brought you hexflower character creation now brings you....POINTCRAWLING CHARACTER CREATION. 

You have been invited to the Counsel at Aben Garan. You must travel through the world, braving the fortresses of the enemy (skulls), exploring ruins, crossing natural wonders (stars), and visiting holdfasts (castles) to reach your destination. The adventures along the way have made you who you are today.

I like this method because it ties each of the things on your character sheet to a specific moment, a specific storypoint. This method threads the needle between a three-page navel-gazing fanfiction backstory and "Dirk Jr, Human, Fighter 1."

A noble click embiggens the smallest map.

Start at one of the castle holdfasts at the outer edge of the map. You begin with the special feature or ability of that holdfast. 

The starting holdfasts are:

  • Willand Corners, the sleepy home of burrowers and rustic men
  • Whitebeacon, capital of the stalwart Ondians, inheritors of the legacy of the First Men
  • Haven Tree, birthplace of the elven folk
  • Baranar Kalan, the deepest delving of the dwarves

You have five seasons to reach Aben Garan. Each season, draw a line to another named point and gain the feature of that location. 

For every season you arrived at Aben Garan early, increase one of your attributes by +1.

The Locations


Baranar Kalan

Long has the Shadow been held at bay by the valor of the dwarves of Baranar Kalan. You have stood with them, fighting the legions of trollspawn beneath the earth and raiding corsairs from the north.

Boon: You gain +2 Attack.

Blood Swamp

Littered with the corpses of armies, fellowships, and travelers foolhardy enough to try to cut through it. In the eerie glow of bioluminescent flora, you are attacked by a bloodwyrm but manage to fend it off. 

Boon: You gain +1d8 HP.

Corsair's Cove

A wretched hive of scum and villainy. You survived here by your wits more than your skill with the blade, as even the mightiest warrior might meet an untimely end in a dark and narrow alley.

Boon: You gain a clever wallet. Your wallet is enchanted with a squeaky voice. If it is ever picked, it will squeal an alarm. If it is ever empty, it will chastise you for being a spendthrift.

Feasting Forest

In the Feasting Forest, the druids ask you riddles in exchange for your life. You answered their questions, and drank from the star-scattered waters of their sacred pool. 

Boon: You gain the ability to Speak with Animals.

Goblinhole

Deep within the depths of Goblinhole, a labyrinth of twisting passages leads to a city where  goblins barter curiosities and trinkets in exchange for stories of the world above. You've traded with them and come out the better for the bargain. They have not forgotten it.

Boon: You gain a goblin bomb. It would be clumsy to use in combat, but you know too well how they can be used to blow open doors, collapse sections of the mine, or cause other destruction.

Guth-Gulaenar

Built to be an impregnable castle. Now, a ruin. You ventured within to learn if it was truly haunted. You found no ghosts, but did find a treasure of ancient days.

Boon: You gain an auroch hunting horn. When blown, members of your fellowship will always hear the call - no matter how far away they are. In the wilds, you have a 2-in-6 chance of attracting outside help. When blown near your home haven, this is a 6-in-6 chance.

Haven Tree

Beneath the towering branches of the Haven Tree, you shelter from the endless march of the outside world. You have learned much from the stories of the elven inhabitants.

Boon: You are a Loremaster. When you bid lore, you may ask a follow up question for free.

Kel Tanenhen

The hilltop home of the brave and honest Free Men, a city-state of humans who self govern. While dwelling among them, you taught them some of your people's crafts. In thanks, they wove you a gift.

Boon: You gain a golden-threaded banner, proudly displaying the arms of your house or realm. When carrying it into battle, you have advantage on attempts to route and drive your foes back.

Lake of Jack in the Green

An elven boatman gives you passage to the island in the center of the emerald lake. Here, you find the ruins of the First Men, and take a cutting of an ancient tree.

Boon: You gain the living tree staff. As long as you carry it, it lives and grows. Wherever you choose to plant it will be blessed indeed.

Landennvein Forge

The Landennvein Forge once boasted the finest dwarven artisans in all the land. The anvil is now is silent. You found some of their ancient material, yet unworked. 

Boon: You gain an ingot of moonsilver. Moonsivler is more precious than gold, for it is both beautiful and useful for all metalcrafts. What will you make this ingot into?

Lautur'Skelleth

Lautur'Skelleth, also known as the Corpsehead Keep, was once the city of necromancers. The sorcerer-kings have now joined their subjects in the lands of the dead. In the shadow of those towers, you plucked an ancient and rare herb

Boon: You have a single leaf of very rare Queensfan herb. Place it on the mouth of one mortally wounded and they will recover if there is even a flicker of life left within them.

Mistymere

Beside the tranquil expanse of the Mistymere, a lone figure contemplates the ripples on the water's surface, their thoughts drifting to distant shores and forgotten tales. You surprised her in her contemplations, and when she saw you had no evil in you, she gave you a gift. 

Boon: You are a Skinchanger. When you put on the swan-feather cloak, you take on the form of a white swan.

Shivering Lake

While fishing on the Shivering Lake, you pulled up a river maiden. She traded you a better net in exchange for her feedom.

Boon: You gain the river maiden's fishing net. It rarely needs mended, and almost always produces a catch.

Tarmaen Hole

Burrowers claim that they once dwelled in Tarmaen Hole, but were forced out by some nameless evil. If those gentle folk ever lived here, the land tells no tale. Nothing green grows here. It is a ruined heath. While passing through these lands, you rescued Windproud the queen of eagles from a tar pit. 

Boon: You have a golden feather of Windproud. If you are ever in need, release the feather onto the wind and she will come to you.

Throne of Sight

The ruins of an Andantine fortress set high on a mountain. After an arduous trek, you beheld a view unrivaled throughout the Wilderlands. You saw many far off places as if they were brought near to you.

Boon: You are Sharp Eyed. You will always act during a surprise round.

Throne of Sound

The ruins of an Andantine fortress set deep in a bowl. Climbing down, many sounds from far way places seemed near at hand. You achieved an understanding most consider uncanny.

Boon: You are Sharp Eared. Once per session, ask the GM for a random rumor.

Tomb of Bandor the Bereft

Bandor was a king of Ond who commanded his wife, his son, his knights, and his entire retinue to be buried with him. This last act of arrogance laid a curse upon the Tomb, as well as the deep valley that surrounds it. You braved only part of the passages beneath the earth, claiming a treasure from the shadows that therein dwell.

Boon: You gain a dagger of star iron. This ancient dagger never needs to be sharpened and always keeps its edge.

Tomb of the First Men

Beside the ancient stones of the Tomb of the First Men, you puzzled over the star signs writ in stone.

Boon: You gain a broken runestone. It is said that the First Men made henges of runestones to travel quickly across the land in ancient times. They are now broken. You have a piece that fits into one of these runestones. If you can find the right henge, perhaps you can make it work one last time?

Trollbog

The trollspawn crawl up from a blight in the very earth itself. You have stood against them for a time.

Boon: You are a Shieldthane. As a maneuver, you may create a shield wall if you have at least two other companions who also carry shields. 

  • The shieldthane “leads” the shield wall. They gain a +2 bonus to their attack roll by being in the shield wall. Other players in the shield wall cannot attack. 
  • Damage done to a shield wall may be split up in any way between the participants. For example, a troll’s hammer dealing 12 damage may be split up as 6 damage to one participant, 3 damage to a second, and 3 damage to a third. You gain 1d8 additional HP. 

Uldvoton Hall

Though an ancient ruin, refugee dwarves are settling here and forming a colony. You trade stories and gear with them.

Boon: You are a Wanderer. You gain 2 pack slots.

Whitebeacon

In the last Age of the world, the Shadow spilled the seas and dried the oceans. The Andantine Isles are now only a ruin and a memory. Whitebeacon is one of the last outposts of this ancient culture: they still tell of heroes, devils, titans, and monsters.

Boon: You are a Dwimmer-crafty. You may combine herbs to cast spells.

Willand Corners

A crossroads town, straight down the King's Highway. Here and here alone is the curious but agreeable custom of human and burrower living together practiced. You have dwelt among them and learned some of their horse sense and wisdom.

Boon: You are a Sneak. At any point, you may declare that you go sneaking. This allows you to go dramatically off-stage. Later, if you are not present in a scene and it’s at least somewhat plausible that you could have snuck there, take 1d4 damage to arrive on the scene dramatically. 

If you go sneaking and all tension evaporates, you may rejoin the scene by slinking out of the shadows. This does not cost HP.

Wispwood

Amidst the whispering trees of Wispwood, fauns and dryads dance in the moonlight, beckoning travelers to join their otherworldly revelry and lose themselves in a realm of enchantment. You did so, and come out changed.

Boon: You are Faun-footed. You have little hooves. You (and everyone you are with) may travel through forest hexes as if they had a road.

Example

Let's make a character together. 


To start, we'll choose a starting castle holdfast. We'll make a burrower because I like little dudes. We'll start at Willand Corners, where burrowers live. We gain the Sneak ability.

(Ostensibly, you could have a burrower character come from any holdfast on the map if you wanted to do a "Character raised by another culture" schtick.) 

Then, we just start connecting the dots as we go towards Aben Garan. We have five stops we could potentially make.

Our first stop is Landennvein Forge. We gain an ingot of moonsilver. Maybe we got the moonsilver ingot by sneaking through the ruins? When game starts, we can trade this as Treasure to an NPC or find an opportunity to forge it into something wondrous.

Our second stop is the Lake of Jack of the Green. We board an elven boat and get a living tree staff. I love that for our burrower. I can just picture a little guy with an over-tall walking staff that's literally growing leaves. I imagine that I want to take it back to Willand Corners and plant it there as a goal, but who can say what will happen during play?

Our third stop is Goblinhole. There, we trick some goblins and get a goblin bomb. Bombs are always useful in play.

We have two more potential stops, but I want some extra attribute points for my guy, so I cut directly towards Aben Garan. Since we arrive two seasons early, we get +2 points to our attributes. We could have taken the long way around, but I'm happy with this character as he is.

Making Your Own Map

You can make your own map with image editing software using the assets provided here. You can add new locations to the map. You can remove these and write wholly original holdfasts, dungeons, etc. 

Leveling Up With Pointcrawling

Why stop at character creation? Use this system to handle character advancement, too. 

After every adventure, you can spend a downtime season to journey to any location on the map and gain the benefits of that place. As you travel, you will find more locations and gain more options!








Monday, September 5, 2022

Ringless - In Development

As a side project, I have been helping Hodag with one of his games. The game is called Ringless. 

Ringless - Coming "Soon"


I think I've been clear about the sort of things that interest me. Ringless is in this vein. 

Ringless is a Ralph Bakshi fever dream instead of scrupulous adherence to canon. Like other Hodag games, Ringless is a toolbox, designed to empower you to build the game experience you want for your table.

We have finished a basic sketch of the major systems and now need to playtest to decide on details. 

Thoughts on collaboration

It has been very fun and freeing to take on this sort of side project. An enormous amount of my "free" time is spent laboring on HIS MAJESTY THE WORM. It is nice to have a project that is just a creative exercise. 

Collaborating with Hodag is great. We have very different writing styles. Hodag's philosophy is a that paragraph could be a sentence, a system could be a table. "Players are smart. They'll figure it out," he says.

Actual conversation 

Hodag is a constraining influence on my lengthy elaborations and purple prose. It's good to be goaded into brevity, to learn to cut cruft, to self edit. 

Similarly, I hope that have helped players figure it out by adding elaboration and examples to Hodag's inspirational text. 

When reading Ringless, I suspect you might guess where one author leaves off and the other begins. As Bilbo says, "If you can’t distinguish between a Man and a Hobbit, your judgement is poorer than I imagined. They’re as different as peas and apples."

A Toolbox: Example of Ringless Prep

A troll blocks your way forward!

As an example of what Ringless is about, I'm going to stream of consciousness blog my playtest prep. 

So, before play begins, I need two things: a hex map and three Wandering Tables. The hex map will allow players to journey through the world. The Wandering Tables are combinatory prompts I'll use during play to create spontaneous scenes as the players journey.

I'll start with the hex map. 

Making the Map

Per the book, the procedure to make a world map is as follows:

Step 1: Put on the album Nightfall in Middle-earth by Blind Guardian.


Step 2: Print a blank World Map on cardstock.  


Step 3: Choose or roll some names from the list below and write them on your map with your best penmanship. 

  • Mark havens with a castle. 

  • Mark dungeons with a skull.

  • Mark wilder things with a star.

  • Mark ruins with some crumbling ruins.


You want a good blend of all four categories!


Step 4. Keep writing names and drawing icons until you’re satisfied! 


We provide a basic hex map. You can download the hex map and an asset pack here. 

This map is modeled after the Outdoor Survival map used in OD&D, but redrawn to look like a Tolkien hand-drawn map. It is a template map Ringless GMs can use for their own worlds, or they can make a new map using the asset pack. 

I'll open the hex map in Photoshop. 

First, I'll establish the havens. Havens are city states like Bree or Minas Tirith or Lothlorien. I'll drag around the castle icons until they're evenly spaced. I'll put some in the mountains for dwarf havens. I'll put some in the forests for elf havens. 

Next, dungeons are where the shadow lurks. I'll drag around the skull icon for dungeons. I don't want too many of these because I want the world to feel mostly positive.

Then, I'll drag around wilder-thing and ruins icons until I get bored. These represent supernatural wild spaces and ruins of earlier ages. I want a lot of these non-civilized areas.

Then, I'll look at the example location lists and see if any strike me. I can see right away that I have two dwarven city names and two havens in the mountains, so I'll use the ones the book provides for those. I can see that I placed a few star icons in what looks like swampy regions, so I'll use the names from the list like Blood Swamp and Trollbog. I keep choosing names from the list and labeling my location items until I'm done.

I label these using BilboDisplay font, which I think looks nice (it's in the asset pack, too). I'll use a red font to mirror the coloring from the Tolkien map.

Here's the end result. It took me a half hour to put together using the prompts and assets. 

Click for full size. Download it if you want to use it!

Wandering Tables

Next, I'll make my Wandering Tables. I'll need three - a Folk Table, a Foe Table, and a Fate Table. During play, I'll roll all three and interpret the results like tossed yarrow sticks for I-Ching.

Here's the procedure from the book:

Step 1: Put on Songs of the Wood by Jethro Tull.


Step 2: Print a copy of the Wandering Table Worksheet from this book. 


Step 3: Roll or choose challenges from the following lists. Populate each table with appropriate simple, risky, and overwhelming challenges. 

  • Nothing happens (results 1-3): When rolling on the Wandering Dice, any result of 1-3 produces no result. The Wandering Table notes this.

  • Simple Challenges (results 4-6): Uncomplicated or low-stakes obstacles. 

    • Characters in a simple challenge have 6 HP. They provide little little direct threat but can be used to threaten something the questors care about or advance the GM’s agendas. 

  • Risky Challenges (results 7-9): Difficult obstacles that can nevertheless be overcome through valor and virtue.

    • Characters in risky challenges have 10 HP. Risky challenges might also be a simple challenge reframed with overwhelming forces - an entire platoon of goblins instead of just three or four. Risky challenges might also be a normal monster with an advantageous creature descriptor applied (p. XX).

  • Overwhelming Challenges (results 10-12): Deadly obstacles and terrible foes that require careful planning, great wisdom, or blessed luck to overcome.

    • Characters in overwhelming challenges have 20 HP. These challenges are impossible to take on head-on, and require cleverness, trickery, and coordination to overcome. Overwhelming challenges consist of the most dire monsters or overwhelming odds against simple monsters. 


And that’s it! 

So, when making my map, I didn't choose every faction or every nation in the list. I have two Freeland havens, one Ondian haven, two dwarven havens, and two elven havens. I assume that other peoples live elsewhere in the world, just not on this map. I'll use that to inform my decision about what goes into my tables. 

For my simple challenges, I'm going to think about animals I want to see or a basic human farmer type. For risky challenges, I'll use groups of the folk from havens on the map. For overwhelming challenges, I'll choose some elite-sounding people.

Let's start with the Folk Table. 

1-3: Nothing Happens

4: Talking Bear

5: Unicorn

6: Freelander Karl

7:  Freelander Ruffians

8: Evendell Wandering Troop

9: Kel Tanenhen Merchants

10: Aben Garan Warband

11: Ardforest Rangers

12: Baranar Kalan Warguard 

Next, Foe Table. I can see both goblin and troll themed dungeons. Let's make sure they're active in the world. For the troll, I'll give him a creature descriptor to make him a bit more interesting. I choose "Corrupted" because it sounds like the Trollbog on my map is probably corrupting. I'll also put a few foul beasties for lower level challenges, and a stray Big Bad for a surprise.

1-3: Nothing Happens

4: Devil Cat

5: Starveling Wolf

6: Goblin Sneak

7: Goblin Gang

8: Goblin Wolfriders 

9: Highgoblin Warrior 

10: Corrupted Troll Brute

11: War Troll

12: Two-headed Giant

Last, I'm just going to choose some Fate Table prompts from the book that seem most interesting to me. No real calculation here, I'm just getting inspired by the prompts. 

1-3: Nothing Happens

4: A Birth, A Midwife, New Life

5: Feasting, Drinking, and Celebration 

6: Hunting, Seeking, Searching

7: A Funeral, A Burial, A Death

8: Hunger and Thirst

9: Lost or Buried Treasure

10: The River Dried, Blocked, Dammed

11: Warfare, Slaughter, Battle

12: A Wildfire

OK! That should do it. I have all three Wandering Tables populated and a map. I'm ready to run a playtest.

Interested in Playtesting?

Playtesting, for me, is all about quick iteration. Here's a small system, do we like it? Why or why not? OK, let's change it. Now how does it feel? In many ways, playtesting is how I write the game itself.

If you're interested in participating, join the Ringless discord! We'd appreciate your two cents!

Wednesday, June 15, 2022

Dark Souls-esque Worldbuilding

When I was a kid, I checked out The World of Robert Jordan's The Wheel of Time from the library over and over and pored over it. I loved it. I wanted to get deep in the lore, learn about the world, memorize the names of the creatures and the spells.

My tolerance for this stuff is pretty different now. 

Several writers have well articulated my current position: no lore, no homework.

But how? How can I pretend to be an elf in my elf game without doing any work up front? How can I be on the same page as other players? As the GM? How do I navigate inconsistencies and incongruities, and "Actually, you wouldn't say that because elves are strict vegetarians/allergic to iron/don't ride horses." 

Games are about decision making but it's hard to make informed decisions about a niche subject. 

Dark Souls offers one solution. That game is notoriously thin on traditional plot. But there's a six hour long video on Youtube called "The Extreme Dark Souls Lore Video - Prepare to LEARN Edition" that has the most interesting story you've ever heard.

How does Dark Souls deliver its lore? One way is through its item descriptions. 

Consider these two tool writeups: 
  • Cordage - Put this into your pack to tie up canvas to keep the rain off of you or pull your food into trees to deter bears. Useful for 100 other things.
  • Scarecrow - Put this outside your tent to make sure undead scarecrows don't try and come in seeking shelter. Scarecrow are quite polite, so won't come into a tent they know another scarecrow is already occupying. 
By putting these two tools into your RPG book, you're telling players something about the world: the existence of rain, bears, and zombie scarecrows. 

I've been chewing on this for a while. For a recent collab project, I put the following list of items together for different races:

Trinkets

You begin the game with one of the following significant items. Roll a d20 based on your Folk to determine what you begin with. Or, roll a d100 if you don’t care where you’ve gained your trinket from.


Burrower

Dwarf

Elf

Human

Andantine

1

Granny Greenthumb's Marvelous Growing Potion: You have a clay bottle baring a single use of a marvelous growing potion. Any plant doused with the potion will grow supremely large overnight. It is the secret to Granny's winning streak at the County Fair.

Dwarf Lamp: Once lit, this lamp will never go out by mischance.

Swan Brooch: The brooch of an elven princess. When worn, no wild or foul creature will disturb your body at rest - whether sleeping, unconscious, or dead.

Winion Wine, Vintage of 54: A prized vintage. Will be readily accepted as a gift. Those who drink it are inclined to be generous. Those who overindulge quickly become sleepy.

Harp of Golden Strings: A harp strung with golden strings. Those with untroubled hearts who hear the music of this harp think the music is very sweet. Those with burdens on their conscience find the harp's music agitating.

2

Umbrella: Your aunt's umbrella. Fashioned to be resistant to almost everything - not just the sun and rain, probably acid and fire as well.

Gem of Captured Moon: While underground, this milky white gem glows with the light of the moon. It provides enough light for dwarvenfolk to see by, but seems overbright and blinding to the Shadow.

Elven Rope: This rope is cleverer than most. Will hold the knots done by an inexperienced child's hands but will also uncoil at its master's tug.

Deren Honey: A jar of honey from the famous Deren Vales. Can sweeten even the bittest medicine. Cakes made from this honey are greatly prized.

Herb Pouch: Herbs kept in this pouch are kept as fresh and potent as the day they were picked.

3

Bird Whistle: Plays a remarkably convincing birdsong. A local bird will always come and investigate the sound.

Red arrows: Three arrows forged under the mountain of Dale. These arrows can always be recovered when searched for after a hunt or a battle.

Wild Hunt Bow: Strung with an elf hair. Living trees refuse to give shelter to arrows shot from an elven bow - they will stand aside instead of letting the elf's quary hide behind them.

Dumbledor the Tame Bee: This honeybee is the size of a child's fist and perfectly tame. He follows you around like a pet. He only stings servants of the Enemy.

Auroch's Hunting Horn: When blown, members of your fellowship will always hear the call - no matter how far away they are. In the wilds, you have a 2-in-6 chance of attracting outside help. When blown near your home haven, this is a 6-in-6 chance.

4

Gamgee's Ropes: Knots made of these ropes will never go out. Gives advantage in tests of ropewalking or climbing.

Water of Karvan-Varan: This water is always cold. Will quickly quench any moderately sized fire or cool a powerful fever.

Water from the Elven King's Well: This water removes the stain of shadow on trees and growing things. If given to a sickly or poisoned tree, the tree wil certainly recover. If given to a brooding and grumbling huorn, it might think kinder of you.

Marshall's Helm: A helm once worn by a marshall of the Northmark. It bears the crest of a boar, whose bristly back is studded with horsehair. This helm can turn a deadly blow into a miss once, ever, and then it is shattered.

Sunstone: This piece of cut crystal shines like a flashlight during the day. On a bright day, this affect is not particularly noticeable (but not without its uses). On a cloudy day or during a storm, the sunstone is excellent for navigation.

5

Southern Star Pipeweed: When smoked after a meal, increase your Endurance recovery by +1. Good for 20 smokes.

Dwarven Chessboard: This chessboard will play out games by itself or play against an opponent. It's devilishly hard to beat.

Elven Mead: Though sweet tasting, drinking this mead brings on melancholy. Those drinking it reminisce about what has been lost.

Meadhall Horn: This beautifully engraven horn is writ with runes of protection. If poison ever touches this horn, it will explode into shards.

Striding Boots: Those who wear these boots leave no trace of their passing. They walk on top of the snow and leave no footprints in mud.

6

Playing Cards: The face cards are painted to resemble members of your family tree. You're always particularly lucky with this deck.

Seal of Secrecy: Can be used to seal a message. If someone other than the intended recipient attempts to open the message, the seal and the message itself bursts into flame. Can be used once.

Mirowmead: A cordial made from honey from the garden of the Lady of Flowers. This phial of miruvor holds 20 sips. Each sip heals 1 Endurance.

Witch's Gift: A tightly-woven bundle of bones and herbs. Throw it into the fire and breathe deep. In your dreams, you will be given the answer to a single question on your heart.

Raskovnik Sprig: You have a single sprig of a magic herb. When rubbed onto a lock, the lock opens. Can be used once.

7

Puffball Mushroom: A delicious puffball mushroom. If you can bear to part with it, you can throw it to create a smokebomb, in a pinch.

Dwarven Master Key: Opens doors intentionally constructed to be opened by the key. Doors built in this way let dwarves in but keep others out. Relatively common in most dwarven holdings; any dwarf-made door has a 2-in-6 chance of opening to a master key.

Elven Waybread: A wafer of waybread is always enough to feed the entire fellowship, be they two or twelve. No more no less. When the rules ask you to erase a ration, only a single ration of lembas needs to be erased for the entire fellowship.

Spool of Golden Sheep's Thread: If woven into cloth, the garment will be especially beautiful. If used to find your way back through a tangled space, this thread will serve as a trusty guide - it is longer than it seems and will not be broken by mischance.

Annals of the Kings: This book of lore by no means contains epic prose, but it serves as a useful reference. When you encounter the name of an ancient person of note, either of the Free Peoples or a Shadowlord, you may reference your book of lore and gain a short description of who they were, when they lived, and what they are known for.

8

Mountain's Root Walking Stick: A walking stick made from the thick tubers that grow under the hills. Any halfling that walks with this walkings tick has a base speed equal to a human.

Fireproof Cloak: Woven with minerals that dwarves know, this cloak will never catch fire.

Philter of Starlight: While outside under the stars, this philter shines brightly enough to see by (but does not rob you of your night side). All non-elven companions can see clearly in the night while this philter shines.

Gentle Bridle: When placed over a horse's head, they will submit and be tameable. (Getting the bridle actually on a wild horse is another matter.)

Draught of Sleep: A wineskin full of sleeping draught. Those who drink from it have untroubled dreams.

9

Acorns from the Party Tree: These six acorns, when thrown, *always* hit their mark. If ever used as a bullet for a sling, the acorn is lost forever as it rolls away and hides in the earth.

Ironcleaving Knife: A small pen knife sharp enough to cut metal. Can be used to cut links on a chain, for instance, but it is too small to use in combat.

Origami Butterfly: A simple paper butterfly that can spring to life at your command and carry a message to someone far away. Works once.

Embers of Dragon Coals: Burning coals, kept live in mushrooms. Can be used to start a fire in any circumstance - even in the middle of a snow storm. If you collect the coals of the fire afterwards, they keep this property. (These coals have been burning, starting fires, and re-collected all the way back to the time that the Marswyrm burned Deren Mere.)

Daggers of Star Iron: This ancient dagger never needs to be sharpened and always keeps its edge.

10

Cask of Green Dragon Ale: A cup of this ale cheers the heart and causes you to reminisce about happy times. Over indulging in this ale causes you to act downright silly and embarassing.

Treasure Map: A treasure map left to you by your uncle. It contains elvish runes on it that you cannot read, and a big broad X in a strange land.

Elven Robe: This lightweight robe is good for all seasons. It keeps you dry in rain, warm on top of the coldest peaks, and cool in the hottest desert wastes.

Poison Berries: You have three poison berries. A single berry will make someone sick. Two will cause unconsciousness. Three will cause death.

Mermaid's Fishing Net: A fishnet woven of mermaid's hair. It rarely needs mended, and almost always produces a catch.

11

Clever Wallet: Your wallet is enchanted with a squeaky voice. If it is ever picked, it will squeal an alarm. If it is ever empty, it will chastise you for being a spendthrift.

Puzzle Chest: This chest is hard to open unless you know the trick of it. Your family taught you the right combination of twists and turns to open it.

Eldwood Sword: This wooden sword is as sharp and strong as one made of iron.

Pukel Statue: Given as a gift by the Woodwoses to your ancestors as a token of friendship. Family legend says that it cried out when your ancestor's house caught fire. Perhaps there's still some warning magic in the little stone man.

Kingsleaf: Three golden leaves of the rare kingsleaf herb. Each leaf has a multitude of beneficial properties. They draw out poisons used by goblins, heal venoms of great spiders, and steady the heart against all manifestations of fear.

12

Pocketwatch: This is the most technologically advanced thing in the entire setting, and it lives in your pocket.

Beard Oil: This beard oil keeps your beard in a lustrous shine. Might be useful to grease anything else you need greasing, as well.

Vial of Moonsilver ink: A small vial containing moonsilver ink. It can be used in a variety of magical crafts, from writing moon letters to scribing runes of power on your dwarf doors. How will you use it?

Banner: A banner and standard, proudly displaying the arms of your house or realm. When carrying it into battle, you have advantage on attempts to route and drive your foes back.

Broken Sword: A splintered blade and hilt, handed down to you from your ancestors. Will you reforge it?

13

Foxfire Mushroom: A mushroom softly glowing with as much light as a candle. Each time you use it, roll a d6. On a 1, this is the last time the mushroom will shed light.

Elaborate Hood: When you walk into a room with a group while wearing this hood, everybody notices you first.

Treetop Tent: A tent that makes it comfortable and safe to camp in the branches of a tree. Comfortably fits four.

Dowsing Rod: Always points towards the nearest source of water.

Hound of Eres Sea: This dire dog came from across the ocean in the land of Eres Sea. He is a faithful guardian against the spying cats of the Grimlakin King, wargs, werewolves, and other fell beasts.


It is allotted to the hound to speak three times, ever. If you ask him a question, he will give you good advice; the GM determines what he says.

14

Door Shield: You carry a small round door with you as a shield. Many in your fellowship find it very charming.

Ingot of Moonsilver: Moonsivler is more precious than gold, for it is both beautiful and useful for all metalcrafts. What will you make this ingot into?

Elven Almanac: Contains accurate information about astronomical events (eclipses, etc.) and advice about when to sew and reap.

Signet Ring: A ring emblazoned with the sigil of your house or realm. Seals marked with this ring are clearly letters written at your command. Other folk of the Freelands will always give you guest right when this ring is worn.

Feather of Windproud the Eagle: You once did the giant eagle, Windproud, a good turn. In exchange, she gave you one of her great golden feathers. If you are ever in need, release the feather onto the wind and she will come to you.

15

Gaffer's Lunchbox: This lunchbox allows you to pack rations more efficiently. Two rations can be held in the same slot as the lunchbox slot.

Dwarven Violin: This violin always keeps its pitch, never needs to be tuned, and rarely breaks its strings.

Glitterdust: A pinch of this dust glows with soft light - not enough to read by, but clearly visible in the dark. You can use all of the dust to cover a single target in a glow clearly visible to elves - elves can track this target effortlessly through their glowing footprints. Only running water can wash off glitterdust.

Painted Shield: A shield proudly painted with the arms of your house or realm. You may sunder your shield to absorb a single blow for you or any member of your fellowship in combat with you.

Living Tree Staff: You carry a blossoming staff with silver bark and golden leaves. As long as you carry it, it lives and grows. Wherever you choose to plant it will be blessed indeed.

16

Boomerang: This boomerang always seems to return to you, even when dropped or forgotten.

Dwarven Boots: These sturdy boots are designed for mountaineering. They have spikes in the toe that aid in climbing. Their grips make it easy to move over icy surfaces.

Glamourmoss: You have a single pinch of glamourmoss. It can be used to change a detail of a person's apperance - change your hair color, remove scars, change your presenting gender, etc.

Pilgrim's Rucksack: Treat your Strength as +2 for the purposes of how many significant items you can carry.

Apple of Idun: Given to the folk of Ardentine by the Earthmother; you have one of the last ones in existence. Any who eat of the apple will be blessed with an almost unnatural long and vigorous life. Will you eat it or give it as a gift?

17

Mother's Looking Glass: Just a simple hand mirror. Looking at it always reminds you of your truest self.

Smith's Hammer: Though smithing cannot be done away from the forge, this 9 lb. hammer can prove a useful tool (and baneful weapon!) on a journey.

Broken Runestone: It is said that your people made henges of runestones to travel quickly across the land in ancient times. They are now broken. You have a piece that fits into one of these runestones. If you can find the right henge, perhaps you can make it work one last time?

Narwhal Horn Spear: A spear, long enough to be used from horseback, tipped with the tusk of the narwhal. You can thrust it hard enough to shatter it, which causes it to deal maximum damage.

Spyglass: A spyglass allows you to see far distances clearly.

18

Silvery Net: You have a bug catching net of woven silver threads. Useful not only for bugs but for magical things like will o' wisps.

Goblin Bomb: You recovered this bomb after a goblin raid. It would be clumsy to use in combat, but you know too well how they can be used to blow open doors, collapse sections of the mine, or cause other destruction.

Elven Comb: A simple comb that carries very minor glamours. Even on a journey, you always feel cleaner and more presentable after using this comb.

Valraven: When Marswyrm was slain, ravens feasted on her body and became enchanted. They were called valravens and have the power to speak the Common speech. One named Frân is sworn to your service. It can carry messages for you and croak them aloud, and carry back whatever was said to them.

Coracle Shield: This large shield is bouyant and can bear the weight of person in full battle dress, like a coracle.

19

Turfsod Paint: Burrowers paint the outside of their holes with this paint, which is a perfect camoflage. This paint makes anything look like stone, earth, and moss.

Orc Tusk Necklace: A necklace strung with orc tusks. Seeing this necklace drives orcs into a rage--they pursue its bearer rabidly.

Eldrich Ocarina: Creates such beautiful music that nearby fairies - even shy ones - might visit.

Warg Pelt: The pelt of a colossal warg shot by your father and tanned by your mother. When worn as a cloak, you look both noble and fell. When used as a blanket, you are kept warm even in bitter winter.

Star Charts: Accurate information about astronomical events (eclipses, etc.).

20

Fireworks: Pinched from the old wizard, a set of three beautiful rockets. One rocket is shaped like a green draogn. One is printed with a pattern of a yellow bird. One is shaped like a question mark.

Rati Drill: A hand drill that can penetrate stone as easily as wood.

Pondering Orb: Of old, your people made seeing stones. This is a pale imitation. You may look into it and be shown a single scene - from the past, present, or future. The orb then cracks and fades to black, never to be used again. The GM will always show you an interesting and useful scene.

Eightlegs: This is a paragon of horses, a foal of the god of horses. A fellowship on horseback led by Eightlegs have +3 added to their base movement rate.

Queensfan: You have a single leaf of very rare herb. Place it on the mouth of one mortally wounded and they will recover if there is even a flicker of life left within them.


I hope these items make an impact on how players perceive what different folk do and how they do it.