Wednesday, April 20, 2022

5 Knightly Orders

All heraldry from here.

The Hollow Guard. Their sigil is that of 3 conjoined legs on a white field. Their armor is fused shut and completely hollow inside. Runes engraved into the interior of the armor animate the knights, binding the spirits of knights of other orders slain on the battlefield. Animals flee from their presence and their order is considered impolite to bring up in conversation. It is a secret order, consisting of volunteer knights sworn to silence.  



Order of the Broken Hearth. They do not have steeds. Their banner is an ashy gray field with a red bar dividing it vertically. Their authority begins and ends in buildings that have been destroyed and rebuilt after a fire and yeomen will often arson their own property to come under their protection in times of hardship. Fire pokers are their weapons of choice and calling upon them for service is considered heretical by the crown.

Crow Knights. They use war picks, hooks and wear crow feathers on their armor to make themselves look larger. Their sigil is a blue crow on a grey field. They are known for showing up to conflicts they have no stakes in and swaying the tides in favor of a seemingly random side. When they are slain, crows do not consume their bodies and they do not rot.



The Knight Guard of His Royal Majesty. By far the largest order in the realm, the Knight Guard is comprised mostly of nobility and foot soldiers that show valor in battle. Their crest is a silver dragon on a black field divided diagonally by a purple bar. They are not the best equipped but their training is more than passable. They are respected by the general populous. Their Knight-Commander has slain a dragon and wears armor made of its indestructible scales.



Satyr Knights. Their sigil is a brown goat on a green field. They are not literal satyrs, but are renowned for similar reasons. They each carry a set of panpipes and ride donkeys. They are immune to the inebriating power of alcohol and regularly attempt to see if that immunity is absolute. They are often hired as guards for the few legal brothels in the realm.



Monday, April 11, 2022

Secret Jackalope 2022 - The Third Man

From ReCollection


I've been paired with shutteredroom#3190, who wants "Mechanics/subsystems for isolation/loneliness, incorporating fantasy/horror/sci-fi inflected Third Man Factor/Syndrome." 


"Who is the third who walks always beside you?  

When I count, there are only you and I together 

But when I look ahead up the white road 

There is always another one walking beside you 

Gliding wrapt in a brown mantle, hooded 

I do not know whether a man or a woman 

But who is that on the other side of you?"

-T.S. Elliot, "The Wasteland" 

 

Third man factor is the phenomena of perceiving an additional person present with you in situations of extreme isolation or loneliness. They are always presences of comfort in times of dire need. They act as guides, supporters, and silent friends.

A creature has as much Willpower as they do Hit Dice, or the score of their lowest mental stat, whichever it higher. Willpower can be changed a number of ways but cannot drop below 0 or go above its maximum amount.

  • Each day spent isolated in a strange environment decreases Willpower by 1.
  • Each day spent without food decreases Willpower by 1.
  • Every 2 hours exposed to extreme elements decreases Willpower by 1.
  • Each day spent in the dark decreases Willpower by 1. (or light, if a subterranean species.)
  • Witnessing a grizzly scene decreases Willpower by 1.
  • Becoming subject to Fear or Charm effects decreases Willpower by 1.
  • Each time a companion dies, decrease Willpower by 2.
  • Sleeping in a bed increases Willpower by 1.
  • Speaking with a friendly person each day increases Willpower by 1.
  • A fortuitous find of resources or safe location increases Willpower by 1.

When a traveler finds their Willpower on the verge of collapse (or are facing extreme exhaustion), there is a chance that this enigmatic figure of hope appears. The chances are X in 10. Consider each of the following and make X the sum of the answers. If the result rolled is below X, they will receive aid. This check can only be made once per adventure per character.

  • +1 if religious
  • +1 if the character has an intense love for someone dead
  • +2 if close to unconsciousness
  • +2 if alone
  • +3 if in mortal danger
  • -1 for each time you've met the Third Man
  • -3 for every ally nearby

Who is this mysterious Third Man? They appear to be different to everyone, if they are even seen. Perhaps a dead loved one, an angel, or supportive stranger. Regardless of the form they take, they help the person they find themselves attached to up until the exact moment they are capable of saving themselves.

Mechanically, this means they provide advantage on saves against fear, 3d6 temporary HP (or similar), guidance towards an exit or safety, and then depart as suddenly as they subconsciously appear. This force cannot directly interfere with the way things transpire in the world, and instead act as a font of inspiration for the isolated. 

For some interesting readings on real-life examples of this phenomena check out this link.