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Surviving the Darkwood. A letter found embedded in a firelog.
Hi Benny, I’m sorry, but I can’t come and see you again. My dad caught me sneaking back into the treehut after we talked last night, and he’s not letting me go anywhere. The tribe don’t mix with outsiders, and if I’d been caught by one of the elders, I’d be in much bigger trouble. However, sometimes the tribe take people in if they’re able to get to our village unharmed and unaided. I had to travel the woods alone myself when I came of age, like all of the tribe does to earn our adult gifts. I’m sure I can talk the elders into letting you take the gifts too, when you get here. You’re going to need me to tell you a few things, though. We are taught all about the woods in childhood, and how to survive the dangers. You didn’t get told any of that growing up, did you? You just know about the town you grew up in. I know your family were hoping to get through the gate, but no one ever does. I worry you’re going to get stuck in that horrible, muddy sinkhole that they call the City of Gate, bullied and beaten down by the gangs, or forced to join one and killed in a fight. It was nice talking to you in the line when you thought I was just another girl trying to get to H’vannah. Sorry about the little lie. My parents weren’t elsewhere in the line like I said. We live in the Darkwood. You should come live with us. I’m saying this all jumbled up because I’m just so excited to see you again. Anyway, you won’t ever need to worry about the gangs or the people coming after your dad in here. The barkskin trees protect us. You need to know how to get through them safely, and that’s what I wanted to write to you about. The first thing you need to know about is the seedpods. They’re all over the forest floor, and sometimes they even rain down from the branches. Wear some thick-soled shoes and lots of layers over your arms, legs and head. The seedpods are tiny and covered in nasty barbs. If one gets into your skin, make sure you rip it out fast before it takes root. You might be lucky and step on a dead one, but if they’re still pretty fresh, they’ll take root pretty fast and will not let go. Bring a knife with a narrow blade to pop them out without touching them. If you don’t get them out in time, it’s pretty gross. You might not want to hear this, but you’re a boy, and boys like gross things, so here goes. The barkskin seedpods send tendrils out under your skin, branching as they go, wrapping themselves around your muscles and twining together when they meet back up. They also thicken up as they grow, and soon you’ll have a living layer of woody armour under your skin. If you can stand the pain and keep moving, this armour will protect you from any more seedpods and any beasts that might be trying to bite or claw at you. That’s why it’s called barkskin. Some foolish explorer thought he might be able to live like that, but it’s always growing and as soon as you stop moving it is going to grow too thickly around your joints, and your face, send roots into the ground, and branches through what’s left of your skin. Not long after that, you’re just another fat-bottomed tree in the Darkwood. Like all the other barkskin trees. I don’t want that for you. If the tree manages to sustain you like that, and sometimes they do, you’ll never move from that spot again. Some of the elders, when they are approaching the end of their life, will choose to become a Barkskin Tree willingly, hoping to become one of the blessed ancestors that watch over us. Most people though, even if they are of the tribe, will just die when the seedpod tendrils tear the skin from their flesh, long before they begin to sprout roots or branches. So please watch out and make sure you take them out quickly.
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An extract from “A Treatise of the Nature of Magic” by James Aster, Professor of Immortality Studies at Granma’s Academy of Magic.
The fundamental key to understanding the nature of magic is to grasp the relationship between its natural states. Just as water flows through us all, so too does magic, and that flow can be directed and controlled. While many lack the training or intelligence to know that they wield magic, many will use this natural source of magic to empower their actions. A brutal thug might channel their ‘rage’ into their blows. A healer directs the energies to banish illness and repair wounds. A performer channels their ‘gift’ into their music to engage an audience. All of this can be done because of the fluid state of magic. However, much more can be accomplished by those who have learned what magic is from those who came before and verified these teachings through study, experimentation and further development to draw their own conclusions. There are several ways that one could enhance and amplify one’s personal reserve of magic power for spellcasting, self-improvement and the creation of magical tools. The first comes naturally to many untrained spellcasters. Just as plants and other creatures might draw moisture from the air, so too can a wizard draw upon the ambient energies of life itself to restore their expended energies and bolster their reserves. An exaggerated form of this can be seen in undead creatures like the lich and certain varieties of vampire. While one should be careful not to take too much energy from the life around you, most mortals lack the capacity to drink the ambient energies so greedily. Of course, there are times when the ambient energies in a given environment are insufficient. There might be a dearth of life energies due to the presence of undead, or simply because there have been many magic-users present in the area. Just as there is no moisture in the desert, there can be no life to draw power from. It’s in those instances that a smart wizard will have prepared themselves in advance and created items that contain stored power. The materials needed to contain such energies are detailed elsewhere in this treatise, though it’s worth mentioning that the greatest material for this purpose is lykocite, otherwise known as lifeglass. The reason for this is simple. Lykocite is magic in crystalline form, just as ice is the solid state of water.
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The CASTING System
I've been doing some more work on my role-playing game. I hope to use it for all the campaigns I'm running eventually, but it's early days yet. All of this is subject to change as I continue to develop and tweak my ideas. I created the starting attributes for each player character. You would have 10 points to play with, and can free up more points by subtracting from any attribute that you'd want to be less than zero. You use these 10 points to determine how Clever, Aware, Strong, Tough, Influential, Nimble and Gifted your character is at the start of the game. The numbers applied to each attribute represent a dice roll modifier used during gameplay. A positive modifier in Cleverness would make your character better at solving logic problems and recall, while a negative modifier would hinder these same abilities. Your awareness affects your perception of others and the world around you, and also your ability to make wise decisions. A character's Strength is, obviously, how physically powerful your character is. Toughness determines how much punishment you can take. It's entirely possible to be very strong, but not particularly tough. This is known as being a Glass Cannon in role-playing circles. It's also possible to be very tough, and about as strong as an overcooked noodle! If a character is Influential, they tend to be better at negotiations and diplomacy. People like them. A negative modifier in Influence might have non-player characters take an instant dislike to you! If a character is Nimble, they have faster reactions and can deal with fiddly little things more easily. A negative modifier here might make your character clumsy. Most of these might be recognisable as analogous to the Ability scores in Dungeons and Dragons, just without having to convert those scores into modifiers. We're jumping straight to modifiers with this system! However, you may not immediately recognise the Gifted stat. This determines how naturally lucky a character is, but also determines their potential for greatness! You may have noticed from the starting professions that this game doesn't have any characters start with any magical abilities. Any potential for magic will be determined by your Gifted modifier later in the game. More updates as I write them!
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Past level 20
How does someone dm over level 20 characters
Starting Professions
I've set aside a day each week to work on my own roleplay game. It's beyond time I got serious about it. I've posted a few of my ideas already that I may revisit in time, but this idea has been rattling around in my brain for a while. In this roleplay game, the player characters aren't going to be professional adventurers. Instead, they are ordinary people living their lives in a small town when something happens that forces them to use the tools of their trade to defend themselves and their neighbours. This list may go through a rewrite or two and more details added to each profession, but it's a start. Which profession would you choose? What skills from your profession would make you a good adventurer? What did your character do before they got roped into the adventure? Choose or roll a d20 1) Baker: You’ve often taken out your aggression by beating up a batch of dough. You've occasionally solved your personal problems with your fists, and you have no fear of fire. 2) Butcher: You know how to use a set of knives to carve up a body, and you’ve also been called upon to perform amputations without the patient bleeding out. 3) Carpenter: You have an affinity for woodcraft, and you can see weakness in structures and how they can be strengthened. You also use a variety of tools. 4) Clothier: You can make and use fabric and clothing. Good with a needle and thread. 5) Cooper: You make barrels and chests that stay watertight. You take pride in your work and have developed a strong grip. Anyone who gets on your wrong side gets wrestled to the ground. 6) Farmer: You’re good at handling animals and can use a variety of farming tools. 7) Fisherman: You can use a boat, a net and a knife. 8) Healer: You can find and blend herbs to make soothing poultices and healing potions. 9) Hunter: You’re good at tracking prey, and you’re skilled with a bow and a spear. 10) Locksmith: You make and break locks for a living. 11) Mason: You break rocks and build with stone. 12) Merchant: You’re good at acquiring things and negotiating
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