Thursday, February 5, 2026

At the Last, Abundant Equipment for the Tomb (Classes: Fighter and Ranger)

HP and Saves

HP is a measure of your vital spirit (pronounced "hep"). Level 1 PCs start with 6 HP, which is reduced by harms and regained at a rate of 1d6 HP every sunrise. At 0 HP, roll on the Table of Consequences so secret and revolutionary, I haven't written it yet.

There are three types of saves, and they all start at +0.

  • Talent: Physical skill.
  • Favor: Divine grace.
  • Magical Amulets: efficacy of charms and icons.

To test with a save, roll a d20, plus the bonus, and try to get a 13 or higher.  

Class: Fighter

In Yarfu, the bow is the prince of all weapons. Note with pride the fighter's facility with it. Vo men are sought for formal armies in each nation-state, standardizing the more diverse martial traditions that precurse them.
Start with a horn bow and arrows, a spear, a helmet and chain shirt, a tin of pink poppies, a fierce mask, and a bright blanket.

  • A: Comity, National Pastime
  • B: Captain
  • C: +1 attack
  • D: Hot Blood

Comity: You know how to use all weapons, including the bow. If you own a magical bow, you are brothers with all other true warriors who carry one. No one can punish you for winning a fair fight against another archer, and you are entitled to what they carried into that fight. You get +4 to-hit with all weapons, and when unarmed.

National Pastime:
You are proficient in the fighting style of your people, and honor or shame them by your deeds. Here are some nearby styles:

  • The fighters of Faras are dartiers, and their javelins throw a foe off-balance (reduce AC by 2 for a round)
  • The maidens of Sawl are moirologists, and when their morale would fail them they keen, slowing or severing the spirit of the undead.
  • The knights of Qusair are soldiers, and when they lay low a foe they can attack another one immediately with the fallen enemy's own weapon.
  • Zanquecant People are ambushers, and when striking an enemy's flank with an axe, they get an extra attack.
  • The Savadur Pacoste Clan are witches, and their charges ignore all resistance and immunity to damage.
  • The Savadur Saritur Clan are totemists, and when wearing scale armor they can leap 16 cubits horizontally or 8 cubits vertically.

Captain: No matter now indifferent or cruel you are, you can always find a number of 1 HD Fighters equal to your level in a community.
Hot Blood: You get +4 HP and are immune to the cold, capable of lending that warmth to [level] snuggle pals. Those who drink your blood feel your emotions.

Origins and Speech

  • Vo Wanderer. You speak your national language and one other language of your choice.
  • Vo Citizen. Decide if you're a nationalist. If you are, you speak your national language, get +2 reaction when receiving reward, position, etc from the nation-state, and get -1 reaction with vo whose nations aren't allied with yours in the war. If you're not a nationalist, you speak your national language and a local language you can use to exclude anyone from more than 100 miles away.
  • Savadur Priest. You speak a national language and a dialect of Kha (called, for obscure historical reasons, by ranking. You speak First Kha, Second Kha, etc., up to the Eighth Kha.) Dialects near in number are easier to understand. Kha has no written form, save heraldic strangifiers painted on walls or stamped in armor to You get -1 reaction with Savadurs of other clans.


Nearby languages:

  • Crocodolean: spoken by people of the nation, and therefore skeletons, scarab swarms, garden ogres, and crocodiles.
  • Abydor: spoken in Abydor, and therefore by Turgid Bastards and gliding lizards. Hostile to Crocodole.
  • Vezan: spoken in Vezan, and therefore by temple ogres, rams, rock baboons, and rebel dogs. Hostile to Crocodole.
  • Zaun: spoken in Zau, and therefore by Visceral Bearers, aubade fey, and shaggy dingoes. In a compact with Crocodole.
  • Koumoulen: spoken in Koumoul and therefore by Wasting Bearers, rock baboons, and maned wolves. Unaligned.
  • Tremanian: spoken in Tremanan and therefore by cometary ogres, scrub flies, and pangolins. Hostile to Crocodole.

Class: Ranger

There are many undeveloped places in Yarfu, rugged terrain haunted by the dead. The realm of mankind is narrow, and a rugged few resist the press of chaos on its borders.
Start with a khopesh, a machete, 40' of rope, a portable tent, a tinderbox, climbing gear, a Douglas gray cloak, and four javelins.

  • A: Turn Undead, Ranger
  • B: Comity
  • C: Apotropaic Trophies
  • D: Kingsfoil

Turn Undead: You get +2 to-hit and +2 damage vs undead creatures, and undead foes have -1 morale.

 Ranger: You are trained with snares, melee weapons, and the use of slings and javelins. Each overland turn, pick one of the following:

  • Forage: gain +1 ration from biting heads off lizards, enticing snowlice with drops of blood, sucking on that secret herb, exc.
  • Survey: +1-in-6 chance of detecting hidden or secret features.
  • Scout: +1-in-6 surprise chance for you, -1-in-6 surprise for encounters.

Comity: You now qualify for one of several societies of rangers. In Yarfu, there are three of note:

  • The Tatouet. Claim to be descended from ancient rebels. They mark their chins with ink and tattoo dots onto their arms and legs. When in a desert region, you can sense secret routes and weather changes.
  • Maa Kheru. Claim to be of a hereditary line descended from Saver Heol, despite membership based on skill and achievement. They know the name of the secret herb. Wear golden jewelry in brow piercings and oiled dark boots. When in a scrubland region, you can sense secret routes and weather changes.
  • Plijet Hudjefa. Mostly linger and stare with sinister intention and foreign moustache. When in a tundra region, you can sense secret routes and weather changes.

Apotropaic Trophies: Keep a record of every type of creature whose blood, flesh, or other leavings you've incorporated into your amulets. Add+2 to any saves made to resist such a creature. For human types, the bonus rather applies to the traps and hazards of their hive or other home complex.

Kingsfoil
: a sweet lie has swept Yarfu, one that organizes its many people into a tight handful of nation-states, languages, and destinies. It is a reality the unpainted border denies, and in your dreams you practice the liberator's perfect blow. Deal +3 damage to serpents and those who claim dominion over more than one hive.

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