Friday, February 6, 2026

In Hiding and Without Renown (Classes: Ironmonger and Journeyman)

 Armor

  Armor is simple. You have an AC (pronounced "Ahs"), which is 10 if unarmored, 12 if wearing a helm, 14 if wearing a cuirass or other armored shirt and a helm, and 16 if wearing lamellar and a helm. Normally to cast spells the aspects in the soul (housed in the organs) can't be entrapped in armor, but may be dignified by robes or other rich things

Class: Ironmonger

   Ironmongers have an unsavory reputation in Yarfu, though rumors say they are exalted abroad. Their loose order is united by one ambivalent decree, to go where the sun does not warm, and find who you are when no one is watching.
   Start with: an iron shortspear, an iron mask, an iron hammer and twenty nails-of-iron, a skull, a cosmetic kit, and a hood.

   Every template after the first, get +1 MD and +1 to-hit. (Beware, you don't learn any spells from leveling up. (This is the grindset class.))

  • A: Cantrips
  • B: Comity, Iron Spell
  • C: Blood Eyes
  • D: Residue
  • E: Bounty

Cantrips: with a touch, you can sharpen a blade, sense a metal's purity, conjure a metal glove, or drive a nail. You can use the sling, throwing sticks, and any one-handed bladed weapon.

Comity: You know Kavetek, the language of Ironmongers, elves, giant ferrets, and barren fiends.

Iron Spell: When wearing anything lighter than lamellar, you can cast spells as long as you keep one hand free.

Blood Eyes: Iron suffuses your HP, strengthening its "degree". By pressing your tongue hard into the roof of your mouth, you can push your second eyes into place. They glow red, and pierce through the darkness like bulls-eyes, allowing you to see in the dark up to 60'. They are blinded by mist and fog.

Residue: your sweat is poisonous to non-ironmongers. Those who swallow a shot of it save with magical amulets or take 1d6 damage. Your mounts and lovers develop shallow scarring.

Bounty: as long as you carry at least four inventory slots of iron objects beyond the armor you wear and any weapons in your hand, you may reroll a single MD in every spell you cast.


 Inventory

   Inventory is simple. You have twenty slots. Some identical items can bundle (e.g. a quiver of arrows, a tranch of torches, a sac of ball bearings). Helmets and armored shirts each take up two slots, while lamellar takes up four. Otherwise pretty much everything is just one slot unless specified.

Class: Journeyman

   Strangers in the midst of the vo, and awkwardly received among the savadur. Journeymen are blamed for ancient wrongs, and they make the high and powerful feel guilty. They are considered to be of the race of man, more out of honor than conviction. 
   Start with: an extra two feet of height and five pounds of hair, an oversized spear, an empty skull-sized cage, a jug of houch, and a wheelbarrow (five slots, carries twenty when rolled) with straps to carry it over the shoulder.

  • A: Physique, Food for Energy
  • B: Comity
  • C: Guise
  • D: All Of The Rules

Physique: Your nails are like daggers. You can use all weapons and armor that suit your great size, and attack with +2 to-hit. You have a 4-in-6 chance of hearing remote sounds, and can smell blood up to 100' away, discerning between blood fresh, long-shed, that of a hot blooded fighter, or that of a personage or degree-strengthened ironmonger. 

Food for Energy: Get +1 HP when you eat something you find in a dungeon, abandoned hive, or other dangerous location. You can use this ability multiple times per day, but each instance must be more gross or more dangerous than the last. 

Comity: Normal retainers and followers in your employ get -1 morale. They see something in you that disquiets them, even if they followed you gladly before. Rodents, vermin, and other ratainers get +2 morale. You may squeak with rats as though you spoke their language. 

Guise: Like twisting into an acrobat's knot, you may take on a human seeming, including 2-in-6 chance of depicting a particular person, +1 with their clothes, +1 with their tongue, +1 if you know what they love most of all. 

All of the Rules: Your ancestors were made by the wizards of eld, set out for servitude and study. Those chains still connect you to magic, occultation, and the life after life, and you have become aware of the tug that always pulls you. You can grapple magic-users, ghosts, and apparitions from a distance of 100', and do not suffer penalties for any akhs you endure.
 

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