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A mysterious magical artifact from the [[Forgotten Era|Forgotten Era]]. People have no idea how it works, or who was behind their invention, but life as most know it in Havenloft couldn't exist without it.

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### What is Favor?
Favor represents feelings of gratitude, honor, responsibility, or debt
between a PC and another character (PC or NPC). A character who
favors another will feel inclined to act in their interest, even if just to
pay off a perceived debt.
When you Favor someone, or someone Favors you, note down their
name and the details behind the Favor. Two people can mutually Favor
each other, and you can Favor as many different people as youd like.
While someone Favors you, they might treat you especially kindly,
make you feel appreciated, act in your stead, or similar.
- Gaining Favor: The most common way to gain someones Favor is
by accomplishing a significant task for them, triggering the Gratify
Move shown to the right. The significance of this task is judged by the
character its done for, not the one doing it. One person might Favor
you for the encouraging words you said when they needed to hear
them, while another may demand you deal with a threat plagueing
the area. GMs should consider an NPCs Want when judging if an
accomplished task would gain their Favor.
- Losing Favor: If you mistreat someone who Favors you, they no longer
do so. Just like with gaining favor, what this entails is also up to the
character who is Favoring you.
- Favoring Others: You decide how you treat those you Favor, how you
express it and what it means. Every character will have limits on how
far they will go for someone they Favor.

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## Followers
## Creating a Follower
Name and describe your follower, working with the GM and other
players to detail it. Then choose one or two Qualities that they have,
and the GM will tell you an equal number of Costs.
Some Followers gained through certain Advanced Moves or other
unusual circumstances may have special or unique Qualities - these do
not increase the Costs.
The GM will then create the Follower like any other NPC, following
the NPCs section of the Game Master chapter on Page 95, and giving
them a Want, Methods, Conditions, and Armor.
Finally, the GM will give them a few Descriptors, similar to Item Tags,
fitting who or what they are.
Example Qualities
- Charming: They are desirable or have a way with words. When
they help you Compel someone who Favors you, you can gain the
bonus from their Favor without using it up.
- Cunning: Clever and observant. When they help you Examine,
treat a 7-9 as a 10+.
- Educated: Theyre knowedgeable about a particular subject.
When they help you Ponder it, theyll also give you an additional
interesting (but not necessarily useful) piece of information.
- Healer: When they tend to wounds with Supplies or Medicine,
they can treat two patients with 1 use.
- Meek: They accept their lowly lot. They will agree to do degrading
and unreasonable tasks without the need to Command them.
- Organised: They follow plans well and work well in a group. Once
they agree to a plan, you dont need to Command them as long as
the plan doesnt go awry.
- Warrior: They count as +1 Armor when they help you fight, and
you dont have to Command them to fight unless the opposition is
terrifying or overwhelming.
Example Costs
- Assistance: They inevitably need your help at the most
inopportune moments.
- Brutality: They have an instinct or outright desire for savage,
unnecessary violence.
- Ego: They want frequent and regular credit for heroics, regardless
of whether or not they truly contributed.
- Independence: They may follow you for convenience or mutual
gain, but they are
not truly loyal to you.
- Principles: They have a code, belief or boundary that they expect
you to adhere to.
- Riches: They demand regular coins, gems or other valuables.
- Safety: They expect you to protect them from any danger, or
ideally for there to be no danger at all.
- Unstable: They can sometimes be a danger to you, and you have to
be prepared to put up with that.
Example Descriptors
- Athletic: Good at running, climbing, jumping, and physical
maneuvering.
- Cautious: Careful and methodical; avoids acting rashly.
- Devious: Deceitful, treacherous, thieving.
- Stealthy: Avoids detection; often gets the drop on foes.
- Beautiful: Draws admiration and attention; makes an impression.
- Terrifying: Their presence and appearance invoke fear.
- Group: A team, gang, or mob, with all the strengths and drawbacks
of greater numbers.
- Ferocious: Merciless, violent, and aggressive.
- (In)Famous: Theyre well-known, for good or for ill.
- Stubborn: Tough, hard-working, and willing to put up with
discomfort.
- Self-Sufficient: Can easily navigate and live off the land.
- Faithful: Dedicated to a religion, belief, or cause.

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You start with two of these known, see the Invocation Starting Move
on Page 45 for details.
Only one Ongoing invocation or spell can be maintained at a time.
The Risk of an Invocation usually only happens when you choose it on
a 7-9, but something like it or worse may happen when the GM says
what happens on a 6-.
An Invocations Greater effect only happens when certain Advanced
Moves unlock it.
### Bestow Curse
A foe you touch has their Armor reduced to 0 or is struck by some
supernatural disease, blindness, or another affliction for a few
minutes.
Risk: You also suffer the effects of the curse.
Greater: On a 12+, the effect lasts as long as youd like, including
permanently.
### Bless
For the remainder of this scene, an ally gains Advantage Forward and
either +1 Armor or +1 condition inflicted the next time they hurt
someone - you choose when you Bless them.
Risk: You also receive Disadvantage Forward.
Greater: They have Advantage Ongoing for the scene, instead of just
Forward.
### Cause Fear (Ongoing)
Name an individual or a type of mortal creature. While they can see
you they are filled with dread, causing them to recoil and back away -
the weak and cowardly among them must outright flee.
Risk: Instead of simply recoiling or fleeing, they might act agressively,
rashly, or unpredictably.
Greater: On a 12+, even the mighty and strong-willed must flee.
### Contact Spirits
You speak with a departed soul whose body is nearby or whom you
knew when they were alive. Their spirit manifests for the scene, and
will answer any one question you ask to the best of its ability before
it returns.
Risk: Their answers are vague or veiled, as they are either unable or
unwilling to answer you clearly.
Greater: On a 12+, you can ask them any number of questions for the
scene.
### Dismiss
A nearby otherworldly entity or spirit is banished from the world or
back to whatever tethers it here.
Risk: As it leaves it manifests a curse, harm, or a way to return later,
the GM will say how.
Greater: On a 12+, ordinary entities are utterly destroyed, and the
strongest are driven away with whatever tethers them here destroyed.
### Empower (Ongoing)
Filled with your deitys power, you or an ally treats one stat as +3 and
ignores conditions on it (both for rolls and for XP).
Risk: Once the effect ends, the one(s) who benefited suffers two
conditions from exhaustion.
Greater: You can affect both yourself and ally. The same stat is
empowered for both of you.
### Illuminate (Ongoing)
A magical light emits from you or something you touch, piercing
darkness, illusions, and trickery.
Risk: The enemies of your deity can sense this light from a great
distance.
Greater: The light is blinding to all who look at it and enemies of your
deity cant bear to be near it.
### Message
A message you speak is instantly delivered to a person of your
choosing, no matter where they are.
Risk: It wont be delivered instantly.
Greater: When they receive the message, they can also respond with
a single message in kind to you.
### Procure
You miraculously have just the mundane item you need, as if you had
spent 1 use of Adventuring Gear. Perhaps it was in your pack or sitting
nearby.
Risk: You dont have exactly what you need, but something similar.
Greater: The item is of superb make, perhaps with an additional
feature or quality.
### Safeguard (Ongoing)
An ally either gains Advantage Ongoing to Defy or is protected from
something pertaining to your deitys domains (you choose when this
is invoked).
Risk: When this effect ends, those affected must fulfill a demand of
your deity or suffer a condition.
Greater: On a 12+ all your allies are affected.
### Sanctuary (Ongoing)
As you perform this invocation, you walk the perimeter of an area,
consecrating it to your deity. As long as you stay within this area, you
know when someone enters it or when someone within it acts with
malicious intent.
Risk: You only know when someone within the area acts with
malicious intent, but not when someone enters.
Greater: On a 12+, none can enter the sanctuary without your express
knowledge and consent.
### Speak in Tongues
You can clearly speak with and understand any sentient creature for
the scene.
Risk: You can understand them, or they you, pick one.
Greater: Nearby allies can also be affected.
### Transcend Surroundings (Ongoing)
A nearby physical obstacle, hazard, or environment no longer poses
any threat to you.
Risk: It does still pose a threat but you have Advantage Ongoing to
Defy it.
Greater: The effect extends to nearby allies.
### Unleash Wrath
Your deitys power harms an enemy, usually inflicting a condition
(Forceful, Distinctive, Piercing).
Risk: It isnt Piercing.
Greater: On a 12+ they are also briefly stunned.

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For spells, go [[Cleric Spells|here]]
## Starting Moves
You have all of these.
### Atonement
You have 2 Spirit. When you Settle In, reset your Spirit to this number.
When you touch someone and pray for their well-being:
If they are a PC erase as many conditions from them as youd like and
gain that many for yourself. If they are an NPC tell the GM what youd
like to heal (physical, mental, spiritual, etc.) and the GM will say how
many conditions it will cost based on these guidelines:
• 1 Condition - visible gash, furious temper
• 2 Conditions - broken bone, night terrors
• 3 Conditions - missing limb, tortured memories
• 4 Conditions - mortal wound, violent madness
• 5 Conditions - recent death
You can spend Spirit like Armor to absorb conditions from Atonement.
### Divine Agent
You serve and worship a deity who grants you power. Give your deity
a name, then define their domains by filling in each answer:
• What they Control (eg. sun, seas, skies, animals)
• What they Represent (eg. love, death, war, wind)
• Who Worships them (eg. nobles, wizards, lovers)
• Their Enemies (eg. undead, invaders, wolves)
• Their Demands (eg. sacrifices, secrets, victory)
While your deity Favors you, their domains react obviously to your
presence (eg. animals adore you, nobles bow, demons, etc.).
When you ask your deity how to gain their Favor, the GM will give
you a task related to their Demands. When you finish it, mark 1 XP
and gain your deitys Favor.
### Invocation
When you call upon your deitys power, choose an Invocation you
know and roll+WIS, with Advantage if your deity Favors you. On a 10+
your deitys power flows through you and the effect comes to pass.
On a 7-9 the effect comes to pass but you must choose one.
• The invocations Risk comes to pass.
• You draw unwanted attention, probably from your deitys enemies
• You lose your deitys Favor
You start with 2 Invocations known (see Page 49).
When you Level Up, you can choose to Learn a New Invocation
instead of another benefit. If you do, you also regain your deitys Favor
if you dont already have it. While one Invocation is Ongoing, you cant
use another. You can end an Ongoing Invocation whenever you wish.
## Advanced Moves
You may choose one when you Level Up
### Anathema
When you harm your deitys enemies, inflict an extra condition.
### Apotheosis
Choose a feature associated with your deity (rending claws, sapphire
wings, an all-seeing third eye, etc.). In recognition of your devotion
and faith, your deity bestows this gift upon you.
### Divine Intervention
When you would Crumble while your deity Favors you, your deity
miraculously intervenes, saves you, and no longer Favors you.
Afterwards you heal one condition.
### Gifts of the Spirit
Two Invocations that you know always have the Greater Effect.
### Hype Man
When you exceedingly praise a friend or ally before someone who
Favors you (except your deity), they now Favor them as well.
### Interfaith Studies
When you encounter a faith or deity that you know about (your
choice), you may ask the GM about three of their domains and they
will tell you truthfully.
### Inquisitor
Whenever youd like you may ask the GM are enemies of my deity
nearby? and they will answer you truthfully.
Whenever you Examine or Scrutinize your deitys enemies, you gain
+1 Insight even on a 6-.
My Faith is My Shield
Gain +1 Spirit. You can spend Spirit like Armor against any condition
from your deitys enemies.
### Organizer
When you and your allies cohesively Cooperate in a shared task,
instead of one person rolling with Advantage, you may lead a group
effort. Everyone involved rolls individually and the highest result is
used for everyone, but you must take a condition or spend 1 Spirit for
every 6- rolled.
### Peaceful
No one who recognizes your faith will attack you directly and
unprovoked, unless they are an enemy of your deity.
### Shepherd
When you publicly proclaim a warning, judgement, or belief, those
nearby notice and listen to your words; roll+WIS. On a 10+ choose
three. On a 7-9 choose two.
• Your words dont attract unwanted attention.
• You can ask your listeners one question as if you had Scrutinized
them collectively.
• Chooe a listener - they now Favor you.
• Your listeners will achieve something collaboratively (build a
bridge, burn a manor, acquire a treasure, etc.).
### Spirit of Greatness
Gain +1 Spirit. When you use an Invocation, you may spend 1 Spirit or
use up your deitys Favor to invoke its Greater effect.
### Team Player
When you Cooperate, you can Push Yourself or spend 1 Spirit to grant
an additional source of Advantage.
### Thaumaturgy
You no longer have to touch someone to use Atonement on them.
When you petition your deity to perform a great miracle that pertains
to their domains, tell the GM what you desire, they will give you a
number of appropriate conditions based on the guidelines below,
or say no. Like with Atonement, you can spend Spirit like Armor to
absorb conditions gained from Thaumaturgy.
1 Condition - Feed a large crowd
2 Conditions - Calm a raging storm
3 Conditions - Foresee an Ominous Force
4 Conditions - Summon a divine envoy
5 Conditions - Destroy or reshape a land
### Theologian
When you Ponder or Examine something related to your deitys
domains, you may ignore penalties from conditions and roll either
+WIS or +INT.
### Wrathful
Gain +1 Spirit. When you inflict a condition, you may spend 1 Spirit to
inflict an extra condition.
Secret of the Divine (Requires Level 10+)
You discover the greatest secret of your faith. Choose one way listed
below that this secret can be used, or create a new one, then work
with the GM to define what this secret is, how you learned it, and how
it affects your faith.
• You can destroy your deitys enemies forever.
• You can ascend to become a deity yourself.
• You can fundamentally alter the world in a way related to your
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Moves are where nearly all the mechanics in Chasing Adventure live in. Here are the basic ones.
You can find the moves for each playbook here:
[[Ash In the Snow/Meta/Moves/Cleric|Cleric]]
- [[Cleric Spells|Cleric Spells]]
## Adventure Moves
### Defy
When you act despite an imminent threat or obstacle, tell us how you
do it. Then roll...
- +STR if you endure or power through it.
- +DEX if you act with speed or finesse.
- +INT if you employ quick or out-of-the-box thinking.
- +WIS if you rely on mental fortitude or sharp senses.
- +CHA if you use charm, intrigue, or social grace.
On a 10+ the threat doesnt come to bear.
On a 7-9 it only abates if you make a costly sacrifice or ugly choice,
the GM will tell you what.
### Engage
When you openly fight an enemy up close, roll+STR.
On a 7-9 you and your enemy trade blows, usually inflicting a
condition on each other.
On a 10+ you trade blows, but choose one:
- Avoid or withstand their attack
- Inflict an extra condition
- Take something from them
### Let Fly
When you attack a clear target from afar, roll+DEX.
On a 10+ your clean hit inflicts a condition.
On a 7-9 you inflict a condition but are either put in a dangerous
position or gain Disadvantage Forward, your choice.
Ponder
When you consider what you know about a subject, ask the GM one
question about it, say how you might know the answer, and roll+INT.
On a 10+ the GM will tell you the detailed, useful truth.
On a 7-9 they will tell you a vague, twisted, or incomplete truth.
You and your allies have Advantage when first acting on this
information.
Here are some example questions:
- Where is located?
- What could have caused ?
- What might be the best way to ?
- What have I heard or read about this person/creature?
### Examine
When you closely investigate a charged situation, ask the GM one
question about it and roll+WIS.
On a 10+ the GM answers your question and related followup
questions truthfully.
On a 7-9 the GM answers your question truthfully.
You and your allies roll with Advantage when first acting on this
information.
Here are some example questions:
- Who/what else is hidden?
- How can I gain the upper hand?
- What would happen here if I did ?
- Who is really in control here?
### Scrutinize
When you have an intimate or prying conversation with someone,
roll+WIS.
On a 10+ gain 2 Insight. On a 7-9 gain 1 Insight.
Gain +1 Insight if they Favor you, even on a 6-.
During this conversation you can spend Insight 1-for-1 to ask their
player (including the GM) any question about this persons thoughts,
feelings or motivations and they must answer truthfully.
Here are some example questions:
- How might I get you to ?
- How do you feel about ?
- How can I gain your Favor?
- What is your goal?
### Compel
When you use favor, payment, promises, or threats to get someone
to do something, say what you want them to do (or not to do) and
roll+CHA. If they Favor you, you may use up their Favor to gain
Advantage on the roll.
For NPCs, on a 10+ theyll do what you want. On a 7-9 theyll only do
it if you do something for them in return or Favor them afterwards,
the GM will say which.
For PCs, on a 10+ both below occur, on a 7-9 choose one below
to occur, and on a 6- they instead can immediately ask you two
questions as if they Scrutinized you.
- If they do it, you will Favor them.
- If they dont do it, they have Disadvantage Forward and you no
longer Favor them.
### Cooperate
When you assist of your companions in an act, you grant them
Advantage to any rolls made as part of it, but you are both fully
affected by any costs or consequences.
Multiple people can Cooperate with the same person at once, that
person simply gains additional Advantage per person. You can do this
before your ally resolves the Move, not after.
Push Yourself
When you put all of your effort into one act, roll with Advantage.
Then after the roll you take a condition from the strain (which ignores
Armor).
### Settle In
When you settle in to rest as a group, whether its taking a short
break, sleeping overnight, or relaxing for weeks, the GM advances the
Ominous Forces. Then, if anyone has 5 or more XP, they Level Up. If
you have enough XP, you can Level Up multiple times at once.
When youve finished resting and resume adventuring, remove all
your conditions and refresh your undamaged Armor.
## Peripheral Moves
### End of Session
At the end of each session, answer the following questions as a group:
- Did we discover something new and important about the world or
characters?
- Did we newly visit or significantly alter a memorable location?
- Did we overcome a notable obstacle, enemy, or challenge?
For each “yes” answer, everyone marks 1 XP.
Lastly, mark 1 XP if you accomplished your Drive.
### Crumble
When you mark your last condition (other than Armor), your life is
untenable.
When your life is untenable, from conditions or otherwise, youre out
of the action for a while. Say how and choose one from the list below:
- Lock a condition of your choice. It cant be removed except
through a Level Up. You still gain XP from rolling with it.
- Change to a new Playbook (see Page 81)
- Die
If youre not dead, remove all conditions that arent Locked. The GM
will advance the Ominous Forces and say when youre back in the
action.
### Epiphany
When you have a change of heart, say what is behind it and write a
new Drive.
### Level Up
When you have 5 or more XP after Settling In, reduce your XP by 5
and choose one benefit below:
You can always take these options:
- Increase a stat of your choice from +0 to +1.
- Take an Advanced Move from your class.
- Acquire an Asset (see page 10).
- Remove a locked condition. (see Crumble on this page).
- Change Playbooks (see Page 81).
You can take these options only once each:
- Increase a stat of your choice from +1 to +2.
- Increase a stat of your choice from +1 to +2.
- Take a Starting or Advanced Move from another class.
- Take a Starting or Advanced Move from another class.
Once you reach level 10 you can also always take these options:
- Take an Advanced Move (Level 10+) from your class.
- Increase a stat of your choice from +2 to +3.
- Retire to safety and cease your adventuring.
### Track Down
When you venture out from safety in lengthy pursuit of a quarry,
roll+Nothing, with Advantage if you already know your quarrys
location.
On a 10+ choose one.
On a 7-9 choose two.
On a 6- all three.
- You are exhausted or distracted. All traveling PCs take a condition
from fatigue.
- You are noticed, by your quarry or by someone else, and they act
accordingly.
- You are impeded. A significant obstacle stands between you and
your quarry.
### Connect
When you declare you know an NPC who could help and go looking
for them, roll+CHA. If you also declare that you Favor them, gain
Advantage on the roll.
On a 10+ they could do what you need and they arent hard to find.
On a 7-9 they could do what you need, but the GM will choose one:
- They have a grudge against you or arent entirely willing to trust
you.
- Theyre already caught up in some sort of trouble.
- Theyre far off, hiding, trapped, or hard to find.
### Ask Around
When you Examine by gathering rumors and information from
others, you may spend 1 Wealth to roll with Advantage.
Compensate
When you Compel someone open to bribes, Offering 1 Wealth gives
you Advantage, and offering 2 Wealth lets you automatically succeed
as if you had rolled a 10+.
### Rejoin
When you return after being away for a session or more, and explain
your absence, say what happened and roll …
- +STR if you fought an enemy or escaped captivity.
- +DEX if you did something covert or illicit.
- +INT if you learned obscure or ancient knowledge, or invented
something.
- +WIS if you discovered a scandalous secret, went on a long
journey or retreat, or had a spiritual encounter.
- +CHA if you made an ally, integrated with a group or culture, or
bought something interesting.
On a 10+ your adventure was prosperous - gain Advantage Forward
and 2 XP.
On a 7-9 your adventure was eventful - gain 2 XP, but the GM will tell
you one or two unintended consequences.
On a 6- your adventure was perilous - the GM will say what trouble
has followed you back to the entire group.
References & Printouts - Peripheral Moves
## Chase Moves
### Start the Chase
When you enter a chase, either in pursuit or escape, you and your
adversary form separate sides that both start with 0 Edge. A chase
usually has two sides, the chaser(s) and the chased, but there may be
more.
When you Cooperate in a chase:
- If you are not part of the Chase, you must join a side of it, and are
involved in that sides Edge, conclusion and consequences.
- If you are already part of the chase, you must Push Yourself to
Cooperate.
Gain the Edge
When you try to get ahead in a chase, say how much Edge you risk (1
to 3), and roll...
- +STR if you create or destroy obstacles.
- +DEX if you sprint, hide or maneuver.
- +INT if you distract or misdirect.
- +WIS if you watch or listen.
- +CHA if you disguise or provoke.
On a 10+ your side gains that Edge.
On a 7-9 your side and an opposing side both gain that Edge. If there
are multiple opposing sides, you choose which one gains it.
On a 6- an opposing side gains that Edge, the GM will say which.
Then, unless a side has 3 or more Edge, the chase continues and the
GM describes what happens next.
### Its Over
When any side in a chase has 3 or more Edge, the chase comes to an
end. Whoever has the most Edge succeeds in escaping or catching
their quarry. If multiple sides tie for the most Edge, the side with the
most PCs wins (just barely). If that is also tied, then the PC that last
Gained the Edge chooses one side to win and another to gain +1 Edge
for the purposes of spending it below.
Losing sides can spend their Edge 1-for-1 to:
- Learn something about another party (where they will go, who
leads them, how to escape them now, etc.)
- Have the chase end somewhere Advantageous for them
(reinforcements, a trap or lair, an intervening third party, etc.)
- Grant Advantage Forward to all PCs on their side.
- Inflict Disadvantage Forward on all PCs on an opposing side.
### Avalanche
When you navigate an imminent environmental danger (ongoing trap,
rockslide, wildfire, etc.), use the Chase Moves as normal but with the
following changes:
- When you Gain the Edge using knowledge or out-of-the-box
thinking, roll+INT.
- If the environments side loses the chase, it may not spend Edge to
Learn something of another side, but may spend Edge to inflict
1 Condition to all characters on another side, including PCs.
- Every PC on the losing side Crumbles.
## Favor Moves
[[Favor|Favor]]
### Gratify
When you accomplish a significant task for someone, choose two if
you Favor them, or one if you dont:
- Gain 1 XP
- You no longer Favor them
- They Favor you
- You get to ask them two questions as if you Scrutinized them
### Refuse
When you act against someone you Favor or deny their request,
roll+nothing.
On a 10+ choose one.
On a 7-9 choose two.
On a 6- all three.
- Someone else no longer Favors you,
the GM will say who.
- It will cost you or come back to bite you - the GM will say how
now or when revealed.
- You have Disadvantage Forward against them.
### Antagonize
When you insult, injure, or disappoint someone who Favors you, they
no longer do.
Appease
When you would Favor someone you already Favor, choose one
instead:
- Heal them of one condition; describe how you do so.
- Gain Advantage Forward to aid them or accomplish something
for them.
## Follower Moves
[[Followers|Followers]]
### Endeavor
When your Follower does a dangerous task alone, they do it to the
best of their ability, but are taken out of the action (trapped, injured,
distracted, etc.). The GM will say how.
### Assist
When you call on your Follower to help you with a task, roll with
Advantage, but they are also exposed to the costs or consequences
of your Move. Then the GM will invoke one of their Costs, and the
follower will be unwilling or unable to Assist you again until it is
fulfilled.
### Command
When you order your Follower to do something contrary to their
instincts, want or costs, roll+CHA. If they Favor you, you may use up
their Favor to gain Advantage on the roll.
On a 10+ they do it as well as you can expect.
On a 7-9 the GM chooses one:
- The experience endangers them; they do it but are out of the
action for some time.
- They complain loudly, now or later, and demand compensation or
your Favor.
- It takes them longer than expected, is done shoddily, or it will cost
you later.

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tags:
- person/pc
shortRepo: ash
publish-ash: true
STR: 0
DEX: 0
INT: 0
WIS: 0
CHA: 0
---
A brilliant scholar from [[Bur-Vusamyr|Bur-Vusamyr]]. Travelling with [[Ash In the Snow/People/Axiom|Axiom]] and [[Ash In the Snow/People/Zilver|Zilver]], with Zilver as their ward.
## Stats
| Name | Stat | Con |
| ---- | ------------------------------ | ------------------------------------------- |
| STR | | |
| DEX | | |
| INT | | |
| WIS | | |
| CHA | | |

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---
tags:
- person/pc
shortRepo: ash
publish-ash: true
STR: 0
DEX: 0
INT: 0
WIS: 0
CHA: 0
---
blah blah
## Stats
| Name | Stat | Con |
| ---- | ------------------------------ | ------------------------------------------- |
| STR | | |
| DEX | | |
| INT | | |
| WIS | | |
| CHA | | |

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---
tags:
- person/pc
shortRepo: ash
publish-ash: true
STR: 0
DEX: 0
INT: 0
WIS: 0
CHA: 0
---
## Stats
| Name | Stat | Con |
| ---- | ------------------------------ | ------------------------------------------- |
| STR | | |
| DEX | | |
| INT | | |
| WIS | | |
| CHA | | |

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---
tags:
- person/pc
shortRepo: ash
publish-ash: true
STR: 0
DEX: 0
INT: 0
WIS: 0
CHA: 0
---
Big tough gentle giant from [[Bur-Vusamyr|Bur-Vusamyr]]. Travelling with [[Ash In the Snow/People/Axiom|Axiom]] and [[Ash In the Snow/People/Zilver|Zilver]], with Zilver as their ward.
## Stats
| Name | Stat | Con |
| ---- | ------------------------------ | ------------------------------------------- |
| STR | | |
| DEX | | |
| INT | | |
| WIS | | |
| CHA | | |

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---
publish-ash: true
---
## Player Characters
- [[Ash In the Snow/People/Moonie.md|Moonie]]
- [[Ash In the Snow/People/Zilver.md|Zilver]]
- [[Ash In the Snow/People/Dunn.md|Dunn]]
- [[Ash In the Snow/People/Varis.md|Varis]]
- [[Ash In the Snow/People/Axiom.md|Axiom]]
- [[Ash In the Snow/People/Corrick.md|Corrick]]

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---
tags:
- person/pc
shortRepo: ash
publish-ash: true
STR: 0
DEX: 0
INT: 0
WIS: 0
CHA: 0
---
## Stats
| Name | Stat | Con |
| ---- | ------------------------------ | ------------------------------------------- |
| STR | | |
| DEX | | |
| INT | | |
| WIS | | |
| CHA | | |

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---
tags:
- person/pc
shortRepo: ash
publish-ash: true
player: Luna
STR: 0
DEX: 0
INT: 0
WIS: 0
CHA: 0
Pronouns: They/them
---
Pronouns: They/them
A supposed prince from [[Bur-Vusamyr|Bur-Vusamyr]]. [[Ash In the Snow/People/Axiom|Axiom]] and [[Ash In the Snow/People/Moonie|Moonie]] are their companions.
## Stats
| Name | Stat | Con |
| ---- | ------------------------------ | ------------------------------------------- |
| STR | | |
| DEX | | |
| INT | | |
| WIS | | |
| CHA | | |

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---
publish-ash: true
---
All races can have half-races with Plainsfolks, though some are rare.
Bestial Folk are races that are closer to creatures than they are to Humans, such as dragons, Ijsbeer, and Coeurl
Dragonfolk refers to Dragonborn, Dragons, Half-dragons, kobolds. Confusing?? Yes
## Common
- Plainsfolk
- Rabbitfolk
- Dwarves
- Elves
- Dragonborn
## Uncommon
- Goblins
- V amphibious, long tongues and can jump big. Slick to sticky skin. Still have hair and teeth tho!!
- Halflings
- Tieflings
- Minotaur (Yak)
- Loxodon (Mammoth)
- Orcs
- Kobolds (Northern and Southern)
- Tabaxi
- Mouse and Ratfolk
- Kenku
- Tortle
## Rare
- Ijsbeer
- Straight up ripped from the bears in His Dark Materials
- Unlike most \*folk these have the bodies of full ass polar bears (but bigger) and the minds of humans
- Also while theyre a lil rare have them comingle outside their race more...
- Also YES they love their Armor just like in HDM fuck it, theyre fantastic smiths but culturally they usually only rlly like working with Adamantine, which is a very delicate metal until its processed properly, after which its Incredibly Strong
- Unlike most the more Bestial folks (Dragons or Coeurls) Ijsbeers not only have thumbs, but will wear clothing (though usually for decorative purposes, rather than to "hide their shame")
- Coeurl
- Giant Sabertooth snow-tigers with huge whiskers
- Like dragons, are more bestial than folk, yet their intellegence is on par with humans.
- Dragons
- Intelligent and frequently ancient
- Lesser dragons however are creatures, think of them to normal dragons as new world monkeys are to us
- Kobold (Northern)
- Dog type! Doggos. In a variety of dog-breed shapes
- Kobold (Southern)
- Dragon type!! Much smaller in stature than dragonborn.
- They both like packs and inexplicably can breathe fire (yes the dogs too). Sometimes the two kinds will quarrel but it's always lighthearted.

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---
slug: index
shortRepo: ash
publish-ash: true
title: Home
---
This is a world of snow and warmth. A world of disconnection and unbreakable bonds. This is the story of Havenloft.
## Important Links
[[Ash In the Snow/People/People Landing|People Landing]]
[[Moves Landing|Moves Landing]]
### PCs
- [[Ash In the Snow/People/Moonie.md|Moonie]]
- [[Ash In the Snow/People/Zilver.md|Zilver]]
- [[Ash In the Snow/People/Dunn.md|Dunn]]
- [[Ash In the Snow/People/Varis.md|Varis]]
- [[Ash In the Snow/People/Axiom.md|Axiom]]
- [[Ash In the Snow/People/Corrick.md|Corrick]]
## Geography
Havenloft is the colloquial name given to the large continent (and nearby islands) north of the equator of The World. This name can vary between societies and their people, but like Common (the still mostly ubiquitous language of the old, continent-spanning kingdom), people mostly recognize it as such. Other continents and countries exist, but due to massive glaciers only few crews are brave enough to travel to distant lands.
The World has one sun and one moon, known as Vala, though the moon circles the earth much slower, lasting about four "months" of our time, or one entire season.
- Sommerherald = spring
- Sommersong = summer
- Wynterherald = fall
- Wynterwail = winter
These seasons are further broken up by the phases of the moon, which will be detailed elsewhere
## Climate
The world is amidst an ice age, one that is only getting worse with time. perpetually covered in snow and ice, just like most of the world has been for over a thousand years. Only countries around the equator is any reprieve from the cold, as small as it is.
However, thanks to an ancient and magical items called Fallen Suns, many towns and cities are protected from the cold, the reach of the small sun's warmth creating a practically perpetual fall. Still chilly, but plants can grow and the townsfolk don't need to fear from snow outside of the deepest parts of winter.
### Society
Looking from above, region Havenloft is a shattered society. Whatever remnants of a once proud and uniting kingdom only survives through tales and snow-buried ruins. Instead, people gather around pockets of warmth provided by floating **Fallen Suns** and form their own societies. So cut off from each other, many have developed their own cultures and beliefs.
Because of how difficult it is to navigate the world, it is not fully mapped out. Some people are trying to change that however.
Despite how cut off people are from one another, there are still many roads that are kept as clear and maintained as possible to facilitate travel. Most travel during the summer month
There are *many* theories as to where the winter came from, everything from an Ice Witch, a figured called The Great Lich, the sins of humanity, nature, etc. Some say the world has always been this way, and anyone who claim otherwise are strange folk.
## Flora, Fauna, and Faethings
- [[Ash In The Snow/Lore/Fallen Suns|Ash In The Snow/Lore/Fallen Suns]]
- Mysterious orbs of light and warmth. They look like small suns, floating above the towns that formed around them, providing a protective shield from the cold outside. Bizarrely, if you attempt to move them too far from their initial location, they will immediately go out.
- Every four years they need to be recharged by harvesting energy from one of many locations where multiple leylines converge. However, since the leylines constantly shift, the only way to find them is through scrying.
- Some places pay handsomely, some places do it on principal.
- Common folk
- There are many folk, [[Races Landing|the full list can be found here]] , but the most common are Plainsfolk, Rabbitfolk, Dwarves, Elves, & Dragonborn.
- Also, *human* is a catch-all term for any "humanoid" race. So calling a Goblin a Human is correct. These are dungeon meshi rules!
- Arctic Foxes
- Intelligent foxes that can perfectly mimic human voices. While smart, they are still animals and only really use their mimicry to fool humans in order to steal their food. Some folk keep them as pets.
- Visonary Dragons
- Incredibly ancient dragons that are immune to the cold of Havenloft. They have no eyes. Not even a socket within which eyes once grew in some evolutionary ancestor. The top half of their faces, aside from their nostrils, is smooth and hard like a perfect wedge of marble.
- Like trees, they never stop growing as they age. Unlike trees, there has never been a record of them dying of old age.
- They are incredibly wise and regal, and most will even give advice to those who take the time to visit their domains. Some even say that they dream of the future.
- Regular Occuring Snowstorms
- There are 12 snowstorms that occur on regular schedules,
- 2 in spring
- 0 in summer
- 2 in fall
- 5 in winter
- The third winter one is always the worst
- The Frozen Undead
- If a dead body is left buried under snow for a moon's cycle, they will rise again to become the frozen undead. No one knows why this may be, but because of this funeral rites have become complex and almost always involve the cremation of the dead.
- They can lay under the snow for years before rising.

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@ -1,65 +0,0 @@
---
slug: index
shortRepo: ash
publish-ash: true
title: Home
---
This is a world of snow and warmth. A world of disconnection and unbreakable bonds. This is the story of Havenloft.
## Important Links
[[Ash In the Snow/People/People Landing|People Landing]]
### PCs
- [[Ash In the Snow/People/Zilver.md|Zilver]]
## Geography
Havenloft is the colloquial name given to the large continent (and nearby islands) north of the equator of The World. This name can vary between societies and their people, but like Common (the still mostly ubiquitous language of the old, continent-spanning kingdom), people mostly recognize it as such. Other continents and countries exist, but due to massive glaciers only few crews are brave enough to travel to distant lands.
The World has one sun and one moon, known as Vala, though the moon circles the earth much slower, lasting about four "months" of our time, or one entire season.
- Sommerherald = spring
- Sommersong = summer
- Wynterherald = fall
- Wynterwail = winter
These seasons are further broken up by the phases of the moon, which will be detailed elsewhere
## Climate
The world is amidst an ice age, one that is only getting worse with time. perpetually covered in snow and ice, just like most of the world has been for over a thousand years. Only countries around the equator is any reprieve from the cold, as small as it is.
However, thanks to an ancient and magical items called Fallen Suns, many towns and cities are protected from the cold, the reach of the small sun's warmth creating a practically perpetual fall. Still chilly, but plants can grow and the townsfolk don't need to fear from snow outside of the deepest parts of winter.
### Society
Looking from above, region Havenloft is a shattered society. Whatever remnants of a once proud and uniting kingdom only survives through tales and snow-buried ruins. Instead, people gather around pockets of warmth provided by floating **Fallen Suns** and form their own societies. So cut off from each other, many have developed their own cultures and beliefs.
Because of how difficult it is to navigate the world, it is not fully mapped out. Some people are trying to change that however.
Despite how cut off people are from one another, there are still many roads that are kept as clear and maintained as possible to facilitate travel. Most travel during the summer month
There are *many* theories as to where the winter came from, everything from an Ice Witch, a figured called The Great Lich, the sins of humanity, nature, etc. Some say the world has always been this way, and anyone who claim otherwise are strange folk.
## Flora, Fauna, and Faethings
- [[Ash In The Snow/Lore/Fallen Suns|Ash In The Snow/Lore/Fallen Suns]]
- Mysterious orbs of light and warmth. They look like small suns, floating above the towns that formed around them, providing a protective shield from the cold outside. Bizarrely, if you attempt to move them too far from their initial location, they will immediately go out.
- Every four years they need to be recharged by harvesting energy from one of many locations where multiple leylines converge. However, since the leylines constantly shift, the only way to find them is through scrying.
- Some places pay handsomely, some places do it on principal.
- Common folk
- There are many folk, [[Races Landing|the full list can be found here]] , but the most common are Plainsfolk, Rabbitfolk, Dwarves, Elves, & Dragonborn.
- Also, *human* is a catch-all term for any "humanoid" race. So calling a Goblin a Human is correct. These are dungeon meshi rules!
- Arctic Foxes
- Intelligent foxes that can perfectly mimic human voices. While smart, they are still animals and only really use their mimicry to fool humans in order to steal their food. Some folk keep them as pets.
- Visonary Dragons
- Incredibly ancient dragons that are immune to the cold of Havenloft. They have no eyes. Not even a socket within which eyes once grew in some evolutionary ancestor. The top half of their faces, aside from their nostrils, is smooth and hard like a perfect wedge of marble.
- Like trees, they never stop growing as they age. Unlike trees, there has never been a record of them dying of old age.
- They are incredibly wise and regal, and most will even give advice to those who take the time to visit their domains. Some even say that they dream of the future.
- Regular Occuring Snowstorms
- There are 12 snowstorms that occur on regular schedules,
- 2 in spring
- 0 in summer
- 2 in fall
- 5 in winter
- The third winter one is always the worst
- The Frozen Undead
- If a dead body is left buried under snow for a moon's cycle, they will rise again to become the frozen undead. No one knows why this may be, but because of this funeral rites have become complex and almost always involve the cremation of the dead.
- They can lay under the snow for years before rising.