A Sampling of Unions

Ľubica Lintnerová

Unions and their ‘Rituals’ have been a really interesting concept to me within the context of Into the Odd / Electric Bastionland ever since Chris McDowall wrote about them. They are a unique way to engage associatively in character development and advancement. The following are a few Unions for my own setting; an as-of-yet unnamed European (French/British) fantasy world with a nice dose of slightly-silly whimsy. I imagine that in action, around the table, time with a Union (especially that which ends in a Ritual) will play out similar to individual or pub vignettes.

Convincing a Union you are ‘down with their cause’ is the best way to become engaged with them, but most can also be swayed by the truth of 10 gold.


The Monastic Society of True Wealth

False Wealth cannot follow where True Wealth leads.
Desires to…

– acquire ‘True Wealth’ for the afterlife
– preach against the pitfalls of ‘False Wealth’
Potential rituals…
Appraise Truth: You are able to distinguish True Wealth from the False (1-in-2 chance to be True), but your ability to distinguish Actual Truth from Actual Falsehoods is disadvantaged.
Material Prayer Market: Congregants spend hours in prayer devoted to their True Wealth, then express worship by bragging about those items. The floor is then opened for trading.
Belittle the False: You may admonish owners of False Wealth, berating and guilting them into an impaired/disadvantaged state (CHA save ends). Handling False Wealth yourself puts you on edge, causes extreme jitters, and your efforts are impaired/disadvantaged.

The League of Surf Wizards

All I need is some tasty waves, a cool buzz, and to own as much of the coastline as possible.
Desires to…

– use magic to catch the gnarliest waves in the gnarliest fashion
– privatize as much coast under the League as possible
Potential rituals…
Wave Pool Training: The League imbues one of your foci with the spell Tubularize Water, which is used to generate rad waves in the training pool.
Hostile Beach Takeover: The League shows up in force at a beach they do not own and act like total jerks. Crashing waves into sunbathers and knocking over sand castles is par for the course. If you meaningfully contribute, you can add two to your score in the next surf contest.
Surf Contest: There are always five contestants, including yourself. Roll ascending dice d6-d12, assigned to the NPC contestants. You are given a single attempt, and your score is equal to the height of the wave ridden. If you win, receive 5 gold, and an invite to the Inner Sanctum of Wet Wizards.
Meeting of the Inner Sanctum of Wet Wizards: Only the best Surf Wizards attend these meetings. The agenda? Drink beer, smoke epitaph, and swap surf stories. Epitaph brings to the front of your mind potential final words for deaths you could have suffered; “Here Lies So-and-So, drowned in a totally rad 20-footer” or “… dashed upon the rocks of Skridden Beach”. On a CHA save, the Sanctum thinks your tale is totally rad and gifts you a surfboard (bulky) and a wooden ring containing the spell Neversink.
Tubularize Water (d4-d20):
You pull water up and out of its body, creating a rolling wave. The height of the wave is [sum] feet, and the length is twice [sum], given a large enough body of water.
Neversink (d6):
The underside of a targeted object glows a light blue as you enchant it to be entirely unsinkable for [sum] hours. No matter the force or weight applied, the enchanted item cannot be fully submerged. If [sum] is six, you may make the effect permanent.

Tax Auditors’ Union

Take as the system demands; keep what overflows.
Desires to…

– publicly maintain a reputation of fairness and good-will
– secretly scrape off the top and practice extortion
Potential rituals…
Tax Code Training: You will be taught all about local tax code and laws. You can use this knowledge to your advantage when it comes to trade and haggling.
Group Audit: Members vote on a business and then pour over their taxes as a group, zealously applying tax law in ways favorable to themselves. Make a CHA save to meaningfully contribute and receive a share of the spoils (1d6 gold).
Casting of the Flawed: A member is audited and as much of their worth as possible is split between contributing members. Make a CHA save to meaningfully contribute and receive a share of the spoils (2d6 gold). There is a 1-in-6 chance you are the targeted member.

A Sampling of Patrons

Chris McDowall loosely defines Unions as a means to spend money, and Patrons as a means to earn money.

This post describes a few patrons who might be interested in your treasures. Generally, a patron should be interesting to interact with and fairly unique. An adventurer should feel inclined to seek out the best patron for their wares, or be motivated before-hand to procure the particular goods a patron desires. These should be living characters with more opportunity for influence than a simple shopkeep with a list of items.

a sampling of the kingdom’s patrons

The Monastic Society of True Wealth

– A society of former nobles who have denounced ‘false wealth’ in favor of stockpiling ‘True Wealth’; that which may follow them to the afterlife.
– There is a 1 in 2 chance that any particular treasure is ‘True’. If a ‘false’ treasure is offered to the society, they will reject the rest of the lot.
– Offers 90% of value, but can easily be haggled up to 150%.

Ilgi Ozek, Ambassador of the Sultanate of the Southern Edge

– Puts on airs of wealth, but is actually quite restricted by the Sultanate.
– Tasked with collecting treasures unique to the Kingdom, but personally interested in collecting living creatures.
– Offers 115% of value for items interesting to the Sultanate, or 2d10+80% for living creatures.

King’s Court Association

– A group of older, past-their-prime courtiers who resent the replacement of the monarchy with a council of aristocrats.
– Interested mostly in weapons to be stockpiled for a ‘revolution’.
– Offers 75% of value, or 125% if you express fealty to the monarchy or a lack of faith in the council.

Wizards

Merlin, Benito Gallego

Wizards

Roll your stats (assumes 3d6 for STR, DEX, and CHA), then choose a set you qualify for! (rules for magic here)

All wizards have a staff (d6, bulky).

Wizard Req. * Features
HIGH ROLLS
Gym Wyz STR 13 Muscle Transfer, and a 4ft barbell with two 10lb weights (d6-d8, bulky) instead of your staff
Mageblade STR 13
DEX 11
Ethereal Sword, and a shortsword (d6)
Aquamancer CHA 13 Freezecloud, and a jug of water on a strap (d4, or d6 and bulky when full)
Crisper DEX 11
CHA 11
Burnt Ends, and a single fire-resistant glove
Time’s Apprentice DEX 13 Hasten Infection, and a clock-and-chain flail (d6)
LOW ROLLS
Fixer CHA -9 Memory Erasure, and an Amulet of Stolen Thoughts (any time you remove or steal from a sentient being’s mind, gain a charge; charges can be spent to cause a 1d6 mind blast each)
Metallurgist STR -9 Hone, and a roll of Flexiplate (rolled up sheet of metal; can be commanded to take the shape of plate armour, 1 armour, bulky)
Grafter STR -9
DEX -9
Bestial Graft, and a hacksaw (d6)
Mistake ALL -9 Wild Attunement, a small buckler, and an extra arm that ends at the wrist
Savant
(for when nothing else fits)
re-roll one stat or distribute 2 extra points; select a qualifying entry
* requires either target number or higher (positive), or target number or lower (negative)

Spells

Muscle Transfer (d4):
Sap strength from a limb and donate it to another. Donation to an arm gives +[sum] on next attack utilizing that arm, donation to another limb gives +[sum] STR to next applicable save. Non-self sap targets loses +[sum] STR. Lasts for one use or 10 minutes, whichever is sooner.
Ethereal Sword (2d4): 
Summon an ethereal sword (d8) into your hands. It lasts for [sum/2] rounds, or minutes if out of combat. The sword can be dispersed on contact to deal extra damage equal to the number of rounds/minutes remaining.
Freezecloud (d8):
Requires water (or exceptional humidity). Disperse water into a cloud roughly 10ft3, then flash freeze the particles. Beings in the area are frozen for [sum] rounds/minutes, or half of that on a STR save.
Burnt Ends (d6):
Target is surrounded in flames that only barely singe for 2 damage, but the target remains lit for [sum] rounds/minutes. The flame burns through 1 armour every 2 rounds/minutes, and will burn held items of wood after 2 rounds/minute, metal after 3, tougher materials after 4. Melee attackers receive 1 damage for the duration. The flame can be put out.
Hasten Infection (d4-d8):
Fast-forward the infection process on an injury. Deal [sum/2] damage to target with an open wound. They cannot gain (or re-gain) STR/HP beyond their current numbers for [sum] hours.
Memory Erasure (d10):
Soft tendrils of smoke twist toward up to two targets, creating a link to their memories. You may wipe one shared memory from the targets' minds; the tendrils yank back violently and dissipate.
Hone (d4):
Instantly sharpen any metal edge for [sum] rounds/minutes. Hone'd weapons gain +1 damage for the duration, and other Hone'd objects deal base damage in relation to their weight and efficacy as a weapon.
Bestial Graft (d8):
You magically meld a severed portion of animal onto the target. This could be hooves, horns, wings, fangs, et cetera. The graft target also takes [sum] damage during the casting, and the spell takes ten minutes to perform. The magical graft adheres for an hour.
Wild Attunement (1):
You attune your mind to the wild magics around you, capturing a new spell in as little as a single minute (or one round). This spell must be held in a focus, and you cannot attempt to retain control of it after casting (although a CHA save will still save your focus).

The Malaise of Magic

Magic

Magic is wild, flippant, and mildly sentient. Spells whirl through the universe, making it difficult to pin any particular one down. Once you have, however, a bond begins to form between the wizard and their spells. Casting a spell requires an immense amount of mental fortitude, as spells don’t generally love being cast. Spells like living in a mind; they don’t like being forcefully expelled.

Capturing

Any wizard may spend an hour sifting through the arcane energies of an area, searching for a spell. If they succeed a CHA save, they successfully capture a new (random) spell. A wizard may only hold a single spell in their mind at a time, but may spend an additional hour transferring a spell into a magical focus (staff, gem, holy symbol, etc.). A powerful wizard is rarely without his arsenal of foci; often, a wizard’s strength is judged by the size of his foci collection.

Casting

Casting a spell isn’t too complicated. First, the wizard declares their spell and rolls the associated dice. Then, the wizard takes damage first to their HP, then to their CHA, equal to the ‘[sum]’ of the roll. If a wizard’s CHA is reduced through the casting of a spell, there is a chance that the spell will flee their control. The wizard must make a CHA save; on a success, the spell is kept under control. On a failure, the spell attempts to break free. If the spell is held in a focus, the wizard may choose to have the spell destroy the focus. The wizard may then hold the spell in their mind, as long as it is free of any other spells. If a spell flees from a wizard’s mind, they once again take damage equal to that spell’s dice.

Spell Samples

Muscle Transfer (d4): 
Sap strength from a limb and donate it to another. Removes [sum] STR from drain target, and grants that same STR to the chosen limb; the bonus STR is only applied to applicable saves/checks. An attack performed with the enstrengthened limb deals +[sum] damage. Lasts for one use or 10 minutes, whichever is sooner.
Ethereal Sword (2d4): 
Summon a d8 ethereal, bladed sword into your hands. It lasts for [sum/2] rounds, or minutes if out of combat. The sword can be dispersed on contact to deal extra damage equal to the number of rounds/minutes remaining.

Outlaws

p356 of Vol. 2 of Robin Hood

Outlaws

Roll your stats (assumes 3d6 for STR, DEX, and CHA), then roll for your criminal record.

All outlaws have a dagger (d6).

Outlaw Req. * Features
HIGH ROLLS
Heroic Outlaw DEX 13
CHA 11
the ability to endear paupers to yourself through money (1d6 silver), a mutual distaste for the well-to-do, a bow (d6), and a grudge
Busker CHA 13 an instrument, a distracting song (CHA save to avoid distraction), and a garrote (d6, STR save or crushes windpipe)
Highwayman STR 13 a low-quality horse, a trou-de-loup kit (DEX save or d8), and a set of caltrops (DEX save or d4)
Burglar DEX 13 a grappling hook, 50ft of rope, and a blackjack (d6)
Disgraced Knight STR 13
CHA -9
a longsword (d6), a round, wooden shield, and a grudge
LOW ROLLS
Sharper STR -9
DEX -9
the ability to tell the true value of any item, a fake jewel, and a grudge
Shadow STR -9 a nasty-looking dagger with a smokey gem in the pommel (d6, drain the smoke from the gem to hide in shadows for as long as you remain still; the gem can be refilled with smoke)
Poisoner DEX -9
CHA -9
a bottle of nightshade oil (d4-d20 STR damage, ascending every 10 minutes), +2 to save against poison, and the ability to harvest venom and distill poisons
Street Rat ALL -9 you require only half-rations, and have a small monkey companion (5 STR, 15 DEX, 8 CHA, d4 bite, d4 eye-gouge)
Savant
(for when nothing else fits)
re-roll one stat or distribute 2 extra points; select a qualifying entry
* requires either target number or higher (positive), or target number or lower (negative)

Grudges

Roll Grudge
1 a noble set you up
2 an outlaw betrayed you
3 a noble bought your village out from under the people
4 a knight named you his nemesis
5 a guard foiled your crime
6 the thieves’ guild ex-communicated you for taking from other members

Criminal Record

Your criminal record indicates the crime you were accused of and subsequently outlaw’d for; this doesn’t necessarily mean you are actually guilty of the rolled crime.

Roll Criminal Record
1 theft
2 burglary
3 arson
4 assault
5 poisoning
6 blackmail
7 violent robbery
8 extortion
9 false imprisonment
10 physical coercion
11 murder
12 evil most foul

Squires

Squire

You’ve been a knight-in-training for long enough! Is it time to strike out for your own fame and fortune? Maybe you’ve finally learned enough from your Knight to hunt down those who wronged you in the past. Whatever your reason to adventure, consult the table below to see what sort of Knight you’ve been training under (assumes 3d6 for STR, DEX, and CHA).

All squires have a shortsword (d6) and a round, wooden shield.

Squire Req. * Features
HIGH ROLLS
Knight-born STR 13
CHA 11
an inherited item, a quest for vengeance, and a desire to honor lineage
Cavalry DEX 13 a low-quality horse (requires feed), and a lance (bulky, reach, d8)
Banneret CHA 13 a custom square banner (+2 to followers’ morale and +1 to others’ saves when they can see the banner)
Siege Knight STR 13
DEX -9
a full suit of plate armor (bulky, 1 armour), a flail (d6, ignores shields), and a tower shield (1 armour, can be destroyed to negate an attack, can be used as cover)
Knight Savage STR 13
CHA -9
a shortsword (d6), and the ability to rage while dual-wielding (whenever you are hurt, make a CHA save or enter a rage; +1 damage, immunity to fear and unconsciousness through STR loss, cannot take defensive or tactical actions, -4 CHA, CHA save to end)
LOW ROLLS
Low-born STR -9
CHA -9
an inherited item, and a quest for vengeance
Mage Knight DEX -9 a sunstone-studded gauntlet (able to conjure up to 6 small jets of flame (d4 each), or one medium sized blast of fire (d6, blast); recharges one sunstone per hour of sunlight)
Knight of the Wilds DEX -9
CHA -9
a +1 bonus to damage and saves against beasts, and a wolf companion (10 STR, 10 DEX, 6 CHA, d6 bite, d4 claw)
Knight Noir ALL -9 you are an undead skeleton (resistant to piercing, poison, fear, etc.) with full black plate suit armor (1 armour, bulky) and a two-handed mace (d8, bulky)
Savant
(for when nothing else fits)
re-roll one stat or distribute 2 extra points; select a qualifying entry
* requires either target number or higher (positive), or target number or lower (negative)
Roll Inherited Item
1 a named greatsword (bulky, d8)
2 a named suit of plate armour (bulky, 1 armour)
3 a named shortsword with a glowing sunstone in the hilt (d6, small-room filling light for one hour, recharges after an hour in the sun)
4 a named helmet with a glowing moonstone embedded in it (1 armour, helmet can be thrown like a bomb for d8 blast)
5 a named dagger with red iron tracing throughout (d6, regain 1d6 HP on kill)
6 a named, medium-quality horse with saddlebags

Knight and Squire – art by Dante Finn