Sneak Peek – Knight to Remember – The Formians

As I’ve touched on in previous posts, the second Let Thrones Beware introductory adventure, Knight to Remember, will cover two complete character workups (that’s race, background, and class). This morning we take a look at the race of the first character – the Formian. The first Formian we encountered was Telchal, who hired your rogue to retrieve a precious family heirloom. You encountered another in the market, where you learned that Formians are drawn to large cities where they utilize their experience in working with stone and earth.

 

Characters: Race: Formian

It is said that the Formians sprang from the very cradle of Ceyenus itself, earth given breath to defend the planet from the races set upon its surface by the gods. To be sure, were that the case, not only would it explain the brilliant metallic colour of their hair, the mottled, stonelike appearance of their skin and features, and their affinity for rock and earth. Formians tend to be deliberate and considered in their dealings and have been described as “slow as the mountains themselves.”

Most Formians place great emphasis on familial ties, and Formian families, when unchecked, grow to be quite large in comparison to other races. These linkages, as well as the connection they feel to the land, may be why the Formians are generally reluctant to escape the Deep Wood.

Within refuge villages, Formians are typically farmers, using their connection with Ceyenus to nurture crops in the less than ideal environment. In some exceptional cases, the link to the earth is so strong that they are able to manipulate the very rock itself. The fortunate villages which possess such extraordinary Formians are encircled by sturdy stone walls, deterring many of the dangers of the Deep Woood.

 

Formians receive +1 to Fortitude or Wit.

Formians have a Speed of 5

 

All Formians have the following power:

Stone Song

Melee – Free Action

Remove difficult terrain in Gout 2

 

Physical traits

Formians are typically 4’6” – 5’6” tall and weigh between 170 and 220 lbs.

Formians live an average of 90-100 years, are usually quite averse to adventuring, preferring instead to stay with their kin. In those cases where a Formian does take up heroics as a career, the Formian generally departs in their 40s, after they have raised their children. It is unusual for one to set out before founding a family, and rare for a Formian adventurer to be absent for extended periods; most will find excuses to return home on a regular basis.

Formian skin tones resemble rock and mineral. They are hairless, and have prominent veins of metallic in colour lacing their skin, which range from copper and bronze to shining gold and brilliant platinum.

Unlike most, Formians do not require food or drink; however, they must remain stationary with their feet touching fresh earth or rock for several hours a day as they replenish nutrients from Ceyenus itself.

 

Motivation

While they are not the most adventurous of the races of Ceyenus, Formians are fierce protectors of their homes and family; many a Formian adventurer has ventured out to right a perceived wrong or defend their loved ones from danger.

 

Why Play a Formian

Formians are great for players who want a character with family history and extensive, meaningful ties to a home.

 

 

Sneak Peek – Knight to Remember – An Abridged History of Ceyenus

The ultimate goal of the adventure series I’m writing is to equip a group of 5 players with the tools they need to sit down and play Let Thrones Beware – play without having to first page through several hundred dense pages of reference material. Each adventure begins with a thematic overview of a pertinent part of the Let Thrones Beware world.  In Rogue in the Woods: A Let Thrones Beware Adventure, players were introduced to the world of Ceyenus for the first time, read about the incursion of Man, and learned about the cataclysm that destroyed Man’s kingdom. In the second adventure, Knight to Remember, we learn more about the Deep Wood, the refuge villages that have been established by those who managed to escape the end of Man, and catch a first glimpse of the horrors that lurk within the forest.

 

For your enjoyment, here’s the opening of our next adventure.

 

Given the paucity of Man’s presence in the Deep Wood, it was only natural that cataclysm which was his undoing sent the races of Ceyenus hurrying for shelter under its foreboding canopy. Though it was the Fey who Man first ripped from forests centuries ago, the flood of refugees encompassed all those who were close enough to reach the massive trunks of the Wood before the lands of Man were completely consumed by the conflagration that brought low his kingdom. Insectoid, Formian, Ipotane, and Fey, all released from the domineering hand of Man, found themselves alone in an isolated and primeval land. While freed, their civilizations and cultures had been lain to waste, and all found themselves facing the daunting prospect of forging a new destiny in a strange and unfamiliar place.

Spirits buoyed by their freedom, the refugees set about claiming the Deep Wood. Sprawling settlements were established, open to all those that desired to make a home for themselves. It was not an easy life; food, tools, and comfort were in short supply, but compared to the atrocities that came before, it was good living. Sadly, hope of a tranquil existence was short-lived. While there was little internecine violence between the refugees, they soon discovered that Man had avoided the Wood with good reason. The Deep Wood, remote and isolated, had never been cultivated by the Fey, and in their absence, darker, more insidious forces had taken hold. The presence which lurked behind the trees fed off the Cataclysm, and its hunger was to be insatiable.

Absent the threat of Man, the refugees had given scant thought to protection, and the communities which they had founded were largely indefensible. When the Deep Wood first was inundated by fog, they thought little of it, even when the concealing vapour lingered, refusing to dissipate for weeks at a time. Wild animals were blamed for the first disappearances, as was getting lost in the mist, but as the vanishings increased in both number and frequency, it became clear that something more insidious was at work.

The first walls were erected shortly after the fifteenth year, a too-late response to the realization of the true threat. In what is known as the First Reaping, Watcher’s Redoubt, a 300-person farming community saw its population cut by a third in a single night. Thatched roofs staved in and doors shattered, the town saw its populace reduced by a third in a single night of carnage and bloodshed. It was only then that the true nature of the Deep Wood was realized. With haste, the survivors constructed rudimentary defences; wooden palisades, shallow trenches, and rickety towers went up across the hamlets and villages of the Deep Wood.

In time, a connection was made between the attacks and the thick, rolling fog that blanketed the forest; when the fog receded, so too did the savage slaughter of anyone who dared venture into the trees abate. When the fog poured back from between the trees, it meant certain doom for anyone unlucky enough to remain outside the relative safety of the refuge villages. The times without fog, the longest of which occurred like clockwork at the end of each season, came to be known as the Passage. During these respites, merchants and peddlers took to plying their trade between the refuge villages, performing a vital service at tremendous personal risk. As years churned by, trade between the villages increased, and the Passage gradually took on shades of ritual. The scourge of bandits has grown in recent years, and merchants have begun to band together in caravans for safety.

One such Passage has just begun, and the death of Summer is heralded at your guard post by the creak of wooden carts and the grunts of oxen.

 

A bunch of effusive thanks, and an updated Quickplay Adventure

Over the past few weeks, the Quickplay adventure has seen well over a hundred downloads. I’d like to take a moment to thank each and every one of you for the support and encouragement. I was expecting a dozen downloads at best, so it’s safe to say that my expectations have been wildly exceeded!

I’ve received a lot of great feedback from the community, and I’ve capitalized upon some excellent observations and suggestions; I’m pleased to announce that I’ve completed a revised version of the Quickplay Adventure that provides clarification for a number of game and setting elements.

With no further adieu, I give you the new adventure: Download the revised version here!

The quickplay has been updated again – the new version is here: Quickplay rev3