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Contents

Game details[edit]

Rules and System[edit]

This game was started using Torchbearer. Starting with Session 7, it is played using Dungeon World.

Campaign Background[edit]

The game is set on the Dimniyi Frontier of the Tsardom of the Sun, East of the [[#Sea of Kalmius|Sea of Kalmius], on the shoulders of the Dimniyi Mountains. The Tsardom is recently founded and expanding rapidly, but focused away from the East.

The characters are bogatyrs, persons who seek out a life of adventure and hardship on the frontiers of the Tsardom. Part medieval knight-errant, part Old West frontiersman, part scoundrel and ne'er do well, bogatyrs are admired by the locals when there is danger threatening, resented and feared in times of peace, and always distrusted as outsiders and wanderers.

The entire region of the Dimniyi Frontier was once, centuries ago, part of the ancient Khorafan Empire. However, that empire was shattered in what is now called the Deep War, a legendary genocidal conflict of great magics with the Nichnytsia (Night Elves). This war was so cataclysmic, it changed the geography and climate of this region and many other parts of the world. These days scholars debate who, if anyone, won the Deep War, as the traces of both the Nichnytsia and the Khorafani are often deeply buried, shattered, or well guarded.

Linguistic Touchpoints[edit]

With respect to thinking of names, consider the following cultural touchpoints.

  • Humans = The Tsardom: Ukrainian/Russian. The Vidma: Cornish.
  • Dwarves = Hungarian
  • Elves = Finnish/Estonian
  • Halflings = Georgian (e.g. the country, not the state)

Legendary Places[edit]

These places are not yet on the character's map, and for all they know might not exist. They are known only second-hand.

Forest of Chernobog[edit]

The home of the Vidma. Known for Chernobog Jade, which is really a kind of amber but in shades of green.

An ancient shrine/burial site[edit]

Irene discovered information leading her to believe that a beautiful gem known as Sitoutumattomantähti (in Elvish, the Unbound Star), cut from the eye socket of a long dead Nichtnysian warrior can be found at a shrine or burial site north of Nova Uzharod.

The Map[edit]

Characters have the following locations on their map.

Sea of Kalmius[edit]

Region Tags: Tempestuous, Well-Patrolled

a large inland sea, roughly the size and orientation of Caspian Sea. It forms a natural barrier on the Eastern edge of the Tsardom.

The Dimniyi Mountains[edit]

a mountain range East of the Sea of Kalmius. A band of fertile land stretches along the coast between the Sea and the Dimniyi.

The Psel[edit]

a river that winds between the Diminyi and the Sea of Kalmius.

The Golmosha Pass Road[edit]

A road that travels from Nova Uzharod through the Golmosha Pass of the Dimniyi Mountains and into the plains beyond.

Melitopol[edit]

a Bustling Metropolis on the Western side of the Sea of Kalmius, and the nearest thing to a major city near the Dimniyi Frontier. It takes a few days by ship to reach it from Nova Uzharod, and many days on foot.

Nova Uzharod[edit]

a Busy Crossroads on the Eastern coast of the Sea of Kalmius. It is the doorway to the Tsardom for all the settlers on the frontier.

Zhovti Vody[edit]

a Religious Bastion southeast of Nova Uzharod. A holy site of the Three Facers, the state religion of the Tsardom, that worships the triune deities of Dazbog, Stribog, and Simargl. Similar to both Christianity and Hinduism. Dazbog is a cultural hero associated with the sun, Stribog a sky god of winds and rains, and Smargl is a winged dog-like protective spirit. Visually and ritually, very much like the Orthodox Church. (Clerics will likely be of this religion)

Jvari[edit]

a Remote Village, at the base of the far side of the Golmosha Pass. Mostly populated by Halflings.

Brovary[edit]

Steading Tags: Wealthy, Steady, Garrison, Arcane, Need: Fruits and Vegetables, Trade: Nova Uzharod/Jvari, Emnity:Vidma, Guild: Rational Sodality of Thaumaturgists

a Wizard's Tower, south of the beginning of the Golmosha Pass Road. Brovary is a place of power, recently wrested by Tsardom's magicians and sorcerers from some local magical types. As Brovary is home to the regional headquarters of the Rational Sodality of Thaumaturgists, it is filled with towers small and large, as towers are to wizards as snail shells are to hermit crabs.

Vörös Kő Csarnokok[edit]

the Mansions of Red Rock, a Dwarven Halls dug into the foothills of the Dimniyi. They have existed for hundreds of years before the Empire, but are recent by Dwarven standards

Kukallinen Koti[edit]

the House of Flowers, an incursion of Elfland into the world, found north of Nova Uzharod.

A Lonely Stretch of Road[edit]

Halfway between Brovary Tower and The Slave Pits Of The Bandit Prince, lies an isolated stretch of road where the messenger's of the Foul Bandit Prince Volodymir were ambushed by the heroic agents of the Brovary in their quest to recover the lost Oleksander The Thrice Wise. [1][2]

The Slave Pits Of The Bandit Prince[edit]

Lying along the imperial road that runs from Brovary tower to the Necropolis at Khamyanyii Khru, a small distance from the road and surrounded by the impenetrable second growth forest that characterizes the Dimniyi Frontier, lies the camp of the Foul Bandit Prince Volodymir One Nostril. It is in this camp that Volodymir was laid low and made prisoner of agents of the Brovary [1]

Khamyanyii Khru[edit]

The resplendent, terraced necropolis of the might Khorofan Empire - sheltering at the end of a wooded mountain valley in the remote north (where once, it is said, were tropical forests and verdant farmland!) the lonely and largely untouched Khorofan outpost still shows the signs of a brutal siege by Dark Elves. It is divided, layer cake like, into five progressively smaller but more exclusive layers.[3] An important element of Khorofani monumental construction is a tendency to build very tall narrow structures. Also, the adornments of many Khorofani structures are fractal in nature, equally detailed no matter how close you get to them.

Concealed Campsite with Shelter on the 1st Terrance[edit]

A pleasant and concealed location wherein travelers may take their rest in relative safety from the depredations of the savage Likho and their hideous carnivorous (but impressively surefooted ponies).[4]

Collapsed Entrance Into Southern Drainage Channel[edit]

A drainage chamber that channels excess water gathering on higher levels of the mountain, as to discourage erosion. [5] This is an excellent place to refill a thirsty traveler's canteen. [6]

A Benighted Crater on the Third Terrace (reached via Southern Drainage Channel)[edit]

Evidence of the horrors of the Dark Elf siege upon Khamyanyii Khru, this crater that mars the plaza of the third tier was caused by unnatural Dark Elven projectiles, and still bears a palpable taint[5]. It can be reached from below via the Southern Drainage Channel - though the traveler is cautioned to beware the possible weakness of the channel's wall section as approaching the Second Tier - the Second Tier is... not a desirable destination...[6]

A Cunning Passage from the Third Terrace to the Fifth[edit]

There is a way to climb the hillside, and circumvent whatever dark denizens await the unwary traveler on the fourth terrace of the complex but it will require a skilled guide to avoid the Likho infested caves that dominate the region[6].

A Campsite in the Shadow of Pharnabazus' Tomb[edit]

Huddling close to the walls the great entrance way of the Tomb of King Pharnabazus, there is a sheltered spot in which it is possible to camp relatively unnoticed without falling under the baleful eye of the Owl Griffins that are known to perch atop the highest spires of the complex[6].

The Tomb of the Hakoom Shahina[edit]

The wise traveler will eschew the frippery of Pharnabazus' monument to his own greatness, realizing that such secret knowledges and hideous powers as are buried within the silent precepts of Khamyanyii Khru, lie within the ostentatiously unadorned tomb of Pharnabazus' mysterious queen, the Hakoom Shahina [5][6]. The wise traveler will also have a mind to be wary of the hideous strength of Gariksokadron (the remaining elemental set to guard the secret places of the tomb) and the mind bending effects of the legendary Song of Fire and Water[1].

Map References[edit]

  1. 1.0 1.1 1.2 Source: "Being a True Account of the March North of Avgust Ruslan, Initiate of the Tower, in Quest To Rediscover His Mentor Oleksander Thrice Wise As Well As to Record for the Glory of the Tsardom the True Paths Leading to the Fabled Necropolis of Khamyanyii Khru."
  2. Source: "Archival Document 278 of the Year XXXX, Royal Archive of Brovary Tower: Exhibit A - Being Intelligence Gathered in Apprehension of Emissary of Bandit Prince Volodymir of the Undignified Facial Scarring (aka One Nostril, aka Scarface, aka The Hideous)".
  3. Source: "Map Sheet 8 Within Folio of Supporting Documents in Brovary Tower's Inquest into the Strange Case of Oleksander the Thrice Wise".
  4. Source: "Detail A, Map Sheet 8 Within Folio of Supporting Documents in Brovary Tower's Inquest into the Strange Case of Oleksander the Thrice Wise".
  5. 5.0 5.1 5.2 Source: "Some Reflections on the Architecture of Khamyanyii Khru as Presented by Scholar Avgust Ruslan, an eye witness to it's site, with additional insights provided by his various associates, including Josef - a Dwarf."
  6. 6.0 6.1 6.2 6.3 6.4 Source: "Avgust Ruslan's Wise Traveler's Guide to Visiting Sundry Landmarks of the Khorofani Empire, including especially Khamyanyii Khru and containing also various tips and advises for the defeat of bandits and marauding beasts met upon the way".

Characters and Denizens[edit]

Player characters[edit]

Past History: Irene (then going as Bridget) and Narbo once shared in a dubious adventure that led to a cave in and killed Kanute's cousin. Both thought the other had died, until they met again in Brovary much later.

Current events:

  • All of the RST knows that Avgust sucked at Evocation on his recent leveling exams, and barely passed.
  • Josef has the words "Seek here but ask me nicely" tatooed on his back. Narbo has the words "You may find what you will need". When they stand next to each other, the message reads "You may find what you seek here but you will need to ask me nicely". These tatoos were made on them while they were in a drunken (drugged?) stupor by the Vidma, probably Jezibaba herself. The words are accompanied by a rough map of the are, with an X in the Forest of Chernobog.
  • The Bogatyr found a letter on the Koschei messengers that had enslaved Narbo, from One-Nostril to Nightingale, asking for an alliance.
  • Although Volodomyr One-Nostril had been captured by the Bogatyr and was in custody at Brovary, he has escaped!

Nonplayer characters[edit]

  • Maniki the "Cook" - a hireling and cook for Oleksandr Thrice-Wise. Insisted on accompanying the bogatyri. He claimed to be afraid when he returned with Lyuba the Killer and One-Nostril to Brovary, but was he really? Why did he insist on coming in the first place?
  • Lyuba the Killer - a Melitopolan assassin and associate of Oleksandr Thrice-Wise, who accompanied the bogatyri, but left quickly saying he had "urgent business" after seeing the letter to Nightingale the Robber from One-Nostril. What was the rush?
  • Volodomyr One-Nostril - a Koschei bandit with a price on his head, captured by the bogatyri and returned to Brovary by Lyuba and Maniki. If they are trustworthy, the bounty (5D cash) should be waiting there for the bogatyri when they return.
  • Canute - Fellow tribesman to Narbo, sold Narbo into slavery, last seen in Narbo's distant land with a traitor's gold in his hands, laughing
  • Lilya the Steward - a friend to Lyuba, handles business affairs in Nova Uzharod for a Melitopolan patrician
  • Uryk the Criminal - Mentor to Lyuba, lives in Melitopol but you never know where he might turn up
  • Eekuheikkimerithahti - a Star Elf who once lived in Kukallinen Koti, last seen swearing vengeance on Lubya for the murder of her family
  • Izabella and Aron - parents of Jozef, Stonemasons in Vörös Kő Csarnokok
  • Brigitta - Armorer in Vörös Kő Csarnokok and friend to Jozef
  • Oleksandr Thrice-Wise - mentor to Avgust Ruslan, a famed Cartographer of great repute, and a Scholar of Brovary.
  • Lore-Master Vsevolod - friend to Avgust Ruslan, currently living in Brovary
  • Valentyn - rival cartographer to Avgust Ruslan
  • Oleg the Survivalist - a mentor to Alexei the Monk, lives at Zhovti Vody
  • Symon the Cartographer - a friend to Alexei the Monk, studying with the Order to improve his cartographic notation, lives at Zhovti Vody
  • Jezibaba of the Vidma - leader of the Vidma
  • Gyongi - an old dwarf who runs a high-end supply shop in Brovary
  • Sister Lyudmilla - the senior officiant at the Shrine of the Three Faces in Brovary.
  • Kariskka Sakari - a Star Elf, hireling to Josef. She is prone to melancholy violence.
  • Victor of the Mustache - a well known mercenary/caravan guard, often seen around Brovary. Acquaintance of Josef and Narbo.

Organizations[edit]

  • Order of the Sacred Word (Alexei's Order) - A religious order devoted to studying and protecting all forms of text.
  • The Rational Sodality of Thaumaturgists - the licensing board/guild for sorcerers, magicians, wizards, and other practitioners of magic in the Tsardom of the Sun, with a direct commission from the Tsarina herself.
    • RST Enforcement Division - responsible for making sure that all magic practiced within the Tsardom is licensed. They take offenses VERY seriously.

Peoples[edit]

Vidma[edit]

A culture of humans that once lived in the region of Brovary. When the Tsardom moved in, they were kicked out by the Sodality on orders of the Tsar, and have since lived primarily in the Forest of Chernobog. They are well know for their strong tradition of witchcraft.

Elves[edit]

Elves live in a far distant land called the West. The wise are not completely sure that this is a literal land, it may rather be a metaphor for a different plane of existence. What is known is that there are places where this Elvish world "intrudes" onto the normal world, where magic comes more easily, and that these places are the villages, towns, and other settled sites of the Elves. They come in four varieties that are known...

  • Sun Elves (Sontsenytsia) - in ancient times, the Sun Elves worshipped Law, and since then have become almost incomprehensible to normal folk. They live regimented, bizarre lives of ritual and ceremony that no one else can understand. They are only rarely seen outside of an intrusion.
  • Moon Elves (Mysyatsnytsia) - the Moon Elves are the ones most commonly seen. Really not all that different from normal folk, except for very long lives, a taste for magic, and more refined artistic taste.
  • Star Elves (Zirhkynytsia) - less commonly seen among normal folk, the Star Elves are more solitary in nature and prone to melancholy and violence.
  • Night Elves (Nichtnytsia) - as the Sun Elves long ago worshipped Law, the Night Elves worshipped Chaos. They became might and carved out a vast empire under the earth, with great magics and powerful weapons. Five hundred years ago they exploded from the depths, and did battle with the Khorofan Empire for supremacy over the surface. The war demolished civilization as it then flourished, but the forces of Law were ultimately triumphant, and the Night Elves were destroyed by powerful spells. Since that time, they have been heard of only in rumour, and as tales to terrify in the night.

Spawn of Chaos[edit]

Vorozhneki[edit]

Vorozhneki are races of intelligent creatures, maybe once humans, dwarves, halflings or elves, who have given themselves over to chaos for a very long time. They are often warped in bizarre ways from their original forms, and worship strange beings of violence and cruelty.

  • Koschei - large and dangerous, averaging over 2 meters tall, with massive round heads and huge noses. They are well known as bandits and slavers. Their bands are more commonly seen north of the Frontier, but the wealth of the Frontier has attracted them.
  • Likho - diminutive beings that look like little old men with one eye. Bloodthirsty and cruel, like intelligent piranhas. They often ride sure-footed carnivorous ponies. Found in nests or hives in the mountains, often near the tree line. Likho surround the areas they live in with crude carvings in wood and stone.

Monsters[edit]

The Dimniyi frontier has its share of monsters, creatures that don't abide by the laws of nature and seem to exist only to spread foulness, evil, pain, and death.

  • Chuheister - massive bestial creatures, covered in a warty hide and built like 3 to 4 meter gorillas. They seem to appear out of nowhere and cause havoc, eating all the livestock and people they can get their hands on. After a week or so they will often disappear, to no one knows where. When killed (which is rarely), they will rot with a day to little more than a crumbling skeleton.
  • Chaos Wound Creatures - Creatures of almost pure chaos can be found near sites called chaos wounds, which are incursions of chaos into the normal world. These chaos wounds can take many forms, as can the creatures found within. These beings are often vile, frequently disturbing in appearance, and uniformly antithetical to life.
  • Gariksokadron - "Murderer of Smoke", a fire elemental guarding the Song of Fire and Water
  • Haspladionoksum - "Wading Wave", a water elemental, once guarded the Song of Fire and Water

Works of Literature[edit]

  • The Song of Fire and Water - a sacred lyric, gifted to Pharnabazus by his wife, the Hakoom Shahina
  • Ancient Burial Practices of the Khorafani - including helpful diagrams!
  • Mountaineering, for Buffoons - a beginner's guide to climbing
  • Advanced Concealment Strategies - a guide by Oleg the Survivalist
  • Conquests Across the Sea - A detailed history by Admiral Karlson
  • Masterwork Armor - a handy guide to high quality armor-making written by Master Smith Kristoff
  • Myths and Legends of the Vidma People - A compilation of the unsophisticated writings left behind after the successful conquest of Brovary

The Story So Far[edit]

Chapter 1[edit]

  • Oleksandr's Absence
  • The Road to Khamyanyii Khru
  • Slave No More

(Friday, September 5, 2014 @ Derek's)

In the beginning of our tale, four stalwart adventurers (Lyuba the Killer (a Human Assassin), Avgust Ruslan (a Human Wizard), Alexei (a Human Monk), and Jozef (a Dwarf Adventurer)) were gathered in a tavern wondering about the disappearance of their friend and mentor Oleksandr Thrice-Wise. With Maniki, their helpful Hobbit Cook, they set off looking for him, heading for the site of his last known location.

On their way, they encountered a carriage belonging to a Koschei bandit in the service of Volodomyr One-Nostril. They challenged the Koschei, Avgust drawing particular attention to the laws they were breaking by crossing the empire's lands. Trying to avoid violence, Alexei tried to negotiate with them, and Maniki offered them wine. However, peace could not be maintained and battle ensued. Avgust blasted them with magic while Jozef and Lyuba attacked with weapons.

One of the naked slaves pulling his carriage was Narbo, a barbarian from a far-away land, saw this as his chance to escape his bondage and seek revenge on his captors. Although he failed, Jozef saw his plight and cut him free.

Soon, the Koschei were captured, all the slaves (other than Narbo) had fled into the forest, and the heroes were triumphant.

Chapter 2[edit]

  • Steps Retraced
  • The Great Escape
  • Pierced Nostril

(Saturday, October 4 @ Derek's)

A brief interrogation of the Koschei captives reveals that they would rather die than give up any information. While one of them takes an opportunity to prove this, the other is taken captive by the once-slave Narbo. The adventurers also search the carriage and fallen Koschei, and find some gear for the Narbo, as well as a mysteriously well written letter from Volodomyr, proposing an alliance with the infamous bandit Nightingale.

The adventurers (and Narbo) set up camp to discuss what to do next, and, at the prospect of a generous bounty, Narbo agrees to lead the way back to the slave camp where Volodomyr is waiting.

As the group nears the camp, an observant guard sounds the alarm and Koschei come running out. Some quick thinking allows Narbo to leave his half-dead captive as a distraction, while everyone sneaks around into the camp. Two more guards are distracted by another clever plan to free a group of slaves from a holding pit and inspire them to rise up against their oppressors.

Volodomyr is left with only two guards to defend him, and after seeing through a weak attempt to demand his surrender, the adventurers set upon him with the intent to capture him. A hard-fought battle leaves the group exhausted, but with a captive Volodomyr.

Chapter 3[edit]

  • Arrival at Khamyanyii Khru
  • The Trail of Oleksandr
  • The Aristocratic Dead

After some discussion, the party decided to split up - Lyuba would return to civilization with their prisoner, Volodomyr One-Nostril, to claim the bounty on him. Maniki decided he'd had enough of the Bogatyr life and elected to return to civilization. The two of them, prisoner in tow, set off with a promise to set aside the others' shares of the bounty.

The remaining members of the group, guided by their new companion, Narbo, set off for the ancient necropolis of Khamyanyii Khru in hopes of rescuing Oleksandr Thrice-Wise. After a rough trek, the group finally made their way to the valley and established a base camp upon the first tier of the complex. They set about seeing to their gear (and their stomachs!) ahead of their initial foray into the necropolis.

Late in the night, as Jozef took his turn on watch, he heard sounds echoing through the night and quickly realized that it was a Likho hunting party - Khamyanyii Khru was not completely uninhabited, and the danger to Oleksandr (and the Bogatyr!) was suddenly much greater. Upon discussion of this new information, the group decided that it might be safer to enter the necropolis from the first tier and attempt to make their way up to the higher levels from the inside rather than face the Likho and their carnivorous ponies.

The group made their way into the ancient drainage system via a collapsed section of the first tier, and Jozef led them through the icy water. They eventually found a series of pipes designed to drain water from the higher levels, as well as a nearby stairway that allowed access to the exterior of the second tier. Not wanting to venture outside unless absolutely necessary, the Bogatyr decided to climb up on of the drains that had less water flowing through it.

Narbo volunteered to lead the way, and quickly began his ascent. Initially, all seemed to be going well... and then the wall he was leaning against gave way and he found himself tumbling to the exterior surface of the second tier. As he stumbled to his feet, he realized that he could see movement in the trees growing about him. Soon, three ancient mummies stumbled towards him out of the woods, drawn to the presence of a living soul. Narbo prepared to defend himself as his companions flew up the access stairs to his aid. The battle looked to be a difficult one, especially when one of the undead creatures leapt unto the wall and clung like a spider...and then Avgust brought his mystic powers into play. In a burst of flame, the three mummies were reduced to ashes.

Hearing the moans of many more of the walking dead approaching, the Bogatyr quickly raced back to the stairs, collapsing the entrance behind them to prevent pursuit. They returned to the ancient drains below to plan their next move.

Chapter 4: Basilica[edit]

  • Counterflow Climbing
  • The Case of the Owl-Gryphons and the Tactical Retreat
  • Exploring the Basilica
(December 5, 2014)

Chapter 5: Ascension[edit]

  • Mountaineers
  • Exploring the Tomb
  • The Door-of-Certain-Doom Remains CLosed
(January 24, 2015)

Chapter 6: Quest Complete[edit]

  • The Chamber of the Song
  • Fire and Water (but Mainly Water)
  • Oleksandr Returned
(February 27, 2015)

Chapter 7: Torchworld[edit]

  • Party Time
  • Map Mates
  • The Witch's Tower
(March 27, 2015)

Chapter 8: Into the Woods[edit]

  • Aligned Goals
  • A Perilous Journey
  • Ambushed!
(April 18, 2015)

Chapter 9: Chaos Wound[edit]

  • Clean Up Your Messes
  • Making Camp
  • The Ritual - during the ritual, Avgust was tempted to take some of chaos within himself, and also saw a vision of a strange figure in armor that seemed to hang like a beaded curtain, all in blue and gold.
(June 5, 2015)

Chapter 10: The Canadelles[edit]

  • The forest path
  • Natalia's cave
  • Ysela is waiting
(June 26, 2015)

Custom Moves[edit]

New Game Terms[edit]

The Map[edit]

In the fiction, the Map is a physical object on the person of one of the Bogatyrs. In form it is likely a combination of actual maps, sketches, notes, etc., in a journal or map case or similar container. Outside of the Fiction, the Map consists of the locations noted above on this wiki; the wiki is the real world representation of the fictional Map.

Light X[edit]

Light is a tag found on equipment, objects, creatures, or anything else. It always has a numerical value associated with it. Objects with the Light tag generate useful light in dark places. If the tag is on an item of equipment, that item must be held, displayed, or otherwise available to generate light for the tag to be active.

Cartography[edit]

When you stop to take time to record information about your journeys into your Map, roll +INT. On 10+, you may record up to three locations on your Map that you have physically visited and spent some time in since the last time you used this Move. On a 7-9, you may record one.

Using your Map[edit]

When you travel between locations on your Map it is not considered hostile territory for the purposes of the Undertake a Perilous Journey Special Move. In addition, the journey will be uneventful unless you choose to take a risk on the journey. Risks might include making the journey in a lot less time, or hunting for opposition along the way, or searching the path for some important resource.

A Light in the Darkness[edit]

When you make a Move that requires a dice roll in darkness, check the available nearby Light. If there is less Light then the number of bogatyr in the group, take -1 forward for each Light that is missing, maximum -3 forward.

Moving up in the Magical World[edit]

When you take the exam to gain a Level in the Rational Sodality of Thaumaturgists roll +Int. On a 10+, you gain the level and the accolades of your peers. +1 ongoing in official interactions with the Sodality until your next exam. On a 7-9 you pass, but choose one: you are know to have almost failed a section by everyone, and will carry that blot on your record OR you had to pay a bribe, the GM will tell you who you paid off OR you had to cheat. On a 6 or less, you failed one section, tell the GM which. You'll have to retake it at some point in the future when you can demonstrate to your superiors your knowledge has improved.

Links[edit]

Pinterest Board[edit]

See the visual ideas board. Ask Hans if you want permission to pin to it.

Templates specific to this campaign[edit]

See also Category: campaign templates

Forms specific to this campaign[edit]

See also Category: campaign forms


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