Table of Contents

The Wards

WORK IN PROGRESS!! Balancing/Changes may occur frequently.

The Wards, is a custom system designed by our own Ryu based off of Peter V. Brett's Demon Cycle Pentalogy.

Classes

Unlike traditional Systems, the classes simply signify the characters Job, they only have minor bonuses.

Messenger

Herb Gatherer

Jonguler

Warder

Peasant

Society Classes

Royal (1)

Mercantile (2-4)

High Society (5-6)

Servant/Peasant (7-10)

Character Creation

Starting Funds

Character Statistics

This is another deviation from your traditional RPG Style, the only stat a person has is HP, which is 20 across the board, With variation of +/- 1-5 per player choice and justification to the DM for the decition to help with some variance. Note: HP and other stats CAN come into play, but not initially.

Parties

Initial Parties ideally consist of a Messenger, Jonguler, Herb Gatherer, and Peasants. A Warder would be an excellent addition but not always available as they are in high demand in the cities themselves. For the most part Herb Gatherers are as well, but some do freely travel from Hamlets/Villages to continue their learning. The initial party setup with be decided by the DM, and the players will decide upon their roles from the list of available classes provided by the DM.

The Wards

While only the known wards consist of the Defense type, there are rumors of the Combat Wards of old. They have been lost for the last few millennia, should the turn up in Ruins of old, or maybe an overlooked book, only time can tell.

The Following Images are used for example purposes, and are the property of Lauren K. Cannon and Peter V. Brett

  1. Ward List Example 1
  2. Ward List Example 2
  3. Ward List Example 3

The players themselves start with some ward knowledge, they can learn more from exploring ruins, buying, trading, or experimentation.

Assigning of Wards

Each player starts with 1D6 ward knowledge, plus their class Bonus, with the exception of hailing from a Free City, then they start with a maximum of 3, excluding class bonuses.
A Ward is assigned at start by rolling for them from the ward table, if rolled ward is not available for start, already known, or not listed, re-roll until another is suitable.

Wards

  1. Clay Demon
  2. Flame Demon
  3. Mimic Demon
  4. Mind Demon
  5. Rock Demon
  6. Sand Demon
  7. Snow Demon
  8. Swamp Demon
  9. Water Demon
  10. Wind Demon
  11. Wood Demon
  12. Bludgeoning/Impact (N)
  13. Cutting (N)
  14. Pressure (N)
  15. Forbidance
  16. Flame/Heat Resistance
  17. Hardening
  18. Plus several unknown/undiscovered/forgotten.

Trade

Within the hamlets trade is done via bartering for the most part, occasionally some of them will have their own currency or use that of a nearby Free city.

Specialty Revenue

These are extremely rare and usually difficult/near to impossible to harvest items, such as Demon Bones. They are high in demand, and may or not be worth the risk. Depending on the Part they typically range in value of 100 - 1000 Precious Gems.
Note: As the campaigns progress it is the DMs discretion to change the overall value of these.