Tuesday, 30 December 2025

Further Retainers for the Caste Noble (GLOGMAS)

 This is a glogmas present for Craggenloch Tribune - further retainers for their Caste Noble class, bringing it up to a potential d20. 



  1. Diviner: Intent, slow-talking, looks for signs everywhere. Equipped with decorated robes of a bright primary colour, a tall hat of some variety, and a fist-sized sphere of crystal. Paranoid, intelligent, has great foresight, but never seems to be able to predict your moods or choices. Answers your questions with 1d3 word omens. Secret 30% chance of mistake, secret separate 10% chance of ill omen providing bad advice. 

  2. Perfumer: Soft-spoken, charming, beautiful, nonspecifically exotic. Equipped with a slender engraved knife, a small bottle of poison, and a small bottle of emetic. Can cloak you in a scent that entices, frightens, provokes or soothes humans which smell it. 

  3. Prophet: Occasionally wild-eyed, loyal to a higher power than you. Her charisma, strident voice, and devout following are like fire - very useful while contained, but you better keep them contained. She dresses in rags and is followed by a group of 20 loyal fanatics. Occasionally seems to have genuine visions from beyond, but may be faking it to keep said fanatics onside. 

  4. Autochthon: You could half believe this commoner came out of the ground. Some kind of local village headman, he speaks some insanely archaic dialect. Slow-moving, and deliberate. Equipped with a thick protective garment and a stout studded staff. Knows this land better than you, better than anyone. Serves as a guide, provides enough extra rations from hidden places to feed five, and has a cousin in every village and podunk town. 

  5. Engineer: Clever, but not wise. Grins and gestures widely often. Equipped with a heavy coat, metal cap, set-square, plumb-line, shovel and spike, and various similar tools. Given a day to examine a town or fortification, he reveals to you the strongest and weakest points of the defenses, even discovering buried things or obscure traps. Always notices secret doors and sloping hallways. 

  6. Champion: Stupid, brave, disinterested in peaceful living and the motions of humanity. Wishes to die in a fight, will probably get that wish. Equipped in rattling armour, with a helm and sword. Acts as a 2nd level man-at-arms. Occasionally chafes against orders to retreat, show caution, or show mercy, with a cry of “But my liege!” 

  7. Geomancer: Odd combination of mysticality and practicality. Sniffs handfuls of dirt with a thoughtful expression. Stomps the ground, rolls metal dice, sleeps all day. Unerringly finds water, oil, metal deposits or big fucking caves, if they’re present within a mile.  

  8. Smith: Huge, burnt, gruff, diligent. Equipped with a heavy leather apron, a set of hammers, thick gloves, and forge equipment in a wagon. While he is in your entourage, you have +2 to Hit and +1AC if you spent the evening having him inspect your gear. He can also do standard smithing things. 

  9. Druggist: Easy-going, slightly dissociated, a few missing teeth. Equipped with a heavy pack, in which are carried powders, leaves, tinctures, teas, potions and supposed aphrodisiacs. Can cure diseases and prevent poisons on a 2:6. Identifies mundane drugs easily, always has a few spare doses scrounged around. 

  10. Epic Poet: A likeable fool with a free soul. Like most songbirds, you think he is best kept caged. Leave him alone in any city and he’ll find some way of dying stupidly. It takes him 2d6 months of fretting, torment, weeping, drunkenness, laughter and elation (and a week of actual composition), to produce an Epic Poem about your adventures. These spread to 2d4 nearby settlements, and give 10XP per village, 50XP per town, and 100XP per city.  



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