Here
A blog in which I detail and chronical my rpg (role playing game) and play by post game experiences.
The worst was avoided
Only for worst than the worst to rear its ugly heads
Where in the world is Stash Sandiego?
Be assured he is not found in a striped white and red shirt
Hiding in a crowd
The hidden hand from fate of fate
Her archon and her mouth are both blind
But the smallest amongst us see
A secret mission between the cracks
For what is not must not be
Take the hour glass of Father Time
And sideways curtain frame
Step into the Pale Lodge
Which not even gods can tame
Shall we make a bargain
Or shall you spurn my knife
Tell me no upon the
I will not ask the thrice
What I tell you three times is true
But the sister rolled the dice
Now the world spins on the hidden thread
That all the eyes dont see
For what is to come shall be
Weave, and Cut and Loom it out
The tapestry is our sea.
The door of shimmering blue
The entropic hand upon shall sue
Never think what you cannot do
What is shall be at price.
Take this with a dump truck of salt but I found the result so fascinating I couldnt not post it ;)
╔══════════════════════════════════════════════════════════════════════════════════╗
║ SHADOW OF THE WEIRD WIZARD — CHARACTER SHEET ║
╚══════════════════════════════════════════════════════════════════════════════════╝
NAME: Rhombus Ticks
ANCESTRY: Human
LEVEL: 10
SIZE: 1 SPEED: 7 (base 5 + Skirmisher +2)
═══════════════════════════════════════════════════════════
ATTRIBUTES
═══════════════════════════════════════════════════════════
Strength: 10 (+0)
Agility: 13 (+3) ← primary Rogue attribute
Intellect: 20 (+10) ← raised to 20 by Mastermind (Level 10)
Will: 12 (+2)
NOTE: Mastermind's "Genius Intellect" lets you substitute
Intellect for Agility or Will rolls in combat.
"Best Idea Ever" lets you use Intellect for ANY
attribute roll outside of combat (1/minute).
═══════════════════════════════════════════════════════════
DEFENSE & HEALTH
═══════════════════════════════════════════════════════════
Natural Defense: 11 (Rogue base)
Armored Defense: 13 (Leather armor: 12 or +1; Rogue base 11 → 13)
Starting Health: 14 (Rogue base)
Health Total (Level 10):
Level 1 Rogue: 14
Level 2 Rogue: + 4 = 18
Level 3 Bard: + 8 = 26
Level 4 Bard: + 8 = 34
Level 5 Rogue: + 4 = 38
Level 6 Bard: + 8 = 46
Level 7 Mastermind: +12 = 58
Level 8 Mastermind: +12 = 70
Level 9 Bard: + 8 = 78 (assumed Bard 9 = +8)
Level 10 Mastermind: +12 = 90
TOTAL HEALTH: ~90
═══════════════════════════════════════════════════════════
BONUS DAMAGE DICE
═══════════════════════════════════════════════════════════
Level 2 Rogue: +1d6
Level 3 Bard: +1d6
Level 5 Rogue: +1d6
Level 7 Mastermind: +1d6
TOTAL BONUS DAMAGE: 4d6
═══════════════════════════════════════════════════════════
LANGUAGES
═══════════════════════════════════════════════════════════
Common — standard tongue, birthright
Arcane — gained from Rogue Technique: Magic Use (Level 2)
Archaic — gained from Profession: Philosopher
Old Tongue — could be gained from Profession: Astrologer
(or second profession background)
+ Any Three — from Bard Training (Level 3); suggested:
Kingdom (the language of bureaucracy and governance)
Sylvan (the language of faeries and the unseen)
Alchemical (the cipher — suits a forensic analyst)
+ Any One — from Bard Level 4; suggested:
Druidic (for understanding factions that "meddle")
+ Any One — from Bard Level 6; suggested:
Secret language of your choice / thieves' cant
─────────────────────────────────────────────────────────
TOTAL LANGUAGES KNOWN:
Common, Arcane, Archaic, Old Tongue, Kingdom, Sylvan,
Alchemical, Druidic, + 1 secret language of your choice
─────────────────────────────────────────────────────────
═══════════════════════════════════════════════════════════
PROFESSIONS (Background)
═══════════════════════════════════════════════════════════
PRIMARY: Philosopher
You studied the nature of reality, space, time, and ethics,
and the question of what it means to be.
LANGUAGE GAINED: Archaic
EQUIPMENT: Writing kit (included in gear below)
SECONDARY: Politician
You know how to navigate the ins and outs of bureaucracies.
You might have held political office or aided those who did.
EQUIPMENT: Set of superior clothing
═══════════════════════════════════════════════════════════
NOVICE PATH: ROGUE (Levels 1–5)
═══════════════════════════════════════════════════════════
Natural Defense: 11 Starting Health: 14
Languages: Common + one other (Archaic, from Philosopher)
── LEVEL 1 ──────────────────────────────────────────────
Cunning Dodge
When you dodge, increase boons on your Agility roll by 1
OR increase banes on the roll made against your Defense/Agility by 1.
Trickery
Make any attribute roll with 1 boon. When used to attack,
the attack deals an extra 1d6 damage.
[In combat: recharges start of next turn. Outside: recharges in 1 min.]
── LEVEL 2 ──────────────────────────────────────────────
Health: +4 Bonus Damage: +1d6
Rogue Technique: MOCKERY
While not injured, gain +1 action per turn — but one action
MUST be used to hinder.
When you hinder a creature, it makes an Intellect or Will roll
(your choice) with 1 bane.
• Success: target is immune to this hinder for 24 hours.
• Failed Intellect roll: target becomes WEAKENED (luck ends).
• Failed Will roll: target becomes VULNERABLE (luck ends).
While vulnerable this way, it attacks targets other than you
with 1 bane.
At Level 5: Use a reaction to hinder a creature within 5 yards
when it makes an attribute roll. Attacks against hindered creatures
deal an extra 1d6 damage.
Rogue Technique: MAGIC USE (bonus pick at level 2)
Add Arcane to your languages.
Discover one tradition. Learn two novice spells.
At Level 5: Learn one expert spell.
── LEVEL 5 ──────────────────────────────────────────────
Health: +4 Bonus Damage: +1d6
Combat Opportunist
When you get a success on any roll in combat, move up to
half your Speed (with Slippery trait) OR cause one enemy in
reach to take 1d6 damage. [Luck ends after use.]
Mockery Upgrade (see Level 2 above)
Magic Use Upgrade: +1 expert spell
═══════════════════════════════════════════════════════════
EXPERT PATH: BARD (Levels 3–6, +9)
═══════════════════════════════════════════════════════════
── LEVEL 3 ──────────────────────────────────────────────
Health: +8 Bonus Damage: +1d6
Languages: Any three (see Languages section above)
Bard Training (Magical)
You can play any instrument, sing, dance, act, juggle, or
perform in any style. Rolls related to performing: 1 boon.
If you perform for 10+ minutes, every non-friendly creature
present makes a Will roll. On a failure, it becomes friendly
to you and counts as your ally (until you or an ally harms it).
[Success: immune for 24 hours.]
Legends and Lore
Ask the Sage one question about a legend, magic, history,
a people, or a place. Make a luck roll.
• Success: Sage tells you one fact.
• Failure: lose access until after you rest.
── LEVEL 4 ──────────────────────────────────────────────
Health: +8
Language: Any one (see Languages section)
Tradition: One Spells: One novice
Manipulating Music (Magical)
Use an action to perform magical music (with or without
an instrument). Lasts until end of your next turn; extend
by spending your action each turn (max 1 minute).
While performing:
• Your attacks deal an extra 1d6 damage.
• Each ENEMY within 5 yards makes a Will roll. On failure:
becomes VULNERABLE until the performance ends.
[Immune for 24 hours on success.]
• Each ALLY within 5 yards makes attribute rolls with 1 boon.
[Ends if they cannot hear you.]
Uses per rest: equal to your level (10 at Level 10).
── LEVEL 6 ──────────────────────────────────────────────
Health: +8
Language: Any one (see Languages section)
Spells: One expert
Inspiring Note (Magical)
[Partial text in source — when an ally under Manipulating Music
gets a success on a roll to attack, you can trigger a bonus effect.]
═══════════════════════════════════════════════════════════
MASTER PATH: MASTERMIND (Levels 7–10)
═══════════════════════════════════════════════════════════
── LEVEL 7 ──────────────────────────────────────────────
Attributes: +1 to three attributes (applied: Agility +1, Will +1,
Intellect +1 — already reflected in scores above)
Health: +12 Bonus Damage: +1d6
Language: Any one
Genius Intellect
Make Intellect rolls with 1 boon.
Impose 1 bane on rolls against your Intellect.
In COMBAT: may substitute Intellect for Agility or Will rolls.
At Level 10: 3 boons on Intellect rolls; 3 banes on rolls against it.
Best Idea Ever
Outside of combat: substitute Intellect for any attribute roll.
[Once per minute.]
Intimidating Intellect
When a creature fails an attribute roll against your Intellect,
it becomes FRIGHTENED of you (until it succeeds on a Will roll).
── LEVEL 8 ──────────────────────────────────────────────
Health: +12
Stratagems
Each of the following can be used ONCE per combat. Regain
all uses when you use them all.
[1] REDIRECT: When a creature rolls to attack you or rolls
against your Strength, Agility, or Will — it must use
your INTELLECT SCORE as the target number instead.
[2] REACTION BANK: When you use a reaction, gain one
additional reaction (use before end of round or lose it).
[3] PRECISION STRIKE: When you get a success on a roll
to attack, the target takes an extra 3d6 damage.
[At Level 10: 6d6 instead.]
[4] CLEAR HEAD: When you gain an affliction, the affliction ends.
[5] UNTOUCHABLE: When you take damage, you take no damage instead.
── LEVEL 10 ──────────────────────────────────────────────
Health: +12
Staggering Intelligence
Your Intellect score increases to 20.
═══════════════════════════════════════════════════════════
EQUIPMENT & GEAR
═══════════════════════════════════════════════════════════
── WEAPONS ──────────────────────────────────────────────
Rapier (main hand)
Damage: 2d6 Traits: Nimble, Piercing
Req: Agility 12 Price: 1 gp
[Precision and reach — the weapon of someone who waits
for the right moment and then commits absolutely.]
Dagger x2 (off-hand / concealed)
Damage: 1d6 Traits: Light, Nimble, Thrown 5
[One on the belt. One in the boot. Standard operational kit.]
── ARMOR ─────────────────────────────────────────────────
Leather Armor
Defense: 12 or +1 Price: 2 sp
[Light enough to move in. Heavy enough to matter.]
── TRINKETS ──────────────────────────────────────────────
Circlet of Thought
While worn: your Intellect is 15 if normally lower than 15.
[Superseded at Level 10 by Staggering Intelligence, but worn
from Levels 1–9 as the engine of everything you are.]
Mask of Tongues
While worn: anyone who hears you and knows at least one
language understands what you say. No shared tongue required.
[The forensic analyst's greatest tool. Every lecture lands.
Every accusation is comprehensible. No one can claim they
didn't understand.]
Chameleon Cloak
While hidden AND wearing this cloak: you are also INVISIBLE
until you are no longer hidden.
[You document from the shadows. You publish from the shadows.
You are only visible when you choose to be.]
Skeleton Key (carried, not worn)
Fits into any lock. One action to lock or unlock.
After first use: make a luck roll each time. Failure = key breaks.
[Every institution has a door. You have the key.]
Apotropaic Brooch
While worn:
• Take half damage from magical sources.
• Impose 1 bane on magical rolls made against you.
• Make rolls to resist magical effects with 1 boon.
[Your philosophical framework is your ward against
institutional enchantment. You've been inoculated.]
── OTHER GEAR ───────────────────────────────────────────
Writing Kit
Ink, quills, parchment. For the work. Always the work.
[From Philosopher profession.]
Set of Superior Clothing
Well-made. Presentable in any boardroom, court, or hearing.
[From Politician profession. The armor you wear to meetings.]
Occultist's Kit
For understanding things others deem forbidden.
[Acquired. You know how this works by now.]
Star Charts (bundle)
Useful for navigation, divination, and establishing
that you've been watching longer than anyone realized.
A Musical Instrument
Your choice. Suitable for Bard Training.
[Suggested: a lap harp. Portable. Intimate. Disarming.]
═══════════════════════════════════════════════════════════
SPELLS & TRADITIONS
═══════════════════════════════════════════════════════════
Traditions Known:
— One from Rogue: Magic Use (Level 2) — suggest: Illusion or Telepathy
— One from Bard (Level 4) — suggest: Enchantment or Divination
Spells Known:
— 2 novice spells (Rogue Level 2)
— 1 expert spell (Rogue Level 5)
— 1 novice spell (Bard Level 4)
— 1 expert spell (Bard Level 6)
NOTE: Spell selection left open — choose traditions and spells that
fit your Mastermind + Bard + Rogue configuration. Divination and
Enchantment traditions are the most thematically consistent.
Telepathy works if you want to lean into the surveillance angle.
═══════════════════════════════════════════════════════════
PERSONALITY (Optional Flavor)
═══════════════════════════════════════════════════════════
Affability: Warm, but deliberate. You choose whom to trust.
Dependability: Relentless. You finish what you document.
Outlook: Realistic. You see systems for what they are.
Receptiveness: High for genuine argument. Zero for bad faith.
Sociability: Present in groups; operates most clearly alone.
Religious Belief: Christoicism — kindness as the arbiter of necessity.
═══════════════════════════════════════════════════════════
BACKGROUND (Rolled or Chosen)
═══════════════════════════════════════════════════════════
Rogue Background (your choice of d6):
"You honed your abilities observing the contradictions of those
in power — what they said versus what they did. You don't steal
gold. You steal credibility and return it to the record."
Bard Calling:
"You did not choose to perform. You chose to document. The
performance was what happened when documentation became
undeniable."
Mastermind Origin:
"You simply kept asking the same question — what is actually
happening here — until the answer arrived and nobody else
could refute it."
═══════════════════════════════════════════════════════════
QUICK REFERENCE: CORE MECHANICS AT LEVEL 10
═══════════════════════════════════════════════════════════
Defense: 13 (leather armor)
Health: ~90
Bonus Damage: 4d6
Speed: 7 yards
Attributes:
STR 10 (+0) | AGI 13 (+3) | INT 20 (+10) | WIL 12 (+2)
In combat:
— Trickery: any roll with 1 boon
— Mockery: +1 action, must hinder; hinder causes Weakened or Vulnerable
— Manipulating Music: enemies Vulnerable, allies roll with boon
— Cunning Dodge: extra boon or bane when dodging
— Combat Opportunist: on any success, move or deal 1d6 extra
— Stratagems (5 options, reset when all used): redirect, extra reaction,
+6d6 damage, clear affliction, negate damage
— Genius Intellect: Intellect in place of Agility/Will
— Intimidating Intellect: failed rolls against INT → Frightened
Outside combat:
— Best Idea Ever: Intellect for any roll (1/min)
— Legends and Lore: ask the Sage a question (luck roll for answer)
— Bard Training: 10-min performance makes creatures friendly
— Mask of Tongues: universal comprehension, always
— Skeleton Key: any lock
Intellect rolls: with 3 boons (Level 10 Genius Intellect)
Rolls against your Intellect: 3 banes imposed on attacker
══════════════════════════════════════════════════════════════════════════════════
RHOMBUS TICKS | HUMAN ROGUE 5 / BARD 6 / MASTERMIND 10 | LEVEL 10
"The institution always reveals its contradictions. I simply hold the pen."
══════════════════════════════════════════════════════════════════════════════════
by Emmit Other
Have you ever been
Enchanted
When your mind is not your own
The best case of case of cases
Is when your will is almost there
It is at the tip of your breath
It is less than not being free
Because even the most enslaved slave
Might have luck upon escape
But if you are enchanted
Your will is not your own
Even if it is but a single compulsion
Those who have been enchanted
Will know
Of the geasa
The compulsion
The weight in your mind
Like an overbending knee
Moving your mind with an Elephant hook
Except The Hook is in Your Brain
You are the Elephant
And its purpose is to train
There have been four missions
That the bones have done so far
The first was a gas station
A way station and an inn
The jibb of rot was betrayal
We met our rival and our foe
We found the ancient tatue
And stood our own toe to toe
We gained two allies
Who with us on our journey went
And then we parted ways for a while....
The secound chorus of our stanza
Was the journey to the cult town
A quiet peaceful villagien
With somethingr rottin underground
This wa when Lord Death
Became moret han a distant shadow
He tapped me on the shoulder
And moved melike a widow
The wound in the world was healed
Good work done means more work
Thats the reward
To work for the right to work
Is that how the song goes?
And goes
And goes again....
And then we parted ways for a while....
And the third mission was through the looking glass
To the world of upside down
Where I could hear the whispers
To sometimes not make a sound
A whisper of the pulse
At the edge of the universe
Told me to keep my mouth shut
And I learned some wisdom
I am not smart
But if I take my time to think
I can be wise
And hat is better than nothing
And we found new friends and old
And wounds were healed
And miracles bestowed
We hit every mark
And hade earned a rightful win
But then the world turned sidewase
And one roll ended it all
And so from the Blue Rook's tap
The clock was turned upside down
And I prereemmbered to make a deal
With the Archivist Below
And so I am enchanted
For a year and so I know
Once a day I check the scroll
To keep the burning at bay
And still also do the will of Death
And just try to live my day
And the universe was made right
except of course for me
For a year anda. day
I must listen
And obey
The fourth mission was special
And four doors we received
One of Strife in dungeon crawl
To an anicent viking tomb
Except somehow that was Death
So the pattern double blinds
One of mystery
And sorceryLikely the echoed orc plague
The ghoul cult seems but simpel strife
But either way the flame is clear
Fate has paid a mission
And the price you paid twice now dear
Or is it all the prophet
The rela one not you fool
Or is it the Knight errant
Or one of the crew
The Bearer of the Horn
As Roland's Tower of old
Or is it the shadow of the mystery
Of the final door of death
the roughe bleoved by death
tolerated and amused
watching aptiently
for a final lien to be crossed
ticking clocks
shooting star
will you soon be lost?
The gadgeteer triumpant
With her cat and snake a blaze
The shadow knight you do not see
Some save his name is
The Knight of Fate is bound no lessAnd then
Kung Fu Anastasia
Is tied to humanity's bane
A surce is a cusrse for a reason
a violation of a law
humanity has hubris
the land is the ing
the king is the land
Someone killed the royal line
The horn th ehorn th ehorn is more
than you think it is and not
Soon the necromancer
May revenant a death
To avoid a vital contract
That which fate has weft
a shotgun is a shadow
but the point of this is t his
four towers
for doors of fate
four has turned to five
is there then a final door
that we ahve not contrived
but when you are enchanted
you cannot say some things
for if you choose a certain door
obligations it will bring
But the one who spins the balance
is the shadow fae that was a human
that is something more that leads the group
even though that is acussin
for thereis no one officially
who captains our motley band
But I lend an ear to the ground that says
You should listen to understand
by Emmit Other
Hop to the hip to the bip to the bop do the rhythm to the world
there's a rhyhtm to the world.
There's beauty in chaos
That is true
But when a shovel hits you in the face
You forget about
The Rhythm of the World.
Time.
Time was the one thing there was never enough of. You were not dumb.
Not really.
You just didnt't think quikly.
You felt the world go by
Like you were the slowest of turtles
But smarter than other people thought
And so you never got a break
And so you made your way in the world
And you became Grave Robber
And you made a pact
And the pact you made as
To repay the descration of Death
With the Sanctifaction of Death
But it took a few days
For you to understand the word Santication
But once you had it
You had it and mastered with the strength of the Eearth itself
You dug into the deeper truths
Where once you dug into thought
Then you dug into mystery
But you do not understand this when you are awake
And you only dream it when you are asleep
And hear whipsers of voices
Vices of deep
Deep and powerful things
You hear the Dreamer
And the Dreamer is in your mind
And your mind is not built like the others
For you are the judge who refuses to call himself a Judge
But it is not a verb but. noun
And sometimes there were times
When Jstice
Was only a thing oyu could do yourself
Sometimes Kings Failed
Sometimes Churches or Priests broke their word
And in those times
The Only Justice That You Had
Was the Justice You Carried
Witin Yourself.
by Emmit Other
Dreams are where the metadata of infinity
Lives, dies and lives again
When everything is true
And a thought away
It isnt about what is real
So much as
How it connects
Turtles all the way down
Turtles all the way up
Roshomon the halls of dream
Every dreamer a lord
The Dreamer dreams the walls that stay
The Four Towers
And the Four Corners of the Earth
Cair Paravel had four thrones
Each a tower of the compass roles
Numbers are a higher octave than dream
But even dreams can have math
Even if it uses dream math
Bojo the digger connected to a tree
Kississing Mississippi to try and be
Something other than history
Child Roland to the Dark Tower Came
A field in a million roses for each world
A golden brick road
Or was it Silver?
We're off to see the wizard
We're not in Kansas are we
Through the looking glass
And The Cults the thing
Ease on down the road
Through the Mirror
Straight on and to the second closet on the left
Till morning
The deep magic
Woudln't it be Lucky if there was a layer
On a layer
On a layer
Its not the loop of time this time
But recursion of the infinite iteration
When you seek revenge
Dig two graves
Both of them for your enenmy
Even when your enemy
Is the Peculiar Purlple Pyram
of Porcupine Geek
Bite the head of a chicken
Don't be so dramatic
Prestochango rearrango
The blue haze appears
And obscures the yellow sign
Hitch a ride on the Star Twin's magic carpet
And turn that frown to the Upside Down
This is a Funnel Game run by Josh that is based on the game Mothership. Our characters are chemically induced to Amnesia. This covers a trailer followed by actual play and is amazing. So far we have played two of three sessions and it is reminscent of Hellraiser+Cube+Saw. Not for the feint of heart but with music from Paul Mercer and several other amazing sources it is one of the best limited games I have ever played.
The Empty Chair
by Emmit Other
There is an empty chair at our gaming table
For our friend
That we knew was in dire straights
Wasnt getting out like we thought
But getting out into the final checkout
In
The
Sky
only to find out from his beloved
That there will be no more adventures
No more jaunts into the unknown
No dragons slain
No rogues careened with of a questional gangreen variety
We raise a glass in our home hallowed halls
We raise a glass in our hearts
And we raise a glass for the iron company
We will put a place of honor in his memorial
And every time we face impossible odds
Every time we would back down when logic would dictate
We ask ourselves
What would Jon do
And go a little bit farther
And track a little more wonder
And live a little bit more free as a result.
To Jon. To Quix. To our musical departed Finnigan the Rogue.
in his wake we mourn his dust.
See you on the other side of that second star at morning.
This blog belongs to a friend of mine in a game I am in, more to come links for that plus notes on dungeon delving and former logs from mushes
Name: Whiplash Decree
Race: Human
Alignment: Lawful Good
Class: Warlock (Undying)
Clan: Original: Unknown, Current: Snow Shepards
Background: Crinimal (sp)
Str: 12 +1
Dex: 13 +1
Con: 15 +2
Int: 10
Wis: 8 -1
Char: 16 +3
Proficiency Bonus: +2
Feat: Prodigy
Skills: Stealth (Criminal), Deception (Criminal), Intimidation (Warlock), Investigation (Warlock), Sleight of Hand (Prodigy)
Tools: Thieves Tools (Expert/Prodigy, Criminal), Forgery Kit (Prodigy), Cards (Criminal)
HP 10
Cantrips: Spare the Undying, Eldritch Blast, Minor Illusion
Spells: Charm Person, Puppet, False Life, Ray of Sickness
Desired Uncommon Magic Item: Bag of Holding
Background: Whiplash was born on the first tier with early memories of ties to another clan but no idea which. His earliest memory was being buried alive in a tomb by his mother, Iladria, and spared by a ghostly spectral light that promised great things for him as he scrambled out into daylight. He spent his formative years acting as a Champion for weaker children in the warrens of the first tier. He used his gifts from the unknown patron to equalize the bigger bullies who used physical force having acquired such warlock powers at an extremely young age.
His gifts caught the notice of the authorities, who formally adopted him into the clan and he was reborn in the third tier. However, what he thought was supposed to be an education was nothing of the kind. He was put to work immediately acting as a liaison for the school with the criminal elements of the first and second tier to smuggle contraband in and out. He grew to hate the life forced upon him as a criminal, but he felt he was under the thumb of Korlash, procurer for the school.
Over time, he became very good at his job, making contacts all over the first three tiers and learning how to forge documents to go wherever and whenever he was needed. As he grew in proficiency, offers to join other organizations grew until finally he took one up on their offer and left the Academy. Korlash wasn't happy but with the protection of the Amber Knives, there was little he could do. Things worked out well at first.
However, the Amber Knives were a little too dark for Whiplash's taste. At first, he tried to look the other way but then they kept asking him to do things he simply found unacceptable. As it was, he arranged for all of them to end up caught and imprisoned by the watch. Word got around. On the one hand, he has a reputation of someone not to be messed with; on the other, many suspect he was responsible somehow for their incarceration since he is the only member of the gang that got away. Either way, he is now a free agent, but in need of resources in a harsh world.
Pericuolo Narr writes a provisional charter for the Barony
[Online LARP for Baronies of Daytona on Discord]
TLDR If Not in the Mood to Read: These are the rules we, the Anarchs of Daytona agree to for the Federated Baronies of Daytona.
Fancier Preamble: We the Anarchs of Daytona hereby commit the charter document of the Parliament of Daytona. By our liberty do we remain free; by our union do we the movement remain strong. We as free thinking individuals demand our rights and are prepared to defend them by force of arms in sacred union that the Fires of Revolution never rescind from our collective memory.
Article 1 - Baronies
1. It is the fundamental right of Anarchs to establish Baronies as they see fit, when they see fit how they see fit. This charter supercedes none of their rights as such; with certain caveats (See below)
2. The Baronies of Daytona will be Federated and work jointly for the greater purpose of the cause at large.
3. The office of Baron shall be exclusive to the territory of each component barony.
4. The offices of Constable, Architect and Ambassador shall be reserved for the federation at large (Reference Article 3)
5. Each Baron shall have all rights and responsibilities pertaining to their office not the least of which shall include the right of Mandate and Authority as understood write large by the Movement on a global basis; to whit the Baron shall enforce justice, territorial integrity and the rights of the members of each barony within the movement or federation.
6. Any anarch may only be considered a resident or voting member of one barony in the Federation.
7. Charter members of the Federation consist of the Barony of the Winds and the Barony of Halifax.
8. Additional Baronies may be added per majority vote of the Assembly (See Below.)
9. Baronies may retain their own charters and laws but while members of the Daytona Federation rules and regs listed by this charter supersede all Barony laws except the authority of the Baron to execute their Mandate and Authority as duly elected by their office.
Article 2 - The Assembly
1. The Assembly is to consist of all members of the Baronies of the Federation.
2. The Assembly is understood to be the supreme body of the federation since the Federation exists by the free will and power of all anarchs and may amend this charter by majority vote at any time except as agreed to by the federation.
3. Residency requirements for a Barony are to be decided by each individual barony.
4. The assembly shall meet no less than once every ninety days. No necessity of war or officers may deny the right of the assembly to assemble.
5. Outside of barony borders as enforced by elected Barons, members of the Assembly have the following rights
-The Right to Speech-Any time, anywhere except by Rules of Order constituted by this Charter.
-The Right to free movement to anywhere but the borders of Baronies as dictated by said Barony.
-The Right to free movement outside of Daytona or within Daytona except as dictated by Ratified treaty.
-The Right to Bear Arms anywhere they damn well please except in the havens of others or Free Zones dictated by this Charter or Local Barony.
6. The Assembly is to elect a speaker who maintains the rules and order of the Assembly following rational debate and timely motion of the order of the day since we all have better things to do than just sit around talking.
7. If the Assembly does not elect a Speaker, the Speaker shall default to the Senior Baron (one with the most elected time) in the Federation. The Assembly is encouraged to elect a speaker that is one an existing Federation officer.
Article 3 - The Parliament
1. The Parliament shall consist of the following
-All Barons of the Federation
-All Officers of the Federation As Designated by the Assembly including:
-Architect at Large (or as subdivided)
-Constable of Defense
-Constable of Offense
-Ambassador At Large (or as subdivided)
-Speaker of the Assembly
2. It is the purview of the Parliament to perform the following
-Ratify plans of War that involve more than the routine actions of the Constable of Offense.
-Ratify Treaties by majority before put at large before the Assembly
-Ratify changes to the Charter as ratified by the Assembly (A change ratified by the Assembly not ratified by the Parliament will not be enacted unless Ratified by the Assembly for 3 sessions no less than 30 days apart)
-Resolve disputes between Baronies as the highest court of the Federation (Barons in such a dispute do not get a vote)
-Conduct initial negotiations for the admissions of new baronies to the federation (but may NOT determine additions of Baronies to the federation which is for the assembly alone)
-Veto the election of officer candidates by the Assembly by Majority (ties always go to the assembly)
-Vote proposals by the Assembly (ties always go to the Assembly)
-Have the right to Declare war by Majority (Ties go to the Assembly at large for vote)
-Have the right to end a Declaration of War (ties go to the Assembly at large for a vote)
3. The Office of the Architect at Large shall
-Provide for the well being of the Federation at large
-Have the ability to leverage a tax of time, resources or other activities as deemed needful and ratified by the Parliament for a duration of less than 30 days and the Assembly if longer than 30 days
-Provide for the spirit of Libertas for the Federation at large
-Provide for the sanctity and preservation of Mortals in the Federation at large and determine violations by Assembly Members of the same
-Facility the economy of the movement within the Federation
-Provide materials for the sustainment of the war effort such as required
-Shall be elected at large by the Assembly, whose term shall not exceed two years on election without confirmation by the Assembly.
-May be put up for election or confirmation by the majority of Parliament for the consideration of the Assembly at any time.
4. The Office of the Constable of Offense shall
-Be in charge of prosecution of war against the Sabbat or other enemies of the movement in times of war.
-Be the supreme commander in the field outside of Baronies (or as delegated by Barons within their territories) in times of war.
-Be allowed to designate special squads for the purpose of war and to create sub ranks that are to be obeyed by participants so long as the rank shall not exceed the length of the 30 days.
-Be allowed to propose sub ranks as needed to the Parliament who must ratify their nomination for any period longer than 30 days.
-Shall be elected at large by the Assembly, whose term shall not exceed two years on election without confirmation by the Assembly.
-May be put up for election or confirmation by the majority of Parliament for the consideration of the Assembly at any time.
5. The Office of the Constable of the Defense shall
-Be in charge of preservation of the peace and goodwill of Anarchy in the Federation writ large.
-May not be banished or subjected to a Call to Arms by the Barons of the Federation without the confirmation by the Assembly
-Is supreme commander in the field within the baronies unless unusual circumstances force a Baron within their own Barony to take charge. The default is always to the Constable of the defense.
-Be in charge of preserving the Masquerade
-Be allowed to designate special squads for purpose of war and to create sub ranks that are to obeyed by participants so long as the rank shall not exceed the length of the 30 days.
-Be allowed to propose sub ranks as needed to the Parliament who must ratify their nomination for any period longer than 30 days.
-Shall be elected at large by the Assembly, whose term shall not exceed two years on election without confirmation by the Assembly.
-May be put up for election or confirmation by the majority of Parliament for the consideration of the Assembly at any time.
6. The Office of the Ambassador
--Shall be elected at large by the Assembly, whose term shall not exceed two years on election without confirmation by the Assembly.
-May be put up for election or confirmation by the majority of Parliament for the consideration of the Assembly at any time.
-May be appointed by the Parliament for periods of less than 30 days if unfilled.
-Should not be a joint office held by any Baron or other Parliament officer.
-Has full negotiating power for treaties and represents the interests of the Federation outside of the Federation.
-Must have decorum, sanity and moral character and wisdom more outstanding any other officer of the federation; suicidal militarism, fanaticism to their private dogma independent of the welfare of the federation, reckless or emberrasing behavior of office will not be tolerated and charges of such can be brought up by the assembly for the dismissal of this office at any time since the Ambassador is the voice and the image of the Federation outside of the Federation.
Article 4
1. The Federation may create other offices or amend this charter by majority vote at any time. Ratification of such changes must take place in three successive meetings of the assembly or by 2/3rds of the assembly to be considered binding.
2. This Charter is considered ratified if everyone present in the Initial assembly agrees to by majority.
3. A barony may leave at any time by majority vote of the assembly members of its inhabitants but a BARON may not unilaterally do so. If done in time of war, the remainder of the assembly may decide at will if this action constitutes a declaration of war on the rest of the Federation.