Designer's Notes
The following rules are intended to give a little bit of structure to player character adventuring parties--not so much as to severely constrain their composition or goals, but enough to provide them with some initial cohesion and purpose, and to help the referee come up with ways of hooking them into the campaign setting.
Into the Dark presupposes a nonlinear, sandbox style of play; the referee is not encouraged to generate a single adventure hook based on a party's type, but a party's type can help the referee develop and introduce multiple hooks which are suited to the party's general goals and interests. The players can also more easily initiate their own adventures, because they already have pre-established objectives.
Adventuring Parties
Before each player creates his own particular character, the players must agree on what type of adventuring party they will form.
The following rules are intended to give a little bit of structure to player character adventuring parties--not so much as to severely constrain their composition or goals, but enough to provide them with some initial cohesion and purpose, and to help the referee come up with ways of hooking them into the campaign setting.
Into the Dark presupposes a nonlinear, sandbox style of play; the referee is not encouraged to generate a single adventure hook based on a party's type, but a party's type can help the referee develop and introduce multiple hooks which are suited to the party's general goals and interests. The players can also more easily initiate their own adventures, because they already have pre-established objectives.
Adventuring Parties
Before each player creates his own particular character, the players must agree on what type of adventuring party they will form.
An adventuring party’s type determines its main motivation for
adventuring. The referee can use adventuring party type to develop adventure
hooks, NPC contacts, allies, and enemies for the player characters.
At least one half of the members of an adventuring party must belong to
the main class for their party type.
Adventuring Party Type Table
#
|
Type
|
Main Class
|
1
|
Mercenaries
|
fighter
|
2
|
Missionaries
|
cleric
|
3
|
Order of Knights
|
fighter
|
4
|
Patrician Family
|
fighter
|
5
|
Plunderers
|
fighter or thief
|
6
|
Retainers
|
fighter
|
7
|
Thieves Guild
|
thief
|
8
|
Wizard Order
|
magic-user
|
Mercenaries
Nobles and towns hire mercenaries to bolster their forces for an
invasion, or to defend against the raids and invasions of their enemies. Mercenary
companies can number in the hundreds, but there are also smaller bands of
mercenaries numbering in the dozens or fewer, which fit the case of a typical
adventuring party.
Many people dislike mercenaries, in part because unemployed mercenaries
frequently resort to banditry. Mercenaries typically receive hospitality through
intimidation rather than through genuine generosity.
Missionaries
Missionaries are clergymen who seek to convert nonbelievers, and to
uphold the orthodoxy of already converted communities, by weeding out heresies
and survivals of other religions.
Most missionaries are lawful, but neutral or chaotic missionaries are
possible as well. The latter are typically members of underground cults, which
try to surreptitiously gain converts in societies dominated by lawful
religions.
Order of Knights
An order of knights consists of warriors of noble birth dedicated to a
particular political, religious, or moral cause.
An order of knights has a general alignment (lawful, neutral, or
chaotic) in addition to its particular cause. Most orders of knights are
lawful. Neutral orders of knights are generally the elite warrior societies of
pagan cultures. Chaotic orders of knights are secret societies dedicated to
fighting in the name of demons or chaos gods.
Patrician Family
The goals of a patrician (noble) family include defending and expanding
their lands, securing good marriages for their sons and daughters, and avenging
insults to the family honor. A patrician family adventuring group can include
servants of plebeian (common) rank as well as actual members of the patrician family.
Patricians can typically expect hospitality from others of their class,
provided that they are not enemies actively engaged in war against one another.
Plunderers
Plunderers make a living exploring and looting ruins. Ruins are often guarded
by faeries, spirits, monsters, witches, and bandits, but generally also contain
treasures that can be sold for considerable sums to nobles, clergymen, or
wizards.
Retainers
Retainers are low-born (plebeian) servants of a king or patrician
family. They perform tasks such as patrolling a border, scouting an enemy
force, raiding an enemy base, escorting members of the family on long journeys,
rescuing kidnapped members of the family, hunting down criminals or fugitives,
and retrieving stolen treasures.
Thieves Guild
A thieves guild is an organized criminal enterprise. Guilds vary in
size from a dozen or so to hundreds of members. A guild will often specialize
in a particular form of crime. Common specializations include: assassins; burglars;
counterfeiters; cutpurses; forgers; gamblers; kidnappers; muggers; procurers; racketeers;
and smugglers.
An adventuring party associated with a thieves guild will typically be
a smaller operational team or unit within the larger criminal enterprise.
Wizard Order
Wizard orders (also called guilds or lodges) are dedicated to the study
and practice of the art of magic. They often operate in secret, because of the
common belief that all magic involves invoking demons or other dark powers.
Wizard orders vary in size from local groups which may have a dozen or fewer
members, to international orders which can have hundreds of members spread out in
different kingdoms.
A wizard order has an alignment (lawful, neutral, or chaotic), which
represents the type of spirits its members invoke in order to attain their
magical power (celestial, elemental, or infernal spirits, respectively). Lawful
wizards desire to use their magic to benefit society, through spreading
knowledge and enlightenment, while chaotic wizards desire to use their magic to
gain power for themselves at the expense of others.
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