We know that settlements in Torchbearer often have temples and shrines to various Immortals—they’re among the locations you can visit during the town phase. But the temples and shrines are generic. It’s left to the GM to fill in the details. By default, people in Torchbearer give devotion to many Immortals. Most are simply worshipped collectively as the “Lords.” But it is not uncommon for settlements to pay special attention to a Young Lord: say Yngve the Lord of Sowing, an incarnation of the Lords of Plenty.
We all know you go to the tavern for drinks and rumors, the shrine for omens and the temple for prayers. But where do you go for your more esoteric needs? Why, the hedge witch of course! Check out this new town location for your game.
It’s been a busy few weeks but I think we’re now back on track. Today, I want to take a look at a some near gear that might help your adventurers survive the dangerous world of Torchbearer. Take a look!
Hello friends! Note that I’ll be at PAX East next Thursday, so there likely will be no post next week.
The Fury of the Lords of Life and Death is a potent prayer given to first-level clerics. But perhaps it doesn’t quite fit the concept of your character? Just for you, here are seven alternative prayers for your cleric.
Choose one blessing. Your cleric knows this blessing in place of Fury of the Lords of Life and Death. Your cleric may use this blessing once per phase. Breadth determines who gets the advantage dice. Each blessing has a duration of one turn.
In the Icelandic sagas, draugr are malevolent beings. It was said that you could tell who was likely to become a draugr in death because they died sitting up — in other words, alone as a miser rather than in bed and surrounded by loved ones. Sea-draugr are something else again. Though they share many characteristics of their land-based ‘cousins’, the tales seem to reflect the loss and guilt felt by those left behind when their loved ones were lost at sea and unable to be laid to rest with their ancestors.
In these stories, the sea-draugr often seek to return home and take up their old lives, only to be refused and shunned by their living families. The living are left with feelings of guilt and shame from these encounters, while the dead must return to their frigid, watery graves.
The sea-draugr play an important role the Bridge of the Damned adventure, so here’s a first look. What do you think?
I’m still recovering from the Bridge of the Damned Kickstarter, so we’re going to keep this week’s post short and sweet.
I know some of you have been wondering how to make higher-level starting characters in Torchbearer. This is for you.
This is playtest material. We’ve made lots of characters up to third level and been pretty satisfied with them, but we haven’t tried heroes of even higher level in play. If you use these rules and bring the characters to the table, let me know how they play!
Since we’ve been talking about adding a shrine to the Dragonslayer to our Robber’s Bridge adventure, I thought we might take a deeper look at the cult this week and explore its most closely held secret. Note that the rules for the Mysteries of Lith have not yet been playtested. If you use them in your games, I’d love to hear about it.
A number of you have been patiently waiting for rules for overland travel in Torchbearer. Well, wait no longer. Here is a playtest draft of the rules. They are designed to interface with the weather rules in Middarmark.
If you’re playing Torchbearer, characters are almost certainly going to die. That’s the nature of the beast. But what then? By default, you start a new character at level 1. I’m a fan of that myself.
But there are alternatives!
Some of you have managed to raise your characters to level 5 or even higher. And some of you have met an untimely end in bad circumstances. After playtesting this a bit on our end, we wanted to give you a view into how we view death at Burning Wheel HQ. Behold:
Clerics have always been among my favorite classes. I know that’s not something you hear often, but they offer a great combination of melee potential and mystic might — even though magicians generally get the glory in the magic department.
In Torchbearer, the cleric has the potential to be everyones’ best friend; not just for prayers that grant the ability to alleviate conditions, but also for the ability to ease or eliminate many of the rigors of life on the road. Plus they’ve got access to some truly creepy stuff as well.