What are you a cleric or paladin of?

1 – Justice. And not the wishy-washy, platemail-clad shining sword shite that the other paladins talk about – actual, legal, by-the-book justice. You have an encyclopedic knowledge of the laws of the land, which is backed up by several actual encyclopedias that you carry on your back out of devotional respect. You are a lawyer, first and foremost, and you’ve let more than one “evil” necromancer go because they haven’t done anything wrong. (That said, you got that dragon on charges of livestock theft, and he’s still in jail, so.)

2 – Rocks. Can’t go wrong with a good rock. When everything is confusing and your adventuring companions descend into arguments, you focus yourself on the zen heaviness of rocks. Rocks know what’s what. You lift them a lot, to understand that heaviness better, so you’re pretty strong too. Mountains are kind of like gods to you, but the sort of gods you can climb and have a picnic on.

3 – Wayfaring. Your order used to possess the secrets of interplanar travel, and your ancestors would protect the barriers between worlds. But: that all collapsed, and now you’re a gang of dispersed guides, bodyguards and travellers who aid passage through the unstable and forgotten routes to the otherworlds that crashed into the prime material.

4 – Goblins. Due to a misspelling of “goblet” in your sacred tome, you are part of a sect that reveres goblins as the true vessels of the divine. So adaptable are goblins! So eager to spawn, so ingenious! Everywhere you look, there’s a goblin, and it’s showing you its arse! You find goblins fascinating, and your search for the goblin used to hold the blood of your god continues apace.

5 – A family line. The Von Helsbrecht family are, as far as you’re concerned, gods on earth; hundreds of years ago, they ruled this land as benevolent dictators. After a series of brutal and bloody wars, the family were dethroned and the members exiled or executed. You still draw holy power from their divine right to rule, and you are on a mission to track down the surviving members – however watered-down their blood might be, and whatever sort of wastrels they’ve become (some of them are even adventurers) – then help them take over the country again.

6 – A bound demon of world-shaking power. Your order bound a demon the likes of which the world had never seen and trapped it in a vault of ivory-white stone, far beneath the city streets. The thing has such vast power that you and your allies can tap into it to cast magic spells and summon miracles – though they all have a hellish edge to them, and you’re often mistaken for dark magicians yourselves even though your cause is a righteous one. So long as the demon doesn’t ever break out and come to track you down and kill you, or send agents against you to do the same, you’ll be fine.

7 – A genius loci. There’s a hill, or a lake, or a mine, or some other large natural feature near you that has a god in it. (Maybe it landed there during the sundering; maybe it’s always been there.) You worship it, and protect the lands around it, and it grants you power in exchange. Now, as you go out on adventures with your companions, you are gifted with some token of the place – a glowing seed from the great tree, a crystal vial of water from the lake, stone chipped from the temple’s inner sanctum – and instructed to plant it elsewhere, and tend to it, to make new genius loci across the land.

8 – The People. You fight for the little guy, and not because some god tells you to; you do it because you need to help each other out. You’re at the forefront of demonstrations, you organise aid handouts for the poor and needy, and you kick the tar out of corrupt police officers. (And, sometimes, non-corrupt police officers, because they’re part of a corrupt system.) You draw power from the roar of crowds, the heartbeat of nations, and you march at their head with bloody banners held high.

9 – The Door. They call it the Heaven Door or God’s Door or just The Door, and it appears wherever humans are in place of other doors. It leads to a great and powerful kingdom beyond our own, and you have devoted your life to tracking it down wherever it manifests and killing the things that come out of it.

10 – The song that ends the earth. You know the truth – that the world is being sung into being by a mad god, and when the song is complete the world will end. Your order taught you some tiny fragments of the song that you can use to change the world in small ways, but your primary goal is to counteract the end of the world; either by continuing the god’s song, by building wind-powered instruments on mountaintops, or confusing the cosmic melody by laying down anharmonic discordances and tricking the god into starting again from the top of the verse.


Remnants is a series where Chris and Grant, the creative leads behind Rowan, Rook & Decard, create a fantasy world through the use of Dx tables. Because who has time to read a full setting book?

[REMNANTS] Once upon a time, when the dragon-kings ruled the aetherealms and the Witch-Queens fought grand duels over generations with arcana of unimaginable power, the worlds split apart. There was too much magic, and reality couldn’t bear the weight any longer. The otherworlds splintered apart like ships crashing against a shoreline; but the pieces remained, shards of reality, and they pierced the material realm. A thousand dimensions, all attached to various degrees, to the prime material: some forgotten, some overrun with new inhabitants, some spawning monstrous creatures into the world, and some ripe for plundering.

Cover image by Bit Boy on Flickr

grant
Grant is the creative force behind such games as Goblin Quest, One Last Job, Unbound, Honey Heist and the latest edition of Paranoia. In a previous life, he was a video games journalist, and before that he was a chef for a while, but it didn't really work out. His work is famous for short-form, easy-to-learn rulesets with an emphasis on quick play and accessible humour.

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