Crownless: Postmodern Tolkien + Arcane + Fallout
"All that is gold does not glitter,
Not all those who wander are lost;
The old that is strong does not wither,
Deep roots are not reached by the frost.
From the ashes a fire shall be woken,
A light from the shadows shall spring;
Renewed shall be blade that was broken,
The crownless again shall be king."
- J.R.R. Tolkien, The Fellowship of the Ring
Basically Postmodern Tolkien meets Arcane meets Fallout. A grim and gritty world where ancient evils bubble up into a world ruined by technocratic madness: a layered tower-city of pipes and gears, fueled by the Divine Engine which burns the body of the god Grond. Outside the walls lies a world of technicolored wastelands, psychedelic deserts rendered into impossible and wondrous forms by roaming Chaos Storms made from the brokenness of magic itself: the tapestry of the world frayed, the mind of creation driven mad and hateful.
The crownless again shall be king.
This is an Free Character Roleplay campaign that I am actively running. This is meant to be played as a play by post game where player characters are not necessarily in a party together but can team up if they please or even conflict with each other. It is one that I intend to fully give to you as much as possible over a couple of blog posts.
The History of the World
The Glorious Dawn
In the first age, the glorious dawn, the gods made the world and the sapient peoples of it. There is some debate about this. It is often stated that there were primordial elementals bound by the gods or perhaps the All Mother manifested utterly into the world and became it in an act of self sacrifice. Perhaps a single god stood above the rest in the ordering of creation. To many this would be the High Father. So there were the gods and there were the Others, sometimes called the demons. Rival gods? Children of the primordials? Things from beyond? Fallen deities or angelic servants? Whatever they are, they infested creation soon after its completion and began to corrupt it.
The Age of the Dark Ones
Thus began the age of the Dark Lords. The Others manifested in the world and grew in power, subjugating its peoples. While manifesting in the world strengthened the Others, it weakened the gods. Some gods took on mortal likeness and did battle with the Dark Lords and sired great heroes who would be the first kings and queens. Many of these gods were slain or gave up their immortality for the love of their mortal partners. Some may yet roam the world.
So the gods tried a different tactic: they empowered mortals with their gifts of magic and artifice. The elves of the first kingdoms called High Elves for their divine ancestry were particularly blessed with the secrets of magic, manipulating the very fabric of reality.
With this power the elven heroes defeated the Dark Lords, sealing or destroying them. The gods then diminished more of their power in crafting the Great Binding, preventing the Others from returning to the world.
The Ascendant Age
The elven lords became skilled in magic even surpassing the gods. They became known as the Ascendant Masters. They used the power of the gods against them, killing some and binding others. They too subjugated the other peoples to their will.
Many gods fled into the world to hide from these magicks. Other gods simply left. Some were bound into weapons of terrible destructive power like none ever seen before or since.
Then the Ascendant Masters turned on each other and the Wizard Wars began.
The Wizard Wars destroyed the world. The gods all but vanished utterly. Magic itself became utterly wild and dangerous, roaming over the blasted lands in kaleidoscopic storms that are nothing but hideous distortions of reality itself, leaving behind inexplicable landscapes more suitable to nightmares than the waking world.
The Enlightened Age
In the midst of this conflict, the Ascendant Masters did not recognize their underlings had begun to turn against them. Seeing that magic itself was becoming wild and unreliable, the sharp minds of this midday age began to look deeper into the ancient divine gifts of artifice. Machines and tools are reliable. They require no special bloodline nor terrible sacrifice, at least no obvious sacrifice. These geniuses began to unlock the secrets of the new science. As the Wizard Wars began their final death tremors, these new Enlightened Masters created giant walled cities, some repurposed from the old masters or from the Dark Lords before them. They built huge walls of steel and logic and by cunning beyond me kept the madness out.
All the peoples of the world huddled in these metal hives, old allegiances lost to the storms outside. Now they must live together. Now they must forge lives for themselves where the gods are dead, magic is out to kill them, and the Great Binding has been loosened by the ruinous arrogance of those that came before.
Welcome to a city powered by the corpse of a god shoved in an almighty engine built over the ruins of a Dark Lord's infernal palace where the best you can hope for is to hold on to hope.
Welcome to Grondburn.
Mechanics
I've been mainly using my Weirdways system for this, but I've run it very FKR not holding on too tight to mechanics. I've asked players to trust me, bro, and it's worked out quite well this far.
I have not used any means of boosting rolls or results since I have found this slows play. There's already enough to think about.
Read this post for how FCR works. It's much easier that way. If you want to see how to set up a game, I'm glad to bring you into a server to show you how I set things up.
The Roles We Play
Warning for potential players: There is information contained in these Roles that fellow players potentially shouldn't know. Proceed with caution. When you present these to players, best to summarize them without spoilers.
Role Select Screen: (No spoilers)
Each player will select a Role. Two players cannot play the same Role. You could make this first come first served or you could roll to decide who gets to choose in what order.
The Detective
Grondburn is not just another city but a grand experiment. Never before have so many diverse peoples been forced to live alongside each other. You are here to prevent the city from splitting apart at the seams. You find the truth and you deal out justice so that peace may endure.
An officer of Prevention, investigating the murder of a young woman from a powerful elven family. Hunt down the truth and shake up the gangsters of the city to see justice prevail.
The Torchbearer
You are rebellion. You burn bright and hot and fast until there is nothing left. You are rage, the vengeance of the people ground into ashes by Satanic mills of this city. You are the ember in the ashes and you will burn it all down.
A young adult gangster, leading a pack of youths much like you who have suffered at the hands of Cinder Industries. You take the powerful arcane drug Spark to give you volatile pyromantic abilities. Take down Cinder Industries and evade Prevention.
The Engine Priest
You are a member of the secretive order of priests who maintain the Great Engine which burns the divine corpse of the god, Grond, in order to power the city and keep it safe from the storms of chaos magic outside the walls. Something is amiss with the workings of the city. Another was sent out before you to address the problem, but they have not returned. Use your skills in crafting and tinkering with machines as well as your mechanical augmentations to achieve your mission at any cost. The Engine Must Burn.
Street Preacher
Vigilante paladins fighting evil in these dark times. Street Preachers share little in common besides a firm belief in hope. They may stand for different gods. Many hold to the faith of the High Father but they might also worship the All Mother, the many little gods of the wood elves, the ascendant heroes of the high elves, the honored ancestors of the dwarves, or simply hold to the faith in a better world.
For their faith, they are rewarded with some divine abilities but little fuel. The gods are simply not what they once were. They are too distant or too weak to offer any great miracles. However, Street Preachers can heal others, repel unholy things, and empower their physical abilities, but this always comes at a terrible cost to the Preacher. They are permanently diminished with every use of these powers, giving of their very selves for the good of others.
Street Preachers do have a few more advantages. Their loose organization as a holy order means that Street Preachers will help each other and that they benefit from a lot of support from the religious and generous people of the city. There is also a legendary Dwarven forge master who creates fantastic trick weaponry for the Preachers, weapons that can transform in an instant or fold out impossibly from much smaller forms.
Evil is stirring in the depths of the city once more. Expose it to the light.
The Professor
Knowledge is a dangerous thing. The world has become alien and unknown, poisoned by magic yet not destroyed but changed. The ramifications of this change are only now beginning to be explored and you are one of the pioneers willing to dig into the secret knowledge that once destroyed the world.
Perhaps you can cure this diseased world.
The Waste Warden
The crunch of wheels, the roar of the engine, the howl of reality-bending storms.
Sounds like Tuesday.
Are you crazy, brave, or just plain stupid? You'd have to be a little of all three to do what you do, and you'd have to be damn tough to survive for more than a day on the job.
Luckily, you are. Fight off raiders, mutants, and whatever else threatens to devour your city. And try not to die.
The Delver
Dig too deep and too greedily. That's the job. Working for Cinder sucks shit but it's good work. It'll most certainly kill you one of these days but everyone gets killed by something at some point. You've at least made your choice.
Plus, you got some cool toys to make the job a little more fun.
The job is about to go south real fast. Escape the depths and warn the surface about what's coming. Pray it ain't already there.
Secret
A sneaky role with connections.
The Boss
The secretive boss of one of the city's gangs.
Roles with Kit: (With spoilers)
NO PEEKING CURRENT OR POTENTIAL CROWNLESS PLAYERS
The Detective
Grondburn is not just another city but a grand experiment. Never before have so many diverse peoples been forced to live alongside each other. You are here to prevent the city from splitting apart at the seams. You find the truth and you deal out justice so that peace may endure.
You are the Detective. You are an officer of Prevention, the internal security force and constabulary of Grondburn, investigating the murder of a young woman from a powerful elven family. Hunt down the truth and shake up the gangsters of the city to see justice prevail.
You are Trained in Firearms. Describe your preferred weapon.
You have a Criminal Contact. Who is it and what is their area of expertise?
You are a Skilled Investigator. What case boosted your reputation? What case still haunts your dreams?
You are also... (Pick one of the following):
- Good at Reading People
- Handy with your Fists
- Tough as Nails
- A Bit of a Criminal Yourself (You picked up some skills in theft and lockpicking.)
- A Handgun
- A Badge
- Just enough money to get by
- A pack of cigarettes
- Disciplined with your pyromancy, helping you have better control.
- Powerful: You can put out more firepower than anyone in the gang.
- Connected: Someone in authority helps you out of jams. Who is it and why?
- A knife or switchblade
- Pocket change, probably from other people's pockets
- Something from a parent that Cinder took from you
- Justice: The guilty must be punished and the innocent protected. You can use your Miracles to Smite the Wicked.
- Mercy: The world is sick and the people are too. Feed the hungry. Heal the sick. You can use your Miracles to Heal What is Broken.
- Freedom: Free the captives. Break every chain. You can use your Miracles to Pass Unseen.
- Valor: The strong must protect the weak. You can use your Miracles to Shield the Faithful.
- Wisdom: The world is lost in ignorance. Show them the way. You can use your Miracles to See Through Lies.
- History: Now is the most interesting time of all
- Engineering: Gadgets and gizmos have never been your forte.
- The City Itself: You're a relative newcomer. You get lost pretty easily. Where did you come from before?
- An office on the border of the Muddle and the Low Borough.
- A small garden for reagents
- Tools of medicine and science
- Enough money to be comfortable
- An Alchemist's Bag: While you have this on your person, you have the tools and materials to immediately identify strange materials. You may also whip up one potion per Turn. Who taught you the art of alchemy?
- An Unusual Little Friend: A small magical creature that obeys your command. What odd ability does it possess? Where did you find it
- A Piece of the Old World: A magical artifact of a forgotten age. Using any magic, even in the city is gravely dangerous but you know that power lurks within this object and it calls to you. You know you could unleash it but at what cost? How did you find this object? What do you suspect it can do?
- An Elf Assassin: Quick, deadly, wears silly clothes.
- Old Cinder Goon: Mechanically augmented. Killer attitude.
- Half Troll: Your own child, almost as tough as you are.
- Troll Blood: Makes you tough and strong. Cost: Makes you feral
- Rush: Makes you fast and focused. Cost: Brain damage.
- Wake: No need to sleep or slow down or relent. Negates mind control. Cost: Become a zombie.
- Gun Warehouse: You have ample access to firearms which are not as common as you'd expect in the city.
- Potion Workshop: You can produce some common types of alchemical potions.
- R&D: If you wanna experiment with the drugs, you gotta have a very special lab.
- A Flying Carriage: A worthy vehicle for traveling quickly and quietly within the city and without.
- The Veil of Night: You are already quite stealthy, but this makes you impossible to detect unless you do something to draw attention to yourself, allowing for easy surveillance at a medium distance.
- The Suggestion: An amulet that can manipulate the minds of the weak willed (aka NPCs). Place suggestions in their minds that they will obey without even realizing it. They must look directly and deeply into the amulet.
- The Neverending Purse: A purse that is always full of gold. It comes from somewhere but while you have this item, you will want for nothing as far as finances go.
- Zippy: Your rig is fast and maneuverable, but it has very little armor or weapons.
- Tank: Your rig is solid with heavy armor and a top mounted gun.
- Crawler: Not super fast or not super armored but weird. This scuttling monstrosity gives you a lot of control, prehensile limbs, and the power to climb walls and jump great heights. It's got a grappling hook.
- Field Mechanic: You can fix up and modify gear on the fly if need be.
- Survivalist: You know how to survive if you get yourself stuck in the wastes. You can track prey too.
- Mundane: Magic, including the chaos magic of the wastes doesn't affect you as much. Why do you think that is?
- Drill Hands: Unfold some handy dandy drills that can tear through stone barriers. Digging whole tunnels will still take a long time.
- Cave In Shield: Deploy a powerful unfolding metal shield that can protect against cave ins and just about anything else.
- Overclock: You've made some modification yourself. You can get even more power out of your Rig but you could burn out your Rig.











I forgot to link to my Weirdways system: https://sheepandsorcery.blogspot.com/2022/06/weirdways-universal-system.html?m=1
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