Tarphen
Tarphen
The game and celebration of Tarphen has been enjoyed for time immemorial, but is nowadays considered part of a god of war’s festival, which has adopted the name. Held at the end of the week after the first frost, the game consists of several teams with each protecting a champion held aloft on a shield. A team loses when their champion or shield touches the ground or if their champion loses contact with their shield, with the last team standing declared the victors.
In small towns and villages, the game is played for fun and in good spirits, and, while physical in nature, games are rarely more than shoving contests. In these communities, any adult is welcome to take part, meaning teams can contain dozens of individuals. Traditionally the only prize for the winners is a taste of the last of the prior year’s mead, though often the losers receive the same reward.
In more urban areas, leagues have emerged, with games played from midsummer until the finals on the festival itself. Extensive gambling, prizes for winning teams, and sponsorship have led to increasingly serious and brutal competitions. The church, concerned by the number of deaths that were happening, established some additional rules as follows:
- No more than five teams shall compete in a single match, with a maximum of twenty players on each team.
- A field of play is to be designated by four posts flying the war god’s pennants, forming a square no smaller than 50 feet by 50 feet, with the distances increased by 20 feet for each team after the first two.
- A champion leaving the field of play is eliminated as though they had touched the ground or been removed from their shield.
- Use of any form of magical enhancement through spells, charms, potions, or attuned items is strictly forbidden.
- No weapons, armor, non-competition shields, or items of clothing with solid plates, spikes, protrusions, or sharpened edges are allowed on the field.
- Biting, eye-gouging, and ear-ripping are not permitted. Three such infractions disqualify a team.
- A team’s shield must be flat, circular, and no larger than three feet in diameter. It must also have an edge at least two inches wide and no spikes or sharpened edges.
- A champion’s shield must at all times only be supported by players.
Game Mechanics
To simulate a game of Tarphen for PCs wishing to bet or participate, a Narrator should first determine the relative strength of each team. The weakest team is always considered a +1 with the other team at +1–4 depending on the level of discrepancy the Narrator desires. If a character with a Strength bonus higher than a team joins it, they provide a +1 character bonus.
For each round, an opposed d20 roll is made between the teams, adding team and character bonuses. This represents anywhere between five and twenty minutes of struggle between the teams. The winning team increases their team bonus by +1. This increases to +2 if the winning roll was a natural 20.
Once the results of the round have been applied, compare the teams’ bonuses. If one team’s bonus is 5 or more points higher than their opponent they have succeeded in dislodging the opposing champion and win the game. If not, the teams make another opposed roll.
If neither team has won after three rounds the teams move to a final sudden death opposed roll. Whichever team wins that roll also wins the match as both teams collapse in exhaustion. In this case, each competitor suffers 1 level of fatigue.
The comparison of team bonuses for a given round (excluding any character bonuses) also sets the odds for betting, which continues each round of the competition. The odds for a given team are equal to their opponent’s team bonus to their own bonus. The payout for a winning bet is equal to the stake (amount of coins wagered) × the first number of the odds + the stake originally wagered. If possible, odds are deduced to the lowest common denominator.
Example:
The team from the stevedore’s guild, the Red Eagles, is the weaker team (+1) and faces last year’s winners, the Golden Lancers (+4).
Jarek Bloodeye (a player character) joins the Eagles and his +4 strength bonus means he provides a +1 character bonus to the team. Jerak’s player rolls a 12 for the Eagles, to which they add the team bonus (+1) and character bonus (+1) totaling 14. The Narrator rolls a 9, to which they add the team bonus (+4) for the Lancers for a total of 13. Surprisingly the Eagles are giving the Lancers a really tough fight, and their team bonus increases to +2.
The following round the Jerak’s player rolls a 6 for the Eagles, adding their team (+2) and his character bonus (+1) for a total of 9. The Narrator rolls a natural 20 for the Lancers, adding their team bonus (+4), winning the round increasing their team bonus to +6. They are ahead by 4 and just need to win the next round to take the victory.
Because of their respective team bonuses of +1 and +4, betting on the Eagles at the start of the game would get odds of 4-1, while betting on the Lancers would give odds of 1–4. After the first round increases the Eagles’ team bonus to +2, the odds would shift to 2-1 (reduced down from 4-2) on the Eagles and 1-2 for the Lancers. Someone who bet 2 gold on the Eagles in the first round would get 4 gold for every 1 gold they wagered, plus their initial bet, meaning that they win 10 gold total: 8 gold + their stake of 2 gold.
Bondsday
Bondsday
Held after the final harvest, Bondsday is an allday festival celebrating the connections between friends and family. The celebration sees families and friends across the land spend daylight hours together eating, sharing stories, and renewing their connections. Households hosting a Bondsday feast garland their buildings with strings of brightly colored flowers and prepare a large array of cold and preserved foods in the days before.
It is considered very bad form to refuse a relative entry to a Bondsday feast, no matter how distant or strained the relationship. In fact, the day is often seen as an opportunity to offer apologies and mend broken ties. Weddings are almost never held on Bondsday, as it is seen as a time for reaffirming existing relationships, not establishing new ones. For similar reasons, it is considered unlucky to propose or enter into any new business dealings on the holiday.
Traditionally, the only food prepared on the day are soft pastries filled with summer fruits and shaped to resemble a buckle. These are consumed at dusk, after which the celebrants exchange simple handmade rings formed of 14 cloth, flowers, straw, and the like. Communities signify different relationships with specific designs or materials in a way unique to each settlement, and more recently political allies have begun trading these as well. Only worn till dusk the following day before they are burnt, these tokens are said to strengthen the bonds between givers.
Game Mechanics
The giving of a Bondsday ring creates a connection between celebrants. For 1d6 + 1 days after Bondsday, if a creature uses the Help action to assist a creature they gave a ring to the target gains an expertise die as well as advantage . A creature can’t benefit from this effect more than once per long rest .
Junkyard Feats
Junkyard Feats
Learning to thrive amidst the scraps and pieces left behind or cast aside by indifferent or lost civilizations takes some particular feats of ingenuity and tenacity.
Item Intuition
Item Intuition
Vermin Supreme
Vermin Supreme
Improvisational Genius
Improvisational Genius
Make Them Laugh
Make Them Laugh
With unmatched enthusiasm you undertake a fantastic bit of comedic gymnastics—flipping off of walls, slipping into cartwheels, landing in splits, and otherwise making a grand fool of yourself to the absolute delight of those able to see your exhausting display.
Instant Allyship
Instant Allyship
The art of battle is driven as much by the minds of combatants as it is their muscles, and you have made it your business to get into a foe’s head, even if only for a brief moment
Really Very Funny
Really Very Funny
A little bit of slipping, an ungainly flip, or a teetering and unlikely turn disorients even the most perceptive of opponents.
Quick, Drink This
Quick, Drink This
No matter how deadly or serious an opponent is, if they can drink, you can splash something down their throat with superlative timing.
Make a Persuasion check opposed by the Insight check of a creature within your reach. On a success, the creature drinks whatever item you are offering to it, whether that is a potion, poison, or otherwise. Any alchemical item (such as an acid flask or alchemist’s fire) deals four times as much damage as normal when a creature drinks it in this way, although any ongoing damage is only dealt twice.