The Northern Strata: Player Reference

Welcome to the Northern Strata. 

Game Rules

System

OD&D, referencing the Littlest Brown Book as a base.

Character Creation

Characters start at level 1 with max HP. New characters start with 2 pieces of adventuring gear, 2d6 gold pieces, 1d6 torches, and a trinket. The trinket cannot be magical but can otherwise be whatever you want.

Character Classes

Fighter

Fighters are those who have trained in combat with physical weapons and armour of all types.

d20Why did I take up arms?
1Because the sword is the seed from which all motion flows
2To flee the geometer lords
3To rage against hierarchical regimes
4To combat the mumblings and deceivings of scholars
5Because it was commanded in a dream
6As preparation for the end times
7To sing the glory of wasps and orchids
8To make audible the nonsonorous forces of the cosmos
9As a childhood oath to the werewolves
10To light a fire upon the rooted classes
11To return the war machine to its Nomadic origins
12To become a beetle or dog
13To translate the violence of crustaceans into new forms
14Because the secrets of irrational numbers must stay hidden
15To become a bear or mineral
16To attract the attention of anomalous gravitational forces
17To write a poem of rhizomatic violence
18To champion the existence of empty spaces and times
19To transform heated, captured particles into new loves
20To protect against the alien invaders

Magic-User

Aspiring scholars and students who have trained in the use of magical scrolls and books. While few will make it to the rank of full scholar, many are able to sort out a meager existence through the ad hoc funding of various research proposals approved by the consortium.

d20My mentor’s area of specialization was…
1Geometric dissonance – the study of discordant tones and their effects
2Fertile cohabitation – the mating habits of exotic plants
3Geological vibrations – the formation and dissolution of minerals
4Humanoidism – the nonhuman beyond the human
5Atmospheric fluxology – the cooling and heating cycles of the Earth
6Metaphysics – first philosophy, the study of being qua being
7Formal logic – the manipulation of obscure ancient symbols
8Monster studies – does evil come from within us, or from beyond?
9Fungal anthropology – mushrooms at the end of the world
10Cosmicolorism – the interactions between hues and cosmic forces
11Ant imaginations – scent-based languages and their origins
12Polar forces – magnetic spirits and their impact upon the tides
13Antediluvian history – the tales of those who lived before the Deluge
14Floral languages – the secret communications of plants
15Anti-grammatical inscriptions – a formal and structural analysis of spell-writing methods
16Crustacean nihilism – on the crab’s struggle for meaning
17The Daimonion – the inner voice and its functions in moral life
18Non-Euclidian geometry – the aberrant spaces beyond the fifth postulate
19Madness – the study of butterflies
20Dionysian dance – experimentations with life-affirming movements

Cleric

When the gods were murdered, it was expected that the power of clerics would cease to work, but such was not the case. In the two thousand years since, the question concerning their origins has generated considerable debate.

d20Where do my powers come from?
1From the radiant energy of solar flares
2From a single Being known only as the “unmoved mover,” cascading down through the hierarchy of beings
3Ex nihilo
4From the beauty infused within the human soul
5Underneath the bridge between the finite and the infinite
6The resonant waves of cosmic emotion
7The principle of dust
8Dark and unseen forces powering universal expansion
9From the blooming of flowers
10As channeled from the spinning gyrations of tectonic plates
11From the sustained cruelty of humankind
12As a gift from the divine creatures that fly into spiderwebs
13From within the dreams of sleeping birds
14A world of Shapes, through which our physical world is merely a shadow
15From the passional collisions of white walls and black holes
16From the blood of handsome bastards
17The clapping of thunder
18The suffering of the innocent
19Evil intentions
20True love

Thief

In addition to their standard skills, thieves are highly accomplished at plagiarism. A successful check indicates that the thief may sell their work as legitimate research, improving their status among the scholarly. A failed check indicates that their work is likely to come under suspicion.

Thief LevelPlagiarism (d6)
1-21-2
3-61-3
7-101-4
11-141-5

Thieves also start with one text in their possession which they have plagiarized. Players may describe the text themselves or may roll on the Plagiarized Works table.

d20Plagiarized Works
1The Necronomicus – a book of dead spaces and dead times, causing all who read to be driven to painting
2The Critique of Aberrant Reason, Firgilliad Romulus – An investigation into the question of to what extent human reason is capable of alien knowledge
3Ethics, Demonstrated in Geometrical Order Sparuch Binoza – A derivation of ethical living through Euclidean principles
4Phenomenology of Antimatter, H.G. Fegelius – A propaedeutic to the study of matter
5Principles of Geosorcery, C. R. Lyell – An attempt to explain the changes of the Earth’s surface in reference to causes now in operation
6The Book of Wounding, Ravicenna – The curing of the soul’s ignorance through the application of logic, natural sciences, mathematics, and metaphysics
7Vitalism is Not Dead, Evil Anne – A rejection of dualist sorcery
8XZ – A wide-ranging examination of several topics including political governance, heaven, and why human nature is bad
9Observations Upon Experimental Necromancy, Margaret Blavendish – A defense of the freedom of rational matter and writing as honourable disease
10Elements, Euclid – A mathematical treatise demonstrating proofs in plane and solid geometry, number theory, and incommensurable lines
11De Anima Advena – An account of the souls of vegetative, animal, and alien beings
12Novum Organum, Franziska Bacon – magnum opus on the experimental method
13On the Revolutions of the Celestial Squares – A rejection of spherocentrism
14Philosophie anatomique, G. Saint-Hilaire – On the formation of monstrosities
15Leviathan – Develops the emergence of the absolute sovereign out of strife & whalesong
16Singularities – poetic articulations of seaweed
17The Lobster God – “She that binds with double articulation”
18On the Origin of Lycanthropes, D.L. Hoffesmus – On the transformation and preservation of beings through desire
19The Empire of the Steppes, Rene Grousset – On ‘slowness’ as a dramatic pole of Nomadic art
20Abstraction and Empathy, trans. Dora Vallier – A rejection of 3-dimensional wizardry

Gaining Experience

Characters receive 5 XP for every 1 gold piece recovered. The primary means of gaining gold is through (1) finding treasure, (2) scholarly contributions, or (3) mapping the strata.

(1) Finding Treasure

Treasure can be found in all kinds of places. It makes no difference whether the treasure is stolen from Lawful or Chaotic peoples.

(2) Scholarly Contributions

The Scholars seek written accounts and well-researched studies of the peculiar fauna and flora. Note that all research must be supported by appropriate evidence. If evidence is not sufficient, then it may lessen the scholarly impact. Plagiarism and/or falsification are both strictly prohibited and, if discovered, will result in severe punishment and loss of academic reputation.

Contribution Levels:

Minor – a small but notable addition to an existing body of literature, e.g., written insight into behavior of a known species, well-made anatomical diagram, or preserved specimen – 200-500gp 

Significant – documented account of a rare but known species, e.g., detailed description of previously unknown behaviour, extended field study, or live specimen – 1000-2000gp 

Major – demonstrable evidence of a previously unknown species, e.g., written documentation of its characteristics and classification, physical proof of morphology, or detailed analysis of widespread ecological impact on surrounding fauna & flora – 3000-5000gp 

Groundbreaking – work that challenges the entire existing framework of study, e.g. evidence for new types of life, previously undiscovered connections between entirely separate natural categories, or rebuttals of widely accepted theoretical frameworks – 10,000gp or more

(3) Mapping the Strata

The Geometer Lords have issued a decree calling the surrounding regions to be charted. They are extremely particular about shape, and will pay extra for maps of hexes that contain pleasing symmetry. To calculate the value of a particular map, first add up the base value of each hex in the map. Then adjust this value by applying modifiers for shape and distance. Distance is calculated by measuring from the closest settlement along the map’s nearest edge. 

Base Value
Steppe – 100gp 
Tundra – 150gp 
Forest – 200gp 
Mountain – 500gp 

Map Shape Modifier 
Single – 1.0x
Trihex (3) – 1.25x
Ray (5 straight) – 1.5x
Flower (2x3x2) – 2.0x 

Distance Modifier 
3-6 hexes from settlement – 1x
7-12 hexes – 1.5x 
13-21 hexes – 1.5x 
22-40 hexes – 2.0x
41+ hexes – 5.0x

Saving Throws

The 5 standard saves are replaced with the following, in order:

Save versus Lines of Destruction or Death
Save versus Lecture 
Save versus Frostbite 
Save versus Roots and Trees
Save versus Black Holes

Downtime Activities

See the Downtime Activities reference.

Equipment

Adventuring Gear

TypeCost (gp)Weight (lbs)Description
Alpenstock3010Long wooden pole with iron spike tip.
Backpack52Small leather bag that can carry coins or other loose items.
Bedroll25Insulates against the ground.
Crowbar510Metal bar to assist with lifting or prying.
Firewood (1 night)125Provides a source of warmth.
Grappling hook258Metal hook, can be fixed to a rope.
Hammer, small21Can hammer spikes or shatter shin ice.
Heavy furs510Protects from wind and cold weather.
Ice axe52Climbing tool for steep terrain.
Ice pick10.2Assists in breaking and chipping at ice.
Oilcloth sheet (5×5)55Provides waterproofing to shelters.
Patten 12Insulates against muddy ground.
Rations, dry (1 week)510Lasts for 1 month in cold temperatures.
Rope (50’)12Hempen, can hold weight of up to 3 people.
Shoe spikes (2)20.5Provides traction on icy surfaces.
Spectacles51Protects against harsh sunlight.
Telescope300.5Allows to see stars and distant objects.
Tent, large320Provides shelter for up to 4 people.
Tent, small310Provides shelter for up to 2 people.
Tinderbox30.5Used to light fires and torches.
Torch (6)15Lasts 1 hour, gives light in 30’ radius.
Waterskin10.5Carries water or other liquids.

Snow Travel Methods

MethodHexes/dayLoad (lbs)Cost (gp)Description
Snowshoe24010
Skis3 (flat), 4 (downhill)4020
Horse (riding)430075HD 2. Requires shelter for cold weather.
Sled6200 per dog501 musher, 4-12 dogs
Pulk2100025Can be pulled by dog or skier
Sleigh420002002 draft animals
Toboggan2 (flat), 4 (downhill)3000501 person or animal

Animals and Mounts

TypeLoad (lbs)Cost (gp)Description
Horse (draft)30040HD 2. Requires shelter for cold weather.
Sled dog100101HD 1. Can pull sleds or pulks.
War dogn/a30HD 2. Attack 1 x bite (2d4).
Hunting dogn/a25HD 1. Can track via scent.
Reindeer25050HD 2. Can pull sleighs. Good at traversing snow.
Yak400120HD 4. Able to navigate mountains. Resistant to cold weather. Can travel 3 hexes per day.
Musk ox2000160HD 5. Cannot be ridden or pull sleighs but may be equipped with packs. Can travel 2 hexes/day. Resistant to cold.

Antihistory

Two thousand years ago, philosophers murdered the gods. Pursuing them across the far edges of the Earth, Philosopher Queen Hypatia and her logician cults surveyed the high peak of Mount Vairon. As the last of His kind fell, a great chasm broke across his feet, growing into a twisted mass of fissures.

For fourteen centuries, the Northern Strata were abandoned by the forces of Civilization, and the vast steppes were home to no more than beasts and bird eggs. Then, after the proclamation of Zarathustra III, came wanderers, thieves, and scholars, seeking the heterogenous glory of knowledge and property. Mines ran far beneath granite mountains, and lines of profit were drawn and redrawn. Smooth spaces became striated.

Then, disaster. Little is known aside from the hurried inscriptions of lyric poets, a song about peacocks. The few who returned are said to have had fits of muffled laughter, to have always slept with a hammer.

Notable Dates

  • 10,000 B.C.1 – Human civilization develops
  • 7,000 B.C. – Neolithic revolution, formation of agriculture
  • Year Zero – Philosopher Queen Hypatia slays Crom in single combat
  • 1227 A.D.C.2 – Death of the Qhan results in Nomadic segmentation
  • 1440 A.D.C. – Discovery of copper plates within Mount Aaron
  • 1730 A.D.C. – Rise of the vampires until 1735
  • 1837 A.D.C. – Eruption of the second anomaly, the Plasmic Flood
  • 1874 A.D.C. – Barbara D’Aurevilly seals the third anomaly within the pages of The Crimson Curtain
  • 1914 A.D.C. – Werewolves reintroduced to the Northern Strata
  • 1953 A.D.C. – Founding of the Clinique du Mur 
  • ??? (Disputed) – Burning of the Library of Squares results in loss of the Archimedean calendar
  1. B.C. = Before Chaosmos ↩︎
  2. A.D.C. = After the Death of Crom ↩︎

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