Skip to Primary Menu Skip to About OSR+ Menu Skip to OSR+ Support Menu Skip to Main Content

The Dune Sea

Archetypes

The Lost Caliph

The Professor's Assistant

The Street Rat

The Sultana's Fence

The Chthonic Acolyte

The Bottled Genius

The Lost Caliph

You were cast out of your house when the Sultana Meseampur took control of Al Tufail. You lost everything, and perhaps everyone, except your name. Will you allow your family’s destiny to be extinguished by her coup? Into the Dune Sea you wander, hoping to find a way to set things right.

Princely Renown

Once per session, you may call upon contacts for aid related to your renown as a Caliph, no matter where you are, as if you were spending a fate point. Each round, you may parry at least one attack as a bonus action, even if you are out of actions. You start with 500 gold.

The Professor's Assistant

Just as the Professor finished his lifelong plans to set up a new joint-venture with Arcanum into Al Kel Dekkash, he disappeared, leaving you in control of the affairs. Did you find the Professor’s study in disarray? Or was it left entirely untouched, without signs of struggle? The Retainers under your stead look to you now, for command. Are you up to the task of completing the Professor’s work?

Professor's Notebook

For 3 MP, you may create a story tag related to your Professor and his experiences to confer a +2 to any roll. Such tags cannot be used in conjunction with story tags derived from your Conflict. You start with an assistant of your own. They have 1d6 HP, 3 in all attributes, and a single skill. You may outfit them with equipment using your starting gold. They do not level up when you do, and are on death’s door at 0 HP.

The Street Rat

You were born a nobody, penniless, or orphaned by a wandering tribe, somewhere in Al Tufail, Sirokos, or Doggerland—it doesn’t matter. Who you are and who you will become are two different things. You exist in a limbo of possibility, grasping at the future. You see the gleam of Retainer airships on the horizon: will you use them to step into the sky? Destiny awaits.

Little Friend

You start with a small, friendly, intelligent, animal-like familiar invested with magical power. The familiar has the power to Shapeshift per the spell, using your MP. If your familiar is slain, you immediately suffer a number of wounds equal to its total HP, but it reincarnates the next day at full health.

The Sultana's Fence

The Sultana now, the Graybreakers then, a petty mob boss before: you’ve known many masters, but you choose only the most discreet and highest paying. Whether you wander the bazaars of Al Tufail, the oil-soaked sewers of the Oasis Guild, or the shadowy streets of Syene, you know every name and every face that matters. But with the rise of the Sultana, something weighs upon your heart. Has your past come back to haunt you? Or is it that a burden you carry can no longer be ignored?

Fast Contraband

For 2 MP, you can create a consumable supply of an illegal nature, but you must immediately declare it as an item. For 3 MP, you may declare a cheap supply; for 5 MP, a luxury supply. Such items have no resale value. As long as you have MP, you are always considered to be dodging, which confers disadvantage on any attacks made against you in a round.

The Chthonic Acolyte

All things are bound by the circle of god, or so the saying goes. If it goes, then so it comes; such things are known. How did you meet the priest called Xalphir? Did he find you dying in the desert, lost? Or weeping before the Shrine of Akasha, your family murdered by marauders? Either way, he found your destiny, and you found yours. The Cult of Syene awakens. The old gods move. Now it is time to leave the tribe. Now it is time to put things back in balance.

Sacred Talisman

You start with a talisman of magic power. For 2 MP, you may invest any Divination spell of your choosing into the talisman, to cast at a later time, even is you have not learned the spell or are incapable of casting spells. The talisman can hold three such spells at a time. Spells you cast with the talisman explode on a 5 or 6. You cannot be charmed or affected by spells that would subvert your will.

The Bottled Genius

You stumbled out of the Astral Veil, embodied in flesh and bone. You are a servant to destiny no longer, but is your mortality a gift or a curse? You remember nothing of the time before, except the primordial laws that govern beings of your kind. These lands are strange; these people, even stranger. You are looked upon as an outcast because of your distinctive features. Who is a friend, and who is a foe?

Elemental Body

For 2 MP, name an element (mundane or magical): as a reaction, you may negate harm conferred by a single source of damage from that element. You have supernatural strength, such as the ability to bend bars, lift thousand-pound weights, or leap great distances (with the GM’s discretion). You retain the ability to grant a single wish from your previous life, but if you grant it, this power is gone forever.

Are you sure?