Saturday, 18 April 2026

FREEBIE: The Architects of Promise (Unterkin)

The Unterkin are a reclusive species that reside in Lost Crystal. While good natured, they are secretive to the extreme and rarely interact with outsiders, if it all. However, some Unterkin leave their home to join the ranks of adventurers - in this week’s blog entry, we’ll learn about them.

UNTERKIN

These odd little folk are said to be the architects of Promise, the creator’s realm that was hidden away. They are known throughout Outer World for their unparalleled skill as crafters and their seemingly impacable whimsy.


Physiology: The unterkin are diminutive and somewhat hunched, with long snouts, tufts of colorful hair, and bulging eyes. In spite of this sounding like an unpleasant sight, there is something charming and almost toy-like about them that keeps it from being so.


Typical Demeanor: Unterkin’s inherent ability to create gives them an odd insight into the world around them. They tend to see everything in components, and while they sometimes miss the forest for the trees they do notice things others might ignore.


Outlook: The hearts of the Unterkin are guided by whimsy and tempered by a sense of duty. While secretive, it is out of an abundance of caution rather than total distrust.

  • The best way to consider the whole is to study all of its parts.

  • Create joy when you can, share wisdom when you cannot.

  • Keep your secrets, the folk you can trust all know someone who you can’t.

  • A hand that destroys taints all that it creates.

  • Honor a true promise to a friend above all other things.


History: The Unterkin are older than Outer World, perhaps even by a great margin. There is little record of their distant past: what is known is that when the Creator made Promise he awakened the Unterkin to help him do so. Unlike the dwarves, who were formed specifically for the task, they had existed beforehand, created in some place unknown to any native of Outer World.


The two species worked in tandem until the creator’s departure. The Unterkin even resided in the nation of Old Iron in its early years. But eventually they departed, settling in a land beyond the Sea of Tar they would come to call Lost Crystal. They have resided in that place since then with little contact with the rest of Outer World.


Adventurers: It is truly rare for an Unterkin to leave Lost Crystal. There are only so many of them left and the secret to creating more of them is lost. Their home is safe, hiding them from danger and those who would take advantage of their talents.


Yet, there are those who leave Lost Crystal behind to travel back out into the world beyond. This is either because they have some wish that can only be achieved in the outside world or because they have been exiled for breaking some sacred law. In either case their memories are sealed away for the sake of protecting Lost Crystal’s secrets. 


As a result, every Unterkin adventurer only remembers their innate skills and recent past. While they can’t help but long for the things they have forgotten, they mostly agree that this is for the best.


Typical Names: Unterkin are wont to choose odd, silly sounding names for things and even themselves. This is partly due to their own preferences but is also something they started doing to spite the tenents that pushed them to leave Old Iron behind.


Unterkin names are combinations of jumbled words connected to their heart’s craft, sounds they find amusing, wishes, and obvious facts.


Examples: Patasy Potables, Bluesy Hugh, Keepin Chinup, Munamina, Henkly Widget


Special Notes on Unterkin Characters

  • Unterkin are limited in what Callings they can take. Most Unterkin adventurers are Factotums, being natural crafters and all. Many are also Sages and Balladeers, as the magic of whimsy and song come easily to them. A few are Sneaks, thanks to how important secrets are to them. 

  • They are too apprehensive towards violence to become Champions, Raiders, Battle or Murder Princesses and are unable to take up the mantle of Heretic because the Sealed Names refused to commune with them.

  • Unterkin’s Homeland is always The Buried Kingdoms and they use their own History Table, outlined later in this entry.

Abilities


Species Size

You are squat and hunched, taller than a chib or goblin but shorter than a dwarf.

  • You are a Small Species


Innate Abilities

You start with two Abilities.


Ageless

While you don’t remember it, you’ve been alive a very long time. While violence can take your life, age cannot weaken or destroy you.

  • You never age beyond your physical prime, and are immune to effects that force aging. 


Heart’s Craft

All Unterkin have a craft they innately understand. This is your Heart’s Craft, one that even the strongest magic of your people could never make you forget.

  • Select a Crafting Discipline to specialize in: Forging, Gadgeteering, Tailoring, Artificing, Alchemy or Cooking.

    • You can use either your Insight, Aura, or Deftness for your Crafting Rolls.

  • You can identify items related to your Heart’s Craft with an Insight Check.


Maturative Ability

Available for selection at Rank 6, or higher, instead of an Advanced Calling Ability.


Masterful Mishap

Your skill in crafting is so great that you manage to have a bit of control in the chaos created by a disastrous mistake.

  • During a Crafting Mishap, you may choose between an Aborted Attempt or a Flawed Creation rather than roll. In addition, you may choose which Complication, Side Effect, or Curse flawed creations gain rather than roll if those tables come into effect.


Quirks

  • Unterkin may choose between a Physiology Quirk (1-10) or an Eldritch Quirk (11-20)


Unterkin Histories

(1-5) Red Hand

You can’t remember the exact details but you know two things are true: you were exiled from your home and the reason why was because something you created injured or killed another. This is one of the most important rules of Lost Crystal, and breaking it means you can no longer stay there.

  • Suggested Heart’s Craft: Forging, Gadgeteering

  • Purviews:

    • Tempering your actions with memories of past mistakes

    • Fixing something you broke

    • Recognizing regret in all its forms

  • Bonus Gear (Pick 2)

    • Thrown Weapon (Bits of a shattered blade)

    • Light Armor (Patchwork Mail)

    • Lumi-Slime Lantern (Your last friend from home)

    • Rations (x10) (Cured Deeproot)

(6-10) Fizzicist (Thanks to Red Cog for the name)

You were a master of making things sizzle, crackle, and pop (in a fun way), creating things that brought joy to those around you. Some stray thoughts pulled your wishes far from home however, and you followed them.

  • Suggested Heart’s Craft: Cooking, Alchemy

  • Purviews:

    • Shaking things up a bit

    • Having a bubbly disposition 

    • Containing a potential mess

  • Bonus Gear (Pick 2)

    • Artisans Outfit (Your favorite coat) 

    • Common Urban Good (Sturdy Old Bottle)

    • Basic Potion (Broot Beer)

    • Grenade (Over-Carbonated Broot Beer)

(11-15) Storyteller

Whether it was through oration, song, or pen, you’ve always loved telling stories. But you told them so often, you ran out and knew the only place you could find more would be far away from home.

  • Suggested Heart’s Craft: Artificing, Tailoring

  • Purviews:

    • Knowing what’s narrative appropriate

    • Finding the story hidden in a mystery

    • Working out a proper ending

  • Bonus Gear (Pick 2)

    • Toodle Flute (Oddities & Luxury Goods) 

    • A Proper Pen (Common Urban Good)

    • Multi-Colored Cloak (Appealing Outfit)

    • Treats (x10) (Star Sweets)

(16-20) Wonder Aspirant

The works of the first one were deemed out of reach by the other Unterkin long ago. The way they mastered and melded together every discipline to create miracles is just not something any one else could replicate, and the others were content after accepting that. You were not. You’d give up everything for the chance to match them.

  • Suggested Heart’s Craft: Any to start, though you should take a second crafting discipline as soon as possible.

  • Purviews:

    • Going beyond your means

    • Mixing things that should be incompatible

    • Challenging things much greater than yourself

  • Bonus Gear (Pick 2)

    • Star Gem (A memento of their greatest work) 

    • Shadow Stone (A reminder that everything can be broken)

    • Forgotten Lore, Tome (A wonder werk manual)

      Compass (Something you always knew you’d need)

Wednesday, 1 April 2026

BREAK??: BRAKE!! (Freebie, April Fools)

 

Can you believe I couldn't get Grey to sign off on this one?
 

Nothing in Outer World brings together thrill seekers and budding gadgeteers like Magi-Races, a competition between dangerous (but very cool) vehicles and the daring individuals who pilot them.

In this year's BREAK?? Entry, we explore both the vehicles and the races themselves. Happy April Fool’s day, everyone. These rules are not quite as refined I would like them to be on top of being just a bit silly, which is why they are here. I might fine-tune them in the future, but I do think they are still entertaining as is.

Magi-Racers

A collective term for a class of small, one man vehicles used in Magi-Races. These devices are sat, stood, or crouched on during operation and powered by some aspect of the rider’s will. While this means they do not require a traditional spell engine to operate, they are also quite exhausting to use.

  • Player Note!: These rules are for use outside of a Magi-Race.

Vehicle Use

  • Crewing: 1 Pilot

  • Fuel: PC-Powered. The device can only move so long as someone is piloting it.

  • Traversable Terrain: They glide over the ground and water. They are not slowed by difficult terrain.

Maneuvering

  • If used while traveling through an Adventure Site, the rider is always considered to be utilizing Hasty Movement. The Magi-Racer’s speed and the racket it makes nullifies any chance for Careful or Stealthy movement, even if the rider usually has an ability that grants it when using other kinds.

  • If used during a fight or similar situation, Magi-Racers grant their rider a Speed Rating of Very Fast. As the Magi-Racer is constantly accelerating, the rider cannot end a combat turn in the same Battlefield Area they started it in.

  • Making a difficult maneuver, like gliding through a crowded area or pulling off a really sharp turn requires a successful Check with the Racer’s Primary Aptitude.

  • Remaining on the Racer after being hit with an attack that does more than 2 Hearts of damage or being afflicted with an ailment that hinders movement requires a successful Check with that Magi-Racer’s Secondary Aptitude.

  • Failing either of these checks results in a crash and the rider suffers a Falling/Impact injury.

Inventory Slots

  • Magi-Racers can carry a Small, Medium, or Large rider as long as they are not Overburdened.

  • Takes up 3 Slots (When Carried), Cost: 2 Gems


Types of Magi-Racers

There are five broad categories of Magi-Racers, each corresponding with a different set of pilot strengths. The original machines were hobbled together from ancient technology by budding gadgeteers  at the start of the 4th Aeon. Since then replicating them has gotten considerably easier, so now each category comes in a broad variety of shapes and sizes.

  • Looks: A few examples of this sort of Magi-Racer’s aesthetic.

  • Primary: The Racer’s primary Aptitude. This is the Aptitude mostly used when piloting this sort of Magi-Racer.

  • Secondary: The Racer’s secondary Aptitude. This is the Aptitude used when a more difficult or odd roll for piloting the Magi-Racer is called for.


Heart Flyer: A shining board that draws its power from your spirit and pluck.

  • Looks: Heart shaped, golden halo, flying sword

  • Primary: Aura

  • Secondary: Grit


Muscle Car: A robust cart powered by your strength and skill.

  • Looks: A miniature Skimmer, flying kayak, armored mini-kart

  • Primary: Might

  • Secondary: Deftness


Dextrous Drifter: A slim board directed by your speed and wits.

  • Looks: Lightning bolt shaped, winged, surfboard styled 

  • Primary: Deftness

  • Secondary: Insight


Arcane Flapper: A pod powered by your focus and determination.

  • Looks: A medium helpful cloud, hovering cauldron, intricate contraption

  • Primary: Insight

  • Secondary: Aura


Gutsy Gear: A broad board propelled by sheer gumption.

  • Looks: Flying cog, spiked ball, skull shaped

  • Primary: Grit

  • Secondary: Might


Focused Rules: Magi-Races

There is nothing quite like a Magi-Race. While they all follow a similar structure

Race Procedure

  1. Start the Race 

    • Roll for everyone’s Initial Position.

  2. Advance to the next course location

    • Announce if there are any Hazards to be concerned with or Shortcuts to be found.

  3. Choose Actions

    • Player controlled Racers choose and resolve their Action for the turn, starting with the racers in the Stragglers Position, then the Contenders, and so on. 

    • Stick with this order even if actions move a Racer to another position during this phase  - for example, the person who was in the Lead at the start of the round has their action resolved last even if someone knocks them into the Runner’s Up position during the course of the round.

    • If two or more racers in the same Position wish to act before one another, have them roll a contest with their primary aptitudes. The winner can decide who goes first. Otherwise, they can be resolved in any order. 

    • After all player controlled racers are done acting, you may resolve GMC ones in the same manner. Hazards are dealt with once all actions are resolved. 

  4. Continue the Race

    • Once all the actions have been taken, move to the next course location. Repeat steps 2-4 until the Finish is reached.

  5. Finish the Race - Resolve the Final Position and figure out who won 1st, 2nd, and 3rd place.


Initial Position

On your mark, get set, go!

  • Every participant should make a Check on their Magi-Racer’s Primary Aptitude.

  • Anyone who succeeds is in the Contenders Position. Anyone who fails begins in the Stragglers Position. A special success means the racer begins in the Runners-Up Position.

  • In the very unlikely chance there are more than 3 Special Success results, have those racers roll an additional Contest and have the losers begin in the Contenders Position instead.


Position

Magi-Racing is often a chaotic mess with racers constantly weaving around each other and the course, but it’s easy to see who's ahead at least.

  • Lead - The Racer in the position is currently winning! Only one racer can occupy this position.

  • Runners-Up - Racers in this position are in the right spot to nab the lead! Only 3 Racers can occupy this position at any given time.

  • Contenders - The bulk of the racers. This is where most of the action is.

  • Stragglers - Racers in this position are behind and at risk of being knocked out of the race entirely. If you Spin-Out or are otherwise pushed back while in this position, the race is over for you!

Actions

Choose an action for each leg of the race. Will you play it safe or go for the gold!?

  • Press Ahead - You attempt to move forward. 

    • Roll a Primary Aptitude Check, on a success you move to the Position Ahead of you. 

    • You may only use this action if you are moving to the Lead or Runners-Up Positions if they are not fully occupied already, or if you are moving from the Straggler Position to the Contender Position.

  • Press your Advantage - You assert your lead with some tricky maneuvering.

    • You may only use this action if you are in the Lead Position. Roll your Secondary Aptitude and give yourself a Minor (+2 Bonus) on your next contest against someone trying to Pass or Ram you if you succeed.

  • Pass - Sometimes you can only get ahead by taking someone else’s spot! 

    • Choose a racer in the position ahead of you. This invokes a contest between your Primary Aptitude and theirs. If you win, you take their spot and they move into the Position you were in before.

    • You may only use this action if you are moving to the Lead or Runners-Up Positions when they are fully occupied.

  • Ram -  It’s not sportsman-like, but sometimes you just want to take someone down.

    • Choose another racer that is in the same Position as you, or one directly in front of or behind yours. You may attempt to violently knock them out of the way with a contest between your Secondary Aptitudes. If you win, they Spin-Out. But be careful, if they win you Spin-Out!

  • Mind the Road - Slow and steady might not win the race, but it will keep you out of trouble for a bit.

    • You may fully concentrate on driving carefully through a Hazard. You forfeit any chance of getting ahead, but receive a Minor (+2) Bonus on the roll to avoid that hazard.

  • Attempt a Shortcut - Sometimes you can bypass part of a course and get ahead if you’re quick witted.

    • You may attempt to utilize a Shortcut, as noted below.


Using a non-racing related Ability

Racers may attempt to use their other talents and skills to grant them a bonus to any Roll during a Magi-Race. Players may propose the Ability they think would help and if the GM approves, they are granted a Minor (+2) Bonus on the corresponding roll. The only hard restriction on what you can propose is that any given Ability may only be invoked in this way once a race.

  • Examples:

  • A Battle Princess shoving their Heart’s Blade into a Rival’s Magi-Racer during a Ram Action.

  • A Champion using their Brute Ability to smash through obstacles that make up a Hazard.

  • A Sneak using Meticulous Dungeoneer to analyze the course to help them Press Ahead better.

  • A Heretic summoning Count Paris to briefly freeze someone who is attempting to Pass them.


Spin-Out

Certain hazards, items, or actions may cause you to lose control of your Magi-Racer.

  • When you Spin-Out, you move to the Stragglers Position at the end of your turn thanks to losing control of your Magi-Racer. If you are already in the Stragglers Position, you crash and are out of the race!


Course

Similar to an adventure map, the course is made up of linked nodes. However, unlike an adventure site which allows for choice of movement and backtracking, Racer’s rush through a course in a predetermined order. Most locations on a course are simple to drive through, though there are two exceptions.

  • Designing your own courses is as simple as choosing a theme, making a path with about 6-10 points on it, and sprinkling in a couple hazards and a short-cut or two.


Hazards

Every Course has a few spots that are more difficult to navigate than others. Hazards come in many forms, from extremely sharp turns, hex fields, treacherous barriers and other obstacles. While the causes vary considerably, Hazards come in one of two types:

  • Hard Driving - A part of the course that is perilous or difficult to drive on. Racers must make a successful Primary Aptitude Check or Spin-Out.

  • Curse Corner - A section of the course that is afflicted with some strange magic. Racers must make a successful Secondary Aptitude Check or some odd ailment will make them incur a -2 (Minor) Penalty on their next Roll in the Race.


Shortcuts

Courses often ways to bypass a portion of them quickly to get ahead, intentionally or not. 

  • If you come across a portion of the course that has a Shortcut, you may attempt an Insight Check. If you are successful, you may immediately take a Pass action while benefitting from a Minor (+2) Bonus. If you fail, you miss your chance and end your turn.


Example Course

GMC Racers

An easy way to fill out a Magi-Race is to include some established GMC’s from your saga in it. Who better than to Race the adventure team than their rivals, or even the villains themselves? However, if you just need some quick stats you can use these below.

  • GM Note!: Generally, it’s best to include an amount of GMC Racers equal to the amount of Player Controlled ones in any given Magi-Race. That said there is no need to overwhelm yourself, so you could include less or even none if you wanted. Likewise, don’t be afraid to involve more if you're comfortable with it.


Novice Racer

  • Primary Aptitude: 9

  • Secondary Aptitude: 9


Careful Racer

  • Primary Aptitude: 10

  • Secondary Aptitude: 10


Hotshot

  • Primary Aptitude: 11

  • Secondary Aptitude: 9


Expert Racer

  • Primary Aptitude: 11

  • Secondary Aptitude: 10


Local Champion

  • Primary Aptitude: 12

  • Secondary Aptitude: 11


Using Magi-Races in your game

I suspect if you got this far into the entry you probably already have a pretty good idea on how you would want to use these rules. However, a little extra advice can’t hurt.

  • Magi-Races are a great way to make an adventure out visiting a settlement. The adventure team might spend some additional time acquiring their own Magi-Racers and scoping out the competition.

  • A few player characters might participate in the race while the others work to unravel some plot to sabotage or disrupt it. Running a Fight that is parallel to a Race can also work rather well, switching back and forth between the two each turn to build tension.

  • A Magi-Race could work in lieu of a dramatic fight or other climatic encounter in an adventure site. Sure, they might have been ready to do battle with a Skelemonarch, but were they ready to race her Winged Skull Pod?