
You are a member of the Order of the Threshers, Magnolia’s grim but noble defenders. Whether grain thief, grave-haunt, or goblin horde, the Threshers wade through danger like reapers through tall fields. Some join for duty. Some for redemption. All are bound by the vow.
You gain access to Thresher facilities and intel fitting your rank.
In addition, you and your party may undertake Crimson writs without gaining Crimson writ authorisation.
- Skill Proficiencies: Athletics, Intimidation
- Tool Proficiencies: Land Vehicles, Smith’s Tools
- Languages: One of your choice
- Equipment:
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A Thresher’s insignia
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A whetstone inscribed with a motto of the Order
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A worn map showing local Thresher outposts
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A set of traveler’s clothes
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10 gp in battered silver coins
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You may request shelter, supplies, or news from fellow Threshers and their allies across the provinces. In rural regions, your sigil alone grants you respect—or fear. Criminals and the desperate may be more inclined to listen… or run.
Suggested Characteristics
Personality Traits (d6)
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I speak plainly and act faster than I think.
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I maintain my armor and blade like a priest tends an altar.
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I have a soft spot for frightened villagers—even if I pretend not to.
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I light a candle or mutter a prayer before every battle.
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I treat monsters and criminals with equal contempt.
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I often dream of fields burning, and I sleep with one eye open.
Ideals (d6)
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Duty. I protect those who cannot protect themselves. (Lawful)
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Resolve. We don’t flinch, falter, or flee. (Neutral)
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Redemption. I fight in penance for sins I’ve committed—or let happen. (Good)
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Discipline. Without order, we are no better than beasts. (Lawful)
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Mercy. A clean death is sometimes the best gift I can offer. (Neutral)
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Vigilance. Evil thrives when no one’s watching. I never stop. (Any)
Bonds (d6)
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My mentor died saving my life—I carry their badge as a reminder.
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I swore to protect a specific town, family, or farmstead—no matter the cost.
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A comrade went missing. I intend to find them or die trying.
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I once spared a young raider’s life. I fear that mercy was a mistake.
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The Order gave me purpose. I owe it everything.
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I carry the names of those I failed to save, etched into the inside of my armor.
Flaws (d6)
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I see cowardice where others see caution.
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I tend to solve problems with violence, even when a gentler hand would do.
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I don’t believe I deserve peace or happiness.
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I keep people at a distance—attachments are a liability.
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I judge others harshly and show little forgiveness.
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I’d rather die than fail again.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
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7/21/2025 6:33:13 PM
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