Adapting FEUD to Cairn

As part of releasing FEUD I wanted to try my hand at a couple of adaptions to other systems. This is partly because it was suggested by backers and partly because I have taken such a hard turn against systems” in my design that I wanted to try and get back into thinking about RPGs this way.

I decided to start with Cairn as my first adaption, partly because of the designer’s incredible efforts in making it hackable (seriously, Cairn is the model for making a game system open) and also because the designer loves woods and forests and FEUD is set amidst the deepest of forests.

I live-streamed my design thoughts around FEUD and Cairn, and will be continuing to do so on The Wyrd Lands channel. The next step will adapting FEUDs monsters and characters to Cairn.

When I started I immediately realised that in order to make FEUD be playable with Cairn that I needed to make a few changes to character creation to match the world of FEUD. This is because FEUD is informed by the very early medieval/late iron age rather that the medieval/renaissance world of Cairn. Therefore there is no currency, nor mass-produced metals etc.

Here is my current write-up of that, principally of the character creation. This will get a proper home, hopefully on the Cairn site, but I am putting it here while it is a work in progress.

Anything that is unchanged is unchanged.

Character Creation

If you wish your characters to be from the region itself, keep the same except for starting gear and below. Each character starts with access to as much food as they need and other tools that might be lent to them by their community.

If you wish your characters to be wandering adventurers, keep everything the same except for the below.

Name and Background

Backgrounds (d12) . . .
1. Mot (Wrath) 6. Karl (Human) 11. Ful (Foul) 16. Hvitr (White)
2. Jofur (Boar) 7. Vig (Battle) 12. Vor (Vigilant) 17. Mers (Fame)
3. Bane (Bane) 8. Wis (Wisdom) 13. Nand (Daring) 18. Leud (Spear)
4. Uul (Temple) 9. Leifr (Heir) 14. Hialm (Helm) 19. Aud (War)
5. Geb (Gift) 10. Arn (Eagle) 15. Rafn (Raven) 20. Valdr (Ruler)

Roll once on the table above for a single name, twice to join the names together. Use either the original or translated” word. E.g 1 and 5 is Mot-geb’ or Wrath Gift’.

Backgrounds (d12) . . .
1. Herbalist 4. Raider 7. Farmer 10. Priest
2. Smith 5. Shaman 8. Justice 11. Witch
3. Forester 6. Hunter 9. Poet 12. Trader

Starting Gear (d20)

Armour . . .
1-11 12-17 18-9 20
Cloth Thickened Cloth Mail patches Mail shirt
Shield and helmet . . .
1-10 11-16 17-9 20
Old, cumbersome Shield and hood Unwieldy shield and hood Shield and thick cloth cap Balanced shield and metal helm
Weapons . .
1-11 12-17 18-20
Roll once on table below Roll twice Roll three times
Weapons . . .
1. Ugly and awkward mallet 6. Worn but dependable spear 11. dull and awkward war axe 16. Frail but elegant bow
2. Frail wood axe 7. Frail spear 12. Worn bow 17. Strong bow
3. Old and bulky spear 8. Refined spear 13. Old but beautiful long knife 18. Unbalanced long axe
4. Tough but bulky mallet 9. Bone pick 14. Frail old sword 19. Tough, ancestral spear
5. Balanced wood axe 10. Unwieldy and weak spear 15. Tough war axe 20. ugly old long knife

There is a perchance generator for generating arms and armour in the world of FEUD.

Expeditionary Gear . . .
1. Yard of cloth 6. Herbal elixir 11. Stone Maul 16. Satchels
2. String 7. Poisonous herbs 12. Stinking herbs 17. Bladder
3. Protective Amulet 8. Long staff 13. Trapping tools 18. Cursing amulet
4. Tinder 9. Bone pick 14. Wood spade 19. Animal parts
5. Herbal poultice 10. Dowsing rod 15. Household knife 20. Wood whistle
Tools . . .
1. Bellows 6. Clay pot 11. Egg lubricant 16. Net
2. Carved bucket 7. Bone/wood lever 12. Stone hammer 17. Small handaxe
3. Animal teeth 8. Awl 13. Farming tool 18. Plant resin
4. Chalk/Stone 9. Fishing rod 14. Scraper 19. Hoe
5. Bone chisel 10. Animal glue 15. Wooden pins 20. Wood tongs
Trinkets . . .
1. Clay bottle 6. Horn 11. Polished metal 16. Dried entrails
2. Playing pieces 7. Metal bracelet 12. Natural scents 17. Knuckle bones
3. Dice 8. Rattle 13. Witch stones 18. Broch pin
4. Face paints 9. Wash cloths 14. Salt 19. Hair band
5. Plant Bracelet 10. Wood marbles 15. Noise maker 20. Comb

Spellbooks

Most of these spellbooks should not be used. Those that can be specifically skinned as have an origin in the world of spirits or humans may be kept. That is, things that are clearly magical” should be avoided. For example, telepathy or Summon Cube would not be appropriate, where Pacify and Hatred may be interpreted as the result of a poet’s wit or a hunter’s personality.

Prices and Equipment list

Gold and currency is not something that exists in the world of FEUD. Where things have a relative value the values given should be seen as a category of value” that may have an effect in trade and bartering. For example, an object work 5 may be traded for another of similar value.

However, it is unlikely that these opportunities for trade will arise too often. Therefore you will have to rely on your neighbours who may loan you items, or you may have access to shared/communal equipment.



Date
16 October 2023