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 FEUD’s 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.