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BACKPACK:
THE YOUNG ADVENTURER’S ALMANAC
It is the opinion of the authors of this book that any adventurer worthy of the title must
possess, at the bare minimum, two essential items to prosecute their trade successfully. They
Neither item need be expensive or, for that matter, enchanted. Gold and silver do not
necessarily purchase quality, and enchanted items are oftentimes more trouble than they are
worth, especially to a novice. Enchanted swords tend to have arcane rules about their use
and care, and often have obstinate attitudes; a backpack that has been magicked to hold an
infinite amount of items can make its owner lazy and reluctant to winnow down their
possessions down to an important minimum. Too many choices can be distracting, and
A rusty sword – perhaps one inherited from a long-lost uncle who mysteriously appears
for dinner one evening and is gone before breakfast the following morning – will do, as will
a musty old backpack riddled with holes. After all, tarnished blades can be sharpened and
polished, and needle and thread are widely available to patch up a backpack. In fact, their
meager origins might give their owner the grateful advantage of humility over those who
possess the latest and most expensive items from the adventurer’s shop. But cost is besides
the point: when an intrepid dungeon crawler is stuck between a dragon and a hard place;
when a crafty rogue is fleeing across a city’s rooftops from agile, scimitar-wielding,
necromancer-cursed skeletons; when a shrewd sorcerer is hunting for eldritch spell books in
the haunted library of an ancient, dead city, two modest possessions are often the sole things
that stand between them and certain, unpleasant death: a sword and a backpack.
So: Acquire them, care for them and, above all, respect them, and they in turn will do
their part in keeping you hale, hearty and ready for questing, wilderness exploration,
No. 1 IN A SERIES
SWORD &
BACKPACK
(Being a series of broadsheet excerpts from the famed textbook Sword & Backpack: The Young
Adventurer’s Almanac (fifth edition), published by Rothbard & Gazpus and presented in this public
forum for entertainment and edification.)
Some call them ‘vocations,’ and some others prefer the term ‘classes.’ W hatever the
nomenclature, all agree that an adventurer who is new to the profession must focus their
energies on a specific course of study to be most effective in the field (and forest, and
dungeon). Think about it: That cadre of swamp trolls swarming over the hill to raid the village
that hired you to protect them isn’t going to wait for you to decide whether you prefer
wizardry to swordplay, are they? Of course they aren’t, so you must be prepared.
But how does a directionless adventurer find the career map that leads them on the
quest that is an adventuring career? Oftentimes, events from life have already given the
• If as a child you were frequently visited by faerie folk during the full moon, sorcery (or one of its many sub-
• Likewise, if you were raised in a nomadic clan from the Northern Wastes of Darkmount and had to fight your
ten brothers and sisters for a chance to dip your bowl in the camp’s cooking cauldron, you should consider
training as a warrior.
• Orphans who have grown up on the rough streets of great cities like New Elysia or Kammerant, and who
depended on their wits, cunning and charm to survive ought naturally to be attracted to the arts of roguery
and thievery.
These are, of course, just examples. There are many other vocations (tracker, forest
priest and wandering minstrel, to name but a few) that also call young adventurers. And let
us not ignore the fact that many novices these days construct their own specializations, or
adapt and combine traditional disciplines into new ones. The important thing is that one has a
focus. And if you are truly at a loss as to what path to follow, consider what so many have
done before: Roll a pair of bones and follow the path of chance.
No. 2 IN A SERIES
SWORD &
BACKPACK
(Being a series of broadsheet excerpts from the famed textbook Sword & Backpack: The Young
Adventurer’s Almanac (fifth edition), published by Rothbard & Gazpus and presented in this public
forum for entertainment and edification.)
There’s a proverb that states, “Sleep on the left side and keep your sword hand free.”
W ise advice, for there’s always trouble awaiting an intrepid adventurer. But what exactly
does that sword hand reach for when danger approaches? A simple tool, or a friend you trust
to stand between you and death? Friends have names, and the true adventurer knows that a
nameless sword is merely a glorified knife. It’s half a weapon. Should you survive your
adventuring career (and even if you do not), the scholars and bards chronicling your exploits
will appreciate having a clever name to hang upon that thing in your scabbard or strapped to
• Trust Your Dreams: If in a dream a mysterious woman rises from a lake, hands you
your weapon and says that its name is ‘Demonsbane,’ who are you to doubt her?
• Obey Your Instincts: Don’t wait for a prophetic dream. If, on the other hand, you look
at your war axe and think, “She looks like a Demonsbane,” then Demonsbane it is.
• Language M atters: A sword named ‘Demonsbane’ is good. A sword named ‘Fan Dun
A named weapon need not be an ancient king’s relic, or have been received as a boon
from an elf queen upon embarking upon a quest. If the sword feels right in your hand, if the
bow is balanced as you take aim, then it’s a worthy weapon. And a worthy weapon deserves
– nay, DEM ANDS – a name. It makes you feel better and it makes the weapon feel better
(especially if the weapon is enchanted and/or hosts of the restless, talkative spirit of a long-
dead sorcerer).
No. 3 IN A SERIES
SWORD &
BACKPACK
(Being a series of broadsheet excerpts from the famed textbook Sword & Backpack: The Young
Adventurer’s Almanac (fifth edition), published by Rothbard & Gazpus and presented in this public
forum for entertainment and edification.)
Unless you are thoroughly anti-social or hopelessly arrogant, you will find that in
who are trained to fend for themselves and spend extended periods alone in stark wilderness
communing with no one save hermits, fell beasts and the occasional spirit animal. Their
solitude saves them from enduring the frivolous company of the less stoic, and saves the less
stoic from enduring their depressing companionship. And the arrogant? W ell, they tend to die
off rather quickly at the hands of unimpressed and vicious monsters. As for everyone else, we
unit of a ragtag army or as small as a pair of bosom friends. It can be a coven of sorcerers
(spooky), a pack of rogues (shifty) or a cadre of warriors (smelly), but it is our experience
that one of the most effective models of an adventuring party is a trio consisting of one
W arrior, one Sorcerer and one Rogue. It is a group small enough to be able to travel lightly
and with speed, and large enough to take on most threats of the mundane and supernatural
variety. Some readers might be familiar with the simple children’s game known as “W arrior,
Rogue and Sorcerer” [see Chapter 17, “Entertainment W hen Not Facing Danger”] in which
two opponents deploy hand signals meant to represent one of the vocations: W arrior beats
Rogue, Sorcerer beats W arrior and Rogue beats Sorcerer. It’s an elegant system that contains
much wisdom. Not only does it comment on the strengths and weaknesses of each vocation, it
underlines how interdependent they are. An adventuring party made up of the trinity does not
guarantee success, fortune, and easy dragonslaying, but it doesn’t hurt one’s chances, either.
W e also recommend that an adventuring party should have a name (in the manner of a
weapon or a band of minstrels) and a simple symbol, sigil or crest that can sewn into a patch
No. 4 IN A SERIES
SWORD &
BACKPACK
(Being a series of broadsheet excerpts from the famed textbook Sword & Backpack: The Young
Adventurer’s Almanac (fifth edition), published by Rothbard & Gazpus and presented in this public
forum for entertainment and edification.)
In other sections of this book, you will find helpful information about the many
different sorts of creatures, beasties and monsters an adventurer is likely to encounter during
their career. You will find in-depth anthropological data about their cultural customs, their
favored weapons and systems of magic (should you find yourself facing them in combat), and
many more aspects of their natural lives. W hat you won’t find, however, are hard and fast
designations of what these creatures’ moral stances are based simply on what they were born
as. M any other textbooks and manuals traffic in this sort of monster-profiling nonsense,
assigning an entire sentient species or race an “alignment” and painting them in moral broad
strokes. Orcs? Vile. Goblins? Evil (and craven, to boot). The list goes on.
There are many reasons why this is wrong. First of all, it is lazy and it makes
adventurers lazy, and a lazy adventurer is a dead adventurer. Second, it is moronic, and a
moronic adventurer is also a dead adventurer. You may cry foul and say, “How then am I
harm?” Our response would be, “Don’t be lazy. Use your brain and observe. Never assume.”
Casting the entirety of a thinking race of creatures into rigid categories of morality is the
basest sort of prejudice. Let us ask you this: If you are human, do you assume that because
you consider yourself good that all other humans share your upstanding nature? Of course
not! And consider these examples: The Order of Vile M agicians of the Grey M ountains, an
organization that makes an effort to let those they terrorize know that they consider
themselves to be irredeemably and wholly evil, limit their membership exclusively to humans.
And the Friars of Karroc W ood, warrior druids who conserve and protect that majestic
western forest and who bid all peaceful travelers welcome? Founded five hundred years ago
by the orc M aggur Barket, with membership open to any good-hearted lover of the green, no
matter what race they happened to be born as. Ponder these lessons.
No. 5 IN A SERIES
SWORD &
BACKPACK
(Being a series of broadsheet excerpts from the famed textbook Sword & Backpack: The Young
Adventurer’s Almanac (fifth edition), published by Rothbard & Gazpus and presented in this public
forum for entertainment and edification.)
If we had a coin or gem for every time that phrase was uttered when things became
difficult during an adventure, we’d be sitting atop a dragon’s hoard. Alas, things are not
often resolved with such ease. In fact, there is a saying that originated in the District
Dramatica of the grand city of Lanternport that describes taking the skills of the mystically
inclined for granted. Oftentimes in plays about grand adventure, the plot becomes so absurd
and labyrinthine, the situation so fantastical and knotty, that the playwright, instead of doing
what is hard and necessary and rewriting the mess, has a wizard come in (usually lowered
onto the stage held aloft by hidden ropes and accompanied by spectacular fireworks of
saltpeter and smoke concocted by the theater’s resident Lucifer Engineer), cast a spell or two,
and solve everyone’s problem. Dragon vanquished, lovers reunited, kingdom saved, cue the
orchestra, The End. This dramaturgical technique has become so common that it is now known
as the M agus ex M achina, or the “sorcerer from the machine.” Very convenient, undeniably
Sorcerers have problems, just like you. They are capable of very impressive feats of
wizardry, but they are fallible. They get tired, they get cranky, they get depressed and, in the
end, they can only do so much. It is magic they work, not miracles. If it’s divine intervention
you’re seeking, get a cleric and prepare to endure some preaching. Otherwise, respect the
sorcerer’s craft and fear their power, but don’t think of it as a “Get Out of Dungeon Free”
card. And definitely don’t wait for some ancient and powerful enchanter to come to your aid,
either. They aren’t sitting around their aeries idly scrying into their orbs and hoping to spy a
band of adventurers in a fix who might need a helping hand. And if they do happen to be
watching and are bored, they might get a good laugh watching you die (nigh-immortal
warlocks tend to have inscrutable senses of humor). Depend on them at your peril.
No. 6 IN A SERIES
SWORD &
BACKPACK
(Being a series of broadsheet excerpts from the famed textbook Sword & Backpack: The Young
Adventurer’s Almanac (fifth edition), published by Rothbard & Gazpus and presented in this public
forum for entertainment and edification.)
From Chapter 15, “The Path to Choose When You Are Not ‘The
Chosen One’”:
W hen you were born, were your parents visited by a conclave of wise mages from the
Order of the Eternal Torch? Do you have a birthmark that resembles the ancient sigil of the
W arrior King of the W est? Are you regularly visited by animals of all types who speak to you
in the common tongue and swear their eternal allegiance to you as you lead the Luminous
Legion in the upcoming battle against the forces of Lord and Lady Tenebrae of the Screaming
Darkness?
Odds are you answered “no” to the above questions, and for that you have our
congratulations, for you are not a Chosen One. Count your blessings, adventurer, for you
have dodged fate’s arrow. Prophecies are a copper a dozen. Any itinerant soothsayer,
ancient forest-dwelling crone or talking mirror can spout endless omens about special children
who are supposed to save the world. M ost of these people are, thankfully, full of dung. But
some of them do have the true gift, and it is our opinion that, more often than not, they
should keep their true gift to themselves.
Do not envy The Chosen One. Do not regret being passed over when The Chosen One
was selected. The Chosen One has an arranged marriage with Destiny. W hen The Chosen
One is a good, kindly soul, they’re often haunted by an oppressive sense of destiny and duty,
and over their heads there often hangs an air of gloom and doom so powerful that it is almost
visible. After all, if they fail in their mission they’ve been told (over and over and over again)
that the world as they know it will be torn asunder. Their friends also have the annoying
tendency to die, go insane, get transmuted into living statues, or otherwise live terrible lives.
And when it is discovered that The Chosen One is self-import and arrogant prat, it can be
enough to make you cheer for the armies of evil to be victorious. Thankfully, this is a rare
occurrence.
Revel in your freedom. Your adventures are yours, not scripts written by uncaring and
capricious deities. You can go anywhere you want and take on any quest you choose. Chosen
Ones are certain to have ballads written about their exploits and scribes will exaggerate their
lives in scrolls and tomes. You, on the other hand, can write your own songs and pen your
own tales.
But Freedom from Responsibility does not mean that you are free from responsibility;
lack of a prophecy hanging over your head is no excuse not to be noble, kind, or otherwise
generally heroic.
So if you are ever approached by a dusty madman with an odd look in his eye who
begins his address to you by saying, “It has been foretold...” then we suggest that you run
away from them as fast as you possibly can, preferably in the direction of a dungeon,
haunted ruin or enchanted forest, in search of an adventure with an ending that is uncertain.
And if you actually are a Chosen One? Our deepest sympathies.
No. 7 IN A SERIES
SWORD &
BACKPACK
(Being a series of broadsheet excerpts from the famed textbook Sword & Backpack: The Young
Adventurer’s Almanac (fifth edition), published by Rothbard & Gazpus and presented in this public
forum for entertainment and edification.)
No. 8 IN A SERIES
SWORD &
BACKPACK
(Being a series of broadsheet excerpts from the famed textbook Sword & Backpack: The Young
Adventurer’s Almanac (fifth edition), published by Rothbard & Gazpus and presented in this public
forum for entertainment and edification.)
attempt to codify, analyze and offer advice for the many types of adventures that can be had,
with an emphasis on the numerous physical settings in which they can occur. To begin with,
If you are skilled (or exceedingly unlucky), there will come a time when you and a
brave company of friends will have to unroll some dusty old maps and embark upon a journey
across snowy mountain ranges and dusty plains in order to foil the dark plans of Ancient Evil
in a faraway land. W hen the situation calls for it you should by all means take up the burden
of an Epic Quest. But before you go, become wise in the ways of the places to which you will
be traveling. Study customs and geography. Familiarize yourself with the culture and the
language. It takes experience and empathy for an adventuring party to know how to tread
lightly when on a far-ranging escapade, and unfortunately most companies lack even the most
basic adventuring etiquette. They are the types to loudly denigrate foreign cultures, complain
about strange food, and leave magical wreck and ruin (and disgruntled natives) in their
clumsy, fortune-seeking wake. The ancient sage Jarvis of Arabacus said it best when he
Recognize that danger – and opportunity– is in your backyard. Beneath your feet?
Caverns of Chaos, possibly crammed to the stalactites with creatures and gold. Atop the
storm-shrouded peaks on the horizon? Odds are that there sits an ominously crumbling castle
that’s home to a soul-sucking lich. And in those woods just over the hills and not-so far away?
You might discover that the Unseelie Court that lives therein has been stealing babies in the
night from a nearby village, babies that are in dire need of rescuing. The possibilities within a
No. 9 IN A SERIES
SWORD &
BACKPACK
(Being a series of broadsheet excerpts from the famed textbook Sword & Backpack: The Young
Adventurer’s Almanac (fifth edition), published by Rothbard & Gazpus and presented in this public
forum for entertainment and edification.)
The truth is that for every day you spend saving the world by banishing Old Gods back
to their own Dark Dimension, you’ll spend ten days looking through the stacks of the
Librarium Infinitum for obscure grimoires with the necessary spells, locating the hideout of the
Old God cultists, and so on. Hikes across the countryside between town and dungeon are
picturesque, but they can also be very dull. It is important, then, that adventurers know how
to amuse themselves during periods of tedium. This chapter covers games of skill and chance
for cards, bones, and more, but an adventurer’s best friend is the ancient child’s game known
as “Rogue, Sorcerer and W arrior.” The rules are simple: two opponents count to three while
pumping closed-fists; on the fourth count, each makes one of these ancient symbols:
fig.1, “The Rogue’s Lift” fig.2, “The Sorcerer’s Spell” fig.3, “The Warrior’s Sword”
Rogue beats Sorcerer by snatching an important spell component from them whilst they
are unaware; Sorcerer beats W arrior by engulfing them in a magical cone of fire before they
can bring their sword to bear; W arrior beats Rogue by bashing them senseless or otherwise
maiming them. Choosing the same symbol forces a rematch. M atches of “Rogue, Sorcerer and
W arrior” often devolve into heated arguments amongst adventuring companies, and we say
that the ensuing debates over W HY one symbol defeats another are half of the fun.
No. 10 IN A SERIES
SWORD &
BACKPACK
(Being a series of broadsheet excerpts from the famed textbook Sword & Backpack: The Young
Adventurer’s Almanac (fifth edition), published by Rothbard & Gazpus and presented in this public
forum for entertainment and edification.)
compartments can save you from danger, and the lack of something crucial can doom you to
certain death. So care must be taken in all aspects of your backpack’s maintenance, external
and internal. It should be proofed against the elements, its straps should be sturdy yet
comfortable, and it should be overall aesthetically pleasing to the owner. But it is what’s on
the inside that truly separates true adventurers from hikers on an afternoon jaunt. Space
inside is at a premium, so the selection of necessities is an art unto itself. Proper packing is a
subject adventurers will argue over endlessly. In fact, one of the most requested bard songs
in taverns across the land is the epic comedic round “The Tale of the Halfling’s Rucksack,”
which covers that exact subject. This, then, is our contribution to the debate, an
No. 11 IN A SERIES
SWORD &
BACKPACK
(Being a series of broadsheet excerpts from the famed textbook Sword & Backpack: The Young
Adventurer’s Almanac (fifth edition), published by Rothbard & Gazpus and presented in this public
forum for entertainment and edification.)
W hile no one knows who made the first Questing Stew, scholars agree that the basic concept
is hundreds of years old. Today, practically every adventuring company worth their salt has
their personal version the recipe. In fact, every year during the Harvestfeast celebrations in
Lanternport, the Tavern of the Resting Sword hosts a Questing Stew Cook-Off, in which
companies compete to win gold and treasure in a competition judged by a panel of
Lanternport’s worthiest and most notorious. It’s an epic, all-day revel that all should attend at
least once in their lives, so start honing your skills now:
INGREDIENTS: Oil; a decent portion of meat for each member of the party; carrots or
potatoes gathered from a friendly Halfling farmer; wild onions and garlic, mushrooms (non-
poisonous), celery, and other roots and savories according to taste or what’s at hand; salt,
pepper; Adventurer’s Friend spice mélange; fresh spring water; a good bit of wine in a skin.
THE M ETHOD: The W arrior in the party slays the meat (game fowl, wild hog, deer, or even
the odd reptile.) The Rogue peels and chops vegetables with a dagger on an upturned shield.
The Sorcerer starts the fire and heats the oil in a cookpot. W hen the oil is hot, add the
portion of meat, salted and peppered, and cook until browned. Add vegetables (carrots,
potatoes, garlic, onions, mushrooms, etc.). M ix thoroughly, cooking until vegetables are soft
and seasoning liberally with Adventurer’s Friend (this mix’s origins are traced to the kitchens
of the Grand M arket in Lanternport, where cuisines from kingdoms near and far freely mixed
and intertwined; legend has it that Adventurer’s Friend can make the meanest trail food into a
feast, and turns the finest food into ambrosia; it is sold readymade by many merchants, but it
is just as easy to make on one’s own by combining one part cinnamon, allspice, cayenne
pepper and coriander; two parts thyme and salt; four parts cumin. Store well and it will keep
over the course of many quests.) Once vegetables are cooked, add wine. Using a cook
spoon, scrape up as much debris sticking to the bottom of the pot as possible and then add
water and simmer. W ait. Have a pipe and talk of many things. Use your senses: smell the
stew, taste the stew. Once it’s cooked to satisfaction, serve.
No. 12 IN A SERIES