The Ninth Table
The group has existed for only four months, but its brief history has already changed its members. During their first week, they were mistaken for thieves and detained by the settlement watch. The Caller persuaded the reeve to release them by admitting they knew nothing of local law and offering work in exchange for shelter. Their first triumph was helping contain a grain-store fire, using a combination of modern practical knowledge and improvised magic. Their first major setback followed soon after: an attempt to test the relic caused a flash that damaged a small shrine and scattered its components. That incident, remembered as the Blue Morning, defined their public reputation. Some residents now call them useful oddities; others consider them a danger. Inside the group, Blue Morning ended the assumption that they could simply repeat the adventure stories they used to play. Since then, disagreements over home, history, and identity have become harder to laugh away.
The Ninth Table
- Type
- Displaced time-traveling…
- Size
- Tiny
- Reach
- Local
- Base
- A small unnamed settlement on a trade road
Overview
The group has existed for only four months, but its brief history has already changed its members. During their first week, they were mistaken for thieves and detained by the settlement watch. The Caller persuaded the reeve to release them by admitting they knew nothing of local law and offering work in exchange for shelter. Their first triumph was helping contain a grain-store fire, using a combination of modern practical knowledge and improvised magic. Their first major setback followed soon after: an attempt to test the relic caused a flash that damaged a small shrine and scattered its components. That incident, remembered as the Blue Morning, defined their public reputation. Some residents now call them useful oddities; others consider them a danger. Inside the group, Blue Morning ended the assumption that they could simply repeat the adventure stories they used to play. Since then, disagreements over home, history, and identity have become harder to laugh away.
How it began
Before they arrived, the seven members were friends who met regularly to play fantasy roleplaying games. On what they remember as their final evening, they found a brass-and-glass object in a locked case beneath a rented hall. It resembled a prop from one of their campaigns, and they argued over whether it could be part of an elaborate game. One member touched its turning rings while another read aloud an inscription they believed was invented. The room folded into a white silence. They woke in a muddy ditch outside a settlement, in bodies that were recognizably theirs but not as they remembered them. Their clothing, voices, ages, and physical capabilities differed. They had no phones, no familiar landmarks, and no agreement about how much time had passed. They formed the group simply to stay together and survive.
How to know them
Ink blue, Oxidized copper, Unbleached linen
- A square table with one empty place
- A cracked copper disk
- Seven small marks beside one larger question mark
Standing
What they say they want
What they are doing now
Where it leads
The group's stated long-term vision is to find a safe way home and, if that proves impossible, build lives in this world without becoming a curiosity or weapon for someone else. They have not agreed on whether these are truly compatible goals.
How others see them
To some residents, they are strange but useful outsiders who helped during the grain-store fire. To others, they are reckless strangers whose arrival brought a dangerous light to the shrine. Their habit of arguing over ordinary choices makes them seem either unusually thoughtful or deeply unstable.
People
4 ranks
Caller
Empathetic, composed under pressure, and prone to postponing decisions until she can hear every side. Her patience can feel like evasion to members who want a clear plan.
- Caller1 member
Keeps meetings orderly, speaks for the group when a single voice is needed, and makes no binding decisions without the others' consent.
- Keepers of the Record2 members
Maintain the group's shared account of events, compare memories, and mark what they know, suspect, or merely remember from games and media.
- Hands2 members
Handle practical needs such as food, lodging, local work, repairs, and building trust with residents.
- Lookouts2 members
Watch for the relic's owners, investigate rumors, and assess danger. The title is informal and often ignored.
Other key members
- Marek Voss Keeper of the Record
- Toma Hand and practical fixer
- Kestrel Relic researcher and informal spellcaster
- Petra Lenk Lookout and negotiator
- Dima Hand and healer's assistant
- Gidek Lookout and keeper of rumors
How they are organised
- There are no formal recruits. The seven members were present at the crossing and have not decided whether anyone else can truly belong.
- A person who wants to help must respect the members' privacy, especially around their bodies, memories, and former identities.
- Anyone entrusted with the relic must agree not to activate it without a group discussion, though this rule has already been broken once.
Relations
6 factionsThe settlement's reeve permits the newcomers to sleep in an unused counting room and quietly asks them to help with disputes no one else can solve. The arrangement is strained because the reeve expects loyalty in return.
Operations
What they do
How they do it
Services for hire
- Careful InquiryA meal, a safe place to work, or permission to consult local recordsThe group can investigate unusual claims by comparing witness accounts and looking for practical explanations. Their results are thoughtful but not infallible.
- Relic ExaminationMaterials and the patience to supervise an uncertain experimentKestrel can examine unfamiliar magical objects and identify obvious physical features. This is a custom, non-canonical capability, not a guaranteed D&D spell or formal 5E feature.
What they can do
What they have
Where they are weak
Territory
Headquarters
A small unnamed settlement on a trade roadAn unused counting room behind the settlement's grain store. Its warped table serves as a map surface, meeting place, and sleeping platform. The group has hung a blanket over the only window and scratched a rough timeline into one wall. The space is cold, cramped, and borrowed at the reeve's discretion.
Lands they hold
Outposts
- The LoftA loft above a cooper's workshop near the settlement gateA fallback place to hide notes and sleep if the counting room is reclaimed. The name is simply what the members call the rented space.
Secrets
Plot hooks
4 hooks- 1A Face at the DoorLow to moderate; centered on roleplay, trust, and identityReward: A personal connection, shelter, and a clue about the member's altered bodyPersonal: A resident recognizes one member's new face as resembling a missing local relative. The resemblance is unsettlingly close, and the resident asks the member to attend a family meal.
- 2The Light Before DawnModerate; investigation and negotiationReward: Local trust, payment, and evidence about the relicLocal: The reeve asks the group to investigate who entered the grain store before the Blue Morning. Evidence suggests the relic's light may have been triggered by someone else, but the likely witness is afraid of the shrine wardens.
- 3The Buyer with the Old PapersModerate to high; social choices with potentially violent consequencesReward: Access to historical records, money, or a lead on a missing relic pieceRegional: A traveling antiquities buyer arrives with a description of the relic and an offer to purchase it. He claims his family has guarded it for generations, but his records place it in a different country only decades ago. The group must decide whether to bargain, flee, expose him, or use him to learn more.
- 4Seven Versions of TomorrowHigh; extended investigation and a consequential choiceReward: A possible route home, a chance to alter history, or knowledge of who marked the relicCampaign scale: A damaged fragment begins showing events from the group's remembered future, but each vision differs depending on who holds it. If the group follows one vision, they may prevent a local tragedy while making the others question whether their memories are reliable.
Work they offer
What gets in the way
Rumours
Media
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