AX&X: The Funnel

Zero-level play, hirelings, and henchmen. A followers supplement for AX&X.

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The Zero Level

Before a character is a Fighter or a Thief they are just a person with a trade and a bad idea. That is the zero level, and it is one statline shared by three kinds of nobody: the peasant mob of a funnel, the torchbearer you hire at the gate, and the porter who hauls your loot. All three are built the same.

1d20 Occupations

Your past life. A knack and the one strange thing you kept. Generated from occupations.csv.
  1. Farmer. Beasts, weather, and long labor. A stout sickle.
  2. Hunter. Tracking, game, and the wild. A short bow and a half-quiver.
  3. Woodcutter. Timber, climbing, and brute work. A felling axe.
  4. Fisher. Water, boats, and patience. A net and a gutting knife.
  5. Blacksmith. Metal, mending, and raw force. A smith's hammer.
  6. Mason. Stone, walls, and what is sound. A heavy maul and a chisel.
  7. Tanner. Hides, knots, and foul work others refuse. A flensing knife, and a stench that turns dogs.
  8. Herbalist. Herbs, poisons, and simples. A pouch holding one Remedy.
  9. Beggar. Cities, rumor, and going unseen. A tin cup, and a copper that always finds its way back.
  10. Minstrel. Performance, lore, and winning a room. A lute with one sour string.
  11. Cutpurse. Locks, pockets, and slipping a grip. A thin blade and a set of picks.
  12. Acolyte. Rites, letters, and the names of the dead. A holy token, warm near the unholy.
  13. Gravedigger. The dead, soil, and what should stay buried. A spade, and a skull that was facing the wrong way.
  14. Miller. Grain, gears, and honest weights. A heavy pestle.
  15. Chandler. Wax, tallow, and light. A dozen candles that gutter blue near the dead.
  16. Rat-catcher. Vermin, drains, and tight places. A terrier, loyal and loud.
  17. Peddler. Haggling, roads, and what sells. A pack of oddments, and a map to nowhere that keeps proving right.
  18. Ferryman. Rivers, crossings, and tolls. A long pole, and a coin a dead man paid.
  19. Charcoal-burner. Fire, smoke, and the deep wood. A tinderbox that never fails, once.
  20. Orphan of the host. Camps, drill, and making do. A notched sword too big for you, once your father's.

Running a Funnel

A funnel opens a campaign with a crowd of zero levels and ends it with a few heroes. Each player rolls up a little mob of three or four, a dozen or more to the table, and marches the lot into one deadly dungeon. The dungeon does the choosing. Whoever crawls out the far side has earned a class.

Hirelings

A hireling is a zero level you pay by the day. Build a torchbearer or a porter exactly as a funnel peasant, kindred, past life, and all; a man-at-arms is a cut above, a trained hand at Level 1.

Henchmen

A henchman is not hired but won: a loyal adventurer who throws in with you for a share and a cause, levels at your side, and may one day carry the torch when you fall.

From Peasant to Hero

One ladder runs under all of it. A zero level is the bottom rung, peasant, torchbearer, and porter alike. Earn a half share through a funnel or a hired season, cross the Level 1 threshold, and pick a class to graduate. Throw in for a cause and a share, and a graduate becomes a henchman who levels with you. Outlive your patron, or strike out alone, and a henchman becomes a hero in their own right. When the whole crowd takes the field, the Warband supplement runs them as one host, the funnel’s mob mustering under a banner.