Making Radiants: Windrunner

“Those who join the Windrunners generally subscribe to a philosophy of protection, particularly defending innocents or those who are unable to protect themselves. The order believes in structures of command, team dynamics, and the importance of a strong squad. They are very militaristic by nature. They tend to attract those who seek to protect the defenseless, but also enjoy action and fighting for what they believe in.”

-Coppermind, Order of Windrunners

Journey before destination

We finally come to the Windrunners. My guess is that many Cosmere RPG parties will have at least one Windrunner since they are so prominent in the first era of the Stormlight Archive. Nevertheless, every game master must equip themselves with the tools to deliver a fun and engaging story that challenges the ideals of a new Radiants looking to swear oaths.

Use this resource as inspiration to start a potential Windrunner on their path to swearing the ideals of an order of the Knights Radiant.

Each article in the Making Radints series contains scenarios that include a basic setup to bring your party into the conflict, recommended skill checks to engage your players, and possible outcomes for you to plan for. Where appropriate, there are potential opportunities and complications to blend these events into the tapestry of your campaign.

Here are some quick reminders, which I explained in more detail in my previous post on Dustbringers.

  • Make it your own: Use these prompts as kick-starters for your campaign.
  • Complimentary and conflicting viewpoints: Scenarios in which your whole party participates may play out differently when viewed through the lens of different orders.
  • The journey or the destination: Whether it’s the pivotal moment where a player swears their first (or next) ideal or a simple skill challenge, you will find plenty of inspiration to keep your players engaged with the storyline.
  • Further reading: I recommend the Coppermind to any game master who is not well-versed in each Order's lore.

Scenario: The toll road

The toll road, by me in Inkarnate.

While traveling between two major cities, the party encounters a toll station set up by the local High Prince. The guards of this particular stop appear to be taking advantage of the would-be travelers across this stretch of the country, charging an absurd rate of a garnet mark (5mk) per individual looking to pass on. Those who cannot pay this egregious sum have their goods confiscated in exchange for passage.

While the guards interrogate the party, the prospective Windrunner notices a Wind Spren who leads them to a destitute-looking family being shaken down. The family pleads with the guards, offering their meager possessions for safe passage.

Insight, DC12

The value of what the guard has already arrested from the family’s possessions should be more than enough for the group to pay their toll, but the guard insists more must be given.

Deduction, DC12

The remaining supplies left to the family won’t be enough to carry them to the next city or town. They won’t survive the journey as it stands.

Resolution

The Windrunner's protective nature may drive them to protect this family, and they may do so in a way that fits their personality and goals.

Pay the toll

The party might resolve to pay the family's way or provide them with supplies to help them towards their destination.

Not on my watch

The budding Windrunner may attempt a skill check to threaten the guard (Intimidation, DC14) into letting the family go. Success will allow the family to go through without paying the toll,  but failure may put the whole party in trouble. Depending on the nature of the threat, the party might have to pay the toll for themselves and the party, or worse, under arrest.

Inspire a better way.

The player may attempt to compel the guard to spare the family the hardship of the toll (Leadership, DC12). Attempting to invoke this sense of duty is easier than trying to do so through force, but it may have similar downsides if it fails.

Regardless of their success or failure, the attempt to protect those who cannot protect themselves draws the attention of the watching spren.

Opportunities and Complications

Use these opportunities and complications to enhance this scenario's impact on your party and their future.

Opportunity: Grateful for the help (regardless of outcome), the party gains an ally in the destitute family, who just might be able to help them in a future session.

Complication: For interfering with the shakedown, the party has been marked by corrupt guards in this region who will cause trouble for them whenever the two cross paths.

Just about halfway through

We are just about halfway through my Making Radiants series! We are going through all of the Orders available on the release of the Cosmere RPG, so be sure to subscribe to get the next article when it comes out!