The Stilyard deal in luck, morality, and free will.
In return, you incur a debt to be paid. This is not a debt of coin, but a debt of choice. You owe them a moment of your free will.
You won't find them at city markets, nor do they have shops. The Stilyard keeps themselves hard to find, accessible only to those who truly have the drive to seek them out. Those that find them and those they seek out are a special clientele - individuals that live lives filled with harsh decisions, drastic action, and catastrophic failures.
Goals
The Stilyard's true objectives are hard to determine, but there are clues in their transactions. They trade free will for control, luck for finality, chaos for order. The Stilyard wants to see the world on a script, with each line pre-rehearsed and each part played correctly. Whilst it presents itself as a neutral party, it is an inherently Lawful Neutral faction, for the only payment it seeks is the ability to determine how events will play out. What exactly the final end point is is unknown, potentially even to the Stilyard themselves. But there is a degree of comfort in knowing where all the players in life's stage will fall, what their lines will be, and how things will end before the curtains fall.
Individuals that work for the Stilyard can apply to have their own choices and goals taken into consideration when payment is due - the degree of influence they have increases with the amount of dealings they make. In return, their power over decisions can only be used at the authorisation of the faction as a whole.
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| Cuombajj Witches by Seb McKinnon |
Mechanics
Members of the Stilyard can provide two primary forms of service. Firstly, they can alter alignment (if such a mechanic exists in your game). Depending on the system, this may be a percentage/value reduction or a binary change, depending on whether the relevant mechanic is analogue or digital.Secondly, they can sell luck. Mechanically speaking, they sell a predetermined dice roll to the player, which they can use to replace a roll of their choice, after which it is expended. For D&D 5e, this would allow them to replace an ability check, saving throw, or attack roll. Treat this as if the player is using the divination wizard's Portent ability.
In return, they seek control of a player's luck or free will in the future. For a dice roll, the Stilyard may choose the player to succeed or fail on a dice roll that would directly or indirectly benefit the Stilyard. The DM can either choose such a roll based on the action's consequences, or roll a d20 (or d100) and then determine that, in that number of rolls, the Stilyard makes its move. The roll the Stilyard chooses can either be proportional to the player's dice roll (e.g. a 1 for a 20, a 5 for a 15, a 3 for a 17 etc) or could be rolled immediately after the transaction is made.
For an alignment shift, the Stilyard requires a heavier price to be paid: 1d8 hours of a character's free will. There is no saving throw for this control.
| d10 |
What the Stilyard does with your free will
|
|---|---|
| 1 | You sign a devil's contract with your own blood |
| 2 | You march into a courtroom as a surprise witness |
| 3 | You set up an assassination for a passing noble |
| 4 | You tell a beloved friend the truth they needed to hear |
| 5 | You donate half your carried wealth to a noble cause |
| 6 | You deliver a package to someone in a back alley, then drink to forget |
| 7 | You allow a spirits to inhabit your body |
| 8 | You act as messenger for other Stilyard clients |
| 9 | You witness a brutal, unforgivable crime... and walk away. |
| 10 | Nothing seems to change from what you would normally do |
Inspired by the Mann, Levinn, and Lewis Firm from Wildbow's Pact series.




