Wednesday, July 19, 2017

20 Villages and What Goes On Within Them

Art by Randy Asplund

A village appears on the hex-map as either being procedurally generated or when a lair encounter is rolled for a peasants wilderness encounter. Each village is a small sprawl of wooden buildings, rarely is there more than a single two story structure and it's either the village chieftain's house or a large church. A character may spend the night in a village for a rate of 5 silver per night.

1. Sloan - Rebellion against cruel deputies and sheriffs as well as a beauty pageant, the leader of the rebels is the one running the pageant.
2. Brusi - Amnesic Outlander (As encountering one in the Polite Lands).
3. Sandir - Complex of standing stones outside of town, runes upon them teach a spell (Solstafir on the bottom of the page).
4. Myrkir - Fishing contest in nearby lake (A random character who takes part must succeed a strength check of be pulled into the waters by a Giant Frog [Stats as Boar but can swim]{The giant frog is secretly a transformed noble maiden and simply wants to have company, can be dispelled with a kiss}).
5. Kveda - A gang of brigands has descended into the town and seeks to tax it (3d6+10 Bandits and 1 leader with 3 HD and plate armor).
6. Gaman - Village elders seek aide in ousting ruling chieftain by proving him senile.
7. Ellif - Hidden cult within the town worshiping She-Who-Hides-Behind-The-Stars. They are relatively nice people but the church would want them all dead if they have the chance.
8. Mein - Hermit on the outskirts hasn't been seen in weeks. He has been transformed into a tree in the nearby woods by an evil faerie and can only freed by offering a baby. The hermit's mind then enters the baby's.
9. Odasan - The vast majority of this town is deathly ill. They need medicine badly. Anyone spending the night here must save or contract a foul disease (Deals 1d2 damage to a randomly determined attribute).
10. Messa - Houses ruined and destroyed, no living soul left. Roll for a wilderness encounter check: that's what killed everyone.
11. Salem - From the nearby graveyard a corpse was stolen, instead it has animated to kill it's killers (1d4 men in the town).
12. Berborg - Bakery shop offers free pastries (They are delicious).
13. Skyrfela - Wedding occurs in a few days, woman to be married has many suitors who seek to ruin it (1d4+2 Stats as Bandits).
14. Wercheg - A mysterious man in a great coat of blue offers to sell you a "dragon's egg" for 300 silver. It's the size of a man's head, hatches in 1d20+10 days into a cockatrice.
15. Gamling - Numerous errant knights (1d6+3) have settled in here and are causing a great deal of trouble.
16. Skemtun - Fair is going on and many people frolic and enjoy themselves. Anyone who takes part loses 1d4 points of trauma and 1 random possession.
17. Veita - Brewery has been broken into and all of the beer has been drunk. Paranoia abounds.
18. Vald - Children keep going missing. 1 Hex away in a dark cave is the Child-Thief and 1d6 missing children and 1d4 sets of child bones.(Stats as Huldra plus children who hear his song must save or follow him into the woods.)
19. Ruvar - A bounty hunter (stats as Guard plus manacles) in this village begins pursuing a random character thinking they are the infamous blackguard Silbergeld.
20. Jayek - A sleeping bear, twice the size of other bears (Stats as Bear but with double the HP), lies slumbering in the center of the village. Villagers want it to leave so they can return to making loud sounds.

R: 50'
T: Area of [sum] by [sum] feet
D: [dice] + 1 rounds

Rays of soft light crystallize into a tangible fence which is transparent as glass but cannot be crossed through by living things.

The Giant Despair + Horror Isolation Mechanics

Art by Guant-Yang

Author's Note:  I was suggested to make a post about giants, specifically: Stuff you can steal from them, reasons they piss everyone off, what they farm and  why (-10 points if it's mammoths) [I didn't do this], -50 points if they're the remnants of some much more enlightened civilization that slowly degenerated, +100 points if you  make me frightened of them in a visceral way. [These are the goals of this post, let me know if any of them have been satisfied]

Stolen from the Etan Dreaming Castle

Few who wander through the meandering Witchways of the Iron Labyrinth speak of a vast construct stabbing at the sky. The Dreaming Castle of the Etan the Tree of Iron and Stone. That derelict grasp of those who dared to merge stone with the sky, from which the golden bell hangs. Two frail corpses, each a mile long, hang within the golden bell, a princess ravaged and her prince. Between them a century's worth of virgin's blood that's passed through those longing veins speaking of prophecy etched into the bark of the Tree of Iron and Stone by a crowquil in some ancient time. A murmur from the ruins below the tree echos softly and the roots undo again. A long knife that bleeds the sky empty as it shambles upon it's many cilli. The branches becomes a gilded vessel filled by soft spoils of the wounded firmament the eigengrau. That rancorous royalty shall then wade into the vessel and fill their lungs by the flood and reap the promised end to this path. The flood swell, so thank the princess for her tears. A drop of blood to let them in, a drop of blood to welcome them. Let the starving ghosts then feast, from this flesh, from these bones, let them all feast as they did when they were awake.

A few of their trophies stolen from that place are listed below.

Memory of Balor's Horrid Eye - A semi-tangible orb bound in 8 seals and chains. It throbs intermittently, releasing gasps of heat. In order to break a seal a character must roll under their Strength score. Each time the seal is broken the Orb deals fire 1d6 in a 10 foot radius. The range and damage dealt is multiplied by the number of seals broken i.e. the 4th seal broken deals 4d6 damage in a 40 foot radius.

Sylph Trapped in Amber - A maiden the size of your finger clad in filigree and two wings upon her ankles is trapped in amber here. She struggles and often cries. If you can somehow break open the amber she will serve you for one hundred years. Her name is Hringi.

Depatterened Grace - Wrapped in black leather lies a invisible blade. It deals damage as a dagger but is otherwise completely invisible. If you drop it, it would take you 1 turn to find it again.

Sliver of the Panopticon - A series of metal wires wrapped around the sigil of an eye. If you replace one of your eyes with this, you can deal yourself 1 point of damage in order to see through solid objects for 1 minute.

Ordered Stardust - A bottle of three motes of light. Anyone who spends a turn gazing at them may ask one of their ancestors a question. For each turn you stare at the motes you may ask a question a generation back to a limit to 10 generations. After asking the question you take 1d4 points of trauma.

Caged Indecision - A cage containing within a geometric shape which appears the same from any angle viewed. If one is able to sketch the geometric shape caged within it acts as a symbol of sloth. Anyone looking at the shape must save or be paralyzed for 1 minute.

Hermetic Melody -  A sheet of bark covered with etchings which could be mistaken both for musical notes and diagrams of light. A character may take a week studying the bark if able to roll under a third of their intelligence score is able to figure out how to play a woodwind to create an orb of light illuminating 3 feet.

Totem of the Crowquil - A series of crows conjoined together in a linear pattern, inanimate save for their traveling eyes, each unblinking. A character may take a week studying the totem if able to roll under half of their Wisdom score is able to figure out how to unscrew the crows. The three crows are subservient to whomever disentangled them. These crows can each speak 3d6 words each.

Immeasurable Horrors

The shadows cast by the Etans are a mile high. They are where darkness is, their essence the same shade as eigengrau. Their limbs stretch as far down as it takes to steal a man into their mouths. If darkness covers an object they can wish to be there.


Those dark shapes obscured from sight which steal away whole villages into their gullet spill forth from the nightmares of man. They are but hollows cast from the true cruelties of the Etans. Mere shadows of those who ripped each diaphanous golden wing of Those expelled from the Brightness. Mere shadows of those who put the bit the heads of the child-princes of the Fair-Folk. Mere shadows of those who sought turn the world to ash in spite. Most Etans have faded away, yet their legacy hangs like the ax to fall. Etched in the marrow of each moral being whose ancestors they tore asunder with their noble fangs.

Against The Giant Despair

Lost to the Darkness:

Author's Note: This could easily be adapted to any stalking predator

If a character lacks a light source and leaves the sight of those with light sources they are grabbed away into the darkness by the shadow of a Etan. When this happens, give a folded over note to the player. The top of the note reads: "Save, if successful then return the note to me otherwise open the note". The inside of the note reads, "Your character has been momentarily lost to the darkness, continue playing as you would otherwise until another character turns to speak to you or asks for your assistance." Every character grabbed into the darkness this way gains 1d20 points of trauma and loses every level and is later found grey skinned, shivering, eyes wide, in the fetal position.

Only after the characters decide to regroup into the safety of light or only one with a torch remains does the shadow of an Etan reveal itself.


Name: The Giant Despair

An awful visage emerges from the darkness, cast in shadows two luminiferous eyes stare pale at you. There are no tones or shades on the flesh, only a stark contrast to all the darkness.

HD: 12
Def: 4
Dam: 1d12
Move: 15
Save: 17
Morale: 12

Terrible: When The Giant Despair reveals itself all those who see it must save versus terror. Those that fail take 1d6 non-lethal damage when they approach or attack The Giant Despair. If this damage would reduce them to 0 HP they instead flee and hide. They are found as if they had been lost to the darkness. If you are safe (not threatened, out of sight) you gain another save versus terror. Anyone who deals damage to The Giant Despair automatically dispels this effect.

Horrible: Only a magical weapon may deal damage to The Giant Despair. No other source may deal damage to them.

Author's Note: I would love to see someone use these as Grues using Skerpel's Pomerium Rules, only 8x scaling needed. 

Sunday, July 16, 2017

Plains Wilderness Encounters and Bestiary

Author's Notes: Monster Statistics are given in the following notation:
HD – This refers to how many Hit Dice a monster possess and accordingly it’s bonus to hit
Def – This refers to the bonus a monster receives to its base armor class or defense rating 
Dam – This refers to how much damage a monster deals with one of its attacks
Movement – This refers to the distance/speed with which a monster moves a score of 12 being equal to an unencumbered man
Save – This refers to a monster’s chance to ignore magical or mundane effects out of 20. This would be ignorable if your system of choice does not give monster saves if not for a Save statistic of 20 meaning a monster is immune to magic.
Morale – This refers to a monster’s likelihood to flee from combat in 20. Monsters who are able to roll below their morale value remain in combat after first blood drawn, one of their number slain, and the tide turning against them. Adjust accordingly if your system of choice uses a 2d6 roll for morale.
Art by Steven Belledin.

When you're traveling through the wilderness of the plains you may encounter many dangerous and weird things. When ever you travel through a hex there is a 1 in 6 chance of encountering a monster but for each other possibility you either find a lair, spoor, tracks, or traces of a monster as shown in the Wilderness Anecdote Table below.

Wilderness Anecdote Table

1Lair of something
2Spoor of something
3Tracks from something
4Traces 1 of something
5Traces 2 of something
6Monster encounter

Wilderness Plains Terrain Encounter Table

13d6 Bandits
2As Plains Terrain Polite Lands Encounter
32d6 Wolves
4 2d4 Tribal Horsemen
5Derelict Ironsmoker
6 Atavist Moth
71d4 Spirits of the Plains
91d2 Cockatrices
10Carin Carrier
112d4 Giant Spiders
121d4 Giant Birds
131d8 Harpies
15 Prismatic Owl
172d4 Carapaces
19The corpse of a (Roll Again)
20Conflict of two (Roll Twice)

Plains Wilderness Bestiary

Name: Bandit

HD: 1
Def: 2
Dam: 1d6 or 1d6 ranged
Move: 12
Save: 6
Morale: 6

Lair: Crude encampment inside of a cave lit by few torches
Spoor: Poorly made traps now broken
Tracks:  Bootprints leading deeper into the woods
Traces1: Corpse with it's throat split, long since looted and now tucked behind a tree
Traces2: Trees with broken arrows embedded in their trunks
Name: Wolf

HD: 2
Def: 2
Dam: 1d6
Move: 18
Save: 7
Morale: 6

Lair: Wolf's den
Spoor: Loud howling at night
Tracks:  Numerous paw prints
Traces1: Wolfsbane growing in many places
Traces2: A Wolf carcass with it's throat torn out
Name: Tribal Horsemen

HD: 2
Def: 2
Dam: 1d8 or 1d6 ranged
Move: 16
Save: 7
Morale: 8

Rider: The stats above represent a Tribesman on a Horse. Anytime a horse man takes damage there is a 50% of it harming the horse and a 50% chance of it harming the rider. The rolled HP is split between the horse and the rider. If the rider reaches 0 HP then he dies atop his horse, if the horse reaches 0 HP then the Tribal horseman falls of his horse and is treated as a Bandit.

Lair: Numerous yurts billow smoke, a few horses are tethered to the ground between them
Spoor: A yipping yell is heard in the distance
Tracks:  Numerous horse tracks
Traces1: A strap of leather embroidered with a few beads lies forgotten
Traces2: The ground here bears sign of a campfire burning here a long time ago
Name: Derelict Ironsmoker

Looking like a metal mockery of a man, a smoking train-thing stands on a pair of blades. Two gangly arms are set into motion by gears and pistons. A trio of chimneys rise along the spine of the contraption, meekly billowing clouds of smog.

HD: 5
Def: 6
Dam: 1d12
Move: 10
Save: 20
Morale: 10

Faster Burn: A Derelict Ironsmoker can burn the fuel within itself to go faster. By dealing 1d6 points of damage to itself, it can increase it's Move score by the same amount. When a Derelict Ironsmoker does so it begins spewing thick black smoke for 1d6 rounds which acts as darkness for all those within 10 feet of it. It can see through this darkness.

Punchcard Innards: There is a 1 in 6 chance that a Derelict Ironsmoker still has the ancient punch-card used to code it's intelligence intact. This gives them 2d6 words they can use to communicate with others to explain their intentions. These punch-cards are made of electrum, are worth 450 silver, and if extracted can be inserted into other Derelicts converting them to the purpose of the Ironsmoker

Lair: A depression in the earth can be seen here as if burned into the ground
Spoor: Billowing black smoke rises from something in the distance
Tracks: A trail has been blazed here, long gashes cover the ground
Traces1: A few coals lie forgotten on the ground here
Traces2: The remains of a wild-fire stain the ground black here.
Name: Atavist Moth

HD: 4
Def: 2
Dam: 1d6 + effects of dust
Move: 5 or 13 flying
Save: 13
Morale: 9

Lethian Dust: Every 1d4+1 rounds a Atavist Moth may convulse it's body and let lose the dust which covers itself. Those who are within 15 feet, must save or lose all of their memories for 1d6 minutes. Anyone memory less must then save in order to take an action other than ask questions like: Who am I? Where am I? Why is there a massive angry moth in front of me?

Lair: A few rocks here are covered in fine white filaments and pale dust
Spoor: Pale dust churns on the wind
Tracks: A thin trail of pale dust can be seen in sporadic traces
Traces1: A tree's branches have been haphazardly torn off
Traces2: A massive cocoon lies in shambles, it's occupant long gone
Name: Spirit of the Plains

A shimmering hexagon fades in and out of view out of the corner of your eye. Small white hands extend from it as you see it rummage through your companions bag and steal an iron object. You blink and the spirit is there no longer.

HD: n/a
Def: n/a
Dam: 0
Move: 20
Save: 16
Morale: 10

Sidereal: These spirits are intangible and almost invisible. They occasionally emerge from the dreams of the soil, rocks, and trees seeking to observe new and novel things. Rather than ever trying to deal harm to characters, there is a 1 in 6 chance that when encountered the Spirit of the Plains will replace a manufactured item in a random characters inventory with a beautiful polished stone.

Lair: The wind howls strongly here, stirring sparse vegetation into a tumult
Spoor: Light is scattered off of a cloud in the sky
Tracks: None
Traces1: A singular ray of the sun hangs heavy amid the upturned dust
Traces2: Numerous polished stones lay here arranged in a hexagonal pattern
Name: Krovkulak

A nearly emaciated figure reeks of rotting flesh. It stands on two legs each bent backwards rising up on it's toes like a dog.  It's two hands end in massive claws that dragging it's knuckles on the ground. Two small yellow eyes rise atop it's bald leathery skull as it snorts from it's distended snout. Saliva falls from between it's irregular teeth as it's maw spills open unleashing a wild howl.

HD: 6
Def: 4
Dam: 1d8/1d8
Move: 13
Save: 11
Morale: 14

Regeneration: Krovkulak's regenerate 1hp/round of combat unless damage is dealt by silver.

Degenerative Infection: Anyone fighting a Krovkulak in melee must save or disease 1 point of intelligence (at 0 points turns into a Krovkulak)

Lair: Deep, dark hole in the ground from which a rotting stench eminiates
Spoor: Trees seemingly ripped out of the ground and eaten
Tracks:  Trail of two foot prints and a long drag mark on either side of the prints
Traces1: A pile of broken bones drenched in noxious bile
Traces2: Numerous tall trees pulled over at a weird angle
Name: Cockatrice

HD: 5
Def: 4
Dam: 1d6 + save for poison 1d6
Move: 6 or 12 flying
Save: 8
Morale: 8

Lair: Poorly constructed caricature of a bird's nest twice the size of a man.
Spoor: Petrified remains of a horse seemingly torn in half
Tracks:  Claw prints of two claws followed by a thick tail
Traces1: A rock with chunks seemingly bitten out
Traces2: A few ragged, black feathers too frail to be a crow's liter the path ahead
Name: Carin Carrier

A grey skinned giant thrice the size of man looms ahead. Dark vapors seep from his skin and a massive stone rises high in his grasp. Upon this carin are written dark and foul sigils and words of power.

HD: 4, ATK:1
Def: 3
Dam: 1d10
Move: 12
Save: 9
Morale: 14

Lair: Massive carin stone on top of a hill. Beneath it sits the Carrier
Spoor: No sound save for the wind. A desolate hill in the distance
Tracks:  A mangled canopy of trees as if something twice their size passed through
Traces1: The remains of a man seemingly crushed by a massive hammer
Traces2: A resounding crack emanates from beyond the horizon
Name: Giant Bird

HD: 3
Def: 2
Dam: 1d6
Move: 8 or 14 flying
Save: 8
Morale: 7

Lair: A nest twice the size of a man is made up of tree branches here
Spoor: A shrill cawing is heard from above
Tracks: None
Traces1: A large feather sits underneath a shrub
Traces2: A single heavy brach hangs broken off a tall tree
Name: Giant Spider

HD: 2+2
Def: 4
Dam: 1d6 + save for poison 1d4 points of damage
Move: 18
Save: 4
Morale: 6

Lair: Massive funnel web amid a pair of trees
Spoor: Webs cover the trees. Webs cover the ground.
Tracks:  Many holes in the ground
Traces1: Dead fox inside of a massive web three feet above the ground
Traces2: Whisps of spider's silk hang on a tree
Name: Harpy

HD: 3
Def: 3
Dam: 1d6
Move: 6 or 18 flying
Save: 6
Morale: 10

Lair: Ragged Cliff face full of man size holes
Spoor: Resounding scream of WELL, WELL, WELL from the sky nearby
Tracks:  None
Traces1: Deer with its eyes clawed out stumbling around
Traces2: A pile of bones, picked clean by thin teeth
Name: Psuedogiant

HD: 7+2
Def: 5
Dam: 2d8
Move: 6
Save: 12
Morale: 14

Heavy Gait: Anyone within 10 feet of a Pseudogiant must save or otherwise fall over whenever the Psuedogiant moves

Lair: A fetid pit lingers before you, a yearning wound in the earth
Spoor: Crashes of what sounds like thunder steadily approach
Tracks:  Gashes in the soil from heavy hammers lead in singular direction
Traces1: Trees cracked and broken litter the road
Traces2: There are no cliffs or rocks here, only pebbles and shards
Name: Prismatic Owl

HD: 3
Def: 4
Dam: 1d3/1d3
Move: 16 flying
Save: 15
Morale: 12

Blinding Flash: Everyone within 25 feet of a Prismatic Owl must make a save. Those that fail their save are blinded for 1d3 rounds. A successful save does not make the target immune to future uses of this ability.

Strobing Flash: Everyone within 25 feet of a Prismatic Owl must make a save. Those that fail their save fall to the ground and are incapable of any action for 1d3+1 rounds. Those that succeed at their save are completely immune to future uses of this ability by the same Sigil Bird.

Lair: Shimmering and glistening scraps are piled all around a nest twice the width of a man's height. Silver tipped feathers lie scattered around.
Spoor: A cry like breaking glass falls from the sky
Tracks:  None
Traces1: A momentary flash of light is seen in the distance
Traces2: A large rock was once here, now it is simply shattered
Name: Khimera

This mockery of a lion wanders forwards. A second head slumps from it's neck as blue lightning flickers across it's fur-less skin. Powerful thews force it forward on vicious black claws.

HD: 4
Def: 3
Dam: 2d6
Move: 15
Save: 12
Morale: 16

Internal Dynamo: A crackling coat of electricity covers the body of a Khimera dealing 1d10 to any that attempt to attack the Khimera in melee with a metal weapon and 1d6 otherwise.

Lair: A ossuary covered in black bile sits before you in an open pit
Spoor: A thin hum vibrates in the air alongside the scent of ozone
Tracks:  An uneven stagger of clawed paw prints repeats
Traces1: Three gashes scar the trunk of an aged tree
Traces2: A snake with two heads slithers by before it hides itself in taller grass
Name: Carapace

Covered in a chitinous shell and a mane of yellow filament this creature rises out of a hole in the ground on 3 pairs of appendages. Numerous black segmented eyes stare at you.

HD: 3
Def: 7
Dam: 1d6+2
Move: 9 or 6 burrowing underground
Save: 9
Morale: 8

Lair: A massive hole gapes before you, a faint glimmer in the dark shines
Spoor: Numerous gaping holes reach deep into the bowels of the earth
Tracks:  A series of hole gape before you, numerous claw marks leading out of each
Traces1: A thin yellow filament lies covered in recently exposed dirt
Traces2: You stumble and fall, finding your left foot deep in a small pothole
Name: Nergal

Known as those who bathe in the sun, they come forth, spilling fire and leaving white ash in their wake. Wreathed by smokeless flame they float through the air much as serpents glide upon land. Each wields a golden sword.

HD: 9
Def: 8
Dam: 2d12 + save or catch fire taking 1d6 damage every round
Move: 15 (flying)
Save: 15
Morale: 20

Invoke Plague: Every 1d4+1 rounds a Nergal may curse all within 40' with a plague who must save else gain a disease dealing 1d6 damage to a random Attribute

Smite: Every 1d4+1 rounds a Nergal may deal smite a target, the target takes a cumulative 1d6 damage from fires for 1d6+1 rounds. (1st round is 1d6 fire, 2nd round is 2d6, and so on)

Golden Sword: If a Nergal is slain, it's sword may be taken as a trophy of combat. It deals 1d12 damage and those striken by it must save or catch fire taking 1d4 damage every round

Lair: A throne stands elevated before you, seemingly instantly cast from stone. It sits high upon the barren hill before you.
Spoor: Your skin now wet with sweat, your breathing grows more labored under the oppressive heat
Tracks:  None
Traces1: The remains of a great bolt of flame stain the surrounding area black with ash
Traces2: The sun shines it's oppressive rays directly at your eyes

Saturday, July 15, 2017

1 Starting Town, 10 Other Towns, and the Sea

Use this post along side this one to make a map similar to the above.

Starting Town: Hamesgard

Hamesgard is build as a pair of concentric rings. The first ring is a wooden palisade which surrounds the town and has only a central entrance. The second ring is a stone wall, which surrounds the very center of town and may be used as defensible position in times of crisis but otherwise serves as an indicator of where the wealth and power of the town is concentrated. Most houses are built of wood and 1 story tall. People are generally happy and life goes on without much tragedy. There is little corruption or crime. This is the only predetermined town on the hex map. All other Towns and Cities are rolled for if and when they come about as the end of a road.

The notable features of the Hamesgard are dependent upon which classes each player chooses to play as at the start of the game.

If a player chooses to play as an Acrobat then most of the buildings consist of several stories and all have pointed roofs, if there are more than 3 Acrobats a large circus makes it's home within the walls of Hamesgard.
If a player chooses to play as a Barbarian then there exists a district of town which is mainly populated by a tribe of people who at one point used to be nomadic brigands, if there are more than 3 Barbarians then one of the nobles living in the center of town is from the tribe.
If a player chooses to play as a Fighter the outer wall has two towers outside the central entrance where soldiers keep watch, if there are more than 3 Fighters than there is a battalion of soldiers who man stations along both walls.
If a player chooses to play as a Hierophant there is a Cathedral of St. Pale in the center of town, if there are more than 3 Hierophants then there is also a Monastery of St. Pale.
If a player chooses to play as a Knight of Faerie there is a crom lech a small distance outside the entrance into the city, if there are more than 3 Knights of Faerie then each winter solstice there is a tradition for the people to offer a baby to the standing stones.
If a player chooses to play as a Monster Hunter then there is a statue in town to Sigfried, who slew a dragon once living near these lands, if there are more than 3 Monster Hunters the hexes adjacent to Hamesgard don't count as Polite Lands but instead count as wilderness.
If a player chooses to play as an Occultist then a massive crematorium roars nearby the central wall, if there are more than 3 Occultists then the city of Hamesgard has been built over a massive mausoleum.
If a player chooses to play as a Thief then there are public executions by a hangman rather than a headsman, if there are more than 3 Thieves than you can purchase things as if Hamesgard was a city.
If a player chooses to play as a Wizard then a famed wizard Burzum the Insufferable was born here, if there are more than 3 Wizards then half of Hamesgard was once destroyed when the tower of Burzum the Insufferable was rended asunder by foul magic.
If a player chooses to play as a Woodsman then most people in town fear women met in the woods fearing them to be huldras, if there are more than 3 Woodsmen then all the terrain adjacent to Hamesgard is Forest (this includes the hex where Hamesgard is located).

There is a 3 in 6 chance that a character has a benefactor (1: Family Member, 2: Mentor, or 3: Close Friend) in Hamesgard, this benefactor reduces the price they pay for staying a week in Hamesgard by 50 silver. Further there is a 2 in 6 chance that a character has a nuisance (1: Scorned Lover or 2: Resentful Adversary) in Hamesgard, this nuisance imparts a penalty of -4 to carousing checks made within Hamesgard.

Authors Note: The first town the player's experience will set the tone of the setting and their expectations in general. For that reason Hamesgard, will be friendlier to the characters and actively hospitable to them. No characters should be playing an Outlander until they have been met by the party at least thrice, so no character would be an outsider to Hamesgard. Also I really like the idea of the player's choices of which class to play to decide how the world works because it retroactively explains why there were so many of that kind of people from that town

10 Towns

The following is a series of towns (those with an asterisk are on the sea).


Located beyond a sprawl of trees and above a series of sea-side bluffs, a tall vast rampart of numerous oaks rises. Smoke billows from many chimneys and the sea roars. A series of cobbled steps lead down to the seas to a small port built upon sharp stones. A militia practices in open view of the town and a single tower rises from which militia men look for enemies.

Notable Features
Several charcoal kilns burn wood refining it into charcoal. Many carpenters in town have been turned to armorers recently, a sense of coming doom grips the town and now they make shields rather than houses. Many youth seek to leave the town rather than serve in the militia and will become hirelings payed at a reduced rate if they get to leave the town. On a hex adjacent to both the town and the sea, a sea cavern referred to as the Great Hole can be found, here the people of Southcove hunt for seals. 

A ritualized hunt for seals occurs under the full moon's light. Many seek to return with a pristine seal pelt, using clubs to simply crush the animal's head rather than arrows or spears. [Southcove Seal, HD 1, Def 1 or 5 if attacking in an attempt to not ruin the skin, Move 8, Save 5, Morale 3] Many caves riddle the bluffs around the cove and often they are used to smuggle illicit goods. 

Unique Purchase
Charcoal - Burns for 4 hours and provides light for 5 feet, can power contraptions. Costs 5 silver and takes up 1/3 of an inventory slot.
Great Shield - Rather than granting a +1 to a Defense scores and can be splintered preventing 1d12 damage, it provides a +2 to Defense scores and can be splintered to preventing 1d12+4 damage. Costs 100 silver and takes up 2 inventory slots.


A singular bell tower looms over a passage between cliffs. At it's heart a stone fortress stands and outwards many cliff-side roads lead to buildings. Only a single winding road leads into the heart of the fortress passing many choke-points. 

Notable Features
The central bell-tower is now a place of healing, filled by monks who offer to cure the cursed and afflicted. Those visiting the tower may donate 20 silver to cure and curse which has be fallen them and the next curse that may effect them has a 1 in 6 chance of not working. The town of Velos is in is a mountains terrain hex. The hex opposite to the hex containing the road going into Velos is also a mountains terrain hex and is home to a massive man eating ogre. [HD 7, Def 3, Dam 2d6, Move 11, Save 11, Morale 16, 5 in 6 chance of surprising those looking for it, 4 times the size of a man and if killed turns to stone]

Many have taken up falconry as a hobby and flocks can be seen flying between the cliffs. Every man born in Velos is trained in how to use the bow and there are often contests to see the best archer. 

Unique Purchase
Sanctified Bell - A replica of the bell inside the bell-tower, shatters in the presence of the undead. Costs 25 silver.
Whistling Arrows - Fly through the air releasing a shrill sound. Cost a silver each, 20 fill up a quiver.


A road passes fields of cherry trees as it winds into a sleepy town. Solidly built houses of fine woodwork rise two stories in the air beside cobbled stone streets. 

Notable Features
Outside of the cherry fields there is not too much notable about Svassheim, except for the fact there will need to be a new Jarl elected after the characters arrive. There are 4 candidates (his daughters who each hate each other) which are described below roll a 1d4 for which one was the one who killed the old Jarl.

1. Astrid - Blond Haired, wants to increase taxes to create a fund for widows and orphans 
2. Gwyndelin - Black Haired, wants to burn down the local church and put up a new one
3. Sigurd - Red Haired, just wants to install her husband and then her son into rulership
4. Brunhilda - Carries a sword with her, only recently got back into town after traveling for a few years

Jarl Olar, who was the rightful ruler of Svassheim, was killed a week prior to the characters arriving in Svassheim, now a strict curfew is enforced at sundown. Each cherry tree is planted over a grave the sprawling fields outside Svassheim the site of a once great battle. 

Unique Purchase
Cherry Wine - Only made here, this can fetch a high price elsewhere. Costs 20 silver and 3 take up an inventory slot.


An extended mass of shabby looking homes extends outwards from a vast stone gate. Past the oppressive garrison gate numerous tall buildings of stones can be seen. The town is divided into two parts by the garrison gate. Lower Tokobald is a grimy and sad place full of people who wish they could have gotten past the gate. Upper Tokobald is a pristine and haughty place full of people who think they are better than you. 

Notable Features
Lower Tokobald: There is a 1 in 6 chance of characters wandering through this district get mugged by 1d6 muggers. [HD 1, Def 2, Dam 1d6, Move 12, Save 8, Morale 6]
Massive Gate: Characters wearing fancy clothes may pass through the garrison gate for the price of 100 silver pieces. 
Upper Tokobald: You may purchase things here as if in a city, but everything here costs triple the normal price! Characters who are able to enter Upper Tokobald can buy an invitation to a fancy dinner with the nobles of Tokobald, those who do roll under half their Charisma Score and if successful are able given a token of influence which they can present to any legitimate authority to avoid the consequences of their actions.

Tokobald was once a retreat for nobles during a period of conflict. After staying at the garrison along their retinues and guards they decided to simply live here

Unique Purchase
Ticket to Fancy Dinner - Costs 1000 silver and includes a plus one.


A haze of choking smoke sits above the valley where Tula is located. Vast iron pipes rise out of the ground filling the horizon and releasing waves of heat and nearly all structures are made out of stone. Many soot faced people march carrying pick axes and few children stare out at windows as you pass.

Notable Features
A singular Museum of Artifacts in the center of town holds old things pulled out of the earth, the scholars examining them can help anyone else who brings in old artifacts. Numerous orphanages bear the orphaned children of the many miners who die in the mines. There is a multitude of Mining Companies who dig up precious ores from the earth, each then owns a host of factories where those crude materials are refined into arms, armor, and various amalgams of metal. A bomb distillery lies in the outskirts of town, where a character may purchase bombados and powder satchels.

Many of the Mining Companies adopt the children of the miners who die in their mines. It is common for the children to simply then take the name of the company as their own, the last name of a man isn't indicative of them being part of the rich family who owns the company.

Unique Purchase
Gingerbread Cookies - Delicious costs 3 silver for 10 and each package takes up an inventory slot. 
Dynamite - Deals 5d10 damage in a 15 foot radius and creates a deafening explosion making those within 30 feet save or go deaf. Costs 300 silver takes up 1 slot of inventory and if you take any fire damage it explodes. 
Orphaned Child - Acts as a hireling you don't have to pay but cannot aid you in combat. Can be used for convoluted schemes as most people won't give a child a second glance. A fee of 25 silver is need for adoption. 

Authors Note: Yeah, your players can buy child slaves. I've noticed though that any of my players when they encounter children treat them well. I would have any monsters target the children for eating and watch the players react. 

New Rind

Vast towers of stone rise above wooden buildings each bearing a different banner. A thin rampart of stone surrounds the towns and various men clad in armor walk weapons upon their back. A vast arena filled by wooden seats is adjacent to the road flowing into town

Notable Features
What was once a large castle is now know as the Academy of Knighthood where many a sons of nobility are sent to learn the finer arts of chivalry. While the majority of those granted titles of nobility follow these traditions the older generations of men who earned titles of nobility did so by valor in combat. A contingent of them still linger in town decrying "polite warfare waged by a man clad in steel upon the back of a horse" and advocate a return to the time where "slaughter wrought by a man naked save for the blood splattered across his brow was a measure of his worth".  A vast Cathedral named after the Angelic Winged Mirage ushers benedictions to those who pass through. 

The arena outside of town hosts jousting and melee tournaments every first of the month, many squires and many passing knights seek to earn valor and fame there. Crippling alcoholism grips the town and many of the men passed out drunk in alleys are in fact prolific combatants regardless of age.

Unique Purchase
Edict of Chivalry - This is essentially an insurance policy purchased from the Academy of Knight hood offering a ransom to those who would instead kill you. Costs any amount of silver and offers ten times that in ransom to those who hold your prisoner and takes up 1 inventory slot.
Journal of Aged Berserker - Reading this memoir takes a month and offers advice on how to slay your foes. After reading it make an Attack Roll and if it would miss then you gain a permanent +1 to your attack score. Costs 250 silver, takes up 1 inventory slot, and is easily ruined.


Calm waves lap at the shores of a wide port. Sandstone has been used for most of the buildings and each roof is made up of red clay tiles. A single stone tower stands on the edge of town and numerous fountains rise in the center of the city.

Notable Features
Two houses of open nobility control most of what goes on in the town. Members of these house can be found in any other town and scheme to change the world. The Noble House Oak owns many buildings and seeks to act in charity for the fellow man. Its members can obtain an invite to most high society functions. The Noble House Silver owns a single stone tower and believes that the noble end justifies the means taken to achieve them. Its members can obtain a dose poison dealing 1d10 damage for 100 silver.

All those born in Rasa are encouraged to leave the town and see the world outside. Many have acquaintances in other settlements and there is a 1 in 10 that there is a friendly face of someone who previously met a character elsewhere. 

Unique Purchase
House Oak Emblem - Allows membership to the House of Oak and makes an enemy of House Silver. Costs 50 silver.
House Silver Emblem - Allows membership to the House of Silver and makes an enemy of House Oak. Costs 100 silver.


Among fetid fens and the vegetation of the swamp a series of wooden platforms rise. Above them sit numerous longhouses. Few boats sail between the platforms ferrying travelers from one cluster of buildings to another.

Notable Features
A wild menagerie exists within Chara and the proprietors seek to obtain new specimens offering 100 silver per HD of creature brought in. A hall of mirrors lies in the center of town, a winding labyrinth of reflective surfaces somewhere in that maze is a trapdoor which leads to a school of assassins. The hex containing Chara and all 6 adjacent hexes are swamp terrain.

Many sail shallow boats in the swamps around Chara, dredging the swamps for gold which is said to have been lost underneath the muck. There are no laws in Chara except the weregild and unless seen by others crime is ignored.

Unique Purchase
Assassination Orders - One can pay to have another assassinated. One simply needs to pay double the weregild of their murder in advance. Weregilds for a common man is 200 silver, nobles and clergy have a weregild of 1200 silver, the cost of weregilds are thrice-fold for any man acting in service to the king.

Authors Note: I'd be really interested in a player's reaction if someone gave them their weregild alongside a notice that they are gonna be assassinated soon. If you use this please let me know how it goes.


A tall mountain slowly billows smoke from it's soft slopes. At the base a winding stone wall surrounds numerous houses. The lumbering volcano above the town enriches the soil around Jasp and many vibrant farms surround it.

Notable Features
The hex containing Jasp is mountain terrain, but the terrain of the adjacent hexes is rolled as if they were adjacent to a plains hex. A famous University sits in the center of town, founded by the wizards Fenris the Innocent and Deyd the Euronymous. Those inside are taught occult secrets and those attending have a 1 in 6 chance per year spent in the University to gain a single Magic Dice as a wizard and a 1 in 10 chance per year spent in the university of dying to some awful experiment, like making fireproof clothes. After 5 years one must leave the University. Relic Traders sit at the ports of Jasp and trade with those who arrive from the islands past the sea, these are generally graduates from the University who go out looking for thinks to investigate. A rebuilt Cathedral named after the Ash-Faced Martyr stands in the center of town and numerous clergy men walk the streets. Soldiers are stationed around Cathedral the first was burnt down by an insufferable wizard ages ago.

Anyone may attempt to pass the Test of Merit offered by the University for a chance of sponsorship by the nobility to serve as a bureaucrat. Once can pass by rolling under one's Intelligence score three days in a row. Those who pass are encouraged to attend the University. 

Unique Purchase
Test of Merit Cheats - These reduce the amount of times needed to roll under Intelligence by one but only have a 1 in 6 chance of being legitimate. Costs 40 silver.
University Loans - This is buying the debt that a student allegedly still enrolled at the university has so that they serve you as a hireling but with 1 randomly rolled spell. This costs 200 silver per year of the student attending the university, roll to see if they Magic Dice and in fact are alive.

Authors Note: This works out to 1000 silver for a 60% chance of the student (who essentially you buy as a slave) having a Magic Dice and only 40% chance of being dead. These ratios if incorrectly applied as an analysis of a class of a hundred students means that sixty survive and of those sixty who survive only 36 are actually magical. If we apply the mechanics of the university to a 100 students we get the following. In Year 1, ten die and only fourteen gain magical ability. In Year 2, eight die and fifteen gain magical ability. In Year 3, ten die and four gain magical ability. In Year 4, five die and five gain magical ability. In the final year: only two die, only one gains magical ability, and thirty are left with nothing but memories of their friends dying and the need to lie about having magic. I'm okay with an academy of magic existing in an allegedly "low fantasy" setting because the mechanics of the academy produces many of it's students dead and many charlatans. Also I'd let characters who already have 4 magic dice attend the academy because there is a 10% chance of them dying with no guarantee of success.

The Sea

While most of the terrain can be procedurally generated, the sea presents a problem. Oceans are impossibly large and can't be generated one hex at a time. My solution to this is to have the sea be generated by port cities. Civilization tend to spring up near water, so why not simply use that trend in order to invoke the opposite. If a road is generated that leads to a town or city which is on the sea then the hex that city is in borders the sea. Towns and Cities on a sea's edge have been labeled with an asterisk.

Hexes with Towns on the sea are flanked laterally by a pair of coasts 8 hexes long while hexes with Cities on the sea are flanked laterally by a pair of coasts 12 hexes long. Coasts from Towns are 5 hexes deep while, Coasts from Cities are 7 hexes deep. Laterally in this case refers to the hex from which the road enters the town.

This is an ideal outcome with no other nearby hexes being explored

Author's Notes: Water terrain hexes that do not touch any hexes of a different terrain type are open sea hexes rather than shores and coasts. 

Coastline Mechanisms

Now if there are other explored hexes which have already been noted, then simply adjust the coastline outwards to accommodate those hexes.

Thursday, July 13, 2017

Mechanism for Casually Introducting NPC's and 20 NPC's to Befriend on Your Travels

Author's Note: I believe that much like a chance of encountering wandering monsters within a dungeon or a wilderness encounter while traveling allows narrative for both the players and referee to emerge from dice, a chance to encounter a NPC emerging from a dice roll allows narrative for both the players and referee to emerge spontaneously and procedurally. 

Mechanism for NPC Encounters

Every time the party arrives at a safe location (in terms of my procedurally generated hex-crawl system these will be Towns, Cities, Fortified Keeps, and Natural Landmarks) there is a 25% chance of a talkative NPC being there. Depending on the number of such NPC's you have prepared beforehand, it will either be a random new NPC or a random NPC that they have met already. After 20% of the NPC's have been met, there is a 50% chance that the NPC they meet here, they have met before.

List of NPC's

1. Silbergeld

Appearance: Massive sword, many silver rings, flowing red hair, expensive clothing
Temperament: Haughty and Cruel, Thinks of himself as better then others
Goals: Amuse himself with the comedies and tragedies of others
Abilities/Statistics: As Level 4 Acrobat + Massive Sword dealing 1d10+3 damage

2. The Destroyer Stroya

Appearance: Hair full of heavy braids, androgynous, numerous scars visible, a cornucopia of small knives visible on a belt at her waist
Temperament: Wrathful and Sudden
Goals: Find peace from and let go of her great rage
Abilities/Statistics: As Level 4 Barbarian, her daggers explode on a 6

3. Ken Heavyheart

Appearance: Single spear, chain mail and red cloak, hair cut short and clean shaven
Temperament: Humble and persistant
Goals: Prove himself by dueling other great warriors
Abilities/Statistics: As Level 4 Fighter with 30 notches on his spear

4. Nikola

Appearance: Red robes, white scarf, thick beard and mane of dark hair
Temperament: Bellicose and easy to anger
Goals: Recover the relics of St. Klaus
Abilities/Statistics: As Level 3 Hierophant

5. Isabella Nightengale

Appearance: Urami sword at waist, Dress entirely made of massive blue feathers, left hand is made out of gold, Numerous tattoos of snakes cover her body
Temperament: Manic and obsessive
Goals: Find a left hand pretty enough to replace her golden prosthetic
Abilities/Statistics: As Level 3 Knight of Fairie plus may use sword to attack all within 10 feet in single strike

6. Thorfinn

Appearance: Grim scowl, heavy hammer, bone white great coat, numerous charms hang from his body
Temperament: Vengeful and furious
Goals: Slay each foul beast which haunts these lands
Abilities/Statistics: As Level 3 Monster Hunter

7. Keldon the Hawk

Appearance: Bald head tattooed with a great hawk across the back, scar across his right eye, clad in dark clothes
Temperament: Callous and Pretentious
Goals: Find out who stole twenty years of memories and age from him
Abilities/Statistics: As Level 3 Occultist plus 3 bottle ghosts and Dance of Change ability

8. Giovanni "Tombstone" Digornio

Appearance: Long flowing blond hair, shirtless, back is covered in runes of protection and safety
Temperament: Foolhardy and rash, believes nothing can stop him
Goals: Find the man who murdered his two brothers
Abilities/Statistics: As Level 4 Thief

9. In'exist

Appearance: Short hair, fat face, backpack full of numerous books
Temperament: Socially awkward and jovial
Goals: Recover artifacts of magical prowess and importance from out of dungeons
Abilities/Statistics: As Level 4 Wizard with 8 random spells

10. Heinrich

Appearance: Somber clothing and short brown hair, well made recurve bow upon his back
Temperament: Ruthless desire for wealth and power, will gladly screw people over if he thinks he can get away with it
Goals: Wealth and Power
Abilities/Statistics: As Level 4 Woodsman

11. Ferrante

Appearance: Stout and girthy body, beard and hair expertly cut and maintained, snakeskin boots, large belt buckle
Temperament: Optimistic and welcoming
Goals: Make a profit selling  rifles, powder, and bullets
Abilities/Statistics: As Level 3 Son of Nalil

12. Silla

Appearance: Looks like every other Gyre Islander, calm gaze,
Temperament: Drunk wrecking ball
Goals: Find a wife that he may take home to the Gyre Islands
Abilities/Statistics: As Level 3 Gyre Islander

13. Anguil Odei

Appearance: Pristine black suit and white gloves
Temperament: Gregarious and seeks to make friends, calls everyone "my friend"
Goals: Sell as many Elixirs of Virtue as he can
Abilities/Statistics: As Level 3 Hallamite Unlander

14. The Stars At Night

Appearance: High Mohawk of black hair kept up with lye, Numerous leather straps covering his pale flesh, followed by a retinue of patsies and yes-men (1d6+3)
Temperament: Brash and loud, throws away money like it hurts him
Goals: Amass more renown
Abilities/Statistics: As Level 3 Sorcerer of Ozborn

15. Syringe

Appearance: Angelic Beauty upon armor made up of multiple weeping faces
Temperament: Calm yet unnerving
Goals: Give tokens of a brass centipede to offer protection to fellow travelers
Abilities/Statistics: As Level 3 Knight of Lymos plus magic sword: ANTI-WORLD

ANTI-WORLD: Sword which can be swung to deal damage at a target 10* charisma feet away. Deals 2d8 damage to target 1d4 rounds after it has hit a target. 

16. Silodar

Appearance: Wears blindfold and the robes of a beggar
Temperament: Acts to be a traveling beggar and avoids women
Goals: Help others when he can and undo some great crime he commited
Abilities/Statistics: As Level 3 Ophidian

17. Uldar

Appearance: Clad in a ruined great coat and messy hair, appears to be confused by many things
Temperament: Poorly pretends to be a criminal
Goals: Wants to know rumors about mysterious artifacts and the like
Abilities/Statistics: As Level 3 Agent of the Empire of the Alabaster Crown

18. Hera Pesithanatos

Appearance: Beautiful, clad in iridescent armor, and a luxurious cloak
Temperament: Imperious and haughty
Goals: Unknown, she refuses to shed much information about herself
Abilities/Statistics: As Level 4 Fighter plus see in darkness plus 4 Magic Dice and the following three spells:

Steal Soul
R: Corpse Touched
T: Dead Creature
D: 0

You pull the soul out of [dice] corpses, preventing their spirits from ever being contacted again or resurrected.

Fish Horrible Thing Out From Shadows
R: 50'
T: Shadow
D: [sum] turns

A wretched shambling creature of abject darkness spills out of a nearby shadow screaming. It has [dice] HD and deals 1d6+ [dice] damage on a hit, Movement and Save equal to [sum]. This creature is mindless and simply attacks those nearest to a source of light.

Putrified Benediction
R: 50'
T: Creature
D: 0

The aetheric nature of a creature is ruined [dice] adjacent creatures are filled with utter disgust for [sum] rounds and instead believe the target creature to be a traitor

19. Malina Chorna

Appearance: Rugged grin, always smoking, short black hair and dark eye shadow, leather armor
Temperament: Completely reckless
Goals: Find pleasure and comfort 
Abilities/Statistics: As Level 3 Fighter plus may breath fire every 1d4+1 turns dealing 3d6 damage in a 5 foot cone.

20. Ultraviolet

Appearance: Lilac Colored Lampfolk
Temperament: Always excited to be a part of things
Goals: Learn about the world and have novel experiences
Abilities/Statistics: HD 2, Def 2, Dam 1d6, Move 12, Save 9 plus the abilities below

Iron Body
Ultraviolet does not have a corporeal body but instead is holy oil lit and stuffed in an iron lamp. This lantern extends downwards into a thin skeleton of iron. While the lamp light burns, she moves her skeleton like a man might move their body. If she reaches 0 HP, her iron skeleton breaks and her oil can no longer stay inside, it spills outwards and she can no longer do anything but burn. Unless someone is able to scoop her burning oil into a non-flammable container of some kind, her oil burns out. She snuffs out in 1 turn. Any competent metal worker can restore the iron suit for a price of 1d20+10 silver. Her iron suit can be picked up by anyone taking up 4 points of inventory.

Burning Soul
Ultraviolet's face shines (and functions) as a lantern. She does not need to eat, sleep, or drink. She only needs to buy lantern oil to keep herself burning (these function like rations). She can inflict 1d6 points of damage to herself to create a shimmering light which is  twice as bright as a torch (shedding light for 30 ft). She can also choose to throw this flame as a ranged attack which deals 6 - the number of turns the light has been burning points of damage. She have range of 10 feet for this throw.

Corpse Fill
Ultraviolet can shove her burning fuel body down the throat of a corpse and wear it like a costume. Her only limit on the kind of corpse you can wear like a costume is the original HD of the corpse. If there are more than 3 HD in a corpse then her essence is unable to coordinate itself successfully. While she is inside a corpse she still burns, fire emanates from every orifice and wound of the corpse. A corpse burns for 1 day per HD. The clumsiness of a corpse gives her a penalty of 2 to her defense score. A corpse worn in such a way has 1d8 HP per HD and any damage done to her is split between the corpse and her essence. Once a corpse has 0 hp it falls into pieces and cannot be worn any longer.

Tuesday, July 11, 2017

4d10 + 2d8 Natural Landmarks for Each Terrain Type / 56 Cosmetic Hex Fillings


1. A forest of thorny cactus grows amid the dry and arid plains here
2. Little blue mushrooms grow every-where here, as common as thistles in all seasons
3. A bleak and ruined castle menaces the surrounding country side, raised upon a singular pernicious cliff
4. Ruins of a once vast citadel now lie half buried in the ground with few cyclopean stoneworks still visible
5. A series of concentric rings have been created from numerous flat stones embedded in the ground
6. A great depression of shimmering gems reflects the suns rays in a prismatic spray
7. A series of statues stand abandoned and over grown with moss, alongside the ordered botany implies this once may have been a sanctum
8. What was once a massive castle with numerous sprawling spires now lies jagged and weird as if it were torn apart by a great beast
9. A tall aqueduct casts long shadows from the pillars that keep the parts of it that are still standing upright
10. A vast meteor crater has left a depression greater than a mile in diameter deep into the ground


1. Hidden in this forest are stands of huge mushrooms, their stalks as tall and thick as tree-trunks
2. A few vast spires of pale wood rise upwards as if the tentacles of some great octopus below the earth
3. A singular massive tree stands high, numerous talismans and charms sit nailed into it's thick and gnarly bark
4. There‘s a clearing here where, every full moon, creatures flock and fight to the death, their spilled blood has stained the earth red
5. An ancient amphitheater stands, it's stones covered by moss and shrubbery
6. Huge stone monoliths, covered in moss, jutting out of the ground like grasping fingers, swirling carvings cover their surface
7. Tremendous vines each as thick as a man spiral upwards elevating a series of stones as large as a house above the trees
8. A monumental gravestone stands surrounded by numerous trees, a singular figure is etched in profile holding a great sword in one hand and a crown in the other
9. A vast helix of opalesque stone towers over the trees, reflecting the sun softly
10.  A looming phosphorescent fungal growth larger than most houses dwarves the surrounding foliage and trees


1. The remains of a once great lake lays now desiccated, an empty cauldron of dust
2. What was once a vast dam has degraded into a series of ordered and arranged waterfalls
3. What was once a great arena is visible from numerous jagged cracks in it's roof, a singular platform stands flanked by stone seats
4. The blasted landscape before you bears signs of numerous struggles, portions of the earth still bear signs of war
5. A large mesa rises, its jagged edges ending in a singular flat platform close to the horizon
6. The remains of a once significant ziggurat rises towards the sky, geometric sigils easily seen upon its surfaces
7. A singular pillar of stone rises upwards covered in petroglyphs, its base 20 feet in diameter its zenith 100 feet high
8. A series of arranged and ordered columns now lies forgotten and displaced
9. Numerous hot springs smoke and billow up out of the warm earth here
10. A great roar echoes and then a vast pillar of boiling water explodes upwards in a geyser


1. A series of massive stone shards hang in the air as if they were suspended by threads from the sky
2. A vast waterfall roars, water falling hundreds of feet leaving a vast tumult of liquid below
3. A series of stone isle sit within a lake itself born into a vast caldera
4. A singular peak here rises, its entirety made out of quartz, a singular pale geometry amidst the other crags
5. The massive rock face here show veins of glittering blue-green gems that glow faintly in the dark
6. The clouds swirl constantly around a singular mountain peak, flashes of lightning and rolling rumble of thunder emanate from this permanent storm.
7. A waterfall of smoking lava falls from this mountain's cliffs
8. Gigantic bones, far bigger than any you've ever seen jut out from the cliffs here, few look human even if many sizes too large
9. A singular cracked glass construct in the shape of an eye is embedded in the side of the mountain
10. Numerous gaping holes riddle the cliffs here, each triple the diameter of a man's height


1. A vast stone bridge rises up out the mire here, it's foundation sunken at irregular intervals into the earth
2. The mire here blossoms with impossible flowers each beautiful but reeking of death
3. Stonework of what once may have been a great castle rises out of the bog here
4. Below the still waters of the bog a vast sinkhole can be seen leading into the bowels of the earth
5. A vast tar pit bubbles before you, it's stench unmistakable
6. Beneath the dark waters of this fen, a whole town, now abandoned, can be faintly seen
7. A solemn bell-tower of  numerous granite stones lays half-sunken into the grimy waters
8. Arranged at odd intervals, a field of gossamer orbs of glass appear as an attempted reconstruction of the starry sky


1. A once tall lighthouse stood here in ages past, now abandoned it's lens occasionally shines when filled by the sun's rays
2. A reef of dark coral growing on numerous obsidian stones slashes upwards through the waves like a cruel blade
3. A massive ship made of iron and stone lies in ruins and disarray, a sad monument to ages past
4. Numerous cascades of sandstone menace with their height but spill downwards into the sea which rages at them
5. The remains of what was once a great church lies half hidden by the waters here
6. A dormant volcano off the coast billows black smog upwards into the sky
7. The skeletons of over a dozen ships lie undisturbed underneath the waters here, the remains of a great naval battle
8. The beach here is incredibly pleasant, the sun shines warmly and the waters are crystal clear

Authors Note: These are more Coastal Landmarks than "Waters"

Sunday, July 9, 2017

Traveling Outlanders Bonus: Ningen Wanderer

Statistics and Marks

Name: Ningen Wanderer

A pale webbed feminine hand thrice the size of yours grips the side of your boat.  Thrice your size the top half of a woman pulls itself out of the water. A wide grin with serrated teeth sits below a pair of eyes glancing around the boat. Iridescent pale scales begin at her waist and glisten at each joint. Gills parallel each other across her throat.

HD: 4
Def: 1
Dam: 1d4
Move: 4 or 12 swimming
Save: 10
Morale: 6

Pacifist: Ningen hate to engage in violence and will only fight if cornered with no other recourse.

Lair: A series of salmon and baby blue flags hang from a long spire raised above the waters
Spoor: The waters here seem warmer and more inviting
Tracks:  None
Traces1: A strip of bright cloth floats on the water
Traces2: A soft pale scale floats on the water

Well known information about Ningen Wanderers

Maidens dwelling in the sea, they call themselves the Ningen. Each tells of massive coral cities underneath the waves where they originate from. Most are curious of the dry world and seek out their inhabitants to ask them a multitude of questions. If one is capture, there are those beneath the waves who would offer great sums of pearls and rubies for their return.

Rumors about Ningen Wanderers

1 They have three gods among themselves Salt, Storm, and Stone.
2  They are scouts discerning the weakness and waiting for a time for the ocean to up end itself upwards and invade dry land.
3 Their fathers, the kings of each sea and ocean, may invoke pelagic doom in vengeance for the slaughter of their daughters.
4 Their songs can drive men mad to dive off ships into the depths below

Ningen Wanderer Racial Class

In order for a character to play as a Name they must start with a minimum of 12 in Strength and Dexterity. (This class heavily inspired/appropriated by this post)

Ningen Wanderers start with the following conviction: Make friends in the Dry World

Ningen Wanderer
For gain +1 Movement for every Ningen Wanderer template you possess.
Starting Equipment: Sea-Shell Dress,

A Made for Neither Land nor War, Little Old Me, Pacifist Resolutions
B Slippery Target
C Hit Them With a Vase

Made for Neither Land nor War
Your movement score is calculated for you swimming and the swimming score that would be derived from that instead serves as your movement score on land. Further, you must save in order to take a harmful action towards someone. You can speak the language of fish and fish like things. You can survive on land as well as you could in water. However your large size (thrice the size of a normal woman) means that your stealth score can never rise higher than a 5.

Little Old Me
Your noncombatant status is obvious to everyone, and enemies won't treat you as a threat unless you give them reason to view you as one. For as long as you are cowering, hiding, running away, etc, all enemies will always ignore you until all your more threatening comrades are dealt with, and will not use lethal force against you unless they have a strong reason to leave no survivors. Once they see you inflict real damage on someone, this no longer applies. Any time you surrender to your enemies, they will always tie you up and take you prisoner unless they have a very strong reason for doing otherwise. You will always be tied up in such a way that you will be able to wriggle your way free in 1d6 hours, and your captors will never notice the looseness of your bonds until it is too late. If you are subsequently recaptured by the same group of enemies, however, they will treat you in the same way as anyone else. You would be ransomed or sold by those that would capture you for Level * 1d6 * 1000 silver

Pacifist Resolutions
You are really good at resolving situations without violence. As long as no bloodshed has yet taken place, you get a +1 bonus to all reaction rolls as long as you are the one doing the talking.

Slippery Target
You may declare that you succeed on a save or an enemy misses you an number of times equal to your Ningen Wanderer Templates

Hit Them With a Vase
If you strike an enemy who doesn't consider you a threat with a source of bludgeoning damage, they must save or collapse unconscious for 1d6+1 minutes. (They must have a brain or brain like organ for this to work)

Traveling Outlanders Post 7/8: Knights of the Empire of the Alabaster Crown

Statistics and Marks

Name: Knights of the Empire of the Alabaster Crown

Tabards of bright lilac can be readily seen above the steel breast plates of these knights. Each carries a rifle on their shoulder and a bright colored silken lanyard. Each is well groomed and a few wear spectacles.

HD: 4
Def: 4
Dam: 1d8 or 1d12 ranged (rifle)
Move: 11
Save: 10
Morale: 12
Dispel - Any one attempting to cast magic must first save lest the Knights dispel their ability to cast magic for 1d6 turns

Lair: Camouflaged by foliage and shrubbery a cabin is hidden here.
Spoor: The smell of passion fruit hangs in the air
Tracks: A secret path can be found here, but if you hadn't slipped and fallen you would have never have found it.
Traces1: In the tree, above sits a small outpost where one could see for miles around
Traces2: A man sits hanged from a tree here, a slate of alabaster hanging from his neck bears the word criminal

Well known information about the Empire of the Alabaster Crown

It is the only empire in the world. There may have been others in the past, but only it remains. Other lie in ruins now forgotten but the Empire of the Alabaster Crown still stands. Within are numerous magical colleges and artificers crafting tremendous beauty and form. Those who live in it's borders never fear neither for their safety nor for their happiness.You live just a few score leagues from the outermost city loyal to their emperor.

Rumors about the Empire of the Alabaster Crown

1 The Empire has a sprawling network of spies spying on other kingdoms, other lands, and other spies. 
2  After they conquer a neighboring kingdom they take the throne back as a monument to line the entrance to their capital
3 A vast tree grows in the capital and those who feast upon it's fruits may live another lifetime 
4 The royal courts worship their own ancestors and are able to commune with the ghosts of their own forefathers
5 They choose a new despotic emperor every four years, the ultimate one committing ritual suicide and joining the chorus of ghostly advisers
6  Their ancestors are entombed in the sky's above, each a single point of star's flame. The eldest in the empire cast out from their celestial womb, made of star stuff.
7  Anyone can become a member of their royal court and then the emperor, even Outlanders such as us. 
8 The Alabaster Crown was given to them so that would know to rule the entire world around them. 

What The Knights of the Empire of the Alabaster Crown Are Looking for Table

1 A man whose flesh cannot be cut by any blade
2 A woman who cannot be held by any cage
3 A bird who sings of prophecy to come
4 A child upon whose back is etched a map to the treasure of the stars
5 A ship with which to sail upon the sky as the sea
6 A tome containing the secret history of the world
7 A long golden fish who grants wishes
8 A ring in which a multitude of spirits are bound to eternal service
9 A sword cast down from heaven who's wielder cannot be beaten in combat
10-20 People who plot against the Empire of the Alabaster Crown

Agent of the Empire of the Alabaster Crown Racial Class

In order for a character to play as a Agent of the Empire of the Alabaster Crown they must start with a minimum of 12 in Intelligence.

Agents of the Empire of the Alabaster Crown start with the following conviction: Protect the Reputation of the Empire of the Alabaster Crown.

Agent of the Empire of the Alabaster Crown
For gain +1 Initiative for every Agent of the Empire of the Alabaster Crown template you possess.
Starting Equipment: Rifle, Powder Satchel, 10 Bullets, Bright Tabard, Magnifying Glass

A Code of Conduct, Dispel, Receive Intelligence Report
B Discern Weakness
C Request Back Up

Code of Conduct
You have to follow all of the Laws of the Empire because every Agent of the Empire of the Alabaster Crown is followed by an invisible scrying spell construct that transmits all that they do to the empire's spymasters. If you fail to follow your code of conduct then 1d4+1 Internal Affairs Officers (Stats as Knights of the Empire of the Alabaster Crown + 2 HD) will find you in 1d6+10 days and arrest you/kill you.

Code of Conduct
1. Any treasure found is taxed at 75% by the Empire of the Alabaster Crown. (Your party not just you)
2. Enemies must be offered terms of surrender rather than death
3. Maintain a positive reputation of the the Empire of the Alabaster Crown
4. Send reports detailing the actions you took during the week and how taking them helps the Empire of the Alabaster Crown, every week, to your superiors

Through his studies of magics a knight may attempt to dispel someone casting magic. The Agent makes an intelligence check with a penalty of the HD of the spell caster/monster in question. If they are successful the spell caster/monster must roll a save. If that spell caster/monster is unable to successfully save they are unable to use any magic for 1d4+1 rounds of combat. (This works on the scrying spell construct following you. It would then miss the following time span)

Receive Intelligence Report
Once per day you may request information from your scrying spell construct about anything you see or hear about. There is a 1 in 6 chance of your superior being able to answer you a question about them, this information arrives in 1d4 turns (as researching in a Settlement). Spymasters remember why you asked about things and if you don't describe why you asked about something in your reports, it counts as failing the code of conduct.

Discern Weakness
You may spend a round using your scrying spell construct to observe a creature fight and then make an intelligence check. If you succeed, then the next time you deal damage to that creature you would deal an additional 1d12 damage. You can only use this ability once per creature.

Request Back Up
By submitting a written report describing what you need assistance with 1d4 Knights of the Empire of the Alabaster Crown will find you in 1d6+10 days and assist you with your request. (As Companions)