Showing posts with label shaman. Show all posts
Showing posts with label shaman. Show all posts

Thursday, 23 January 2020

A Lotus For All Seasons





































Lotus Flowers were one of the main currencies of the old monster kings as popular as gold or silver and for it's ability to control addicts. Ancient barges crossed the world selling drugs. Certain drugs are now found on certain continents. The Black Lotus Emperor rules much of the west through these drugs from his secret underground city. Black lotus because wizards and sorcerers crave it world wide is the most well known. Many lands ban lotus resin and some have become dependant on the criminal smugglers and pedlars who lend nobles money for influence.

This is how the Emperor spreads his influence. The drugs were commonly used as 
alternate spell components in the prehuman monster ruled age. Some say the emperor is a immortal deity from beyond. Many alien wizards are users also. Some areas there are lotus cults who use it in secret rituals and cover up failures. Some of these cults might have own strains. Some say lotus grew in conditions where outer gods were slain from their brain matter. The art of growing them requires a hard gardening roll to cultivate seeds and another to have them grow seeds. Cults might operate a secret garden. Some states operate gardens for nobility and royalty or only allow priests to use it. Natural animals, beast folk and barbarians and many tribal peoples shun them. Wherever you go people have strong opinions for against it. 

D12 Lotus Types

1 Pink Lotus
2 Ivory Lotus
3 Golden Lotus
4 Silver Lotus
5 Scarlet Lotus
6 Grey Lotus
7 White Lotus
8 Jade Lotus
9 Amber Lotus
10 Violet Lotus
11 Blue Lotus
12 Black Lotus

Dosage Effect if Save Effect if fail Cost
Mild Dose Mild Effect (d4 hours) Fail + sick for d4 rounds 10sp dose
Pure Dose Strong Effect Fail + save vs addiction + Mild Effect 40gp dose

Flower Extracts in wine or made into resin for pure doses
Fresh flowers in wine dissolve the narcotic and mixes with wine
Resin keeps for years and comes in pellets or blocks often with a guild symbol in gold
Rest of flower and stems make tea or smokes with only minor effects
Pipes across the world feature dragon designs
Most of these types are rare and seldom would you ever see all of them unless in the stash tin of a god or elf king. Any one big trade city might have 3 available.Some wizards tried to cross breed other types but most are fake

1 Pink Lotus
Fail – grow hideous wattles and dulaps like a turkey, more drugs worse they get
Mild Effect – euphoric, aroused, more sociable and charming +1CHA
Strong Effect – develop a petty mutation, hallucinate being one with all flesh through Xor
2 Ivory Lotus
Fail – when you die you arise as a skeletal undead, more drugs more powerful
Mild Effect – icy logic, fearless, analytical, good for research, hear whispers of dead +1INT
Strong Effect – immune to fear and charm magic, seem dead, commune with death d10 hours
3 Golden Lotus
Fail – body smoulders on first contact with sunlight losing a d4 HP, effect stronger with more drugs
Mild Effect – confident, warm and powerful feelings +1WIS
Strong Effect – immune to level or attribute drain from negative energy for hour
4 Silver Lotus
Fail – go into deep trance for day, second time week, then month then coma
Mild Effect – objectivity, calm, emotionless +1INT
Strong Effect - temporary psionic ability or petty mental mutation
5 Scarlet Lotus
Fail – become angry and violent, go on troublesome rampage for hour, temper gets worse over time
Mild Effect – aggressive, confidant, energetic will go berserk if fight starts in next turn
Strong Effect – heart stops, visions of souls destiny, first aid can revive you
6 Grey Lotus
Fail – drool like a idiot, reduced to infant state for d4 weeks, longer each time
Mild Effect – cold detachment, good for analytical skills, limited vision of own past +1WIS
Strong Effect – witness maddening things in past epochs then void hounds persue you
7 White Lotus
Fail – temporary blindness, eventually eyes become white, giggling addicts tear out own eyes
Mild Effect – heal 1HP
Strong Effect - see in dark, perceive squirming alien beings from beyond everywhere d4 hours
8 Jade Lotus
Fail – develop slimy skin and webbing, eventually turn into frog folk hybrid
Mild Effect – euphoric, gregarious, hungry, elaborate speculation and theories +1WIS
Strong Effect – Visions of frog gods and ancient rites dedicated to them for d12 hours
9 Amber Lotus
Fail – ephoric memory loss as long as keep smoking daily, slavers use this to dominate victims
Mild Effect – visions of some other worldly court drama you don't understand  +1CHA
Strong Effect – communicate directly with the unspeakable outsider god, the lord of madness for 3d10 hours
10 Violet Lotus
Fail – develop a minor mutation, eventually after too much they evolve into a horrible beast
Mild Effect – sense magic in 30 foot
Strong Effect – see magic and identify spells and magical effects on sight d6 hours
11 Blue Lotus
Fail – giggle like a idiot and become very compliant
Mild Effect – numbness, flushes, mild visual distortions  +1DEX
Strong Effect – cosmic visions of all reality, immune to illusions d6 hours
12 Black Lotus
Fail – haunted by maddening occult dreams, join a cult or several
Mild Effect – incredible dreams of alien realities, disorientation, ranting, foaming at the mouth, recover one spell or spell energy level, mostly used by power level magicians
Strong Effect – communicate with alien wizards beyond time and space for d4 hours

Monday, 13 January 2020

Anyaknor, remains of a elder ruined city





































By a great glacier in a mountain the glacier once ground away a cliff exposing some of this ruined city. You can randomly roo. 24 rooms here  for chambers in elder ruins. Use as a dungeon or say the dimensional properties are in full effect and each ten minutes what is through the doorway changes to a new one rolled on d100 table. After ten minutes or one turn the door blinks, to having a different room on the other side of the portal. Being separated in such a dimensional maze is dangerous.

Hoping on doing a void creature bestiary
Noticed lots of basic dnd monsters were nightmare and darkness related and they had a school of illusions that could access nightmare world. X4 & X5 module monsters for example.

Im using the Crawling Chaos book  here lots.
-Great items and monsters. Id use this book for relics mentioned in chambers.

d100 Unpleasant things left in chambers of the old ones

1 Various types of toxic mould colonies cover many surfaces
2 Slimes crawl and drip in area, slime zombies might also be present
Crawling with worms as a non flying swarm often in a pit or cluster or hole 
4 Pudding resting in a stone bowl but hungry
5 Shrieking giant fungus that makes loud screams if disturbed
6 Toxic giant fungus that sprays toxic spores or rotting touch
7 Fungus forest covered chamber, strange and weird
8 Gelatinous creatures oozing about
9 Piercer colonies or trapper or lurker above
10 Mimic often as some relic, idol, egg or alien casket
11 
Buzzing biting fly swarm living in carcasses and pools of rotten slime
12
 Giant flies tending maggots in filth or giant alien wasps with a nest 
13 Nest of giant beetles various types plus often eggs or grubs in lair
14 Spiderwebs and a giant spider colony or just one really big one, some are wizards
15 Carrion crawlers 1in6 guarding a corpse full of adorable babies
16 Hear rats scuttling about, colony of giant rats with human like faces that mutter
17 Giant leeches in a pool or hibernating on a pod awaiting living breath to awaken
18 Giant fleas (as stirges but hop) or several giant ticks
19 Hideous frightened mutant clan have hidden lair here
20 Lone mutant frightened has hiding place
21 Eggs most hatched and broken
22 Skin or chrysalis shed by some god awful thing that should not be
23 Spiderwebs often remains of bodies wrapped in cocoons
24 Large scales from some creature
25 Disgusting piles of faeces left by some horrid creature
26 Human bones chewed and broken in pile
27 Mummified creature left in chamber for a aeon turns to dust if touched
28 Slime trails around room floors walls and ceiling
29 Human husk with horrific expression
30 Cluster of biological slime covered sacks on ceiling
31 Mummy cases with undead mummies of alien wizards
32 Umber hulks scuttling about for food
33 Roper in slime encrusted shamber
34 Gibbering mouther under a ornate stone lid in a well
35 Giant slugs or flail snails
36 Giant worm such as a purple worm or remorhaz
37 Krinoid awakened from slumber or time travel error
39 Shoggoth sealed in pit with stone lid calling for masters it can kill
40 Malfera nightmare demon summoned long ago as guard sleeping as a statue
41 Campsite of some explorers mostly abandoned 1in6 a d4 survivors starving
42 Corpse with a backpack of explorer equiptment and a magic item
43 Graffiti left by some one recent in modern language, probably bad news
44 Dead donkey with piles of rope and rations, all have been gnawed at
45 Several dead warriors horribly killed by some means with looks of horror
46 Human corpse with top of head neatly cut off and brain missing
47 A mad survivor from adventurers is a untrustworthy cannibal cultist
48 Cultists left provisions, robes and some books here for safekeeping
49 Humans crawled here to die leaving a trail of blood and slime
50 A growing slimy mass has a human face, sometimes its mouth moves as if talking
51 A eye like growth in ceiling watches all, will telekinetically fly away if attacked
52 A crack or hole in a wall has a eye in it like some huge mollusc
53 Invisible floating eye follows visitors, someone scrying with magic to watch
54 A stone bell or gong chimes as you enter heard in adjacent rooms, random encounter attracted
55 Room has a horrible stench like a permanent stinking cloud spell
56 Hexagonal niches in wall with stcontents inside in stasis and unmovable
57 A relic or idol in a niche with a force wall and a small gem set control panel used to open it
58 Niches filled with gelatinous matter and preserved organs inside including brains, eys, livers, kidneys
59 A bowl of huge semiprecious stones and crystals
60 A pyramid of humanlike skulls collected over ages with fresh human one on top
61 Phantoms of dead mad explorers look hungrily at your flesh
62 Poltergiest throws things around room and rattles things to be scary
63 Shadows are trapped here in bottles or jars and very hungry
64 Wraith kept in a sealed jar with arcane symbols
65 Spectral minion of explorer who couldn't get out wants to help you be free
66 Fungal undead dusanu spreading diseased spoors lay in mounds of mould and fungus
67
 Mummy cases with abhuman mummy servants 1in6 are guarding the room68 Vampire drained last of  followers seeking eldrich magic, will awaken when living breathe in room
69 A undead colossus surrounded by scaffolding with magic ritual to awaken incomplete
70 A revenant stalks the halls killing ant mortals trying to outdo this former explorers deeds
71 A rock golem stands at ready mostly inactive, 1in6 are alive and on guard duty
72 Stone slab with tools and stone jars. The slab if inset crystals set will heat or cool food
73 Stone well with water that pours when you press a crystal or drains away with another
74 Ancient zombies in uniform awaiting orders some rotting away into skeletons
81 Control altar of stone set with gems, set temperature, light, and humidity in chamber to suit various beings
82 
Control altar of stone set with gems, if manipulated can send you back or forward in time one turn or out you in a time loop. Sometimes playing with it yourself from the future appears till you disappear
83 
Control altar of stone set with gems, if you manipulate yourselves appear from the future warning you to stop, they vanish and console explodes84 A scrying crystal (as a crystal ball) set into a altar with control crystals
85 
 A doorway with a control altar, manipulating crystals opens various gates to alien places and strange times
86 
 A slab fits a humanoid in a depression and a control altar, a skilled operator can heal or torture or turn the victim into an abhuman with a specimen to hybridise someone
87 
Greenstone ornate sarcophagi with control panel to awaken a long dead alien wizard
88 Broken altar if meddle with control crystals puts room in stasis for a hundred years
89 Gem studded control altar as manipulated some floor panels become transperant showing prisoners in stasis or corpses in them. With further manipulation the invisible floor vanishes leaving inhabitants accessible from above but at 20 foot most cant escape. Can be resealed also some cells have broken stasis preservation
90  Control altar of stone set with gems, if manipulated a large creature from another world appears in a summoning circle and most are hostile
91 The floor is see through glass and some huge amniotic horror squirms under the floor looking at you
92 A pool in the floor has a bubbling organic matter of the god Abhoth, things spawn then are pulled back in and consumed. Two giant mechanical tentacles in the ceiling are operable by a user with tentacles in a special panel to pull creatures out
93 A tower goes up to a clear dome with a huge crystal telescope grown here long ago. Through the telescope you see a titanic mass full of eyes watching the surface of the world, after a while it looks back at viewer. Steps in a spiral are crystals growing from walls
94 Floor shows map of the world, with control panel you can get closer maps in places but all text is an elder forgotten language. Will show ancient city locations and shows changes in map over the last few million years
95 A crystal flying saucer is here but only 1in6 are functional with a luminous glow and seating for 3 hovering a foot off the ground. Most are broken and on the ground and purpose is unclear
96 A crystalline chariot, if controls manipulated summons a pair of flying beast to propel it and they follow the consoles controls. There is a gate way arch and a console nearby that controls the gates entry. Thee chariot glows when in flight to impress primitives
97 A solar powered ornithipter that starts to awake when the circular hole on the rook lets in sunlight is console used. A d4 other broken dead ornithopters are in a corner
98 Crystal pyramid if touched lights up and allows telepathy with alien wizard far away, a whole network of them
99 Black monolith if you get close and it activates it evolves those who pass INT checks and those that fail are devolved evolved +2 INT -2 STR or if devolved + STR
100 Great metal mirror can commune with outer gods once a month. If they are displeased they bombard the chamber with mutagens

Monday, 24 September 2018

Dungeon Spirits




































Lesser Dungeon Spirit*

AC 13
HD d4
Mov 12"
Att dart or club or daggr
Dam d3*or d4
No Appearing d4
Save F4
Morale 9
Treasure small hoard
Intelligence 13
Alignment: Any but mostly Evil

These small ugly often humanoid figures are mistaken for goblinoids or gnomes or halflings. They might even be frog or rodent or bug like. They are mostly shy and attack loners or by ambush using stealth and magic. In some forms they might join a party. Local monsters leave offings and revere them. Several different spirits on a level might be friends or rivals or enemies and will be servants or allies or foes of thee grater level or dungeon spirit.

Most attack by tiny dart d3, save or lose a Mov point for a turn each fail
Also attack with clubs or daggers up close when a foe immobile
Require silver or magic weapon to harm, some require +1 or better magic to hit

Each Has a d3 powers and a d3 forms

d12 Power

1 Invisibility
2 Grow to human size

3 Shrink to hand size
4 Magic Missile

5 Spider Climb
6 Jump

7 Hold Portal
8 Light
9 Darknss
10 Silence 15' Radius
11 Charm Person
12 Cure Light Wounds (once a day per person)


d12 Forms
1 Spider
2 Snake

3 Goat
4 Dog

5 Lizard
6 Bat

7 Rat
8 Owl
9 Cat 
10 Rock or rubbish
11 Idol or ornament
12 Tool or jewelry


d12 Subtypes

1 Door Spirit - likes to confine and block people, will take form of a locked door
2 Stair spirit - likes traps, tripping victims and robbing them, can take form of extra step

3 Well Spirit - scare people with form of rotting body or small froggy or fishy person , breathes water
4 Pit Spirit - likes to trap and torment victims, makes pits more deadly, lives in secret pits

5 Ladder Spirit - likes to drop people, can take ladder or pole form, help or hinder travellers
6 Trap Spirit - maintains or even operates mechanism of trap from a secret compartment, 

7 Statue Spirit - squat idol or relief carving often watching area or a thing, 
8 Room Spirit - watch contnts of a room from a scret hidden hole
9 Corridor Spirit - watch corridor from a secret hole 
10 Secret Room Spirit - protect a secret door and contents often from a second hidden hole
11 Shrine Spirit - serves a shrine of greater dungeon spirit or demon or evil god from a secret hole
12 Vent Spirit - appears as a tentacle or just a eye floating in darkness, see all and whisper gossip


Greater Dungeon Spirit**

AC 16
HD 4-8
Mov 15"
Att claw claw bite
Dam d6 d6 d8
No Appearing 1
Save F8
Morale 10
Treasure Large hoard
Intelligence 15
Alignment Any but mostly Evil


These spirits are human sized often with traits of nature, elements, undead, demons or devils. They might even appear as a dungeon boss or a lost adventurer. Most have a human form a monstrous human hybrid form a animal form. All require +2 or better weapons to harm. All may turn invisible and insubstantial at will able to walk through walls partly in the ethereal plane. They may have relations with monsters and adventurers and breed with them.
Most are unique named for the dungeon or the level. Some appear as the most common monster in the dungeon or a hybrid. Some seek worship as a planar being of power. Their cultists can be granted up to 3rd lvl cleric spell.

Each Has a d4 powers and a d3 forms


d12 Power
1 Fly
2 Grow to human size or 
to bug size
3 Curse
4 Dimension door within level

5 Lightning bolt
6 Stinking cloud

7 Burning Hands
8 Identify
9 History
10 Protection from Good
11 Create food and water
12
 Cure serious wounds (once a day per person)


d12 Forms
1 Wind or vapour
2 Shadow
 or smoke
3 Artwork
4 Elemental

5 Doppelganger
6 Hybrid animal like w
inged snake or worm
7 Giant animal
8 Slimy eye spawn or Tentacled thing 
9 Fungus or plant monstrosity
10 Demon or devil or daemon
11 Archon or angel or deva
12 Beast man


Noble Dungeon Spirit***

AC 20
HD 16
Mov 24"
Att 3
Dam d8/d8/d8
No Appearing 1
Save F20
Morale 12
Treasure Great hoard
Intelligence 18
Alignment 
 Any but mostly Evil

These can appear giant sized or human and may attack with a weapon thy conjure at will. Most have a human form a monstrous human hybrid form a animal form. All require +3 or better weapons to harm. All may turn invisible and insubstantial at will able to walk through walls partly in the ethereal plane. They may have relations with monsters and adventurers and breed with them. They are on par with demon nobles or petty gods and able to grant 5th lvl spells. They often are the spirit of a mega dungeon or multi level complex. 

d12 Power
1 Polymorph self
2 Polymorph other

3 Regeneration
4 Fireball

5 Cone of cold
6 Phantasmal force

7 ESP
8 Gate in planar being allies
9 Teleport
10 Clairvoyance
11 Commune
12 Heal 
(once a day per person)


Thursday, 26 July 2018

d100 Alternate Research for Bad Wizards



Following from my components for bad wizards here are some alternate means of spell research for my current setting project. Inspired by reading Clark Ashton Smith and others on Hyperborean wizards. Playing with names. The Eldritch Wastes. Elder Aeons, Lands of the Brazen Tentacle Gods. The Orb of Telluria second from the sun Eob.

Also thinking I need
-d100 supernatural encounters across the Eldritch Wastes
-d100 clockwork mutations d100 overspace mutations
-d100 lesser demon d100 greater demons d100 demonic nobility
-set of wasteland terrain encounters and generic dungeons
-strange ruins of the eldritch wastes

This turned out better than I would have believed and helps set the wizard tone. Maybe a barbarian (warrior or or priest) life table or war and ordeals and intrigues
A townsman (thief) troubles table or duties of a priest of a city god. If not to similar to old stuff but something to get some ideas along.

A tower and a lab and a library are the basics as everyone knows.
Swapping spells happens but masters and sects guard their special spells.
Alien wizards, adventurers and people far from wizard guilds will swap more.
They are for the common safe methods of research.

When To Roll
Use one of these for how you got the spells last level up (once per spell)
The current research project of a wizard you murder and/or rob

d20 Alternate Spell Research

1 Travel to a far off land or other world to trade spells
2 Travel to another dimension physically or mentally to observe occult princaples
3 Obtain exotic materials from far away land
4 Obtain exotic material from fabulous monster bodies
5 Meet and trade with wizards, further from your guilds or schools the better
6 Visit black markets of outlaw wizards
7 Join the black library school where devils teach you in return for your soul
8 Solve an ancient occult puzzle or mystery with a magical journey or ordeal
9 Find and translate prehuman writings from a cave or ruin or monolith
10 Steal from the sealed libraries of rival wizards, guilds or schools

11 Find, recover and repair ancient texts
12 Find sealed away spell books hidden in ancient vaults
13 Speak to dead wizards by contacting dead spirits
14 Use magic to spy on rival wizards
15 Infiltrate households of rival wizards as an "apprentice"
16 Use magic to spy on prehuman wizards of the past
17 Use magic to spy on ultratellurian alien wizards

18 Use magic to trade with ultratellurian alien wizards
19 Use magic to make contact with planar beings in exchange for a pact
20 Use magic to spy on other planes and observe entities interacting
21 Use narcotics that provide visions of other times or places
22 Use narcotics that make your spirit travel to the dream dimension
23 Operate a gateways or portal to visit
 other long ago or future times
24 Operate a gateways or portal to visit other strange far off places or planes

25 Using a magical relic or item to spy on
 other times or places26 Raising a dead wizard from long ago to learn from them
27 Snatch a wizards spellbook in a heist while it is being moved from storage
28 Allow a wizard spirit from the past inhabit your body for a while in return for a spell
29 Force a supernatural being to teach you by force
30 Make a pact to a supernatural being to further it's interests
31 Sell your soul to many being so they fight over your soul
32 Join the cult of a supernatural being to learn their secret grimoire spells
33 Help a entity find a suitable host body to enter this world for a spell
34 Pass a test from a supernatural being on borders of another plane
35 Make offerings and sacrifices for a bleak spirit from the dark times
36 Find a magic item and disassemble it to gain a spell used in it's creation
38 Observe a magical creature or natural sorcerers using powers for months
39 Find magic to steal spells from the minds of wizards
40 Seek long lost texts from previous ages in ancient tombs of the wizard ruled age
41 Find the first cave and cliff carvings of prehistoric wizards and study them
42 Ancient dungeons built by wizards from long ago often have ancient texts,
43 Find one of the dread black books of old in a library or book merchant
44 Fight a terrible guardian of a spell in a secret ruined place
45 Eat a divine herb of the gods that grants spell knowledge then write it down
46 Study ancient place ruined by black magic or a magical disaster
47 Immerse yourself in study of element or natural phenomena for a year
48 Visiting other wizards and getting them drunk or drugged
49 Spend months in a black lotus drug haze then come back sane
50 Break into one of the sealed vaults elder horrors are imprisoned in for lore
51 Possess the body with your spirit or a rival wizards apprentices or servants to spy
52 Use of a magical scrying device, the more powerful the better
53 Make donation to a school or guild in return for access to a spell in a library
54 Join the school of a different order to lear student and apprentice cantrips and spells
55 Allow a alien spirit from beyond to use your body for a while for magical knowledge
56 Seduce a more powerful wizard as their lover to learn new spells
57 Find the wizard with the spells you want and kill them in a duel then claim their book
58 Graft part of an alien beings brain or psyche into your own
59 Serve a ultratellurian alien wizard on their world for months
60 Find leftovers from creation and recover primal secrets
61 Find and study the fragment of a dead god
62 Study the occult principles of a artifact by operating it for months
63 Mate with a planar entity in for magical lore in return for hybrid offspring
64 Appease a new master, receive a spell in their service then flee
65 Learnt by living with faeries and elves in the otherworld
66 Travelled to fabled undersea kingdom and lived and learnt magic from them
67 Sacrificed victim in ancient
 cave altar then hurled into evil pit to gain occult knowledge 
68 Slaughtered over a hundred goats or pigs or sheep for soothsaying cosmic lore
69 Studied the stars and constellations for months at a observatory or elder monument
70 Ate a alien symbiotic worm to learn the spell and acted as the worms host
71 Made contact with mysterious spirits in a subterranean cave, remnants of the long night
72 Spoke to the strange chattering voices on a frozen mountain top
73 Read hieroglyphs of a sunken city of the krakenfolk cult from the dark age of sorcery
74 Frolicked with ghouls in dark crypts and caverns, learning their magic and lives

75 Accidentally released spirit of a dead wizard, awoke after months with new spellbook
76 Infected by alien spores from a meteorite investigated now know a new spell
77 Contacted by alien spit while in black lotus coma and gained knowledge
78 Find former wizard familiars and interrogate them for months
79 Kidnapped a wizard familiar and blackmailed them for a spell
80 Joined a angry mob burning a wizard house and snatched a few scrolls
81 Served a temple as a sanctified wizard of a city ziggurrat district to get spells
82 Robbed a great temple hidden collection of hidden blasphemous books
83 Seduced loved one of a wizard so you could get close enough to steal a secret
84 Visited a subterranean city of the ancient survivors of the lords of the long night
85 Explored a cursed ruin and had to battle a mighty spirit to lean the secret
86 Ran through a gauntlet of 
magical traps and puzzles as a test for arcane secrets
87 Narcotic made you remember past life as a wizard and recovered memory of a spell
88 Stole the spell from a lovers book and now they hate you for your betrayal
89 Experimented with one of the great ruined murder machines from the godwars
90 Practiced sexual rites to have out of body spirit voyage to the dreamlands for lore
91 Contacted the spirit of a elder wizard of old through a relic they made for wisdom

92 Sought out the secret sunken library in the sand which lets none take a book
93 Inside the body of a entity in overspace gleaning spells from its brain spore clusters
94 Bathed in a pool if primordial chaos and reborn with new spells and zeal
95 Infected by spores in eldritch tomb after weeks of horrible fever dreams knew secrets
96 Ate flesh of a divine being and learned cosmic secrets
97 Served a dragon and learned some of its magic eventually
98 Studied under liches in a undead necromancy school until you escaped
99 Joined a secret society working on a ancient scheme to get magical secrets
100 Joined minds with a elder god through contact in your dreams revealing mysteries

Wednesday, 4 July 2018

Barbarian Tribes of the Elder Wastes





































These are for my new setting. Fluff for barbarian tribes and some notes of races and stuff.

Just to give some proportions of peoples in the world.
That show humans are not no1
That civilized humans are a minority
Influences of animal and elemental and humanoid cults

d100 Races of the Wastes
01-30 Human
31-35 Halfling
36-40 Gnome
41-50 Dwarf
51-60 Elf

61-70 Orc
71-72 Troll

73-77 Ogre
78-80 Giant
81-90 Goblinoids
91-87 Beastmen Abhumans
98-99 Elemental Abhumans
00 Spiritfolk Changelings

In this setting humans are expanding territory and clashing with other races who are doing  the same. Since the fall of two magical empires ruling for most of history, huge frontiers are being opened. City states, wizard kingdoms and barbarians all hate each other. The city states are theocracies and local wizards have to be affiliated with a temple.

Humans Types
01-10 Cavemen Tribes, barely vocal, worship beasts and giants
11-60 Barbarian Great Tribes, kingdoms of clan chieftains one of the great tribes
61-70 Wizard kingdoms subjugated by wizard overlords
71-90 Warlord Kingdoms, mostly based around a fort and a major settlement
91-100 City States, each with a patron god, bronze age, massive army proof walls

d100 Great Tribes

01-05 Bright Kingdom
6-10 Shadow Kingdom
11-25 Spirit Kingdom Tribes
26-35 Death Kingdom Tribes
36-39 Dragon Land Tribes
40-60 Beast Tribes (Any)
61-65 Plant Tribes
66-72 Ancestral Tribes
73-77 Earth Tribes
78-82 Air Tribes
83-87 Fire Tribes
98-92 Water Tribes
93-95 Hell Kingdom
96-98 Abyssal Kingdom
99-90 Tribes of Paradise
91-93 Arcadian Tribes
94-86 Nightmare Kingdom
87-90 Dream Kingdom
91-95 Tribes of Chaos
96-00 Tribes of Law

1 Bright Kingdom Tribes (Lawful Good) Land of Light
Clans d4 1=Lords of Radience 2=Bright Ones 3=Shadow Breakers 4=Dawn Tribes
Custom d4 1=Chastity 2=Never lie 3=Obey Marriage Vows 4=Don't Start a Fight
Worship a pantheon of sun and light gods obsessed with purity and hunting the wicked
Descended from the gods to wage war on darkness and evil
Kingdoms are herdsmen with a fortress palaces built by nobility, use chariots

2 Shadow Kingdom Tribes (Lawful Evil) Darklands
Clans d4 1=Shadow Ones 2=The Moon Children 3=Night Lords 4=
Custom d4 1=Kleptomania 2=Curious 3=Prankster 4=Twist the truth
Worship a pantheon of mysterious nocturnal powers of darkness and the night
Descended from the gods to elude and evade bad destinies
Kingdoms are rainy cold mountains where mining, weapons and assassination

3 Spirit Kingdom Tribes (Any) Spirit Clans
Clans d4 1=Ghost Speakers 2=Ancestral Sons/Daughters 3=Lords of Limbo 4=Spirit Lords
Custom d4 1=praise local spirits 2=talk to dead 3=enter trances 4=talk to local spirits
Worship spirits of local land or dead or nature for advice and help
Descended from the spirits of nature and local petty divinities
Great misty lands of herdsmen and hunters deal in furs and horn and amber

4 Death Kingdom Tribes (Any) Doombringers
Clans d4 1=Doom Lords 2=Slayers 3=Death Hammers 4=Grimfangs
Custom d4 1=execute the wicked 2=bury the dead 3=protect graves 4=kill necromancers
Worship the grim reaper and objects to unnatural powers interfering with death
Kingdom of ancient necromancer ruins planning to destroy all who don't worship death

5 Dragon Land 
Tribes (Any) Dragon Kings
Clans based on draconic colours and linked to climate eg d4 1=white 2=red 3=black 4=blue
Customs d4 1=feed dragons 2=protect dragons 3=kill dragon foes 4=give dragons gifts
Worship a local dragon probably for many generations
Descended from dragons, dragon beast men and other creatures
Remnants of a draconian empire that flourished at the end of the age of darkness

6 Beast 
Tribes (Any) Beast Lords
Clans based on species in area eg d6 1=fish 2=lion 3=wolf 4=horse 5=hyena 6=ox
Customs d4 1=eat humans 2=give gifts to beastmen 3=aid injured animals 4=shun cities
Worship a animal type and various magical forms, spirits and related humanoid hybrids
Descended from the totem animals allied with magical beasts and beastmen
Actually one on the most widespread and common tribes allied to various local animals

7 Plant Tribes (Any) Tree Lords
Clans based on plant species eg 1=Oak Tree 2=Grass or grain 3=flower 4=Mushroom
Customs d4 1=avoid harming trees 2=only eat plants 3=avoid fire 4=plant seeds
Worship the great cosmic world tree that holds up the sky and supports all kinds of beings
Descended from a totem plant spirits of grass, trees, seaweed and other plant types
Live off land in wilderness areas richly seeded in fruit and animal attracting plants

8 Ancestral Tribes (Any) The cults of man
Worship ancestral humanoids d6 1=dwarfs 2=giants 3=
elves 4=titans 5=trolls 6=gods 
Custom d4 1=boast superiority 2=brotherly to humanoids 3=shun iron 4=always know best
Worship the original proper humanoid ancestor who parented your race
Descended from a prehistoric supernatural humanoid race worshiped as ancestors
Many of these tribes live near ruins of previous ancestors they worship

9 Earth 
Tribes (Any) Lords of the Eastern Mountains
Clans d4 1=Cave kin 2=Mountain Kin 3=Stone kin 4=Crystal Kin
Customs d4 1=don't defile soil 2=plant trees 3=collect rocks 4=crafting
Worship all manner of minerals, land formations, the cosmic mountain, the source of life
Descended from 
Subterranean earth and mineral abhumans in deep caverns
Agrarian tribes in great mountain chain with huge hill forts and cattleherds

10 Air 
Tribes (Any) Lords on the Frozen North
Clans d4 1=Sky Clan 2-Storm Clan 3=Wind Clan 4=Lightning Clan
Custom d4 1=scream madly at foes 2=hurl wicked into pits 3=sing often 4=use perfume
Worship all manner of atmospheric and sky gods and the gulfs between things
Descended from peoples who came from kingdoms of the sky
Tribes of the frozen lands who sail by ship and sled and raid the southern civilizations

11 Fire 
Tribes (Any) Lords of the Burning South
Clans d4 1=Sacred Flame 2=Burning Embers 3=Blessed Hearth 4=Flaming Blades
Customs 1=burn the wicked 2=burn sacrifices 3=burn incense 4=burn the dead
Worship all kinds of fires and flaming spirits including salamanders and elementals
Descended from peoples who came from the fiery hearts of mountains in the depths
Tribes of the great desert wasted who raid the river valley cities and farmers

12 Water 
Tribes (Any) Lords of the Western Ocean
Clans d4 1=Sea People 2=Lake People 3=River People 4=Marsh People
Customs d4 1=drown the wicked 2=bathe often 3=dont pollute water 4=throw first fish back
Worship marine and water creatures and gods and spirits
Descended from water spirits, fish folk and other species who came to fight on the surface
Tribes of the great oceans and lakes of the west, great fishermen and traders

13 Hell Kingdom 
Tribes (LE) Devilspawn
Clans d4 1=Devils Legion 2=Hell Lords 3=Hounds of Hell 4=The Fallen
Customs d4 1=praise devils 2=give tithe to devils 3=give blood to hell 4=obey contracts
Worship devils and the nobility of hell who govern and torment the dead
Descended from devils called from hell to end the last age of chaos
Live in ruins of hellish fortifications, scheming to control neighbors with trade and war

14 Abyssal Kingdom 
Tribes (CE) Demonspawn
Clans d4 1=Screaming Swarm 2=Madmen Horde 3=Lords of the Abyss 4=Demon Brothers
Customs d4 1=grab for power 2=kill the weak 3=torture prisoners 4=always lie and deceive
Worship demons and their nobility and evil alied gods who dwell in the shattered realms
Descended from demons, failed hell spawn and slaves brought from the abyss
Survivors of chaos warbands who live in the foulest places others dare not

15
 Tribes of Paradise (LG) Heavenly Hosts
Clans d4 1=Golden Legion 2=Fire from Heaven 3=Celestial Horde 4=Heavens Guard
Customs d4 1=never lie 2=punish the wicked 3=help the poor 4=give tithe to the gods
Worship the gods and spirits who maintain the celestial city at the centre of creation
Descended from angels and minions of heavens who were sent to save creation
Survivors of the hosts of heaven who married mortals and guard ancient relics from evil

16 
Arcadian Tribes (CG) The Mistlands
Clans d4 1=Eternal Feasters 2=Guards of Unearthly Delight 3=Victory Horde 4=Revellers
Customs d4 1=celebrate with feasts 2=accept gambles 3=attend orgies 4=get drunk lots
Worship the gods, spirits and animals in the gardens, forests and feast halls of the heavens
Descended from guardians and virtuous dead returned to help the living long ago
Hedonistic who folk who tolerate mixing of all kinds of wild beings celebrating life together

17 
Nightmare Kingdom Tribes (CE) 
Clans d4 1=Laughing Maniacs 2=Nightmare Lords 3=The Null Horde 4=The Gloom Guard
Customs d4 1=dress creepily 2=stalk victims 3=gloomy 4=moody
Live in fear of nightmare realm beings haunting them, entities feed from your fear
Descendants from people ruled by nightmare beings and spirits and demons
A kingdom of warring kingdoms that produces a surplus of heartless mercenaries

18
 Dream Kingdom Tribes (CG)
Clans d4 1=Phantasmal Horde 2=Dream Lords 3=Somnambulists 4=Spectral Legion
Customs d4 1=tell wild stories 2=reward the worthy 3=pretend to be happy 4=hide things
Live in contact with illusionary dream lands where anything imaginative can happen
Descended from people that came from dreamlands to re settle the barren earth
A Idyllic kingdom of wonders where magic is tolerated, feared by neighboring kingdoms

19
 Tribes of Chaos (C) The Hordes of Disorder
Clans d4 1=Cosmic Cancers 2=Lords of Entropy 3=Primal Spawn 4=Old Ones
Customs d4 1=break things 2=burn books 3=respect nothing 4=anarchic
Worship the bubbling mass of primal chaos and holy disorder
Descended from chaos warbands unleashed on the world ocasionaly raise a hoa

20 Tribes of Law (L) The Infinite Legions
Clans d4 1=Singularity Horde 2=Lords of Order 3=Unitarians 4=Eternal Stasis
Customs d4 1=document everything 2=lots of meetings 3=keep schedules 4=never lie
Worship the brilliant arrow of time and stop time unfolding in eternal stasis
Descended from champions of law that came to earth to fight

Clothing
Default is woven grass sandals and skimpy loincloth
Roll once on each of these

Headgear
01 Huge beards and moustaches, well cared for
02 Headband of leather, cloth or metal denoting rank
03 Torc of metal and ornate, denotes status
04 Collar, neck bands, locked manacle ring, necklaces
05 Facial scarification, tattoos or facial pant for various occasions
06 Cover face with cloth especially in public
07 Cap helm with totem symbol, beast or horns
08 Ornate tribal hat identifying your tribe, all peoples have a distinctive hat
09 Mask often fearsome but possibly different ones for occasions
10 Full helmet often decorated with face of beast, creature or skull

Arm Gear

01 Rings on fingers 
02 Metal arm bands or bracers
03 Arm rings or bracelets
04 Gloves hands or up to forearms
05 Leather armbands with hidden small knife or stash
06 Tattoos or scaring on arms
07 Long sleeves
08 Spiked or edged arm bands
09 Armbands with pouches or dagger
10 Wristband with compass design for navigation and telling the time

Leg Gear

01 Strap on chaps or legging
02 Armoured greaves
03 Dagger strapped to leg or thigh

04 Sandals woven from grass or hair
05 Leather moccasins or shoes
06 Knee high boots or thigh high boots
07 Tattoos or ritual scarification
08 Strap on spurs or spiked boots
09 Pouches strapped to legs
10 Trousers

Body
 Gear
01 Hero harness straps across chest with pouches and weapons
02 Breastplate, ornate or moulded to muscle tone or with face or beast design
03 Tattoos or scarification
04 Cloth or hide or woven coat or jacket +1AC
05 Cloak light or heavy furs +1AC
06 Belt with pouches, weapons and equipment
07 Backpack loaded with equipment
08 Chainmail shirt +3AC
09 Light cloth or woven shirt
10 Large ornate necklaces of trophies like ears, fingers, teeth, coins

d20 Weapons Materials
1-10 Most weapons are stone or animal teeth with wooden hafts and break on a roll of 1
, can be magic up to +111-14 Obsidian weapons break like stone but can be magic up to +2
15-17 City people use bronze
 and can be magic up to +2
18-19 Wizards use Iron, it harms some supernatural creatures and can be  magic up to +2
20 Steel comes from star stones and can be magic up to +3
Only semiprecious stones can be cut by most people but ancients had better gems
Most hafts made or wood or bone, good wood is rare in the wasteland


d10 Best Primary Weapon
01 Pole Axe d10 2H
02 Great Sword d10 2H
03 Battle Axe d8
05 Sword d8
06 Spear d8
07 Composite Bow d8
08 Lance d10 from mounted or 2H on foot
09 Mace d8
10 Maul or Great Hammer d10 2H

d10 Secondary Weapon 
01 Shortsword d6 1in6 chance you have x2
02 Handaxe d6 1in6 chance you have x2
03 Sling d4 or staff sling d8
04 Javelin d6 4 or Darts d3 x2d4
05 Shortbow d6 x20 shots
06 Lasso or Net or Whip or bolo
07 Knives d3 x2d3 or Dagger d4
08 War Club d6 or sticks d4 xd4
09 Hammer d6 or War Hammer d8 or flail d6 or warflail 2d4
10 Shuriken d3 xd4 or Chakra d6

d10 Best Tribal Armour

1 Leather suit AC+1
2 Hide suit and cap AC+3
3 Naked with heavy cloak, cap and shield +3
4 Naked with shield, leg greaves and cap +3
5 Boiled Leather chest plate and cap and shield+3
6 Scale, Studded or Scale vest with cap and shield +5
Scale shirt, full hem, shield +5
8 Boiled leather suit and shield and cap +5
Naked with greaves, bracers, cap, chest plate, shield +6
10 Chain Shirt, full hem, shield +6

d10 Customs

01 Forbid an animal they will not touch or eat or risk impurity
02 Have a traditional enemy they are obligated to kill
03 Have a traditional sacred beast they will not harrm
04 Killing wizards is the greatest honour
05 Killing monsters is the most heroic deed
06 Leading a army to pillage and destroy is best
07 The strong must conquer and enslave the weak
08 Magic is always dangerous and suspicious
09 Shun gods and those who worship their cults
10 Must always welcome travellers with hospitality

d10 Magical Thing

01 Magic hand weapon +1 with name and a gory history
02 Bundle of 12 arrows or sling stones +1
03 Potion of Strength 1d4 uses +d4 STR for one hour
04 Potion of Healing 1d4 uses 2d4 HP
05 Ancestral Fetish Idol +1 Saving throws
06 Magical piercing +d3 HP
07 Potion of Shapeshifting into tribal totem animal species for one hour
08 Magic flint ignites fires first try
09 Pelt of Animal Totem (one species) speech for ten minutes a day
10 Ancestral fragment, once a month can ask ancestor spirit a question in a ritual


d10 Favorite 
Trophy
01 Totem figurine of the tribe proving your divine chieftain bloodline
02 Satchel with survival kit, water skin, week dry food, knife, flints
03 Pet animal like a mount or pack beast or guard as bonus follower
04 Follower like a slave, lover, friend or vassal as a bonus follower
05 Exorcist set of ancient holy symbol, holy water, garlic, wolvesbane, silver knife
06 Ancient hide showing where a guarded treasure buried
07 Shirt made of wizard beards collected over generations
08 Stone head from a statue seized by a grandparent sacking a city
09 Ancient crown of your clan wanted by enemies worth 500gp, was hidden in a tomb
10 Iron Sword or axe 2d4 damage, in ancient style of your clan (magic with no +)