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Pozioni come droghe: perdi sanità mentale?

Usare struttura png di blade of the dark come base per avere legami iniziali con i png dell’ambientazione

Choose a close friend and a rival. Mark the one who is a close friend, long-time ally, family relation, or lover (the
upward-pointing triangle). Mark one who is a rival, enemy, scorned lover, betrayed partner, etc. (the downward-
pointing triangle).

Ryutaama spiriti del dragone

Dei del crepuscolo-araldi per definire le driadi

Giudici?

Flusso per definire le linee del drago?

I draghi quando vanno in frenzy fuggono nella foresta

Capsule dove ibernati antichi abitanti

Foresta governata da driadi con druidi come servitori. I druidi sono umani che quando usano i poteri
diventano semivegetali

Scavenger che cercano rifiuti delle rovine

Uomini dei: gli antichi abitanti delle città

Emissari o signori dei portali: gli antichi abitanti delle città

Dei del crepuscolo sono gli dei dell’ambientazione per le regole sui chierici. Gli dei sono pioggia, vita o
morte

I chierici hanno lo scopo di proteggere la creatura stile dentisti di dragon dentist

Culto degli antichi:

culto dei draghi

racconto iniziale come fiaba. Hai due dei, una è gaia, un altro e x il forgiatore. Da loro vennero i loro figli

il padre creo palazzi di vetro alti come il cielo mentre la madre creo i frutti per sfamarli. Ma padre geloso
dell’amore che i figli davano a madre, li riempì di meravigliosi giocattoli meccanici ed essi voltarono le
spalle a madre e alla fine padre la avvelenò per avere i figli tutti con sé…

Usare struttura missioni mouse guard

Feat: Amico di tutti. Parti con 1d3 conoscenze extra tutte positive

Clan: lupo, cinghiale, gufo, serpente, stag)velocità e saggezza)

 _______ gave me hospitality when I dearly needed it.


 _______ and I grew up together.
 I have a crush on _______.
Fazioni nel dungeon

Spiriti che possiedono I corpi

flooded levels, cave levels, laboratories, ancient cities and ancient machines.

1. A great field full of black stone ziggurats, all embedded into the ground at
different angles, including upside down. Clearly they all fell from the sky,
probably from a great height. Strange creatures, and the undead remains
of their original occupants, lurk inside.
2. A sunken town at the bottom of a lake. Weird coloured lights can be seen
flashing down there at night.
3. An apparently ordinary field which, once a year, echoes with shouts,
screams, battle-cries in forgotten languages, and the roar of unimaginable
weaponry. Digging down far enough will reveal a compacted layer of
bones, which must once have comprised tens if not hundreds of
thousands of skeletons, intertwined with all manner of military wreckage.
4. Magical beings designed to test the faith of pilgrims visiting a long-fallen
shrine. The shrine is dust, now, but the guardians are still there, waylaying
passers-by and insisting that they answer questions relating to the
doctrine of their long-forgotten faith. Those who failed were supposed to
be taken for compulsory religious instruction; but as the last priest died
millennia ago, the spirits just grab their victims and march them round in
circles until they die of exhaustion.
5. Ancient law-enforcement golems, looking like prison blocks on legs.
Animated chains leap out and grab 'lawbreakers' and 'trespassers',
depositing them in cells within the golem's body: when it has a full load, it
returns them to 'the courthouse' for judgement. The courthouse in question
is a ruin inhabited by tribes of cannibal ghouls, who view the golems as a
food delivery system.
6. Floating islands, topped with the ruins of what were once flying castles,
flying across the world in endless, looping circles. Their inhabitants use
various means of getting down to the surface: some have domesticated
great flying beasts, some use refurbished flying machines, and some just
drop down really long ladders.
7. A series of icy caves, in which rest the perfectly preserved corpses of
various ancient saints and heroes, guarded by a race of tiny, cold-skinned,
wide-eyed creatures which never speak and never sleep and worship the
corpses as sleeping gods.
8. An immense fallen war-golem, so huge that a small town has grown up in
its shadow. The town's leaders have figured out how to turn its deadly
eyebeams on and off by yelling command words into its enormous stone
ears, but they have no way of turning its head.
9. A ritual complex once used to teach magic to apprentices, now in ruins.
Glitching magical images of ancient tutors recite mixtures of wisdom and
gibberish, and direct 'students' into further rooms, half of which are now
filled with deadly monsters or lethally-misfiring magical effects.
10. A lonely sea-coast on which the fisher-folk frequently bring up
fragments of unbreakable green glass in their nets, pieces of the dome
which once protected a long-ruined underwater city. The older ones swear
that they can hear something singing to them out of the water on
moonless nights.

Mirrors show the world as it should be had the cataclysm not occurred.

The doors to Hell have closed and no one can contact the devils. Any liens on
souls have been revoked and the powers or riches gained vanish.

Blind monsters, former oracles, wander the lands and consume all they
encounter.

Shadows detach from the dead and form a shadowy city or forest. Those who
visit come back different, able to see into the spirit world when drunk or high.

Unity has failed among the insects. There are no more swarms of any sort.
Those creatures that specialized in preying on them have gone to alternate
dietary sources.

Harmony is impossible in the human mind. Classes that depend on inner


tranquility no longer exist, at least in the human population.

Individuality is no longer possible in one of the non-human races. They either all
act alike or have a hive mind mentality.

The definition of beauty has changed so much that art (portraits and abstract)
from the old world disgusts all who view it.

In the wastelands that formed during the cataclysm, women can not become
pregnant. This sterility is not permanent and does not occur elsewhere.

All pets and livestock have gone feral and nothing can tame them. Crops may
also go feral- that means they pull themselves up and start eating people.

Termites and ants have become gigantic and war over the last few green places.
Unlike in the real world, the termite armies are equal to the ants’ and so there is
equilibrium. If someone was to disrupt that, the result is a carnivorous monster
or herbivorous monster gone wild.

Children’s play has become more viscous, related to survival by defeating


anyone that gets in their way. This applies to games such as checkers as well as
roughhousing. And the adults that they turn into are better at surviving the state
of the world, though at a cost of social thinking and behavior.

Rain, lightning and other weather phenomenon slows greatly, to the point where
an observant character can dodge natural lightning most of the time.

Demiplanes appear that merge locations on two planes, allowing movement


between them. The actual demiplanes are not parks; but rather hellfire pits,
radiation tortured landscapes or darkness infused ocean floors; so few creatures
actually attempt the trip.

Trees ooze dark sap that can be dried and turned into cloth. If someone were to
view the stars through this cloth, they would see the prison where the gods have
been locked away.

Doppelgangers exist for everyone, the result of all of humanity splitting into two
after birth. If one is slain so is the other. They are not good and evil, but rather
spiritual and material. Doppelgangers can not stand the sight of their other half
and do anything to escape such an encounter. If they come into contact, they
fuse and become something monstrous.

Gigantic crystal caterpillars are consuming the moon(s) and the lunar god’s pain
is felt by everyone in the world. This pain is driving everyone to desperation and
foolish actions are much more common than before the coming of the insects.

Ogres were exposed to psionic energy and are becoming more and more
intelligent with every generation. They may very well ascend to an energy form
in the near future and then take their ancestral frustrations out on the world.

The seas have become toxic and rough, so much so that ships are a thing of the
past. Every so often something pulls itself onto the shore, a jellyfish/clam/whale
thing that tries to find a lake to make its new home. If that happens, the lake is
likewise corrupted until the beast (and possibly its spawn) are slain and burned.

Forests are retreating into the depths of the world. The trees themselves are so
terrified of whatever caused the cataclysm, they are forcing themselves to adapt
to a life in darkness.

And that is that from me. I plan on sprucing all my ideas up a little and posting it
to my blog*. Big thanks to Kage for starting this thread, it has been fun to read
and participate in.

* A bridge apparently carved from a single piece of white crystal which doesn't
show a single scratch or sign of age
* Carved reliefs alongside a major river, depicting ancient rulers. No one can
read the inscriptions, but the older faces and figures are clearer than the more
recent ones
* A tower of metal without any windows or doors rising out a plain
* A ruined city which houses a terrible fog-like creature that devours all who dare
enter
* A stone hand emerging from the ground and holding a massive crystal globe.
Judging by the size, the rest of the statue must be immense.

8. The Experiment

When the world came crashing down, the complex safeguards and layers of
secrecy built around the less palatable government experiments inevitably came
crashing down with it.

You have stumbled upon a community built around an underground bunker. At


first, things seem normal, but the inhabitants are odd. They all share the same
mannerisms. They all seem to speak using similar tones, syntax and vocabulary.
There is always a slight "delay" when they react to your actions or dialogue, as
though they are processing things after a second of latency.

The community's secret is that everyone here is a psychic thrall to the


experimental, oversized, vat-grown mutant brain hidden in the bunker below.
The brain is dying because its autonomic life support systems are run down and
no one knows how to fix them. It wants to transplant its consciousness into a
neural network of synced brains, but human brains just don't have that much
bandwith for it, so it needs a lot of them. You are offered a bargain, because it
can read in your thougts that you are no ordinary wanderers: bring to it a given
amount of humans, or another acceptable receptacle for its cognitive processes,
and it will let you go free, possibly even offering you its assistance in future
situations where you would need a "super-brain" to work out some weird science
or analyze something.

Should you refuse, the brain will send its thrall after you, in an attempt to subdue
you so that the "enthrallment" procedure can begin... it will not be pleasant.

Oath Stones
There are these monolith stones scattered across the land. Some are in cities, some are in the
wilderness, some are next to desolate roads, whatever. Probably there is some long-ago
history reason for why they exist, and they used to have sacred groves growing around them
but then the earth was defiled.

If you go to an oathstone, you can shed your blood on it and swear an oath to the ghosts of
the oathstone. They will hear you and touch you. When you make efforts to pursue your oath,
the ghosts will aid you, if they can. They are fickle and sometimes useless, so there is no real
guarantee. But that is not why people use oathstones.

If you die before completing your oath, you are still tied to the world of ghosts. Their hands
will stop you from passing on and disappearing from the world. You become a ghost, instead,
and continue to work to fulfill your oath. Since you are a ghost, you don't have all that much
influence upon the world, but there are those who would come to you for advice and
knowledge, and there are occasions where you can have a physical effect on the world that is
even more powerful than what mortals can do (without magic). Maybe I will think of some of
those instances later, maybe I won't. Anyway, as a ghost, you can bargain your services in
exchange for mortals fulfilling your oath, or trying to. You can try to fulfill your oath using
your limited influence, after all, you have forever. Unless someone else dying makes it
impossible to fulfill your oath, in which case you are stuck in ghost-land.

So that's why people use oathstone: to cement bargains they want to be super-binding. Or if
they really, really, really want revenge on someone.

Magic Trees
Trees of Life are cool. Defilers turn vegetation to ash around them when they use magic, and
nothing grows in that spot for at least a year. But if you’re near a Tree of Life, you can just deal HP
damage to a Tree and that’s that, they heal in a day or so. Trees are good because:
- Sorcerer-kings keep gardens of them so they don’t defile their cities when they use magic.
- They grant spells to druids and clerics.

But these things should also be true:


- Trees of Life are conscious beings, and they communicate psionically. They have weird thoughts
and aren’t human. This is how they give spells to people, psychically.
- They grow based on their environment and what’s around them. So maybe they grow in the
shape of a sorcerer-king’s face. Maybe they are actually mushrooms instead of trees if they grow
underground. Maybe some are giant vines, or mosses. If they grow in a particularly vicious place,
they can become partly carnivorous. Giant bugs means giant venus fly traps, come on.
- Some communities of Trees of Life are at war with others. The ancient grove that Wyvarthas kept
at Karduak hated him for abusing them, but they also hated the mushroom grove that dwells deep
down beneath the surface of the earth. So they used their psychic influence to encourage Zothark
to usurp his power (and many others before him, but they were unsuccessful). Now they want
adventurers to come to their city and murder all the monsters who live underground near the
hated mushroom grove and they offer spells in return.
- Eating parts of a Tree of Life sends you on a super-acid trip like the spice agony. You either die
or you get fantastical psionic powers. Maybe the sap or fruit has to be treated first? Treated with
magic, yeah, and then you have to be bound and left alone in the desert or your psychic reception
will make you think you are nearby people because you are reading their thoughts. A Psionicist
should have to do this in order to level up, every time. Slight chance of death, large chance of
random mutations and behavioural disorders. Just make the class more powerful to compensate
for the risks.
- If a Tree dies, its psychic death-cry echoes on the wind for years afterward, and ghosts
congregate around it. Plus maybe other bad stuff? This is one of those places where ghosts can
have influence on the physical world. Maybe when the moons all go dark, ghosts near a dead Tree
can touch people… and kill them.

Profezia del ritorno

In Tad Williams’ Memory, Sorrow, and Thorn series, the Norns, the enemy, an elf-like race, are associated with winter as
well. And their leaders, Ineluki the Storm King and Utuk’ku, the Norn Queen, are also undead.

Maestri del vento


Rovine ciclopiche per esseri giganteschi

Araldo del drago

Segreto sacerdoti: colpa arrivo driadi

Tempio abbandonato con cultisti che in base ai pochi resti cercano di ricostruire religione

Elfi dei boschi nascosti nlla foresta fanno guerriglia contro dei della foresta

Le donne degli elfi dei boschi alla morte diventano banshee (incontri con banshee)

Villaggio dove i pg trovano tutti morti. Corpi massacrati A snow has fallen which hides most signs of the
massacre that that has taken place however the interiors are full of of the evidence: mutiliated
corpses, hung bodies, burnt victims and the like. There was a cruelty behind this massacre that one
doesn’t generally see described. It’s not all that graphic however you do get the sense that of a
palpable EVIL behind these actions.

Tremen torturatori

Key of the Unconquerable Sun


"Light of all the world, enlighten me!"
All who walk in the light of day adore golden Asorion, the Sun, husband of Mother Earth, High King
of Heaven, he who dies each winter at the solstice and returns triumphantly to life. But you have
gone beyond this common worship and devoted yourself to his principles of learning, rationality,
hierarchy, and law. You are an upstanding member of your community: men heed your words and
women listen patiently. You are probably literate and almost certainly male.
Typical backgrounds include nobleman, military officer, bureaucrat, merchant, guild member,
independent farmer (not serf), or magus.
You gain 1 XP whenever you explain to others your well-reasoned plan for solving a particular
problem.
You gain 2 XP if they actually follow your plan (succeed or fail).
You gain 5 XP whenever you insist on taking the time to think things through to find the logical
solution you're convinced must exist while everyone else is running or fighting for their lives.
You may buy off this Key by acting in blind panic or passion.

Key of Our Mother Below


"From your dark womb we come, O Mother, and to it all return."
All tremble before our Dark Lady of the Earth, Svulkë, bride and mother of Asorion, she who
gives the harvest and receives the bodies of the dead. But you have gone beyond and learned the
secret teachings that ensure the fertility of fields and marriage beds, whispered from grandmother
to newlywed for generations since before the High Kings came. Young men and maidens seek your
advice, women in childbirth put their lives in your hands, farmers guiltily try your potions, and
even the magi of Asorion give you grudging respect. You are probably not a virgin and you are
almost certainly female.
Typical backgrounds include noblewoman, farmwife, midwife, revered matriarch, feared witch,
prostitute, or priestess.
You gain 1 XP whenever you console the sorrowful that new life will come, or warn the joyful that
they too will die.
You gain 2 XP whenever someone does your bidding without anyone publicly acknowledging your
power.
You gain 5 XP whenever you deliberately sacrifice the life of one member of your community to
save another.
You may buff off this Key by refusing to accept the death or possible death of someone you care
about.

Key of the Wounded Moon


"My life is not my own."
All people know the tragic story of Kthonné, the moon, favorite daughter of Asorion and
Svulkë, she who was seduced and violated by the First Wolf, gave birth to the Stag King of the
fay, and went mad, hiding her bright face in shame and sorrow. But you were dedicated to her
service by your father: perhaps because he was too poor to feed you as a girl; perhaps because he
had no dowry to marry you as a maiden; perhaps because you, like the moon, were raped, and
your father could not bring himself to cleanse his honor with your blood in the ancient manner.
("Raped" in this culture means sex without your father's consent; yours is legally immaterial). Now
you stand apart from men and women both, empowered to heal the righteous and slay the wicked,
yet never truly free.
Typical backgrounds include Sword Virgin (woman warrior-healer) or Dagger Bride (spy and
traitor-hunter; always a raped woman with no honor left to lose).
Gain 1 XP every time you deny yourself something in deference to a male authority figure, such as
a Magus, nobleman, or other devotee of Asorion.
Gain 2 XP every time you endure danger or suffering on behalf of another, with no benefit to
yourself.
Gain 5 XP every time you do something to benefit others that would horrify them if they knew.
You may buy off this Key if you do something you really want to do, just for yourself.

Key of the Worldshaker


"I die triumphant if my fear dies first!"
In these troubled times, everyone offers sacrifices to appease Gauros Worldshaker, the brooding
god who brings storms, eclipses, earthquakes, and war, the cosmic rebel who alone dared defy his
father Asorion when the Sun-King's tyranny would have burned up the world. But you have
embraced turmoil as a way of life and made the road your home. Respectable folk step out of your
way, maidens and young men watch in wary fascination, small boys follow you hoping to see a
fight. You have probably taken a life and are most likely male.
Typical backgrounds include soldier or sailor (but not officer), brigand, mercenary, gambler, and
wanderer.
Gain 1 XP whenever you ignore good advice, credible threats, or legitimate orders.
Gain 2 XP whenever you help someone out in such a way that you receive only resentment or
suspicion in return.
Gain 5 XP when you switch sides in a conflict out of pride or principle, without any material gain to
yourself.
You may buy off this Key by pleading for help,

Key of the First Wolf


"[howling]"
Everyone knows the First Wolf raped the Moon and sired the Stag King of the Fay. No one worships
his totem except the outland barbarians and inbred hillfolk -- and you. You know the truth: that
all kingdoms fall, all knowledge fades, and even gods come and go, but the ancient powers
endure. If other people knew what you worshipped, they would probably kill you for being a
werewolf and a traitor: Are you?
Typical backgrounds include backwoods primitive, bandit, deserter from the army, and secret
agent for the Horde.
Gain 1 XP every time you fail to conceal your contempt for "civilized" folk.
Gain 2 XP every time you prevail when civilized folk cannot because of your strength, savagery, or
cunning.
Gain 5 XP every time you lead others to reject civilized values and embrace the way of the Wolf.
You may buy off this Key by saving someone from the consequences of their own weakness.

Key of Old Man Chaos


"Omnipotent is he, and blind, and mad."
Everyone knows Old Man Chaos created everything that is. Everyone knows he did it by accident
and will one day destroy the universe just as blindly. Nobody actually worships him: That would
be…crazy.
Typical backgrounds include deviant, cultist, or sorcerer.
Gain 1 XP when you embrace what others find repugnant.
Gain 2 XP when you achieve personal advantage amidst chaos and ruin.
Gain 5 XP when you risk your life or sanity, or that of another, for unnatural power.
You may buy off this Key by recoiling in horror from what you have done.

E s gli dei del crepuscolo fossero veramente dei impazziti=

The council scene is one of the high points of high fantasy, clearly: in Tolkien we have the
Council of Elrond, here in Midnight we have the Council of the Wise, and even in my Prydain
campaign I actually had to invent a new council scene to have a solid starting point for the
campaign. (Not that there aren't canonical councils in the novels there, too.)

Adventure Front: Lamentations of the Ice-Spirits


Description and Cast
Three ice-spirits are now free and finally able to vent their vengeful grief at the long-ago death of
their icy Queen at the hands of an ancient sorceror-king by starting a dreadful blizzard that
immobilizes hapless travelers, including Rurik the Dwarven merchant and his caravan, traveling
with a load of wrought iron and steel tools.
• Rurik, Dwarven merchant, and his hirelings, with wagons and trade goods
• Bialel, Cuerin, and Delisse—airy ice spirits of the frozen North
Custom Moves
• When you brave the freezing cold, roll +CON. On a 10+, you shrug off the effects of the cold. On
a 7-9, the cold bothers you; take -1 forward. On a 6-, you are chilled to the bone; take -1
ongoing until you shrug off the effects of the cold or take a break to warm up.
Raging Blizzard
Type. Unnatural Storm
Impulse. To immobilize travelers.
• blanket with ice and snow
• chill with icy cold
Grim Portents.
• Ice and cold interfere with routine tasks.
• Huge snow drifts make the way forward to Lanholm Keep impassable.
• An avalanche blocks the road back toward Belsarien, Gate of the East.
• Frost bite appears on unprotected extremities—fingers, toes, noses, cheeks.
• Rurik and his companions show signs of exhaustion and madness.
Impending Doom. Rurik dies in the snow, from exposure, starvation, or cannibalism (Destruction).

Monaci del’ordine cartesiano

Religion

VALUES
 What is the culture that this religion primarily operates in? If you take Western Christian
beliefs, change the name, and dropped it intro sub-Saharan Africa the resulting traditions
look very different.
 What are the 1st level values that are communicated in this religion? These are things like:
kindness, respect, honor, obedience, piety, offerings, recognition.
 What are the 2nd level of values? These are practical considerations that affect how people
treat each other and cover things like: castes, sexism, sexuality, and business values.
These are extremely important in building a community as it will link the tenets of a faith
with people's day-to-day lives.
 How does this religion view other groups? Does it promote any forms of xenophobia?
DEITY
 Are the god's real beings or are they symbols only?
 Where did the god(s) come from? The book Small Gods by Terry Pratchett is a great stroy
about where gods come from and where they go.
 What do the gods value? How is this different from what the people value?
 On what scale do the gods operate? Local, Regional, Global, Star System, Galaxy, Galaxy
Group, Cluster, Super Cluster, Universe...
 What is the god's interaction with their believers? Tools, witnesses, sources of power,
symbols of their power?
 What time-scale do the gods work on? Do they care if they avenge your family 100 years
after you asked for vengeance?
 What are the long term goals of the gods?
SYMBOLS
 What are the primary religious symbols?
 What do the symbols represent?
 How sacred are the symbols in day-to-day life?

Quick Cultural Quirks: Deep Forest People


d12
1. The prairie is terrifying: deep-seated horizon-phobia
2. Likes to sleep in high places: will go to great lengths to improvise off-ground accommodations
3. Subject to psychosomatic infirmities when underground for extended periods
4. Will talk reassuringly to trees
5. Waste not, want not: sees the potential for future use in objects of little discernible value
6. Instinctive guerrilla fighter: seeks cover/concealment, shoots and retreats, etc.
7. Heavy animist thinking: constant awareness of the spirits that inhabit everything
8. Minimal oral communication, esp. on duty but plenty of eyebrow signalling (extremely garrulous
when intoxicated)
9. No institution of marriage: all about the free love
10. Males: good hunters, frequently drunk, Females: can make anything out of deer guts and plant
fibers, also frequently drunk
11. Treats everyone not formally initiated into tribe as children
12. Distrusts the capricious spirits of metals and must appease them often: will not carry anything bigger
than a good spear point, prefers arms/armor of wood, leather, and sinew

Beastmen Stuff So Far


Basic Abhuman Class - dated a bit now to be revised
Common 1 Rabbitmen 2 Goatmen 3 Lizardmen 4 Snakemen 5 Badgermen 6 Pigmen 7 Ratmen 8 Frogmen
9 Cave Batmen 10 Weaselmen 11 Dogmen 12 Catmen
Highland 1 Bullmen 2 Lionmen 3 Eaglemen 4 Apemen 5 Vulturemen 6 Antmen 7 Molemen 8 Beetlemen 9
Horsemen 10 Wolfmen 11 Centipedemen 12 Crowmen
Aquatic 1 Fishmen 2 Eelmen 3 Gullmen 4 Lampreymen 5 Sealionmen 6 Sharkmen 7 Crabmen 8 Turtlemen
9 Lobstermen 10 Puffinmen 11 Ottermen 12 Squidmen
Underland 1 Vampire Batmen 2 Spidermen 3 Newtmen 4 Axolotlmen 6 Salamandermen 7 Slugmen 8
Wormmen 9 Moleratmen 10 Termitemen 11 Armadillomen 12 Cricketmen
Desert 1 Falconmen 2 Cobramen 3 Gilamen 4 Hyenamen 5 Scorpionmen 6 Foxmen 7 Scarabmen 8
Camelmen 9 Ostrichmen 10 Cheetahmen 11 Lynxmen 12 Jackalmen

I have possible future ones at bottom

Revision of abhumans (CON Bonus in extra monster abilities or nwp)


will still give them better unarmed skill d4 to start
Will get minor ability at 1st - lowlite vision, leap, swim, run, climb, run, armour, -1/die heat or cold etc, glide,
burrow, inkcloud, thermal vision, sonar, bloodhound,
Major Ability at 56th - 1/2 da from heat or cold etc, d8 bigger weapons, extra two unarmed attacks, inkcloud,
berserker, improved armour. missile weapon
Heroic Ability at 12th - fly, venom, breathe water, breath weapon, immune to heat or cold, missile, planeshift,
summoning, charm, disease, petrification, divination

Forest Beastmen
d10 Forest Beast Men
1 Stagmen
2 Owlmen
3 Beavermen
4 Bearmen
5 Grasshopper Men
6 Hedgehogmen
7 Boarmen
8 Haremen
9 Squirrelmen
10 Hawkmen
11 Toadmen
12 Leopardmen

Stag Men
These noble woodland warriors guard sacred and hidden places from men and often meet with druids in
secret. Some even learn druidry in their older years as war loses interest to them. In spring they meet to
dual and roam the woods looking for a fight.

Their are smaller staglings who are red and spotty and prefer bows with poison arrows. The standard
stagmen are brown going grey in winter. Their are bigger breeds and some adapted to winter. Some are the
size of minotaurs or ogres. They will frequently interact with faerie and sylvan beings and will freely mingle
with mixed groups. Some even wear human clothing. They regard themselves as lords of the wood and have
a sense of benevolent ownership of other forest folk. They often come to battle civilized humans who intrude.
They think anyone with a axe is a potential enemy. they are pretty suspicious of dwarves and hate orcs.

Some humans include stagmen in their seasonal rituals and dances but this happens less often now days
with the new faith. While not as anti human as some beastmen they dislike humans entering the woodlands.
They maintain good terms with elves and will cooperate with them. They don't like goblinoids however and
even prefer humans to goblins. As many of the old races have been returning these last few years some
stagmen have been visiting human barbarians more and helping humans recover lost druidic lore. They like
having their backs to elf kind but some have decided to reach out to human kind and support those of the old
ways. Of course the ecclesiarchy does not approve of backward beast men teaching heathers old magic.
Some paladins have begun to announce a crusade. Of course other chaos beastmen who are a threat like to
blame stag men.

d12 Stagmen Troubles


1 A paladin has arrived and is looking for helpers to hunt a rebel stagman preaching natural religion
2 Visiting witch hunter is badly beaten by stagmen while hunting witches in the forest
3 Secret druidic cult has been more and more visible and the priests have stagmen guards
4 A band of barbarians bandits led by a human hero and his stagman comrade have a secret camp
5 Wild sounds of stagmen fighting in the forest have been scaring locals for days
6 A wild stagman has been on the edge of the woods scaring everybody. Apparently in the old days people
danced with them to ensure peace but nobody knows what to do and are scared
7 A local hunter has been working with stagmen to fight a tribe of wolfmen. Local elders are very impressed
and have been invited to feast with the druids and the church priest is furious
8 Stagmen have been battling local chaos goatmen and the locals have come to leave food out for the stag
folk. A long lost child has returned a young man and has been performing druidic miracles for the common
folk
9 Some local workers robbed ritual paraphernalia left in a forest shrine and sold them to a trader for beer.
Now the stagmen have begun hunting the men who tell everyone a lie that they are innocent. The stagmen
want their implements back and will leave if they can get them back and beat the men soundly
10 Stagmen ambushed a nobleman and his servants out hunting and they have a price on their heads. They
claim they are protected by ancient law and the noble was a chaos warlock
11 A stagman has been killing locals, he strikes by night and has left the victims in strange black cultist robes
for some reason. The local magistrate has offered a reward for the beast they call the warlock hunter
12 A farmer has seen dancing stagmen by the woods near his house. He was going to complain but they left
him wolf and fox furs so he left them some apples. Now other villagers have come to leave the stagmen
presents and a witch hunter has been sent to investigate and see if a new shrine would help

Owl Men
These fearsome night hunters rule the night in the woods. Many attribute magical powers to them some are
good and wise and some are evil and mean but both types are fearsome. Some have learned witchcraft or
druidry or priest magic and some places they even learn wizardry. Some are witches or shaman or even
alchemists. Some are necromancers who have turned victims into undead to make forests haunted. Most
are knowledgeable in spirits and magic of the woodlands and advise other beings who seek them out. They
know quite a bit about humans and often spy on them in secret from rooftops or attics. Owlmen strike by
silent ambush and often tear apart their victims on the spot. The evil ones are the most malicious and might
taunt victims by speaking their names and parts of private conversations they might have recently had. The
good ones mostly hunt the wicked especially those who try to use the woods as shelter. Some owlmen are
more into esoteric knowledge and less in worldly conflicts. Owl men keep civilised tree houses and like
books. Some live communally to establish libraries where they teach select humans. Some are lone killers
who live in old abandoned barns or ruined windmills and haunt lonely trails by night. Some follow their
goddess of craft and wisdom and war and others follow a witch queen or the lady of the underworld.

d12 Owlmen Troubles


1 A witch cult was being persecuted but have now joined a band of owlfolk and together they have killed a
local priest
2 Every night someone has been murdered by bird footed creature and the bodies taken. The Owlman has
surrounded his reuned hme with zombies to protect him by day
3 A witch was put in a waggon to be taken to the city for trial and her owlman warlock lover broke her out
and both are hiding in the woods. Locals have heard them laughing and fornicating by night
4 Two owl witch sisters have been trying to summon manifestations of their night goddess with no success.
Finally they work up the courage to try human sacrifice
5 A wizard treehouse magic school is run by five owlfolk teachers who secretly teach rural talented youths
magic for free. Some rich city guild wizards wan the school burned down and the students brought to justice
and the masters killed.They offer a 1000gp a owl wizard and bonuses
6 A widow and her children for years has had enemies try and kill her by night but a owlman has protected
them. Now someone has accused her of witchcraft after more bandits were found dead in her yard. Locals
ask visitors if they have lynch mob experience
7 An owl witch came to the local forest and has been killing and populating the woods with undead. Now
they have started grave robbing
8 Zombies and ghouls have menaced an area and locals blame a owl woman witch. She is a priestess of a
underworld cult and instead of turning them can call them and follow her to the cults gateway to the land of
the dead. Inside inside is a pit full of poison gas that causes hallucinations, holy for aeons
9 An Owlwoman had her lover killed by the law and now she has been hunting the local magistrates and has
killed a beadle and a bailiff. The sheriff gets a warrant to call all abled bodied men to help hunt the villain
10 The local hunter was injured by an angry owlman when hunting at dusk. The hunter was well known for
making all the old signs and not offending woodland spirits so most think this is odd. The owlman has
decided to kill as many humans as it can for encroaching on the woods
11 An owlman wizard has sent his human apprentices and some skeletons to harass the local village. They
shunned the owlman in a time of need and who left the apprentices out to die as babies on the moors by the
village for the wolves at night. All feel justified in their revenge and the apprentices are loyal to their master
who raised them
12 An order of owl monks have a secret library in a woodland cavern. A necromancer has come seeking a
forbidden book but cant find the owl man. The necromancer has decided to murder lots of people and send
undead to scout the woods for him while he takes over the nicest house and has undead wait on him. The
owl monks are dedicated only to let good wizards peek at their books and might contact one to aid them

Beaver Men
These ancient peoples are mostly concerned with managing wetlands and will domesticate normal beavers
and giant beavers like dogs. They help maintain the ecological balance and help form wetlands that attract
other animals. They are sociable and can squeak adorable noises when young. Living in tight nit families
they are industrial and devoutly lawful good. They often surround dams in walls and spike filled pits and have
secret entrances. A smaller breed of beaverlings also exists. As they are good at many crafts they often
trade from great lodge houses. They may learn many kinds of magic but making wood golens is often high
priorities. Druidic beavers plant trees also to keep peace with tree peoples and elves and provide rich
irrigation systems that might seem natural on first glimpse. Basic wood golems are turnip and pumpkin
headed stick men but the greater ones are huge totem pole tree trunks humanoids. Many evil races like wolf
men hate beaver folk even if they profit from their land management.

d12 Beaver Troubles


1 A beaver wizard has been making a army of wood golems which will form into a dam together when they
arrive at their destination. The beaver wizard will then blackmail all downstream for tax
2 A great beaver dam has been holding back floodwaters for aeons. Some villainous hunters want kill the
beavers and burn the dam so it collapses and floods the valley
3 A pair of beavers have been helping hide children from a witch and now she has sent wolfmen to punish
them. Porr beavers beg to travellers for protection
4 A tribe of beaver folk have made a island full of totem poles and have built a great lodge where they sell
blankets and woodcarvings. They eve have bark log books and a temple to the beaver goddess. Some
humans think the beavers are too clever and a threat
5 Beavers and treemen have been battling and in the struggle beavers used wood golems and the trees now
accuse the beavers of necromancy. Meanwhile a necromancer has come to research the ancient secrets of
undead tree monsters thinking the war is a good cover
6 A king of beaver island has built a great magic paddlewheel ship for 200 beaver heroes. He is inviting other
races to come aboard to show their stuff and the human nobles want to send someone who is expendable
7 A pair of beaver children have turned up in town and are squeaking sadly. Their family were killed by
werewolves and the orphans need help to live. Some passing guy wants to make shoes out of them for
winter
8 A beaver druid has built a woodhenge and been inviting all kinds of peoples to attend and meet in peace
and provides beer. A few locals had a good time meeting strange forest folk but others thing it will bring
trouble
9 A insane weakened treant has staggered into town blackened. He dies then awakens undead. A beaver
necromancer has been making a barrier of evil trees to keep humans away from the woods
10 A beaverman wood cutter has been making intricate bamboo plumbing in the village and revolutionising
their lives with running water. An oldster who does not approve of the beaver sent a message to a bigger
town claiming the beaver is a devil in disguise
11 A beaverman has built a water wheel and the local ox mill cant compete. He wants to hire some strange
thugs to beat up the beaverman and burn his mill down but not kill him just ruin his life
12 A beaver had mad a wood golem totem pole and something went wrong while inscribing the secret
names of god on it. The golem is huge and on the rampage

Bear Men
These wise old men of the forests come in various colours and sizes from small black bears, to pandas, to
grizzly, polar and cave bears. Bearfolk are roam all kinds of wilderness. Some are quite friendly but plenty
hate humans from bad experiences or just feel competitive to any medium size animal including humans.
Those bears will hunt humans on their land and carry ancient grudges. Many druidic and shaman cults
revere bears who might learn either type of magic. Some bear folk follow evil forest cults mostly to get
revenge on human kind for stealing ancient bear land. Some human tribes include bearfolk in rituals even
welcoming and feeding them as part of ancient pacts. Not all bears stay in the forest some gather together
and visit civilization in numbers. This can be worrying for the humans as bears don't initially understand
money and such when arriving. Some assimilate and become mercenaries of become high value guards.
Bears eat most human food but enjoy deer, berries, nuts and honey most. They especially love mead. One
group of bears formed a brotherhood of bears to act as their own mercenary guild and to help bears
assimilate. The traditionalists prefer the wilds and live lives as lone magicians and wise folk of the
wilderness.

d12 Bearmen Troubles


1 A dozen drunk bears come to town with no clue as to manners or trade. Things might escalate if someone
doesn't help the bears not start a fight
2 A demon bear chaos shaman has summoned eyekiller demons to menace a mining camp
3 A bear bandit has been robbing beehives and waggons demanding sweet treats. He is a bit of an idiot
easily reformed
4 A bearman shaman has been seen leading wild nomads from afar. They seek a cave holy to bear folk.
Most locals will see the bear as some kind of monster and be alarmed
5 A bear has been attacking homesteads on the frontier for food and a number of locals have raised a
reward of gold nuggets for anyone who can stop it before it hurts anyone
6 A bear has been wandering into town to eat drunks on the streets. One day he might eat someone who
matters
7 A band of bear brother is hats and shirts and trousers come in to town to drink. They try and find
likely competition for various drunken contests like dancing, eating, arm wrestling, balancing, knife throwing
and other feats
8 A band of bear berserkers have replaced the local bandits and have been scaring away travellers and
nobility
9 Bearmen have raided the meadhall and wont leave until the mead has been drunk dry. Locals are terrified
and the sheriff and his men are nowhere to be seen
10 A longship of bear berserkers have been raiding the coastline stealing hams and honey and gold
11 A tribe of cavemen have joined with a tribe of bear folk and have blocked a mountain pass from traders
who don't know why and send investigators to speak with them
12 A bear warrior has camped by a bridge and challenges warriors to single combat. He seeks to find a
worthy band of humans to adventure with and if beaten will offer to become a follower

Grasshopper Men
Grasshopper folk are fairly pleasant and related to cricket folk and locust folk. Crickets are cheerful, musical
and enjoy lazing in the sun drinking and playing music. Many become bards. They have very strong flight
reflexes to run but will fight to defend their homes, crops or kin. Besides bards they make good druids and
learn any type of magic. Many are nomadic and will join travellers others more stay at home farmer types.
They are good at cooking, baking and wine making which s handy because they like to eat and drink. They
are able craftsmen too and make interesting carved artworks out of common every day tools. Some tattoo
their chitten too. As they are friendly and many are wanderers you see traders and merchants among
them. Some are a bit too lazy and cheeky and take up crime. They are not serious enough to be killers or
wage war but they can be driven to it. Grasshopper colonies can spring up fast anywhere even places with
very little. A generation can flood a area then fall back to being uncommon. Some humans worry about this.
Grasshopperlings are smaller versions only a few foot tall. Crickets are more serious and live by night or the
underworld. Locusts are warriors hordes who grow bigger from cannibalism and live to fight and eat.

d12 Grasshopper Men Troubles


1 A grasshopper bum was drinking and someone started a fire, a mob grabbed him and put him in the stocks
to await trial. He saw the real arsonist and nobody believes a local would
2 Grasshopper drug dealer has been getting kids hooked on lotus and can be found with his hookah by the
river bend where youths swim
3 A grasshopper bard has wandered into town questioning everyone about humans. He would love to follow
adventurers and sing about how awesome they are
4 Grasshoppers have set up a speak easy for insect folk and their bands have atracted dandies and youths
from the city. Locals unsure if to ban it or tax it
5 A drunken grasshopperman keeps breaking into a brewery and guards are needed for a few nights. Good
thing as next time he brings his drinking buddies
6 Grasshoppermen have found a sinkhole with hungry beast in the bottom trapped. So they started jumping
over it for fun. Now human kids are doing it
7 A grasshopper band come into town and a thief sells them to hobgoblins. One of the band members cant
find his fiends after he was out and will pay to help find them. He can pay in advance with promise of
performances and free gigs for life
8 A pair of grass hopper lovers have become victims of a vicious mantis woman who took the hopper boy to
her lair. The hopper maid is terrorfied what the mantis woman will do.
9 A miniature breed of grasshopperlings need help as a dragon has talken their village. The dragon is a giant
fire lizard but the grasshopperlings offer each of you a wedding with one of their tribe
10 A vicious gang of ladybugmen has been forcing grasshoppers to grow tobacco and make cigars, the new
craze sweeping the cities. The hoppers just want to escape anf have fun
11 An evil alchemist has hand raised grasshopper suicide bombers who carry kegs of black powder over
wall and past defences with a leap. The alchemist has been testing on a ruin and the dungeon monsters are
looking for a new home less explosive. Perhaps a nice village will accept them
12 A village of depressed starving grasshoppers are starving. They have been playing music for days and
the gods have not helped them. How can they get a feed without work or effort? Or will they just starve?

Hedgehog Men
These doughy tunnel dwellers grow hedge mazes and live off fruit, bugs and grubs. Many in the city and
country work as gardners. They also make good sewer workers, miners and other burrowing trades. They
are friendly and a bit adorable which helps humans like them. They have only reputations as helpful and kind
and are welcome forest folk. A few become wandering tinkerers or craftsmen or settle down as artisans.
They will co habit with humans and even adopt various orphans and get along with cats and cat folk. Dogs
they are not so fond of. They live in villages under hills with defencive earthworks, gardens and hedges.
Hedgehoglings are a smaller breed who happily live in halflings or gnomes or dwarves. Giant and ogre sizes
exist too. Some travel in tiny pony waggons as nomads. They are not as sweet and demure as people think
and will fight and even wage war. Some are acrobatic and roll around like spiked balls into battle. Some wear
armour and go to war.

d12 Hedgehog Men Troubles


1 A local hedgehog has been captured by bat people who are trying to force him to worship chaos in a
nearby cave
2 A living community of hedgehogs has been undermining the are for years with gnome and dwarf friends. A
surly miner complains at lack of ore left and wants the hedgehogs killed
3 A traveller has seen a family of hedgehogs and has sent word to his clan that a feast awaits. They plan to
roll them in mud and cook in a ground oven and party for days
4 A hedgehog youth stabbed two bullies and he has been arrested. His family will pay you to bust him out or
make the bullies confess
5 Hedgehogs and goblins have been fighting and both sides hire milemen to help. The area is now
collapsing into dusty pits
6 A possessed hedgehog cultist in a village helps adventurers find the local cultists who killed dox. Nobody
suspect a headgehog would do such evil and most of the time even he does not believe it as he is
7 A hedgegog has discovered a dungeon under his burrow and wants pest controllers in
8 A band of hedgehog men have kept the under town free of monsters for generations. Of late they have
gone on strike and negotiators are to be sent in the old tunnels
9 Hedghog wizards have a plot teach magic to talented commoners for free. The wizards guild want the
school closed and burned down as a lesson to others
10 A band of hedgehog druids have been covering the bramble hill with thick thorn bush for generations.
Now it has doubled in size overnight, what are the druids up to
11 A giant has spent days hanging around the entry of a hedgehog homestead trying to catch and cook the
residence. A child has come seeking heroes as they only have a few months of food and tea
12 A giant hedgehog man has taken residence by the bridge and whacks anyone with his club who wont pay
him in snacks

Boar Men
These iesty forrest warriors live for honour and courage in battle. Many are berserker warriors the the tribal
horde hope to die in battle where the will be guests at the feast of the gods. When not fighting they are
drinking or love making or guarding their large families. Living in close knit communities under warrior
chieftains many of their holy folk are drugs or chaos priests. Druids and chaos tribes fight constantly and
many join foreign armies to see the world and to fight. They are modest farmers and craftsmen who shun
iron in favour of bronze. They often build wooden forts on hill tops and some ride chariots or ride giant boars.
When domesticated too much thew become domesticated and lose hair and become common pigmen. Too
much soft town living and dealing with humans is to blame but they do think of other swine folk more highly
than they do other beast folk or humans. The smallest breeds mere boarlings and piglings are more shy and
rare as rich think them adorable pets.

d12 Boar Men Troubles


1 A boar war band insist on fighting the village champion or there can be no peace
2 Chaos boar men have built a fort in the area and now plan to raid local farms
3 Chaos boarmen who worship a devilswine in service to hell have taken over a dungeon. In his human form
he tricks farmers into selling their souls to protect them from chaos. Eventually a devil swine leading a
damned mercenary group will arrive to take over and the chaos boars will go to the next town
4 A druid chieftain has been spreading the forest with magic acorns. At first folk didn't mind but now the
village is thick with trees. Can someone just talk to the druid?
5 Formarians have been bothering locals for a while but now they have hired boarmen beserks with flails to
drive away the countryside militia
6 The swamp tribe of boarmen moved in a generation ago. Now they are back and worship the bog god,
have mutations and fight for chaos.
7 Boar women witches worshiping the chaos hag have been eating local children and now demand a tith for
each uneaten child. They live in a cave with their treasure
8 A demon summoning boarman wizard has taken a tower and his robed cult bring him sacrifices
9 Boarmen vikings have been following the vivers raiding isolated human and elf farmers. Nobles of man and
elf have offered rewards
10 Boarmen have invited human diplomats to a tribal feast. To ensure peace locals need some expendable
volunteers to visit the boars party. Also report if the boar are chaos or nature worshipers
11 Boarmen have begun wallowing upstream from the village and everyone is too scared to ask them to
stop
12 Boarmen warriors are looking for adventurers to join them in a dungeon crawl in a quest for a golden idol
of the boar goad as a piglet

Hare Men
These are often mistaken for rabbitmen. Except they tend to be loners or live in mated pairs with children
and are more likely to use magic especially witchcraft. They are less interested in burrowing and like buds on
branches and vines best. Hare and rabbit men hate each other and hares are violently abusive to rabbit folk.
When hares see enemies approach their homes they will dance about wildly to lure enemies away. Hare folk
often consort with witches and wise women and cults. They dance at the great witch sabbats and the witches
use hare familiars to talk to hare folk. Hare warlocks often enjoy persecuting human villagers and take
human witches as lovers. Hare women often meet in covens. Not all hares are evil brutes some use their
cunning to trick mutual enemies like fox men or wolves or bears. The worship less hostile gods like the moon
gods. While hares do enjoy beating and hexing humans it is rare for them to murder humans unless humans
endanger them. They might kidnap humans to raise as servants and as hostages. Rabbitmen are a problem,
hares can be worse.

d12 Hare Men Troubles


1 A hareman has been gnawing all this seasons vineyards meaning no wine this year. The farmer wants the
fiend stopped
2 A witch cult of hare women plan to drive away villagers to access tunnels of their cult from long ago.
3 Two children were kidnapped by a hare and parents want them back. Not even he knows why and he is
insane and unpredictable
4 A government clerk (secret policeman) thinks hare warlocks are aiding foreign enemies so hires
adventurers to find them and prove the link
5 Hares have left traps all around the grassy hills and now on the vinyards making farming dangerous. A
wine gourmet club send adventurers to kill them all
6 Hares have been seen dancing in ever larger numbers by the old standing stones, sometimes they are
joined by witches
7 Rabbitmen and haremen have been fighting in the hill country. The grudges between them have resulted in
trenches and pits and traps over the area which is becoming dangerous for regular folk
8 A hare wizard is living in the hills in a old ruined tower. He has been summoning and releasing monsters to
torment locals
9 Haremen have been killing farm outposts in the frontier. Locals have little luck finding them as they seldom
settle in permanent homes. But it seems in this case they have occupied a dungeon and the other creatures
there give them wide berth
10 Every full moon locals see a hareman dancing in the hills by night, usually he murders someone in the
following hours with a knife
11 A hare witch keeps luring men into the forest to hunt them, she leads them into traps and several have
disappeared chasing her
12 Two hareman brothers have taken up lives of banditry. Lack the niceties of human bandits and don't even
talk much, they just kill by ambush till resistance stops then take what they want

Squirrel MenThese rascal forest folk can be charming, cheeky and cunning. They come in several tribes
red, grey brown and black who mostly hate each other. There are even gliding suirrels and arctic ones.
Squirrelings are a smaller variety but more shy as the larger ones kill them. Squirrels in many cases are fun
loving and curious and intelligent as they seem. Some are diabolic and evil minions of the night and serve as
spies and messengers for evil. Squirrels wage genocidal war against each other and their tales of squirrel
knights and heroes of the great squirrel houses are epic. Each of their tribes has great kings or chieftains
depending on how civilised they are. Squirrel politics moves too fast for most other races who cant keep up.
Many squirrels are rustic forest folk or live as barbarians but some squirrel kingdoms have developed a
refined civilization with ruff collars, printing presses, pistols and cannons which they use with great joy. There
is always one evil squirrel clan that uses necromancy or plagues or mutations. Squirrels will use any magic,
they have a gift for it. Many are bards also.

d12 Squirrel Men Troubles


1 An adorable grey squirrel maid is being chased by red squirrel rogues who plan to abuse and sell her
2 Two squirrel tribes started fighting years ago and nobody cared. But some how they have been putting
cannons in their trees and ruining the forest and farmland nearby
3 A squirrel maid duelist has been picking fights for a living for months and killed dozens. Someone has
hired her to pick a duel with a band of adventurers one by one. Possibly she accepts yield rather than death
but the client might have a preference
4 A squirrel with a staff has taken over the bridge challenging travellers to a duel
5 A squirrel thief has been robbing adventurers back from dungeons and it's gone smashingly well so far
6 A squirrel highwayman stole the necklace that was part of a dowry and needed for a war effort. The family
will pay 10% of its value and an extra 5% if the squirrel dies too. He has since became a gang leader
7 A squirrel lady alchemist working in her lab served by bronze squirrel golems requires certain monsters
killed and her golems are just not imaginative enough for the job. She has a huge glass apparatus to create
dragons set up (at least two at least once)
8 A squirrelman bard things is looking for a party he can smother in praise and hero worship that will get
them in all kinds of trouble. Some will thing the tales are true and seek to stop the party. He is good at
pointing out the guy you just killed family and kin
9 A squirrel knight is looking for deeds to promote his squirren kingdom above all others. He wants someone
to do stirring deeds for glory with and will help commoners
10 A squirelman master of necromancy has been making a army of undead treemen which he plans to wipe
out local humans or any enemy squirrels with
11 A squirrelman pretending to be a jolly chap has infiltrated human settlements as a trader and performer
while spreading a plague and mutations
12 A foul and leperous chaos horde of mutant squirrels have a series of connected tree houses they live in.
Now they feel strong enough and a champion with a good demon squirrel patron they are confident in
causing havoc to

Hawk Men These serious territorial birdmen who serve the lords of air. Most are good or neutral only some
tribes are bad but loners can vary. They live in woods and mountains and prey off other lesser animals. They
vary in plumage from tribe to habitat. As warriors with a purpose the adhere strictly to codes of honour and
combat. They can be barbarians or civilised and often settled long ago to act as guardian warriors in a
ancient war most races don't even remember. Sometimes they conflict with humans but some work with
humans. With no purpose of their own they will earnestly take up working with rangers or law. They dismiss
the flashy sun worshiping falcon men and lofty eagles. Many live alone in hard to each places hard to climb.
Only their greatest heroes attain full flight and that is a mark of greatness to their kind. Hawks are smart
enough for magic and prefer priest or druid magic.

d12 Hawk Men Troubles


1 Hawkmen are hunting a band of adventurers who they think stole a relic from a shrine and they find it hard
to tell stupid ape-things apart
2 A hawkman has joined the local sheriff as a bailiff and is too diligent and honest. He has to go. The
crooked sherif and magistrate tries to set up a conflict with some passing adventurers with lies
3 A hawkman flies in to town on his giant bloodhawk looking for work since his clan disbanded after
succeeding in their age old quest
4 Two hawk folk lovers have been seeking a purpose and have discovered human bounty notices. Someone
tries to plant false posters to have some troublesome big mouther adventurers some trouble
5 A humourless hawkman paladin in his hawk shaped ornithopter seeks adventurers to defend the citadel of
law from chaos hordes and will pay in magic weapons
6 A clan of small hawkling folk who live in the cliffs are waging a war against evil gnomes and losing, they
need help
7 A hawkman priest has been sneaking about searching for evil people to kill without much fact checking. A
spell is good enough for him. A local evil cult in with authorities is now paying adventurers to hunt the
hawkman misunderstood murderer
8 A tribe of coastal fishing hawkmen have been eating young fishmen and the fish cult have decided the
hawks ust die
9 Hawkmen have seen snakemen sneaking in between caves on the surface and want experienced earth
grubbing murder men to guide their raid on the snakeman cult
10 A hawkman started killing orcs and the orcs blame humans because the hawkman leaves clues of
humans to fool orc trackers
11 Humans robbed a open air mountaintop hawkman grave and desecrated tho body of a holy wise king.
The hawks want blood and know it was human adventurers

12 Evil vulture men have been murdering villagers and leaving hawkman feathers as false clues
11 A delegation of squirrelmen, pigeonmen and rabbitmen demand humans hand over a local hawkman who
kills their kin. He is quite popular and well liked but he hides from enemies in human lands and abuses this
quite often
12 A hawkman ranger needs help tracking a wounded giant, should be no problem it's just one probably
small giant

Toad MenToadmen are much maligned and often confused with chaos frogmen. Usually they prefer to live
in burrow complex and are a bit less aquatic than frogs preferring mining or sewer work.Toads can be
amiable, reliable and hard working. Some are spiteful, lazy and domineering. Toadmen come in many
different colors and shapes and textures. They can see immediate differences from sight other races cant.
Toadlings are a diminutive breed who stay at home in their burrows mostly. They are very smart and gifted at
any magic. Many toad villages live peacefully and toad tradesmen and labourers work with respect in human
lands. Toads like to grumble but are quite stoic. Some evil toad loners into magic cause trouble and this
hurts the reputation of all toadmen. While there are terrible toad kings and various despots plus middle class
guildsmen and shop keepers, most are working folk. Quite a few nobles go insane and fall prey to chaos and
ordinary toadfolk wont have a bar of it. The toad ruling class is in terrible decline due to lunacy and
eccentricity. Toads can get a bit of wanderlust and some travel by waggon or boat.

d12 Toad Men Troubles


1 A toadman worker ate his ladyships cat and she had him beaten. Now she has been turned into a toadling
by the workers wizard brother who demands compensation of gold and all the cats in the village
2 A toadman bard is awfully impressed by adventurers and knows a thing or two about local dungeons he
offers to show them the best treasure holes. He comes from a rich family and is actually a idot
3 Toadmen are digging a canal and claim it will revolutionise the economy and drain the evil swamp. The evil
swamp lord does not agree and wants the project stopped
4 Chaos frogmen and toadmen warriors are waging war but humans don't understand anything about the
mess and regard all damn dirty frogs as the same
5 A toad witch has been granting visions on the hearth by night and gifting mortals unusual abilities
somehow with her mutation potions
6 A chaos toad warlock is leading a band of chaos frogmen into the area and is murdering people near water
sources and wells first. They have dug a tunnel complex under the area connecting wells and ponds.
Actually this would benefit the village if they controlled it
7 Toadmen gourmets need adventurers to fetch them giant insect grubs in season now thank you, offer good
pay
8 A toadman riding a penny farthing bicycle in his riding outfit travels through town amazing all. A human
merchant wants the wonder stolen
9 A toadman aristocrat demands adventurers accept a contract to explore a dungeon with him, something
about treasure pit of the sleepy goblin or something on his map. Very enthusiastic and shouty. Able to learn
and might be a loyal competent ally one day
10 The king of toadland needs adventurers. He and a human king swapped daughters in a treaty years ago
and the girls were polymorphed. Now a evil batman wizard has both girls in his lair and has turned them
back for fun. He wants a ransome and to cause trouble. Both lonely princesses are romantics and knight
crazy and have read all about damsel conduct in a crisis. Could there be wedding bells in Toadland?
11 A toadman common crook has been stealing tradesman's tools to sell in the city. This form of theft is
especially serious and the guilds have sent an agent to recruit adventurers to find the tools. He suggests
they pretend to be travelling craftsmen
12 A toadman court wizard has a young handsome human wizard, an ex apprentice gunning for his job. He
wants to hire some adventurers to find a magic item as a gift to his lord and promises to make them some
magic items if he keeps his job, he just wants first two magic items found and has several maps they can
choose from

Pidgeon MenThese fellows adapt well to human life and are well liked as romantic sweethearts and
charming. In the country they are quite nice but in the city something happens and they are known to be
thuggish gangsters. They do tend to live in ghettos but affluent ones do well to. They are highly social and
good talkers. Pigeonlings are a smaller breed who get abused by their bigger kin. Pigeons follow the pecking
order of life and accept their lot once defeated. Some think they make good slaves. Many pigeons keep
fighting and keep being competitive. Rural pigeons are less flashy and competitive and more humble. Many
lowlife city pigeon thugs like to fight especially over sex or drugs or booze. Many keep concealed weapons.
They are also fairly vain and dress up in flashy clothes and groom themselves. Some sing and dance instead
of fight which can be a surprise when a gang confronts you. They prefer to give good beatings that dont kill.
Killing is rude and gets them really mad. For competent, tough and adaptable race many find it unbelievable
so many in the city are layabouts who all dream of gold plated chains, chariots silver knuckledusters.
Pigeons often hustle tourists in a big city but some of them actually are comptant guides with connections.
They are not especially magic but there are some pigeon magicians its just most are fighters or thieves or
bards

d12 Pidgeon Men Troubles


1 Two gangs of pigeons are have their teens falling in love with the wrong family. Each gang is looking for
some adventurers help them give a really big beat down at a festival no killing
2 A pigeon cook is in love with a pigeon baker and they want to go into business together. The baker is a
slave so the free one is looking to join a party of adventurers as a chef to make cash to buy their true loves
freedom
3 A hawkman is killing pigeons and the gangs are in a turmoil. They hate each other and are seeing who can
raise the biggest bounty for the hawks head
4 A pigeonman has a good job as a clerk in the city and his old gang are threatening to ruin him. He needs
them to get a beating and a warning
5 A gang of pigeonmen have been getting on the roof to drink and swear at passers by and throw bottles at
wizards. The shop keeper on the ground floor will pay to have them beaten up
6 A pigeon has decided to go out with a human and decides a certain adventurer will be their love object.
They stalk and harass their sweet heart, send them fake gold chains and punch persons they see talking to
their sweetie just in case
7 A pigeon wizard has summoned a succubi who is just gagging for it. He needs adventurers to recover a
ring that prevents level draining and has a dungeon map
8 A gang of pigeons has decided time to step up and own the street. The get in the way of and challenge the
next adventurers they meet. The swear and tell terrible lies until they get a fight
9 A pigeon war hero and spy is getting a statue put up in the secret police garden. Pigeon dignitaries are
fighting and hustling and making fake tickets to the gala opening event. Someone needs some goons get
some tickets from another gang and beat up some counterfitters and some other jobs
10 A pigeon spymaster uses carrier pigeons as messengers and talks to them to use as spies. She has been
very successful and now has adventurers paying her to spy on other adventurers to jump their dungeon
claims
11 A young married pigeon couple want to get away to the country and escape the thug life. The need
bodyguards to get away beyond the reacj of their old gangs
12 A pigeon assassin has been striking guards who wouldn't take bribes. The secret police want to contract
adventurers to stop him and find out who hired the hit pigeon. The agent recommends pretending to be new
guards might work

To Do...Revise abhuman/beastman class


Extra races finished - see below
Do beastman book with all types stated as class variants
These are the slowest things I write

Wetllands Races
1 Oystermen 2 Ibismen 3 Starfishmen 4 Walrusmen
5 Urchinmen 6 Dolphinmen 7 Octopusmen 8 Penguinmen
9 Pelicanmen 10 Stingraymen 11 Seahorsemen 12 Storkmen

Jungle
1 Monkeymen 2 Peacockmen 3 Dragonflymen 4 Waspmen
5 Mantismen 6 Snailmen 7 Flymen 8 Slothmen
9 Parrotmen 10 Anteaternen 11 Panthermen 12 Llamamen

Elemental Abhuman Men


1 Firemen 2 Airmen 3 Earthmen 4 Watermen
5 Magmamen 6 Lightningmen 7 Stonemen 8 Icemen
9 Radiencemen 10 Vapourman 11 Crystalmen 12 Mudmen

Material Abhumans
1 Metalmen 2 Woodmen 3 Treemen 4 Gemmen
5 Mushroommen 6 Algaemen 7 Coral Men 8 Slimemen
9 Shadowmen 10 Algaemen 11 Ambermen 12

African
1 Elephantmen 2 Rhinomen 3 Giraffemen 4 Panthermen
5 Ardvarkmen 6 Porcupinemen 7 Chameleonmen 8 Antelopemen
9 Onagermen 10 11 Crocodilemen 12 Hippomen

Australia
1 Kangaroomen 2 Koalamen 3 Playtpusmen 4 Echidnamen
5 Possummen 6 Thylacenemen 7 Devilmen 8 Emumen
9 Budgiemen 10 Wallabymen 11 Quokkamen 12 Goannamen

Other
1 Kiwimen 2 Pandamen 3 Racoonmen 4 Skunkmen
5 Beemen 6 Tigermen 7 Elkmen 8 Cassawarrymen
9 Mothmen 10 Butterlymen 11 Constrictormen 12 Yakmen
1 Bisonmen 2 Gandermen 3 Duckmen 4 Turkeymen
5 Orcamen 6 Anemonemen 7 Rattlesnakemen 8 Hermitcrabmenn
9 Horseshoecrabmen 10 Swordfishmen 11 Nautilusmen 12 Manowarmen

Prehistoric
1 Duiatrimamen 2 Brontotheriummen 3 Glyptadonmen 4 Mammothmen
5 Sabretoothmen 6 Trilobitemen 7 Amonitemen 8 Brontasaurmen
9 Tricerotopsmen 10 Raptormen 11 Stegosaurus 12 Tyranasaurmen

Monstermen
1 Barbarian 2 Orc 3 Unicornman 4 Griffonmen
5 Sphynxmen 6 Centaurs 7 Satyr 8 Harpy
9 Gorgonmen 10 Manticoremen 11 Basliskmen 12 Stymphalionmen
13 Dragonmen 14 Lamusumen 15 Devilmen 16 Demonmen
17 Modronmen 18 Slaadimen 19 Devamen 20 Nagamen
21 Rakshasamen 22 Asuramen 23 Arkonmen 24 Angelmen

Magic in the North


The magical traditions of the north are diverse. Most northern magic is theistic: a wide range of gods,
elves, and giants populate northern religions. Folk Magic in the north is tied directly to cults, sects,
organizations, and sometimes social class. It is a reflection of the religious and social obligations of the
the people.

Membership in Cults and Magical Traditions


In general, characters can be common members of many different cults and magical traditions. Common
membership has a number of benefits. It provides access to additional choices for standard and
professional skills. It also provides the common member with access to the folk magic charms and prayers
of the cult. Any character can begin play as a common member of one or more cults. Membership
generally entails taking part in community rituals that venerate (or propitiate) the cult’s gods and spirits
or otherwise show respect for the cult’s traditions.

Dedicated devotion to a particular god or giant is something more. Characters can typically only begin as
Initiates of a cult if they have selected a dedicated magical Career, meaning one that provides the
relevant professional skills to its members (Devotion and Exhort for Theists, Binding and Trance for
Animists, Invocation and Shaping for Sorcerers). For most Cultures this will mean selecting the Priest,
Shaman, or Sorcerer career, depending on what type of magic is available to the culture and appropriate
for the character.
For Iotar, who have no true priestly class, cult initiation is much more widespread. Unlike other peoples,
Iotar can begin play as an Initiate of a cult even if their career is not one of the specifically magical ones.

Cultures of Magic

Iotar
Iotar culture is a pagan theistic culture, and one without a priesthood. For the Iotar, it is the head of
household who leads household rites and the head of the community who leads community rites. A
chieftain leads the rites for the chiefdom or riding, a Jarl for the jarldom, a King for the whole of the
kingdom. In a warband, the leader of the band will lead the rites. On a merchant vessel, the head of
merchant or ship’s captain will do so. Cult membership is common. Simply being a part of Iotar community
means that you are at least a common member of the Cult of the Nine Winds, which includes the most
popular gods and giants of the Iotar pantheon. Still others are particularly dedicated to gods such as Eagle
Head, Old Hoary Beard, Spear Breaker, the Bock, Mother Bear, and others.

Hothar
The Hothar were once pagans like the Iotar, sharing many of their gods and cults. Now, like most other
peoples of the north, they have largely been converted to Sol worship. Churches and monasteries
dedicated to the Unconquered Sun can be found throughout the north, wherever the Hothar make their
homes. Many still hold services to Sol, even in Iotar-controlled regions, for Iotar religious traditions are
not at heart evangelistic. For their part, many Hothar in these regions still propitiate the old gods and may
even still be common members in one or more of the old cults. Sol may be the most powerful of gods, but
he is not the only god. No one claims otherwise. Hothar magic, whether it be Sol worship or worship of the
old pagan gods, is theistic. Hothar Sol worship is strongly influenced by the Ivarian Church, which is the
most common organized theological doctrine throughout the north.

Avenian
South of the Bulwark, Avenians adopted Sol worship many hundreds of years ago during the time when
Vanor ruled their lands. Many venerate Sol in his aspect as the Lightbringer, the Dawn, the Reborn Sun.
When Vanor first came to these lands, the native pagan sun god was a Bringer of Light and of the Dawn.
The Vanoran church taught that Sol was another name for this god, and that Sol, who is worshipped
everywhere in the world, is the greatest of the gods. Since those days, even with the decline of Vanor, the
worship of Sol has spread to other Avenian communities beyond the Bulwark. Indeed, a strong church of
the Lightbringer can be found in the Avenian bog kingdom, though it is a church with many sects that also
propitiate the chthonic gods of the bog and moor and venerate the saints and protectors who hold the
monsters back. Avenian magic is theistic. Avenians focus their devotion on the Dawning Sun, but they
consider their church to be in line with Ivarian church doctrines.

Ivarian
Ivarians have the most vibrant church of Sol in the north, albeit a heretical church from the classical
Vanoran perspective, with its own richly held doctrines and orthodoxies. Ivarian monks and priests worship
Sol the Dead and Reborn. Sol dies each dusk and is reborn each dawn, much as we too die and are reborn.
This focus of the Ivarian church on Sol as a god both of darkness and light, death and life, is reflected in
the ability of its theologians to incorporate in their doctrines both the Sol Invictus of old Vanor and the
newly risen Black Sun cult of Asturia. The Reborn Sun rules by day. The Black Sun by night.

Ivarian magic is theistic. While the Ivarian church is strong, deep in the hill chiefdoms of Ivaria, some
older traditions too still hold sway, and small cults to old Ivarian gods and heroes can still be found. The
old Ivarian gods resemble the old gods of the Avenians.

Heathen
Although the Heathen Knights live on the border of the western heartlands of lost Vanor and even speak a
West Vanoran tongue, still they hold true to aspects of the old religion that came with them when their
tribes first left the forest for the heath. Above all they esteem the Heathen Riders, nine gods and heroes
who ride free on the heath beneath sun and sky. The Heathen Riders are the Sun Eagle, Big Sky, the
Slaughter Guard, Spearhead, the Far Rider, the Shining Star, the Harrier, the Firekeeper, and Sentinel.
Since the increase in border skirmishes with the Asturian Empire, cults to the Shining Star have grown in
influence. Heathen magic is theistic.

Thiudar
The Thiudar hold to eldest gods of the forest, and their cults worship these old gods in the old ways.
Thiudar magic is mostly animist, though their rituals and cults are structured in ways that resemble some
of the theistic cults of the Iotar and Hothar.

Kemi
The Kemi have a rich and diverse magical tradition. They propitiate the north wind, venerate wizard
heroes, deal with the spirits of the cold tundra, and call up old northern magics. Kemi magic is blends the
animistic, theistic, and the sorcerous in eclectic ways. A custom career is available for Kemi magicians,
whose traditions are organized into lodges.

Varangian
Most Varangians are Iotar, and their cults and gods are the cults and gods of the Iotar. Some have also
adopted Sol worship in some form, often picked up in Old Vanor. Varangian magic is theistic.

Imperial (Asturian)
Asturians worship the Black Sun. Asturian magic is theistic.

Atlantean
Atlanteans worship the god within. This devotion is expressed either as mastery of the self over the world
(this being the famed Atlantean sorcery) or mastery of the self over the self (a form of mysticism).

Vandal
The cult of Old Hoary Beard remains strong among the Vandals—for they have not turned their backs on
their ancient northern heritage. Many Vandals worship him under the aspect of the Lost Man, the Far
Walker, the Far Wanderer. Vandal merchants worship him in the aspect of the Sail Filler. Vandal warriors
venerate him in his aspect as Tree Breaker. In all cases, his worship remains theistic.
Dwarfish
Dwarfs are gifted as natural sorcerers, albeit of a specialized kind. Every dwarf has access to the
professional skills of Invocation and Shaping, and every dwarf knows the spell Enchant (Object). Dwarfs
may know other spells as well. Dwarfish spellcraft is truly a craft, however – a dwarf can only cast spells
into objects in combination with Enchant (Object). As to their religion, dwarfs respectfully venerate their
ancestor Maggot-born, first of the dwarfs (a theistic cult without priests but only folk practice). Similarly,
they worship Maggot-born’s brothers: the orms, the serpents, the world maggots… the dragons. Cults to
living dragons teach theistic folk magic. Their deepest secrets are those that allow the devotee to
commune with the spirits of the orms directly.

Thulean
The Thule people maintain a shamanic (animist) tradition centered on ancestor spirits.

The Magi of the Ivory Citadel


The Magi are a collection of Orders - sometimes called Houses - governed by the Archmagi of the White
Robes. Each Order is represented by an Archmage of that house; when one retires or dies, the other
Archmagi elect the most appropriate member of the old Archmage’s Order to replace him.

Each Order is named for its original founding member.

The Amaranthine Order of Aegis


Also known as the Violet Robes, House Aegis specializes in Abjuration, protective magic. They are
responsible for the protective magics that shroud the Ivory Citadel. Violet Magi think of themselves as
protectors, with a heroic mindset but an unfortunate tendency to try to control others "for the greater good."
On the whole they are thoughtful, orderly, gentle and soft-spoken, going out of their way not to attract
attention. They care a great deal about family, compassion and selflessness.

The Xanthous Order of Fabricae


The Golden Robes specialize in Conjuration. They are often the mouthpiece of the Order to the outside world,
assisting in travel, carrying messages to far-off places and acting as ambassadors to the nobility. They tend
toward arrogance and smugness, but are also confident, courageous and bright. They show a definite
tendency toward laziness as they grow further along in their studies - anything worth doing can be
accomplished through the use of summoned creatures and teleportation.

The Cerulean Order of Oculus


The Blue Robes specialize in Divination. They are quite knowledgeable in many lores, cautious and deliberate
in their actions, and strikingly insightful into the workings of men's minds. As a result, House Oculus is best
known for its Inquisitors, who police the Ivory Citadel for wrongdoers. Perhaps the wisest of all wizards, Blue
Magi are loners at heart who do not make close friends easily, and many have succumbed to cynicism and
distrust due to the things their divinations have revealed about the nature of men. But all are respected for
their ability to see what is yet to come.

The Verdant Order of Ynamor


The Green Robes specialize in Enchantment. Ynamor was an Elf, and his legacy lives on in the Verdant
Order, which maintains close ties to the mysterious realm of the Fey. The Green Magi tend to be charismatic,
physically attractive people; sensitive, passionate and caring, but given to romanticism that easily leads to
hedonistic tendencies. They believe in the sanctity of life and nature. They are commonly one of the voices of
reason in the Order. They also share ambassadorial duties with the Gold Magi.

The Crimson Order of Volkheart


Also known as the Red Robes, House Volkheart specializes in Evocation. The Crimson Order produces many
powerful magi, the most respected of which are the battlemages known as the Knights of the Staff, or the
Wizards Militant. They are serious-minded, intense and determined wizards, but are often overeager to prove
themselves in combat. They are natural leaders, fearless and authoritative; however, in terms of personality
they tend to be introspective and emotionally distant.

The Mazarine Order of Chimaeron


The Indigo Robes specialize in Illusion. They are known for two things: their extensive spy networks and
their boisterous parties. They tend to be flamboyant and outgoing, remarkably creative and well-versed in the
arts. Though possessed of sharp minds, they are not particularly deep thinkers; pragmatists by nature,
believing in little but the impermanence of all things.

The Umber Order of Mordant


Also known as the Brown Robes, Mordant Magi are Necromancers. They are often misunderstood and
blamed for evildoing and corruption even within the Ivory Citadel. In truth, they know better than anyone
the dangers that the Shadow poses, as they are tempted by it daily but also see its pitfalls firsthand. They
have a spirit of competition which leads them to seek out conflict, much like the Red Magi, but their pride
has been laid low in the past. They fight against the Shadow-Brethren with greater zeal than any other Order.

The Ocherous Order of Thauvissus


Traditionally House Thauvissus has been named for their Saffron Robes, but in recent generations they have
tended more and more toward the wearing of Brass, taking on a steampunk appearance. They specialize in
Transmutation, and are typically curious, sharp-minded and deeply analytical. They are natural tinkerers,
more interested in objects than people. The Brass Mages are alchemists and inventors without peer,
obsessive collectors and clear thinkers, but they do not much care for discussions of morality and ethics,
seeing such things as entirely dependent upon existing conditions which are seldom permanent.

The Shadow-Brethren of the Eldritch Oath

The Shadow-Brethren, also known as the Shadow-sworn, are the dark reflection of the Magi of the Ivory
Citadel. They exist in opposition to the philosophies of the Magi, seeing them as tyrants, meddlers and
misguided fools. Though they are often scattered across the known lands, forming cells, cults, covens and
coteries to avoid detection and infiltration, they generally operate with a loose hierarchy, as they all serve the
Twilight Court of Shadow.

The Eldritch Oath to which their full title refers is an ancient dark pact that each member of the Brethren has
taken. They have pledged to serve the Twilight Court, the Shadow Masters, demons and devils who inhabit
the realm of Shadow and long to cover the world in darkness. The Shadow-Brethren are their eyes, mouths
and hands, always doing their bidding even when they believe themselves to be acting of their own volition.

The Shadow-Brethren often possess personality traits that are the skewed, sinful versions of their Ivory
Citadel opponents (something akin to Antitribu from Vampire: The Masquerade - as I understand it).

*It should be noted that they have actually participated in our LARP, but only as NPCs.

Posted by Devin Parker at 10:47 PM

Labels: Dungeons and Dragons, gameworlds, gaming with kid

But 9 alignments is really overkill. It comes down to: you, or others? Means, or merely ends? The
Harry Potter series gets it right with 4 Houses that determine the cut of your jib.

Ends Justify the Means


Slytherin Gryffindor
Individual is Needs of the many outweigh the
primary few
Ravenclaw Hufflepuff
Means are
Important

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