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Sunday, August 9, 2020

LotFP Style Maps Part 1


I've been having a blast doodling up these garish blocky letter style maps. I saw this map style in a Lamentations of the Flame Princess book and wanted to put my own spin on it.

I've never enjoyed making continent maps, but this was a totally different experience! It was fun! I just improvised away. Why not give it a shot?  I like using Sharpie markers and highlighters.


Friday, August 7, 2020

#RPGaDay2020 #RPGaDay Videos

Hello,

Here are some videos that I filmed for #RPGaDay2020.  I hope that I can find time to film the rest of them for the month.

https://www.youtube.com/playlist?list=PL5NHK6rtYgB0Kkgfv7ciaLdB7zuHO15HP

Thursday, August 6, 2020

Myrkálfr / Murk Elves Class for Lamentations of the Flame Princess (LotFP)


Myrkálfr (or murk elves) are the masters of stone and they dwell far beneath the surface of the world in places long forgotten or otherwise unexplored by humankind. They are also known as the Mörkalver. It is thought that they are an elf/gnome hybrid conjured by some ancient wizard but they refute that claim. Perhaps they have always been here... and wished they had never been found. Their myths talk of emerging from a hallowed deep sping at the dawn of time.

They prefer to be left alone and rarely interact with other beings, often greeting strangers with violence. Those however that choose a life of adventuring are different as they did not quite fit in with their reclusive kind. Those that flee their sheltered subterranean homelands are often ornery, mischievous, and reckless.

Myrkálfr settlements tend to be near to underground lakes and rivers. They revere water (elevating it as a deity) and love to immerse themselves in it. They use it in all manner of cultural rituals. They are known to drown those who are seriously ill or who are close to death as a form of mercy killing. At times they need to be thwarted from giving "The Kiss of Water" as they will try to kill those who will recover.

Murk elf limbs are long, thin, and spindly but they are as tough as ancient roots covered in a naturally tough skin (granting a +1 armor class bonus). Their feet and hands are broad and strong which gives them a 2-in-6 climbing ability which improves at higher levels. Their hair is often auburn, black, or red. Their mucus dripping eyes are oddly large without any pupil, and they rarely blink. They also gain skills at a reduced rate, and have the sneak attack ability like a specialist does.

Myrkálfr have an innate ability to destroy stone in all of its many shapes and varieties. While Dwarves craft exquisite tunnels murk elves dig crude utilitatian ones but at a brisk pace (they can excavate 6 plus strength modifier cubic feet of earth per hour with proper equipment). They have a +2 attack bonus to hit stone creatures in combat. Also, statues and stone creatures always take maximum damage when hit by a Myrkálfr.

Murk Elves have their own unique spell list of arcane and divine spells but they can only cast up to 4th level spells.

*Note that Myrkálfr do not get the combat maneuvers that a regular Elf has.

MU SpellsPerLvl
LvlXPHPParPoisBrthDevMagSkills1 234Climb
0-1D61014151414-- ----
101D681213141421 ---2-in-6
23200+1D6612101414+11 ---2-in-6
36400+1D6612101414+12 1--2-in-6
412800+1D641071414+12 1--3-in-6
525600+1D641071314+13 21-3-in-6
656200+1D621041212+13 21-3-in-6
7112400+1D62841212+13 3214-in-6
8224800+1D62821212+14 3214-in-6
9449600+1D62821112+14 3324-in-6
10674400+1262118+14 4325-in-6
11876720+126278+15 4335-in-6
12986310+124278+15 4435-in-6
131152000+124278+15 5435-in-6
14+236800
/ lvl
+122256+16 5446-in-6

Myrkálfr Spell List

First Level
1. Bestow Elf Curse
2. Comprehend Languages
3. Cure Light Wounds
4. Detect Magic
5. Featherfall
6. Hold Portal
7. Identify
8. Light
9. Purify Food & Drink
10. Spiderclimb
11. Stone Shape (Lesser)
12. Transmute Rock to Mud

Second Level
1. Audible Glamour
2. Barrier
3. Change Self
4. Delay Poison
5. Force of Forbidment
6. Forget
7. Knock
8. Levitate
9. Phantasmal Force
10. Silence 15' Radius
11. Stone to Flesh (Lesser)
12. Transmute Rock to Bleeding Flesh

Third Level
1. Army of One
2. Dispel Magic
3. Gaseous Form
4. Hold Person
5. Magic Vestment
6. Protection from Normal Missiles
7. Remove Curse
8. Speak with Dead
9. Strange Waters II
10. Telekinesis (Lesser)
11. Water Walk
12. Water Breathing

Fourth Level
1. Airy Water (Lesser)
2. Charm Monster
3. Confusion
4. Creation, Minor
5. Cure Serious Wounds
6. Dig
7. Move Earth (Lesser)
8. Neutralize Poison
9. Protection from Normal Weapons
10. Spell Immunity
11. Wall of Ice
12. Wall of Rock


Beginning Spells

A murk elf begins play with Read Magic and 2 of the new spells found below in their spellbook.


New Myrkálfr Spells

AIRY WATER (LESSER)
Myrkálfr Level 4
Duration: 1 Turn/level
Range: 0
The caster of this spell creates a bubble of altered water in a body of water (or water-based medium). Within this bubble there is a breathable atmosphere. The bubble sinks in water; the center of the bubble is on the caster and moves with him. The area of effect is either a 15' radius globe, or a 30' radius hemisphere, caster’s choice. Aquatic creatures cannot swim while in this bubble, as it is only slightly denser than air. Likewise, water breathing
creatures cannot breathe within the area of affect. Intelligent aquatic creatures will not enter the area of effect by mistake.

BESTOW ELF CURSE
Myrkálfr Level 1
Duration: Instantaneous
Range: Touch
This spell can bring about any number of unfortunate effects upon a being, determined by the caster and Referee. Some limits of effect must be enforced. Typical possibilities are limited to no more than a –1 penalty to saving throws or –2 to hit. These effects can have any number of creative symptoms. The victim can avoid being affected by this spell with a successful saving throw versus Magic. Non-mechanical curses might be something like: bleeding from the eyes and ears, excessive hair growth, passing gas every minute, swelling or pain in a part of the body, vomiting blood or other substances, and urinating black liquid.

MOVE EARTH (LESSER)
Myrkálfr Level 4
Duration: Instantaneous
Range: 100'
A 20' cube of loose soil can be moved per Turn within the spell’s range. Solid stone cannot be moved.

STONE SHAPE (LESSER)
Myrkálfr Level 1
Duration: Instantaneous
Range: Touch
This spell can form an existing piece of stone into any shape that suits the caster’s purpose, to a total volume of 2" cubed per level. While it is possible to make small crude amulets, cups, dice, holy symbols and so forth with stone shape, fine detail is not possible.

STONE TO FLESH (LESSER)
Myrkálfr Level 2
Duration: Instantaneous
Range: Touch
This spell returns a petrified creature to its normal state, restoring both life and goods. Only petrified creatures of human size or smaller, can be restored.

TELEKINESIS (LESSER)
Myrkálfr Level 3
Duration: 1 Round/level
Range: 60'
By concentrating on nothing else and taking no other actions, the caster can move objects or creatures by concentrating on them. A total of 10 pounds per caster level can be moved 10' per Round. Living beings can also be moved, but they are allowed a saving throw versus Magic to resist being moved by the spell.

TRANSMUTE ROCK TO BLEEDING FLESH
Myrkálfr Level 2
Duration: Permanent
Range: 60'
This spell turns 15 square feet of rock 10' deep into edible blood-soaked flesh for 1 day. To pass through this flesh it will need to be cut or hacked by weapons, which will reduce movement by 50%. This flesh vaporizes 1 day after it is created, and all those who ate the transmuted flesh will be nauseated for 1D4 days (-2 penalty to all rolls).

TRANSMUTE ROCK TO MUD (LESSER)
Myrkálfr Level 1
Duration: Permanent
Range: 60'
This spell turns 30 square feet of rock 10' deep into mud for 1 day. Any beings passing through the mud have their movement reduced by 90%. This mud can easily be removed and is often used by Myrkálfr to aid them in tunneling through solid stone.

WALL OF ROCK
Myrkálfr Level 4
Duration: Permanent
Range: 60'
The caster brings a rock wall into being that can be any form that the caster desires, to a maximum of 800 cubic feet. This wall is permanent unless otherwise destroyed or a Dispel Magic spell is cast upon it. The wall cannot be evoked so that it occupies the
same space as a creature or another object, and it must rest on a solid surface.

Thanks go to the following people who helped me make this class better: Andrew Knapp, Ian Christiansen, Jeff Cape, and Jeff Rients.

Tuesday, August 4, 2020

Sin-eater / Corpsegrinder Class for Lamentations of the Flame Princess (LotFP)


THE DEAD ARE CORRUPT AND THE STOMACHS OF SIN-EATERS PURIFY THEIR ROTTING FLESH. The ghastly life of the poor sods who end up devouring the dead is never chosen, rather it is often a form of punishment handed down by fate.

Theologians have debated about the qualities of these unfortunate souls who seem to be holiness garbed in disgusting wretchedness. Are they malign beings warped by arcane chaos, do they belong to a cursed bloodline, or are they touched by some cruel god? Are they even human or are they some hybrid form of life? Many believe that their souls are eternally damned as the cost for forgiving those they eat. When a sin-eater dies their bodies are salted and burned and their remains are not allowed to be buried in the hallowed ground of most cemeteries.

If society has a caste system, sin-eaters are always considered to be the lowest of the low, but they are believed to be a spiritual necessity to cleanse those who's evil deeds weigh on them. From the lowliest peasant, to the grandest King, many call for their skills ere the final end so that they might peace in the hereafter.

Some cults and churches in backwoods areas elevate their dead upon lofty external biers to let the carrion birds eat the holy meat and take it to paradise. The parts that are refused by them are considered to be sinful, and it is the grisly task of these "corpsegrinders" to finish the rest of the remains (including gristle, joints, and bones). It is believed that those who die with the taint of dark sin will rise eventually as the Undead.

Their skin is greasy, pockmarked, and sickly looking and their thick warped limbs are malformed. They require armor to be specially made or modified (150-200% of normal cost) to fit their unusual bodies. Due to their horrid appearance they have a -2 penalty for all interactions that use the Reaction Roll table.
Sometimes sin-eaters acquire memories and temporary abilities from those they devour (1-in-6 chance to start; results are left up to the referee). They often file and sharpen their ever-growing teeth which grant them a savage bite attack which increases in effectiveness at higher levels. Their bite is an extra attack that can be used in addition to other normal attacks, so for example a sin-eater could swing with a weapon and attempt to bite a foe in close range in the same round.

Sin-eaters gain half as many skills as a specialist. Once per level per day they can appear to be a rancid corpse for as long as they remain completely motionless and prone. When they play dead they can surprise foes with a 3-in-6 chance. Unless they are attacked by the sin-eater Undead will attack other targets and completely ignore them.

Alchemists have bottled their highly caustic stomach acid and it seems to be quite efficacious against Undead. This typically costs 50 silver pieces and deals 1D8 damage but with a duration of 1D4 rounds.

*Optional Ability* Referees who want this class to be a bit more over-the-top could grant a ranged vomit attack that damages Undead within a 10' range (1D8 dmg for 1D4 rounds). This ability could also replace the bite attack and damage.


LevelBite
Dmg
XPHit PointsParalyzePoisonBreathDeviceMagicSkillsAbilities
Memories
01D2-1D61010161416--
11D201D88816121521-in-6
21D42200+1D886161215+11-in-6
31D44400+1D886161215+11-in-6
41D68800+1D864161015+11-in-6
51D617600+1D864161012+12-in-6
61D835200+1D862141012+12-in-6
71D870400+1D84214812+12-in-6
81D10140800+1D84214812+13-in-6
91D10281600+1D8421489+13-in-6
102D6422400+2221269+14-in-6
112D6563200+2221269+14-in-6
12+2D8+140800
/lvl
+2221048+15-in-6

Thanks to the following people who helped me tweak this class: Andrew Knapp, Gregorious21778, Ian Christiansen, Ignacio Bergkamp, Jeff Cape, Jeff Rients, John Scheib, and Ronnie Ortiz.

This was submitted for use in an upcoming issue of the Flame Princess Cult 'zine from Jeff Rients. It is an unofficial 'zine for Lamentations of the Flame Princess.

Friday, July 31, 2020

Knocking the Dust Off of YouTube (RPG Videos)

I had some downtime this week so I managed to film some RPG videos.

Here's a quick video about The Sword of Cepheus (Fantasy Traveller).

https://youtu.be/HcQMWZ9jca4


This one is about a collaborative world building project where the setting is designed one statement at a time with the goal of getting to 100 statements.

https://youtu.be/MFe55s_f4to


My son wanted to film a video about some things that happened in the little games I run for him so here it is.

https://youtu.be/tekfANTzccQ


I've been reading the Malazan Book of the Fallen series, and it's really inspired me to build a new world.

https://youtu.be/_GCHyPKGQwY


Tuesday, July 28, 2020

Character Generation pt. 3 for The Sword of Cepheus (Fantasy Traveller)


Let's try to whip up another character. It's rather fun to just sit down and try to crank out several characters as character creation really is a neat little solo mini-game. Will they survive?!

Step 1 - Characteristics

Again I'm using a 3D6 drop the lowest straight down the line method of generating stats.

I get: Str 8 (+0), Dex 10 (+1), End 4 (-1), Int 6 (+0), Edu 10 (+1), and Soc 11 (+1).

Step 2 - Background Skills

I choose Savage Hinterlands so I get:
Athletics-1, Recon-1, Survival-1.

Step 3 - Careers

I try to go for Pirate but I fail the Qualification throw. So I pick Noble as a backup since I can get right in there with my Soc of 11. Otherwise I could have picked Peasant or Vagabond.

For the Noble's Basic Training I get the six service skills at level zero:
Riding-0, Carousing-0, Rulership-0, Leadership-0, Melee Combat-0, and Archery-0.

Survival throw... I just make it. I suspect that this was a poison attempt by a rival noble and I just got sick and survived. It's fun to add some fluff to these results. It stirs the imagination.

It's the first time through the career so I roll twice for skills and since my Edu is high I roll on the Advanced table and get Religion twice so it adds up to Religion-2.

The Advancement throw is successful so I go up one Rank in Noble.

??? So is this when I get the Rank 0 Noble benefits??? 

I just started there because I was not sure. So rank 0 Noble. So I get Carousing-1.

My Event is Hunting so my Survival-1 goes up to Sourvival-2.

I re-inlist successfully.

I got Religion again so it's up to Religion-3. Holy cow! :D

I succeed on the Advancement so he's a Rank 1 Tribune. No benefits for that.

For the Event it was Politics so I choose Deception-1.

I re-inlist again.

The Survival roll is a success so I think it must have been a botched assassination attempt.

No Advancement.

He gets Elevated thanks to an Event and goes up to a Rank 2 Noble (Quaestor).

I re-inlist again but die with the Survival roll. I should have mustered out after the last 4 years of service. Oh well. Rest in peace dead noble character that never got to play. :D

Character Generation pt. 2 for The Sword of Cepheus (Fantasy Traveller)


It was suggested that I blog about making a character to see if I'm messing up. I think that should help get me more familiar with the process so here we go.

Step 1 - Characteristics

I'm using a modified version of one of the optional generation methods. I'm rolling 3 dice and dropping the lowest and then placing them in right down the line from Str to Soc.

Here are the results:
Str 10 (+1), Dex 10 (+1), End 11 (+1), Int 12 (+2), Edu 11 (+1), and Soc 9 (+1).


Step 2 - Background Skill

I chose the Rural Village background and I got the following skills:

Animals-1, Riding-1, and Watercraft-1.

*Note that these are NOT a negative one. That's just how Traveller (and Cepheus Engine games) mark their skills.

Step 3 - Careers

You start at age 14 and each term of service for your career adds 4 years to that.

1. Choose a Career

I pick Priest.

For the Qualification roll I need to roll 2D6 and I got a 7 when I added in the Int modifier. I needed Int 6+ so that is a success.

2. Basic Training

This part confused me at first but now it's clear. You get 6 skills at zero level. These are the 6 Service skills listed for your career.

So I get:

Religion-0, Liason-0, Leadership-0, Rulership-0, Streetwise-0, and Art-0.

3. Resolve your term of service.

I roll the survival roll listed for priest with 2D6 and get a 7. I survive... barely as I needed a 6. This aspect of character creation is evocative to me. It maked me think of a mishap with rival neophytes of the faith that could have ended in my death.

This is the first term, so I roll twice for skills and get 2 of them. Since my Edu is higher than 8 I can roll on the Advanced table.

I get:

Deception-1, and Medicine-1.

??? I have no idea if I can roll on the Specialist table so I've not done that... ???

Advancement roll fails (I rolled a 3) so I don't get an additional skill.

I roll for Events and I get Purge. I get an enemy and get the following skills:

Stealth-1 and Recon-1.

I'm going to say it was a Ratfolk Purge so one particular Ratfolk wants me dead.

I choose to reinlist so I roll a 6 and barely succeed (I needed a 5).

When you reinlist you start over with the steps again.

For Survival I roll a 3 and DIE in character creation at age 18. Hehe.

Looks like I need to start over.

*Some GMs might opt to have the character have some calamity befall or that they get hurt or maimed and survive however.

I'll try to post more characters in future posts.


Monday, July 27, 2020

Character Generation pt. 1 for The Sword of Cepheus (Fantasy Traveller)


My one gripe with The Sword of Cepheus is that while it seems great for those who are familiar with Traveller it probably is less so for brand new players that are unfamiliar with how it all works.

I want to emphasize that I love the randomness of a lifepath character creation.

I have only ran a few one-shots of Classic Traveller so I put myself into that newbie category.  The tables used for character creation are efficient but a bit jam-packed with info. It leaves me wondering if I'm creating characters correctly or giving them too many bells and whistles (too many skill ranks for instance).

I'm having fun exploring the system with my son however. I need to make some spellcasters to see what the magic system is like as we've only used a Barbarian and a Thief so far.

P.S. Are there any good links out there to helps those new to Traveller and The Sword of Cepheus grok it all?  Thanks.

Monday, July 13, 2020

The Sword of Cepheus (Fantasy Traveller): First Session


I ran a one-shot of The Sword of Cepheus for my son today. He managed to defeat some bandits (via ambushing them), and followed their trail to their secret hideout. 

He had a challenging encounter with a Lizardfolk who had summoned a Fire Elemental. His Theif retainer got unwillingly sacrificed to The Voice in the Flames but that sealed a pact where the bandits were defeated in one fell swoop via an avalanche. 

My son seemed shocked by the turn of events, but in a good way. :D. I hope to run more little sessions for him in the future.

I enjoyed running a fantasy game with Traveller mechanics.

Thursday, April 30, 2020

Fantasy Calendar, Mythology, and Zodiac

Here is a fantasy calendar/zodiac (and a basic mythogy to go with it) from a few MeWe posts that I made earlier today. Phew.

Thanks Jens and Gregorious for your help.


Calendar/Zodiac in days (365 total)
1 to 4, Xoltoff 
5 to 10, MwerKef 
11 to 13, Aenur 
14 to 18, Muureshta 
19 to 20, Geurn 
21 to 27, Wurnalla 
28 to 30, Frenn 
31 to 33, Vuul 
34 to 40, Othsna 
41 to 44, Kaenosh 
45 to 50, Culn 
51 to 65, Thrunn 
66, Ithna 
67 to 76, Zinthra 
77 to 82, Hruur 
83 to 90, Aenur 
91 to 100, Geurn 
101 to 112, Culn 
113 to 117, Pahvan 
118 to 126, Blunn 
127 to 130, Mhurrgh 
131 to 136, Slixan 
137 to 156, Thoolba 
170 to 174, Pahvan 
175 to 182, Ashunth 
183 to 195, Thoolba 
196 to 199, Thrunn 
200 to 212, MwerKef 
213 to 217, Muureshta 
218 to 222, Wurnalla 
223 to 231, Blunn 
232 to 240, Zinthra 
241 to 247, Kthalt 
248 to 252, Phulthan 
253 to 260, Lontash 
261 to 270, Slixan 
271 to 279, Ferrwu 
280 to 284, Frenn 
285 to 291, Grysh 
292 to 297, Kantusm 
298 to 299, Negu 
300 to 310, Xoltoff 
311 to 313, Kaenosh 
314 to 320, Negu 
321 to 325, Kantusm 
326 to 331, Grysh 
332 to 334, Ferrwu 
335 to 338, Lontash 
339 to 341, Phulthan 
342 to 349, Kthalt 
350 to 360, Vuul 
361, Othsna 
362 to 363, Ithna 
364, Mhurrgh 
365, Ashunth

Exceptions:

Cron 
Calendar Dates I [1, 2, 3, 5, 7, 11, 13, 17, 19, 23, 29, 33, 37, 41, 43, 47, 53, 59, 61, 67, 71, 73, 79, 83, 89, 97, 101, 103, 107, 109, 113, 127, 131, 137, 139, 149, and 151]

Calendar Dates II [157, 163, 167, 173, 179, 181,191,193, 197, 199, 211, 223, 227, 229, 233, 239, 241, 251, 257, 263, 269, 271, 277, 281, 283, 293, 307, 311, 313, 317, 331, 337, 347, 349, 353, and 359]

Hruur 
The first day after the first continual snowfall.


God Details and Holidays


Aenur (Candles, Light, Sunrise)

Calendar Dates I [11 to 13] (Fasting until sunrise)

Calendar Dates II [83 to 90] (Lighting a candle at sunrise and letting it burn all day or until it extinguishes)


Ashunth (Demons, Spirits, Summoning)

Calendar Dates I [175 to 182] (Summoning of fallen enemies to curse them)

Calendar Dates II [365] (Summoning of deceased loved ones to comfort them in the afterlife)


Blunn (Coin, Merchants, Travel)

Calendar Dates I [118 to 126] (Makeshift merchant shanty towns are set up outside of cities to sell their wares)

Calendar Dates II [223 to 231] (Makeshift merchant shanty towns are set up outside of cities to sell their wares)


Cron (Intelligence, Magic, Math)

Calendar Dates I [1, 2, 3, 5, 7, 11, 13, 17, 19, 23, 29, 33, 37, 41, 43, 47, 53, 59, 61, 67, 71, 73, 79, 83, 89, 97, 101, 103, 107, 109, 113, 127, 131, 137, 139, 149, and 151] (Meditation for a few minutes)

Calendar Dates II [157, 163, 167, 173, 179, 181,191,193, 197, 199, 211, 223, 227, 229, 233, 239, 241, 251, 257, 263, 269, 271, 277, 281, 283, 293, 307, 311, 313, 317, 331, 337, 347, 349, 353, and 359] (Turning toward the sun with one's eyes closed for a few minutes)


Cuhl (Predators, Wolves)

Calendar Dates I [45 to 50] (Painting doors with animal blood and leaving small meat offerings nearby)

Calendar Dates II [101 to 112] (Archery contests, and hunting for more dangerous and sacred animals is only allowed this time of year)


Ferrwu (Dusk, Sunset, Twilight)

Calendar Dates I [271 to 279] (Gifts are exchanged as the sun sets)

Calendar Dates II [332 to 334] (Metal is hung in trees to scare away hungry creatures in the woods)


Frenn (Construction, Rocks, Stone)

Calendar Dates I [28 to 30] (Starting some sort of new construction like a wall or building)

Calendar Dates II [280 to 284] (Ritual of destuction, leveling buildings and reusing the building materials)


Geurn (Athletic Games, Exercise, Strength)

Calendar Dates I [19 to 20] (Running a two day marathon)

Calendar Dates II [91 to 100] (Athletic events, violent games, duels to the death)


Grysh (Fury, Hatred, Rivals)

Calendar Dates I [285 to 291] (Effigies of your foes are destroyed with ceremonial tools)

Calendar Dates II [326 to 331] (Curses against your enemies are written down and tied to stones with your own hair before being cast in deep water)


Hhuur (Winter; the cold, snow and subjugation of life associated with a harsh winter)

"Hhuur´s Coming"; The day after the first day of continual snowfall in the region (different every year); observed by gathering around a ritual fire in the community and singing  "songs without words" in grudging recognition of Hhuur´s reign for the time to come.

"Hhuur´s Expulsion;  [Day 77 to Day 82]; ending "Hhuur´s Reign" by marching around the home or community with torches in hand while howling, screaming and/or roaring; sometimes includes the ritual burning of a wicker man at the end of the procession on the final day.


Ithna 
(Chance, Chaos, Dice, Gambling)

Calendar Dates I [66] (Playing dice and board games)

Calendar Days II [362 to 363] (Blessings of dice and other implements of chance)


Kaenosh (Dancing, Fire, Romance)

Calendar Dates I [41 to 44] (Nobles hold extravagant balls while the peasantry have raucous parties)

Calendar Dates II [311 to 313] (Solo dancing and a belief that they are dancing with deceased loved ones)


Kantuzm (Justice, Torture)

Calendar Dates I [292 to 297] (Prisoners of high crimes are tried in "courts" in public squares)

Calendar Dates II [321 to 325] (Those found guilty by Kantusm's priests are executed)


Kthalt (Darkness, Monsters, The Void)

Calendar Dates I [241 to 247] (People go to bed at sunset and stay indoors to allow the creatures of the night to enter civilization freely)

Calendar Dates II [342 to 349] (Families of those who lost a loved one leave tokens out and then they act as a talisman against that type pf creature)


Lontash (Healing, Medicine, Surgery)

Calendar Dates I [253 to 260] (The sick are housed in temples and all those with any skill in healing are expected to help them)

Calendar Dates II [335 to 338] (Those with skills in healing go on pilgrimages to small towns and heal their sick)


Mhurrgh (Clouds, Fog, Poison Gas, Smoke)

Calendar Dates I [127 to 130] (Deaths occur at a much higher rate than normal, and victims are found in their beds poisoned or strangled, and the mornings are also very foggy)

Calendar Dates II [364] (A large ritual is performed that involves repeatedly breathing out forcefully and making a guttural sound that is said to drive Mhurrgh away for the next year)


Muureshta (Decay, Disease, Illness, Rotting)

Calendar Dates I [14 to 18] (Smearing rotting leaves on the bottoms of your feet and walking on a path covered in old fire coals)

Calendar Dates II [213 to 217] (Making mushroom dolls, drowning them in rancid water, and then burying them near an old tree)


MwerKef (Ancestors, Honorable Dead, Preservation of Corpses and Graves)

Calendar Dates I [Day 5 to Day 10] (Clearing and maintaining graves)

Calendar Dates II [Day 200 to Day 212] (Making effigies of loved ones who have passed and burning them at sunset)


Negu (Commitment, Love, Marriage)

Calendar Dates I [298 to 299] (Lovers propose marriage)

Calendar Dates II [314 to 320] (Marriages and wedding feasts)

Othsna (Drowning, Getting Lost, Storms, Thunder)

Calendar Dates I [34 to 40] (Season of storms, sailors carve boat amulets to wear to appease the angry god)

Calendar Dates II [361] (Rain and storm dances after sundown)


Pahvan (Childbirth, Pain, Suffering, Wisdom)

Calendar Dates I [113 to 117] (Priests and the devout publicly torment themselves and fast for the whole duration of the holiday)

Calendar Dates II [170 to 174] (Births during this time are blessedly free of pain, and their children are said to be destined for greatness)


Phulthan (Crafts, Innovation, Technology)

Calendar Dates I [248 to 252] (New inventions are presented to Lords and merchants to invest in and purchase)

Calendar Dates II [339 to 341] (Items are forged in naturally hot places and the items presented to the poor)


Slixan 
(Books, Languages, Lore, Scrolls)

Calendar Dates I [131 to 136] (Teaching the illiterate how to read)

Calendar Dates [261 to 270] (Binding and rewriting books)


Thoolba 
(Soldiers, Strategy, War)

Calendar Dates I [137 to 156] (Families of soldiers will make stick soldiers and paint them a new color each day)

Calendar Dates II [183 to 195] (The painted stick soldiers from earlier in the year are given an animal bone each day beneath their feet)


Thrunn 
(Catastrophes, Destruction, Fire)

Calendar Dates I [51 to 66] (Bonfires are lit every night and criminals/prisoners are burned alive)

Calendar Dates II [196 to 199] (Old and unwanted items are burned)


Vuul (Blood, Combat, Violent Death)

Calendar Dates I [31 to 33] (Sacrificing 3 birds)

Calendar Dates II [350 to 360] (Putting criminals to death via gladatorial games, the last remaining criminal is set free)


Wurnalla (Bees, Blossoms, Crops, Flowers, Small Plants)

Calendar Dates I [21 to 27] (The planting of crops and the blessing of fields with dried plants from last year's harvest time)

Calendar Dates II [218 to 222] (Harvest festivals and feasts)


Xoltoff (Fish, Fishing, Rivers)

Calendar Dates I [Day 1 to Day 4] (Ritual meals of eating a purified fish)

Calendar Dates II [Day 300 to Day 310] (Catching and releasing a fish once, and then carving a wooden fish and throwing it into a river or stream)


Zinthra (Trees)

Calendar Dates I [67 to 76] (Planting trees)

Calendar Dates II [232 to 240] (Burning fallen trees)

Friday, November 22, 2019

Fantasy South America Map

I hope to slowly go continent by continent and doodle up some fantasy versions of the real world using Paint.  Yes... Paint.  :)  This was my take on South America.





https://drive.google.com/file/d/1HB2hR5N1bsLfCqaQKPxqBfcHZUFcQmDz/view?usp=sharing

Wednesday, October 9, 2019

Fantasy Age: Yeti Homebrew Race



Fantasy Age: Yeti Homebrew Race

* +1 Str
* Sturdy (Big Oaf, Knock Prone and Skirmish Stunts used on you need +1SP).
* Pick One: Con (Stamina), or Str (Climbing).
* Speed 10 + Dex (minus armor pen.).
*  Yeti, and Wolfen languages.
* Roll Twice (2D6)
2) +1 Perception
3) Armored (Natural Fur: +2 Armor Rating).
4) Focus: Str (Might)
5) Focus: Perception (Tracking)
6) +1 Fighting
7) Focus: Fighting (Bite) [1D6 + Str]
8) Focus: Str (Intimidation)
9) Focus: Fighting (Claws) [1D6 + Str]
10) Focus: Perception (Smelling)
11) Focus: Communication (Animal Handling)
12) +1 Con

#FantasyAge

Fantasy Age: Wolfen Homebrew Race


Fantasy Age: Wolfen Homebrew Race

* +1 Perception
* Pick One: Accuracy (Brawling), or Perception (Smelling).
* Pick One: Dex (Stealth), or Int (Natural Lore).
* Speed 14 + Dex (minus armor pen.).
* Wolfen, Elven, and Yeti languages.
* Roll Twice: (2D6)
2) +1 Str
3) Focus: Dex (Acrobatics)
4) Focus: Perception (Hearing)
5) Focus: Str (Jumping)
6) Focus: Int (Navigation)
7) +1 Dex
8) Focus: Int (Cultural Lore)
9) Focus: Perception (Tracking)
10) Focus: Perception (Seeing)
11) +1 Fighting
12) +1 Con

#FantasyAge

Monday, October 7, 2019

Fantasy Age: Blood Elf Homebrewed Race


Fantasy Age: Blood Elf

* +1 Dex
* Pick One: Dex (Crafting), or Perception (Hearing).
* Pick One: Int (Natural Lore), or Perception (Tracking).
* Speed 12 + Dex (minus armor pen.).
* Elven, Wolfen, and Common Tongue
* Roll Twice (2D6)
2) +1 Perception
3) Focus: Int (Navigation)
4) Focus: Perception (Seeing)
5) Focus: Dex (Riding)
6) +1 Accuracy
7) Weapon Group: Bows
8) +1 Fighting
9) Focus: Willpower (Courage)
10) Focus: Perception (Smelling)
11) Focus: Int (Cultural Lore)
12) +1 Str

#FantasyAge

Fantasy Age: Twilight Elf Homebrewed Race


Fantasy Age: Twilight Elf

* +1 Int
* Pick One: Int (Arcane Lore), or Willpower (Morale).
* Novice Level in Fate Arcana (2 spells).
* Speed is 10 + Dex (minus armor pen.).
* Elven, Dwarven, and Common Tongue.
* Roll Twice (2D6)
2) +1 Communication
3) Novice level in Divination Arcana (2 spells).
4) Focus: Communication (Etiquette).
5) Focus: Dex (Calligraphy)
6) Focus: Int (Research)
7) Focus: Int (Natural Lore)
8) Focus: Int (Musical Lore)
9) Focus: Perception (Empathy)
10) Focus: Communication (Leadership)
11) Novice level Healing Arcana (2 spells).
12) +1 Perception

#FantasyAge

Fantasy Age: Shadow Elf Homebrewed Race


Fantasy Age: Shadow Elf

* +1 Con
* Pick One: Dex (Acrobatics), or Con (Stamina).
* Novice Level in Shadow Arcana (2 spells)
* Speed 12 + Dex (minus armor pen.).
* Elven & Common Tongue
* Roll Twice (2D6)
2) +1 Int
3) Focus: Communication (Deception)
4) Focus: Int (Healing)
5) Focus: Dex (Riding)
6) Weapon Group: Bows
7) Focus: Dex (Stealth)
8) +1 Accuracy
9) Weapon Group: Light Blades
10) Focus: Int (Brewing) [Poisons]
11) Focus: Perception (Tracking)
12) +1 Dex

#FantasyAge

Fantasy Age: Ice Dwarf Homebrewed Race


Fantasy Age: Ice Dwarf

* +1 Con
* Pick One: Con (Stamina), or Strength (Climbing)
* Pick One: Dex (Stealth), or Willpower (Self-discipline)
* Dwarven & Common Tongue
* Speed 8 + Dex (minus armor pen.).
* Roll Twice (2D6)
2) +1 Dex
3) Focus: Perception (Hearing)
4) Focus: Dex (Initiative)
5) Weapon Group: Bows
6) Accuracy +1
7) Fighting +1
8) Focus: Int (Natural Lore)
9) Weapon Group: Axes
10) Novice Level in either Air or Water Arcana.
11) Focus: Con (Swimming)
12) +1 Con

#FantasyAge

Fantasy Age: Fire Dwarf Homebrewed Race


Fantasy Age: Fire Dwarf

* +1 Intelligence
* Pick One: Perception (Searching), or Willpower (Faith).
* Novice Level in the Fire Arcana Talent (2 spells).
* Dwarven & Common Tongue
* Speed 8 + Dex (minus armor pen.).
* Roll Twice (2D6)
2) +1 Willpower
3) Focus: Int (Nature Lore)
4) Focus: Int (Healing)
5) Focus: Dex (Initiative)
6) Focus: Per (Seeing)
7) Weapon Group: Light Blades
8) +1 Accuracy
9) Focus: Int (Arcane Lore)
10) Focus: Int (Religious Lore)
11) Focus: Willpower (Morale)
12) +1 Perception

#FantasyAge

Fantasy Age: Mountain Dwarf Homebrewed Race

Fantasy Age: Mountain Dwarf

* +1 Con
* Pick One: Communication (Bargain), or Strength (Climbing)
* Pick One: Con (Drinking), or Willpower (Self-discipline)
* Dwarven & Common
* Speed 8 + Dex (minus armor pen.).
* Roll Twice (2D6)
2) +1 Communication
3) Focus: Int (Historical Lore)
4) Focus: Dex (Crafting)
5) Focus: Accuracy (Brawling)
6) Con (Stamina)
7) Fighting +1
8) Weapon Group: Axes
9) Focus: Dex (Stealth)
10) Focus: Dex (Lock Picking)
11) Focus: Str (Smithing)
12) +1 Str

#FantasyAge

Fantasy Age: Deep Dwarf Homebrewed Race


Fantasy Age: Deep Dwarf

* +1 Str
* Pick One: Int (Brewing), or Accuracy (Brawling)
* Pick One: Str (Might), or Per (Secret Doors)
* Dwarven & Common
* Speed 8 + Dex (minus armor pen.).
* Roll Twice (2D6)
2) +1 Con
3) Focus: Str (Jumping)
4) Focus: Dex (Traps)
5) Focus: Str (Intimidation)
6) Weapon Group: Spears
7) Focus: Str (Smithing)
8) Fighting +1
9) Weapon Group: Bludgeons
10) Focus: Dex (Lock Picking)
11) Focus: Willpower (Courage)
12) +1 Dexterity


I modified the format a bit of the races in the core Fantasy Age book.  I added some more random results and removed Dark Sight (I am going to push for torch and lantern use as well as bring in more of the fear of the dark).

#FantasyAge