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Showing posts with the label worldbuilding

Faction based character generation

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 Inspirations I read the Blades in the Dark SRD and thought about the idea of the group having a sheet because I am creating a hexcrawl and I felt that gear usage is more of a party decision than an individual decision. Like everyone cares how much rations the party has and who has what gear is also important so I decided to make something that plays with that idea. My favorite thing in video games is unlocking a new character after I beat a game like Shovel knight and Plague of Shadows. This gets close.  From Yacht Club Games Sample Group Type The [Faction name and group name] Reasons to adventure Day to day reason More difficult reason that is done once a month or so Large faction goal that is a once off event  Stat generation system for rolling a character in the faction along with maybe a passive advantage and disadvantage. List of items they can start with that they pick and choose  Armour or protective equipment  Weapon or offensive equipment  Equipme...

1d6 small gods of my setting and a few corrections

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Clarification Time Turns out Heso was spelled Jesu and kinda polytheism kinda monotheism found in most elfgame settings actually has historical roots where in the near eastern and Mediterranean cultures, they practiced religion in a similar fashion since they have "pick a deity out of the pantheon" situation when it comes to worship. I still don't like this in my fantasy game. I also should have been a little more clear on how gods are general concepts, but different towns have different gods for those same concepts. For example, a desert village would have Sarivi the Healer being a god of rain. A coastal village would have their god of rain as a more hostile deity since fishing in the rain or in a storm isn't recommended. They would have Cassina the Skyblight as their god of rain. Desert village would have a Rain Day to celebrate the life giving water while the coastal village would have a Rain Day to appease the god and hope for no storms. Extremely narrow gods are ...

Little gods and what they do for a settting.

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Petty Gods It is my birthday as I am writing this and I thought about gods in OSR ttrpgs. I received Petty Gods: Revised and Expanded Edition and it got me thinking about how cooler religions could be with lots of smaller gods rather than one or a couple gods. I don't like clerics as written since they have the most assumptions about a setting. Fighters assume going into combat is a regular thing, magic user assume magic is a thing and a common thing and thieves assume there is crime. Clerics assume that there are undead, religions and gods. That's a lot and I often find in settings that are more distant from the traditional OSR fantasy often rework or replace the cleric all together since an assumption of the cleric clashes with the setting.  From Rended Press   Besides, The only classes I respect are Warriors and Wonder people. Cleric does a decent job at both and it annoys me. The main idea of clerics is they pick from a pantheon and dedicate themselves to one particular go...

Magic in the Lands of Legend

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Magic is something that is mysterious yet close by. It is important to some and barely a thought for others. Magic is something the gods don't touch and is how they distribute their miracles. It all depends on who you ask and what they do with magic.  Magic has been documented being a small creature that flies around, curious. The form of magic is different based on who casts it and their relationship with it. Those that respect magic and cast it correctly say it is a creature they find cute and friendly. Those that don't respect magic say it is a creature that is scary and carnivorous. It follows you but only listens and springs into sight if you have an offer. Offers are the core of spellcasting. First you make an offering. This offering will be eaten by the creature. The favourite food of magic and the most reliable offering is a promise. You make a promise like "For the next hour I shall not speak. In return I ask to help me find my sheep". Then, each word spoken ...

Volkhvs: an order esoteric even to me

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So, one of my players is interested in Slavic folklore and asked initially to play a druid in my Land of Legend campaign. When he learned that advancement was more diagetic he immediately asked where is a volkhv. That was the origin of a new type of Talent called Archetype talents. These are the closest thing to classes. They are a group of talents you pick from to help fulfill a particular character concept. For example, Minor Shapeshifting, Omen Seeing and Animal Speech would be abiltie that would fall in the Archetype of Volkhv. Now, once my volkhv player saw this he instantly asked me questions about how volkhvs are seen, any famous ones etc. He wrote what his character knew and the next day I had around a page of volkhv lore to play with, combining what he knew and what I knew.  From Wikipedia A Volkhv The big problem with researching volkhvs is that there's conflicting information. Some sources say they are demigods, some say they are similar to shamans using nature to do mag...

Fantastical transport

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There are many ways to move in the lands of legend. Detailed are 3 ways. A way forward, up and down.  Across The great beasts known as Karrukin. They are large, enduring creatures. Popular among the Southern Highlands, these creatures look like rabbits. They are the size of a pony and have cloven hooves. They love to eat moss, particularly the yellow moss of Mount Arvis. Their copious amount of fur makes them a must have when crossing alpine climates. They cost the same as horses. They move twice as fast through mountains and jungles but move twice as slow in plains and deserts.    From Reddit. This but bigger Down There is a moss that is grown by people of the deep. It is bright yellow and once you touch it, you slide down as gently as a feather. It is extremely flammable so efforts to grow it everywhere often end up running out of steam. There have been a few specimens found in the peaks, especially on Mount Arvis. There o nce was a general who, in their infinite wisdom...

Two spoopy creatures

I despise horror so creating scary monsters isn't my forte. I have two ideas for monsters in my setting statted generically so that it works in your elfgame of choice. This is from a glogtober prompt.  The Taxman Many tales are told about the taxman. Children are warned not to stay out late or the taxman will have them for dinner. Others use it as a warning to what happens if you meddle with magic. What is for certain is if you hear iron coins rattling in a tin bucket, run and don't look back. The taxman is a short figure that walks leaning forward, almost like it wants to tell you a secret. It is covered in rags battered by the elements. The defining feature is the long stick with a cold iron bucket. Rumor has it there are cold iron coins mean to shake off magic inside the bucket. The few magickers who encounter the taxman and live say that magic feels scared when the taxman draws near. Statistics  HD 1 Attacks 1 bucket (1d4) + soothe. Morale 10 Armor as Unarmored move as hum...