Thursday, December 30, 2021

Representation!

So Paizo famously has a policy that you can safely assume any given Pathfinder NPC is bisexual, unless the text specifically says otherwise. Which is good for a couple of reasons. (I have used this for mechanical advantage -- unnatural lust has a clause that the target gets a +4 bonus if they wouldn't normally be attracted to the subtarget, and I successfully argued that it should work same-gender-wise because the target should by Paizo decree not get this bonus just because the target and the subtarget were same gender. That spell, of course, has its own issues otherwise, and probably wouldn't be allowed at my table today, on the basis of my "no depictions of sexual assault" rule nowadays.)

They're mostly about representation, but my policy has something of a different aim. The policy in my setting is the very similar "90% of NPCs are bi". This isn't about representation, it's about making sure all players have maximum romance options if they want it. Which, representation is good, but the other thing is more important to me.

I have for a very long time publicly been of the opinion that I don't care about representation for social justice reasons, I like it because I'm bored to tears of straight white male stories. This is similar: I don't care about representation for social justice reasons, I just want PCs to be able to do whatever they want and not be forestalled by trivial niceties like NPCs aren't attracted to their gender.

If representation were actively at war with something I cared about, would I still do representation, or would I do the thing I care about? Good question! Luckily nothing good is at war with representation.

I'm exploring this policy now, because since instituting it, I have grown more aware of some dynamics of gender and sexual attraction. Specifically, there are a fair number of genders left out of attraction to by bisexuality, and sexuality isn't everything there is about attraction (and sexuality ought be much less important in a TTRPG than romance). So, let us revise! "90% of NPCs are pansexual, panromantic, or both." I could go with just 90% of NPCs are panromantic and leave sex out entirely, which would be fair, but sexuality does come up occasionally.

Ohhey, but wait: representation is at war with something I care about! Aroace people exist. Ok. They're in that 10% with the straights and the gays and whatnot, and otherwise I don't care.

Friday, December 24, 2021

How The Dragon Stole Driftmas

 Last year, I had an idea for a holiday-themed one-shot that I would run in late December. I didn't wind up getting it off the ground before getting hit by a car on Christmas. But then I still had the idea from last year this year; it had not gone away! So I set up a one-shot.


The Night Before Driftmas

It’s the night before Driftmas and in the Great Hall All the students are dancing at the Driftmas Eve Ball. The hall is decorated with garlands and trees, Through all the dancers blows a pepperminty breeze. Though it’s winter, for one day goldfinches wear yellows, While students waltz and twirl with merry schoolfellows. The pine trees are festooned with platinum and gold orbs, Dancing through them: the sons and daughters of lords. Peacocks show off tails and Numiel-given eyes, And someone’s rustled up a flock of gold butterflies. A rich human guy drunkly ‘splains, “Actually,” To some girls who don’t much like his loquacity, “Morozz’s cultists had Driftmas as their holy day Before Numiel took it over as the world’s birthday.” Everyone shows off their gymnastics and dance moves, For the coronation in five days calls for the youths To wage ritual dance-off in hope to bless Unity For the world to be brought into one great community. But tonight, the Academy celebrates winter, And the band plays carols with a most festive timbre. But this is a story of adventure and strife, And dangerous potential of loss of life, There will be dragons and villains and some excitement, A festive and joyful and maybe violent event.

Some 550-600 years ago, the world was completely flooded, and all land-dwelling nations survived in various ways, or perished. From 50 years ago til now, the flood was reversed -- scholars reckon this as the first year the world has seen a complete return to its pre-Inundation ocean levels. A member of the adventuring party that completed the end of the Inundation, Aeyssa the Nymph, parlayed her prestige and diplomatic skill into more or less uniting all nations into a metanation called Unity. The Academy in the Capital draws students from worldwide, the nation's various lords and luminaries sending their children to be educated at this boarding school.

It is the 24th of Ices of the 50th year of the Subsidence, Inter Desidentem -- tomorrow is the holiday of Driftmas. The students are dancing at the Driftmas Eve Ball in the Academy's Great Hall. Fir trees decorated with platinum and gold orbs, a pepperminty smell, peacocks wandering around, goldfinches perch in unseasonable summer yellow, the Trans-Kryian Orchestra (named after the southern continent of Kryia) plays festive-rock music from the stage.

Our (level 4) PCs: Federiga Moonblight, tiefling wizard; Throm, half-orc barbarian; Welby Dovesky, halfling rogue/artificer; his twin sister Velma Dovesky, halfling bard/rogue. Velma gets a conga line going.

Ebby Navsau, the son of a rich Shell merchant family, tries to fish girls out of the conga line to splain to them that Driftmas was originally a celebration holy to the ice god Morozz, before Usla, Archbishop of Banor, claimed it for Numiel as the birthday of the world ("now most of the Archbishops of Banor were human, because it was a human nation, but several of them were actually celestials, so it's not that weird that Usla was an elf"). Welby slips a periodically quacking stone in his pocket, and its quacks eventually driving Ebby from the hall.

Everyone is showing off their acrobatic dance moves, because in one week there is to be a coronation on the inaugural Day of Unity as Aeyssa takes her crown as Unity of the new metanation of Unity and usher in the Epocha Unitatis, and as part of the coronation there is to be a ritual ceremonial dance-off.

Gradually, the party becomes aware that something is off about the Trans-Kryian Orchestra. Something is unplaceably weird about their playing; they're playing, and have been for several minutes, something unrecognizable, not like any modern Driftmas music you're familiar with; they seem like they're playing in a trance; one of them is not in a trance, and is legit playing an old-fashioned Ilyan 7-string guitar; literally everyone in the hall who isn't playing an instrument is dancing (many of them in the conga line), or at least tapping their feet and swaying. Federiga deduces that three spells are going on: the lead performer has the rest of the Trans-Kyrian Orchestra entranced; the band has everybody in the hall ensorcelled with some sort of irresistible dance; the lead performer is doing something probably nefarious to everyone dancing.

Welby and Velma try to distract from the band with a fiddle-off, but the ritual completes with a flash of bluish-white! Everyone starts stumbling over their own feet and no longer dancing successfully -- the band leader's ritual stole everybody's dance mojo! The band leader throws off her white cloak, holds up her guitar, and cackles maniacally!

Velma uses vicious mockery on the band leader, who transforms into a Huge white dragon! Battle ensues, during which the dragon ice-bricks everybody's feet to the floor but is careful not to hurt anybody, and a handful of waiters dispensing hors d'ouvres reveal themselves to be cultists working for her. The party (mostly Throm) does great harm to her, but eventually she makes a hole in the roof and escapes, flying south.

The cultists have holy symbols of Morozz, and tattoos indicating grayseal or blackpenguin moiety. They do not speak Common, but local NPC half-dragon Aurum helpfully translates because two of them speak Draconic (Aurum is a bard who specializes in dance, and is heartbroken to have lost their mojo).

It is very important to the students for everybody's dance mojo to be returned, because of the ritual dance-off in a week. The dragon (Xarzith of the Aussir'orn bloodline, white Dragon who inherited the ability to Change Shape from one silver dragon grandparent) and her allies were careful not to kill anybody, because any mojo in the instrument belonging to a dead person loses its power. The cultists were members of old Ilya, the Morozz-worshipping civilization that dwelt on Kryia before the Inundation. Ilya survived the Inundation by freezing the whole civilization beneath miles of ice. Xarzith had unfrozen these cultists to help her with her plot to unfreeze the whole civilization, which depended on the stolen dance mojo. There is a ritual which must be completed before the end of Driftmas day which will consume the mojo and unfreeze Ilya.


How The Academy Got Its Mojo Back

An elven woman dressed in red and furs, driving a sleigh pulled by 8 perytons, locates the party on the roof. It transpires that she is Saint Usla, possessed of tremendous power for one night a year, luckily this night. With her blessing, the hors d'ouvres at the ball count retroactively as a heroes' feast, and she has gifts for the party from her sack: Boots of the Winterlands for everyone, a Staff of Fire for Federiga, a Flametongue Greatsword for Throm, a Nolzur's Marvelous Pigments for Welby, and a Necklace of Fireballs and a Claw of the Wyrm Rune for Velma. (If there had been an archer, 9 Arrows of Chromatic Dragon Slaying would have been given; if there had been a fighter or paladin, a White Dragon Scale Mail.) Then she conveys the party in her sleigh, with unnerving alacrity, to the south pole!

(If time had been generous, we may have seen a young remorhaz want to eat the party but be very willing to run away if it met resistance or pain, and/or a winter wolf and several worgs want to eat the party but the worgs flee if the winter wolf dies or flees.)

The ritual is taking place in an ancient crystal ice palace at the magnetic south pole. Xarzith is busy casting a 24-hour ritual at a massive ice altar with the 7-string guitar on it. To keep the ritual going, the altar and guitar must be cold breath'd every time her cold breath recharges. Three undead ice priest mummies are there.

Xarzith has access to white dragon lair actions here, but the party is now immune to her fear effect, and to that of the mummies, because of the heroes' feast. Because of reasons, she, like the mummies, is vulnerable to fire. So the party, using Usla's gifts, makes quick work of the dragon and the mummies, despite a massive CR imbalance. They smash the guitar, free the mojo, and are conveyed back to the Academy by Usla and her sleigh.

(This was the standard D&D way of solving the problem. The standard holiday movie way would have been to warm the heart of the dragon with kindness and holiday spirit, which would have allowed her to melt Ilya's entombment without using up the stolen mojo (and thereby being free to release it).)

Monday, December 14, 2020

Morozz of Ice and Snow

Morozz is a deity of cold and winter, ice and snow and sadness, once worshipped on the continent of Kryia before the Inundation, now rarely.

Morozz appears as a trinity: a dominant androgynous white bear, and a submissive male gray seal and female black penguin.

Morozz's holy symbol is three triangles, and their favored weapon is any spear. Morozz is Lawful Evil, and their followers wear robes of white, gray, and black.

Morozz is indifferent-to-positive about homosexual relations, but a strict moiety system is enforced among their followers. Every follower of Morozz is a member of either the grayseal or blackpenguin moiety, and members of one moiety may only marry members of the other. Abstract tattoos of the appropriate color are de rigeur.

Any individual is the moiety of their opposite-sex parent: sons of blackpenguin mothers and daughters of blackpenguin fathers are grayseals, while sons of grayseal mothers and daughters of grayseal fathers are blackpenguins.

Children resulting from a same-moiety union are considered abominations and cast out into the cold.

Children that have no opposite-sex parent, or whose parents are both opposite-sex, or who are born intersex, are of a rare and prestigious third moiety, whitebear. Whitebears are permitted only to join an existing blackpenguin-grayseal marriage (this triple marriage being the only situation where nonmonogamy is acceptable to Morozz), and the moiety of all children of such a triple union follow the rules as though the whitebear were not present (even if a female whitebear births a son, the son is of the moiety of the other woman in the triple). Lay leaders and high priests are frequently of the whitebear moiety.

Friday, December 4, 2020

Fall From Heaven 2 Cities

Here is a list I've borrowed from a number of times myself: an extract of the cities of the 22 civilizations of Fall from Heaven 2, the D&D-based mod for Civilization 4.

  • Amurites (magic-focused humans): Cevedes, Udenarat, Nimarail, Ciriail, Glorairine, Enaillellion, Orrondhuir, Sierundirel, Coranttilli, Seaneriel, Angostendil, Wendar, Kevar, Sylvair, Doriath, Surewatch, Baamor, Korrigan
  • Balseraphs (evil human carnival folk): Jubilee, Coombe View, Hexam, Argenteria, Gaudium, Guell, Ocells, Vincon, Miro, Umbracle, Drassanes, Sant Mapfre, Nouveau, Girona, Horta, Tapas, Manresa, Ciutat, Bispe, Torre Paisos
  • Bannor (order-focused humans): Torrolerial, Vallus, Trinity, Tentatio-onis, Astrum, Caelestis, Ventry, Corona, Solium, Censura, Domus Novus, Fides, Judicium, Vis Vires, Pactum, Re Vera, Barak-Tor, Clar Manaul, Athel Maraya, Ithmariar, Chaend
  • Barbarians (goblins, orcs, ogres, lizardfolk): Myrean, Spilan, Deluoc, Kalocly, Uddrur, Domir, Kabhalg, Hyol, Sludgehome, Dirage, Ultigar, Straatus, Zbolub, Ahepetr, Nininsnal
  • Calabim (vampires): Prespur, Nubia, Acaia, Morr'ta'nar, Adonias, San'ta'ron, Pavu'nar, Krinera, Itos, Maron, Pina'dom, Amapia, Kasava, Pevas, Anaea, Strages
  • Clan of Embers (goblins, orcs, ogres, lizardfolk): Braduk the Burning, Renegade Hill, Shazak, Hezic'kul, Sorodh, Pain, Ah'roog, Belphemon, Death Fort, Nezhev, Naga's Tail, Shavraim, Dark Sky, Ator, Baal, Gurr'ash, Mephisto, Wallara, Deep Dark, Shahav, Ghouls Touch, Cay, Heaven's Bane, Tu'eth, Death's Head, Dark Heart
  • Doviello (cold-dwelling human barbarians): Urslo, Fjirgard, Mortensholm, Heimseter, Suderholm, Olricstaad, Stavgard, Finnsvik, Thorshafn, Hyttaholm, Bjarkavig, Vidarheim, Aesirvig, Volsbaek, Rotundvig, Volpirsvig, Gnistvag, Bjarkoy, Ildelver, Urgathastad, Iskvard, Grottiburg, Tongurstad, Graelingvig, Steinvik
  • Elohim (peaceful philosophical humans): Cahir Abbey, Glens of Killybegs, Inishbofin, Slane, Garryvoe, Cafes, Ballinasloe, Warrenpoint, Niveus, Ring of Sion, Glencar Lough, Foxford, Einions Hold, Drogheda Oratory, Oriel, Rosguill, Valentia, Achill, Inishmaan, Sapientia
  • Grigori (antitheistic adventurer humans): Midgar, Junon, Kalm, Edge, Corel, Costa del Sol, Gongaga, Nibelheim, Wutai, Mideel, North Corel, Fort Condor, Bon Birejji, Wasuraruru To, Nemuri no Mori, Aishikuru Rojji, Daihyoga, Gaia no Zeppeki, Tatsumaki no Meikyu, Kita no Daikudo, Saboten Airando, Misuriru Main, Gorudo Sosa, Roketto Mura, Materia Dokutsu, Midiru
  • Hippus (horse-riding mercenaries): Altheriol-ta-Mealthiel, Conrond Mor, Radonnor, Feiss Mabdon, Murousbane, Clar Marrachir, Urgortheth, Gaene, Ihara, Kaselorne, Ukanevar, Glorairmor, Drathastine, Manar Gandar, Enekandril, Caranaad, Nimharuan, Iosichaard, Mengostlox, Lamistuis, Ard'ien, Clar Nasacar, Khanec
  • Illians (cold-dwelling winter-worshipping humans): Garduk, Lakis, Tolero, Gostai, Sopor, Hooplak, Sliktor, Ashtuk, Gigno, Suspiro, Drakon, Rorkat, Latkor, Tarkar, Tenura, Gelu, Roxar, Caltakk, Retlan, Telkar
  • Infernal (demons): Dis, Despero, Poena, Bastradam, Raglame, Kador, Longrud, Patior, Ordstone, Astori, Utomach, Heradh, Defalos, Charack, Phobas, Krakatorum, Linkbone, Draed, Astrakan, Hic Jacet, Locus Desperatus, Felo de se, Diligere Errorem, Interfice Errantem, Uxor, Peccavi, Tacet, Abuti, Lachryma, Dies Irae
  • Khazad (commerce-focused dwarves): Khazak, Halowell, Riylod, Kadar, Glulynn, Stoville, Wercer, Rockhomme, Deep Well, Boulder Falls, Granite Village, Namp'o, Gridmok, Earlwin, Hulraden, Tiros, Roil'n'boil, Sher, Shorisy, Lonkris, Boradon, Arkran
  • Kuriotates (confederation of various humans and centaurs): Kwythellar, Naggarond, Avelorn, Karond Kar, Caledor, Clar Karond, Lothern, Har Ganeth, Hag Graef, Ghrond, Tiranoc, Pax, Ghaba Ghanaf, Cairn Lotherl, Nagarythe, Maledor, Sith Rionnasc, Khaef Korrond, Anlec, Calith, Argond, Giaf Gabh Dion, Shathirob
  • Lanun (human sailors): Innsmouth, Dunwich, Kingsport, Aylesbury, Paradera, Bolans, Seroe Vakas, Bathsheba, Oistins, Boscobelle, Speightstown, Willikies, Garrislyr, Villanon, Undertow, Bren Bagage
  • Ljosalfar (wood elves): Evermore, Hyll, Bruti, Yonna, Dendrom, Eaca, Eodd, Berk, Khandar, Idul, Elendiwe, Helion, Gon Gatha, Mazenshire, Tivix, Lan Neual, Wispolen, Cerrolan, Pauleun, Organum, Kalos, Camena, Natura
  • Luchuirp (golem-building dwarves): Ithralia, Mutanbo, Tia'ran, Morr'tebio, Val'ron, Tia'na'dom, Nubilar, Aborlenia, Tia'minar, Sil'ron, Sha'na'ron, Vinubar, Ashi'marr, Atenia, Leticia, Su'minar, Manaus, Ithis, Para'dom
  • Malakim (desert-dwelling humans): Golden Leane, Timberling, Balderham, Lodente, Froihk, Bryn, Belerien, Tiriyn, Stormgul, Udgul, Uros, Grison, Minolow, Chish, Adihaniel, Shotaka
  • Mercurians (angels): Bourne the Gleaming, Gap of Lond, Spera, High Clere, Ranelagh Cres, Vigilo, Locks, Priory Hold, Warrage, Newell Green, Kennet Carn, Swidon, Aldworth, Ains Field, Llangar, Lammas Auen, Bulpit
  • Sheaim (apocalyptic demon-summoners): Galveholm, Grottiburg, Tongurstad, Graelingvig, Steinvik, Kuldevind, Vargstad, Skadistad, Nidhoggstad, Bjoernlingburg, Morkurburg, Jordekburg, Stromstad, Frost, Lade, Skeggi, Kvellig, Aghol, Raunvake, Sjoktraken
  • Sidar (shades who trade a portion of their souls for immortality): Celo, Vetus, Zarlra, Skarlas, Latito, Stakrus, Velius, Shadow Mist, Senectus, Kartlost, Provectus, Priscus, Bogz, Verminaard, Sark, Rrackon, Asrassiv, Varza, Zratos, Drakor
  • Svartalfar (shadow elves): Thariss, Gereth Minar, Nameless Tower, Idris, Brakkah, Enoreth, Geron, Aeleris's Pits, Drax Tallen, Geffron, Malor, Avien, Essuria, Lothenar, Crepusculum, Black Axe, Wolf Claw, Evil Eye, Beast Clan, Goathorns, Tarka, Helshaven, Terror, Herath, Sickly Mist

Tuesday, September 22, 2020

Random Regnal Nickname Table v2.0

If you'll recall, I last posted a table to help you fill your history books with regnal nicknames, based on real life and Crusader Kings II (which is in turn realistic, or at least verisimilitudinous). I have since rethought this table.

To be sure, it's a perfectly fine table, if you want realism/verisimilitude. But if you want a bit more high in your fantasy, just go to your dictionary/random any word picker and throw that spaghetti at the wall. To wit:

1-16 [not notable enough to have a nickname]
17-23 the Adjective
24 the Adjective Adverb Verb-er
25-27 the Adjective and Adjective
28 the Adjective and Adjective Noun
29 the Adjective and Adjective Verb-er
30-32 the Adjective Noun
33 the Adjective Noun Noun
34 the Adjective Noun Verb-er
35-37 the Adjective Verb-er
38 the Adjective Verb-ing Adjective
39 the Adjective Verb-ing Noun
40 the Adjective Verb-ing Verb-er
41 the Adjective, Adjective, and Adjective
42-44 the Adverb Adjective
45 the Adverb Adjective and Adjective
46 the Adverb Adjective Noun
47 the Adverb Adjective Verb-er
48 the Adverb and Adverb Adjective
49 the Adverb and Adverb Verb-er
50-52 the Adverb Verb-er
53 the Adverb Verb-ing Adjective
54 the Adverb Verb-ing Noun
55 the Adverb Verb-ing Verb-er
56-62 the Noun
63 the Noun Adverb Verb-er
64-66 the Noun Noun
67 the Noun Noun Noun
68 the Noun Noun Verb-er
69-71 the Noun Verb-er
72 The Noun Verb-ing Noun
73 the Noun Verb-ing Verb-er
74-80 the Verb-er
81-83 the Verb-ing Adjective
84 the Verb-ing Adjective and Adjective
85 the Verb-ing Adjective Noun
86 the Verb-ing Adjective Verb-er
87 the Verb-ing Adverb Adjective
88 the Verb-ing Adverb Verb-er
89 the Verb-ing and Verb-ing Adjective
90 the Verb-ing and Verb-ing Noun
91 the Verb-ing and Verb-ing Verber
92-94 the Verb-ing Noun
95 the Verb-ing Noun Noun
96 the Verb-ing Noun Verb-er
97-99 the Verb-ing Verb-er
100 the Verb-ing Verb-ing Verb-er

Wednesday, May 20, 2020

Random Regnal Nickname Table

So there's this super useful random reign length table I've used many times to populate my setting's history, but every time I use it I find myself ad-hoc-ing anew... well, the contents of this post. A list of monarchs is dullsville if they don't have any nicknames! So, culled from real life and Crusader Kings II, I give you: a table of random regnal nicknames.

1-209 [not notable enough to have a nickname]
210-211 [pick a color]-Beard
212 Blood[weapon]
213-214 Crooked/Fork/Twisted-Beard
215 Do-Nothing
216 First-Crowned
217 Flatnose
218-219 From Overseas
220 Half-Hand
221 Iron Hand
222-224 Lackland
225-226 Longhair
227 Moneybags
228 New-Day
229 of a Thousand Faces 
230 of Good Memory
231-234 of Noble [parent]
235 of the Empty Pockets 
236 of the Wilds
237 One-Eye 
238 One-Hand 
239 One-Leg 
240 Peg Leg 
241-242 Priest-Hater
243 Roundhead
244 Stern Counsel
245 the [compass direction] Wind
246-248 the [conquered culture, as a victory title]
249-253 the [cultural weapon]
254-263 the [culture of origin]
264 the [culture]-Marauder
265-266 the [culture or religion]-slayer
267 the [fruit or vegetable]
268-270 the [mother/father]
271-280 the [pick a color]
281-288 the [pick a metal]
289-293 the [pick a mythological beast]
294-303 the [pick a real beast]
304-313 the [priest]
314-323 the [religion]
324-325 the [religious weapon] of [deity]
326-328 the Able
329 the Abomination 
330 the Absolutist
331-334 the Accursed
335 the Adopted
336-337 the Affable
338 the Aggressor
339 the Alchemist 
340 the Allower
341 the Ambitious
342 the Ancient
343 the Apostate
344-345 the Apostle
346 the Armorsmith
347 the Artist
348 the Astrologer
349 the August
350-351 the Avenger
352-355 the Bad
356-359 the Bald
360 the Bane of [location]
361-365 the Bastard
366 the Battler
367 the Beanstalk 
368 the Bearded
369 the Beautiful
370 the Beguiling 
371 the Beheader 
372 the Beloved
373-374 the Benefactor
375 the Betrayer 
376-377 the Bewitched
378-382 the Blessed
383-390 the Blind
391 the Bloodthirsty
392-393 the Bloody
394-398 the Bold
399-400 the Boneless
401 the Bookish
402 the Brash
403-408 the Brave
409 the Brilliant
410 the Brute 
411-412 the Builder
413 the Burden 
414 the Candid
415 the Capable
416-417 the Careless
418 the Caulker
419 the Ceremonious
420-424 the Chaste
425 the Chief
426-431 the Child
432 the Cleansing Flame 
433 the Clerk
434 the Clubfoot
435 the Clueless 
436 the Clumsy 
437-438 the Confessor
439-446 the Conqueror
447 the Constant
448 the Courteous
449 the Crosseyed
450-459 the Crowned
460-465 the Cruel
466-469 the Crusader
470 the Curly
471 the Cyclops 
472 the Damned
473 the Debonaire
474 the Decadent 
475 the Deed-Doer
476 the Defender 
477 the Depraved 
478-480 the Desired
481 the Despoiler 
482 the Destroyer 
483 the Determined
484-488 the Devil
489 the Diplomat
490-493 the Drunkard
494 the Dung-Named
495 the Edifier
496 the Educator 
497 the Effeminate 
498-501 the Elder
502 the Elegant
503 the Eloquent
504 the Enlightened
505 the Evil 
506 the Executioner
507-508 the Exile
509 the Faceless 
510-519 the Fair
520-521 the Farmer
522-528 the Fat
529-530 the Fearless
531 the Festive 
532 the Fighter
533 the Flayer 
534-536 the Fortunate
537-538 the Fowler
539 the Frail 
540-542 the Fratricide
543-545 the Generous
546-549 the Gentle
550 the Giant 
551-554 the Glorious
555 the God-Given
556 the God-Like
557 the God-Loving
558 the Goldsmith 
559-568 the Good
569 the Gouty 
570 the Gracious 
571-585 the Great
586 the Guardian 
587 the Hairy
588-592 the Handsome
593 the Hardy
594 the Headless 
595 the Heathen 
596 the Hideous 
597 the Hollow 
598-601 the Holy
602 the Hopeful
603 the Humane
604-606 the Hunchback
607 the Hunger
608-610 the Hunter
611 the Ill-Ruler 
612-613 the Ill-Tempered
614-617 the Illustrious
618-619 the Impaler
620 the Impotent
621 the Inconstant
622 the Independent
623 the Indolent
624 the Inexorable
625 the Inquisitor 
626 the Invincible
627 the Jolly 
628 the Jovial 
629-634 the Just
635-638 the Kind
639-641 the Lame
642-643 the Last
644-646 the Lawgiver
647 the Law-Mender
648 the Lazy
649 the Learned
650 the Lecher 
651 the Legendary 
652 the Leper 
653 the Lewd 
654-656 the Liberal
657-659 the Liberator
660 the Lisp and Lame
661-662 the Loyal 
663 the Lucky 
664-668 the Mad
669-677 the Magnanimous
678-682 the Magnificent
683 the Maid 
684-685 the Maiden
686 the Manifest
687-690 the Martyr
691 the Memorable
692-693 the Merry
694 the Middle
695 the Mighty
696 the Mild
697 the Missionary 
698 the Monster 
699 the Moon
700 the Mouth
701 the Mule 
702 the Mutilator 
703 the Navigator
704 the Nimble
705-707 the Noble
708 the Oath-Taker
709-718 the Old
719-723 the One-Eyed
724 the Oppressed
725 the Oppressor 
726 the Orphan
727 the Outlaw
728 the Pacific
729 the Pale
730-733 the Peaceful
734-735 the Peacemaker
736 the Perfect
737 the Persevering 
738 the Pest 
739 the Philosopher
740-742 the Pilgrim
743-747 the Pious
748 the Plaguebearer 
749 the Popular
750-752 the Posthumous
753 the Powerful
754 the Precious
755 the Princeling
756 the Prodigy 
757-759 the Proud
760-761 the Prudent
762 the Purifier 
763-765 the Quarreller
766 the Quiet
767-768 the Rash
769 the Reaver
770 the Redeemer
771 the Reformer
772 the Repulsive 
773 the Resilient 
774-778 the Restorer
779-781 the Righteous
782 the Rightly Guided
783 the Ruthless 
784 the Sacrificer
785 the Sailor
786-792 the Saint
793-797 the Savior
798 the Scholar 
799 the Scourge of  
800 the Sea-Devil 
801 the Seducer 
802 the Seer
803 the Servant
804 the Shadow 
805 the Sheriff/Constable
806 the Shieldmaiden 
807-808 the Short
809 the Shrewd 
810-812 the Silent
813-816 the Simple
817 the Singer
818 the Sluggard
819-822 the Soldier
823 the Son of [deity]
824 the Sorcerer
825 the Spirited
826-827 the Stammerer
828 the Star
829 the Stout
830 the Strange 
831 the Stranger 
832-834 the Strict
835-841 the Strong
842 the Sun
843 the Survivor 
844 the Swift
845-848 the Tall
849 the Tattooed Monk 
850 the Taxer
851 the Temptress 
852 the Tenacious 
853-857 the Terrible
858 the Terror of [location]
859 the Theologian
860-861 the Thunderbolt
862 the Timely Rain 
863 the Tiny
864 the Tormentor 
865 the Tough
866 the Trader 
867 the Treacherous
868 the Trembling
869 the Tremulous
870-873 the Troubadour
874-875 the Tyrant
876 the Unavoidable
877 the Unchaste 
878 the Undying 
879 the Unfaithful 
880 the Unique
881-883 the Unlucky
884-885 the Unready
886 the Unrestrained 
887-888 the Usurper
889 the Vain
890-893 the Valiant
894 the Valkyrie 
895 the Vengeful 
896-900 the Victorious
901 the Virgin
902-908 the Warlike
909 the Warrior
910-911 the Weak
912 the Wealthy 
913 the Weaponsmith
914-915 the Well-Beloved
916 the Whirlwind 
917 the Whisperer 
918-921 the Wicked
922 the Wily 
923-929 the Wise
930 the Witch 
931 the Witch Hunter 
932 the Wizard 
933 the World Burner 
934 the Wrymouth
935-938 the Young
939-942 the Younger
943 Wartooth 
944-945 Who Fights Alone
946-970 [roll again, appending "king"/"prince"/specific whatever]
971-980 [roll again, appending "little"]
981-990 [roll again, appending "most"]
991-1000 [roll again, appending "son/daughter of"]

Friday, July 26, 2019

Asya, Goddess of Disgust

Asya is the goddess of everything a reasonable person might find disgusting, formerly a major pantheon member. She is represented as a horrible, corpulent, festeringly tumescent humanoid woman.

Pretty much any bodily fluid or excreta, disease, incest, corpses, maggots, tumors, cannibalism, and mayonnaise are holy to Asya.


In the last century before the Inundation, a nation of plaguelords following Asya arose, but it transpired that lack of personal hygiene, incest, unburied corpses, defecating in the streets, and so on is not, in fact, a social plan with much longevity, and the plaguelord nation collapsed. Soon after, running short on worshippers, Asya found herself demoted from the primary pantheon in the tremendous shakeup following the Inundation and Quasxthe's ascension.

Asya is Chaotic Evil. She lives on the Deathly Plane of Shadow.

Her favored weapon is the bastard sword.

Her holy symbol is an open, infected wound -- usually a literal one the cleric carves open daily with a dirty knife, not a mere facsimile of wood or silver.

Her priests usually wear minimal clothing.

Her holy text is a collection of books with such names as the Book of Pus, the Book of Vomit, the Book of Bile, the Book of Incest, and so on. It is agreed that there are thirteen canonical books, but various priests consider different books canonical or apocryphal.

Her domains include: (3.5) chaos, death, decay, evil, gluttony, lust, pestilence, and slime; (PF) chaos, death, evil (including cannibalism, corruption, or plague), vermin, plant (decay subdomain only), charm (lust subdomain only), animal (insect subdomain only).

Tuesday, July 2, 2019

What To Ask About Your Game's PCs

So there are about a million lists like this floating around, some long, some short, of questions for your players to answer about their characters to generate a backstory or deepen their character or give you hooks to plot upon or whatever. Here's my contribution.

I recently asked my players to, for a new campaign I'm running, give me the answers to any three of these questions:

  • a goal, something your character wants or something you want for your character
  • something your character hates or fears
  • an NPC your character knows positively (a childhood friend, a romantic interest, etc)
  • an NPC your character knows negatively (an enemy, a rival, etc)
  • a secret your character knows, or one about your character that they do not know
  • something your character regrets
  • your character's zodiac sign (for my campaign, that's "what Wanderer was in prominence in what Constellation when your character was born?" -- you can use your own setting's zodiac-equivalent if you've made one, or one or more real-world ones, or whatever)
  • a virtue or vice your character prizes, partakes of, or strongly disapproves of
  • what motivation your character has for joining the campaign
  • some connection/bond your character has with another character in the party

I only asked the party to do any three, but then I did all of them for a major NPC by way of demonstration. Example:

  • Tess Corm's main goal is to make the colony into a powerful nation. A stretch goal involves conquering and subjugating Shell.
  • Tess has grown to hate the whole corrupt oligarchic establishment of Shell, a place she has not been since she was 10.
  • Tess's closest advisor is a human named Tristram Groxer, who has been a good friend and retainer of her father's.
  • Tess's nemesis is Bob Varakas, Serene Doge of Shell, who ruined her father.
  • Tess has taken out many debts, mostly monetary, in the service of financing this expedition. One dark secret, known by few but suspected by more, involves the exact natures of some of her creditors.
  • Tess's first true love went awry when her drive and ambition got in the way. She regrets this, but not enough to actually tone it down with the drive and ambition or anything.
  • When Tess was born, red Othag (which represents change) was in the Fist (which represents taking what you want by force).
  • Tess approves of industry, diligence, envy, and pride. She disapproves of sloth.
  • Tess set up this expedition as her ambition is to rule a great nation.
  • Employment is the connection Tess has with the rest of the party. She hired them. (This one wound up being a bit of a cop-out.)

Sunday, November 12, 2017

BY CROM

So the Iron Heart Surge maneuver (Tome of Battle) has many known problems. Among them:

  • It doesn't limit what Conditions it can end, leading to preposterousness like ending the Dead condition, or only-slightly-less-preposterous ending Ability Damage or Drain.
  • When it ends a spell or effect, it ends it entirely, not just on the initiator. Drow uses IHS to BY CROM away the blinding effect of the sun? No more sun.
  • It takes a standard action to initiate, meaning that most of the most devastating Conditions in the game (Stunned, Paralyzed, Nauseated, etc) are not susceptible to being IHSed away.
Any IHS fix needs to address at least the first two problems. The third is a misfortune (and perhaps unintended) but not outright dysfunctional, so an IHS fix doesn't need to address it, but it's nice if it does.

So here's my proposed fix:

---


Iron Heart Surge
Iron Heart
Level: Warblade 3
Prerequisite: One Iron Heart maneuver
Initiation Action: 1 standard action
Range: Personal
Target: You
Duration: See text

By drawing on your mental strength and physical fortitude, you break free of a debilitating state that might otherwise defeat you.

Your fighting spirit, dedication, and training allow you to overcome almost anything to defeat your enemies. When you use this maneuver, select one of the following effects currently affecting you. That effect ends immediately.
  • Blinded
  • Confused
  • Dazzled
  • Deafened
  • Entangled
  • Shaken
  • Sickened
  • Ability or HP Bleed (does not restore lost ability score or hit points, but does stop further loss)
  • Poisoned (does not remove the effects of poison you've already taken, but does prevent the poison's secondary effect)
  • Any spell, power, spell-like ability, maneuver, or other effect with a listed duration other than Instantaneous
When you use this maneuver, the effect ends on you. It does not end at its source; other characters may still be affected.

While this maneuver can end most charms and compulsions, your character (depending on the exact nature of the effect) may not realize they are affected by such an effect, or may not be able to act against the will of the caster of the compulsion by initiating this maneuver.

When you initiate this maneuver, you also surge with confidence and vengeance against your enemies, gaining a +2 morale bonus on attack rolls until the end of your next turn.

If your initiator level is at least 10, you may initiate this maneuver on your turn even if a condition or effect currently renders you otherwise unable to take Standard actions. The effects you can end at this level include the above, and:
  • Frightened, Cowering, or Panicked
  • Dazed
  • Fascinated
  • Nauseated
  • Paralyzed (unless paralyzed because of Ability Damage or Drain)
  • Petrified
  • Stunned
  • Turned or Rebuked