Monday, February 4, 2019

D100 Magic Items

(You can safely skip all this explanation for the list below. It's all superfluous.)

I've always had respect for the Roguelike genre. Videogames where you move a character around a grid, delving deeper and deeper into a procedurally generated dungeon, picking up new items, potions, and scrolls, and slowly figuring out what they do and using them to your advantage. You don't start out knowing what each potion or scroll or magic item does, and drinking/reading/equipping them to find out will sometimes have you use an item that is actually harmful (ranging from scrolls you're meant to use in niche situations to cursed items with negative enchantments and can't be removed without a curse-removing scroll).

Recently, though, I started playing a game called Unexplored. It's very heavily based on classic grid-based Roguelikes, but while it keeps almost all the same trappings, it's a top down action game instead. I've developed a minor addiction to it. The gameplay is fun, but not amazing, bu that's fine because it's mostly there to facilitate the slow, methodical exploration that I want to enjoy from normal Roguelikes but haven't been able to really get without more engaging systems on top of them.

Anyway, it got me into the idea of writing magic items. Most of the items in Unexplored just deal more damage or have a chance to bleed/stun/etc an enemy, but the number of combinations is still impressive. And in RPGs, where problem-solving is not always a matter of figuring out how to best defeat an enemy, there's a lot more room for interesting items.

I took inspiration from Unexplored's system of enchanting, where you can find magic runes as treasure and take them to the anvils that generate every now and then to turn a normal item into a magic item. Rather than write a hundred magic items off the top of my head, I took the nine sigils from Unexplored, added one to round it out, then came up with ten item varieties. I could just roll a D100, find the element and item it corresponded with, and use that as a base for the item.

It wasn't until I was halfway through the list when I had a realization. Because the tens digit says what element it is and the ones digit says which item, you can roll a D10 instead of a D100 and get a specific item or element. If you want, say, an item associated with ice, you can roll a D10 and add it to the end of 70. If you want a melee weapon, roll a D10 and put it in front of 5 (so a 1 becomes 15, 6 becomes 65, etc).

Items Grouped by Theme and Type
ITEMS BY THEME (Number + D10)
00 Life
10 Metal
20 Water
30 Fire
40 Magic
50 Death
60 Earth
70 Ice
80 Air
90 Storm
ITEMS BY TYPE (D10 + Number)
0 Armour
1 Helmet
2 Clothing
3 Ring
4 Amulet
5 Melee Weapon
6 Ranged Weapon
7 Shield
8 Trinket
9 Staff

A Few Notes On Compatibility
I've tried to make these as system-agnostic as possible, but:

I assume a system where D6s are the "average" damage die. In my homebrew almost damage is rolled on a D6, with stronger/weaker weapons adding/subtracting from the result, so that's why a lot these have damage values of "D4 or D6-1" or "D8 or D6+1". If your system has different damage averages you might want to adjust the values.

If you don't already know, Advantage/Disadvantage means you roll a D20 twice and take the better or worse result, respectively.

I've used notional distances - Melee, Reach, Close, Near, Far, etc. If you want specific distances, Melee is 5 feet/1 square, reach 10 feet/two squares, Close is 30/6, Near is 100/20, and Far is 250/50.

Some items have "STR" or "DEX" or the like attached to them. That just means the modifier of a specific stat - STR being Strength, INT being Intelligence, you can figure it out.

D100 Magic Items
00 Rose Knight's Armour
A beautiful suit of light armour which looks like plate but counts as chainmail. Rose-like embellishments and leafy designs cover it from head to toe. If the wearer is in a duel with someone – any (ostensibly) honourable fight between two lone combatants – they have Advantage on all attack rolls against their foe.

01 Crown of Thorns
A tiara made of green, thorny vines that provides no defense bonuses, but projects all harm the wearer suffers onto whoever caused it. When the wearer takes damage from an attack, their attacker takes 1 magic damage in return.

02 Elven Cloak
A green cloak that imbues the wearer with Elven grace. Living plants can never impede their movement – while this means they could run through a bush unharmed, it also means they can climb or even run up trees and vines safely and at their normal movement rate.

03 Ring of Life Detection
A gold ring with a small emerald. Whoever wears it can spend a moment concentrating on it to become aware of the presence and health of all living creatures within Close distance.

04 Amulet of the Snake
A jade amulet fashioned in the shape of a snake. Whoever wears it is rendered immune to any and all poisons, be they lethal or merely hindering.

05 Blade of Grass
A slightly curved one-handed sword made of a pale green metal. The edge is razor-sharp, causing attacks made with it to deal critical damage on a roll of 2 as well as 1.

06 Poison Flower Star
A flower-shaped throwing star with serrated edges designed to hold and easily inject poison into struck targets. If used to apply poison to a creature, the creature gains no Save vs Poison – however, the poison is always depleted after a hit (if it wouldn't be already).

07 Regenerating Shield
A wooden shield that was grown, not built. If the wielder sunders it to ignore all damage from an attack, it will regrow after eight hours. If destroyed by fire it is broken permanently.

08 Healing Moss
A patch of green, almost glowing moss. When rubbed on an injury it grows to replace the lost functionality, healing the injury and consuming the moss.

09 Staff of Healing
A staff made of two intertwined branches. If the wielder has a free hand, they can channel their own life-force through the staff or hand, giving their HP 1-for-1 to any living creature within Close distance. Undead creatures are harmed instead.

10 Adamantine Armour
A light and thin suit of plate armour made of a pale blue metal. It counts as plate armour for the purposes of defense and as chain armour for the purposes of encumbrance.

11 Magnetic Helm
A metal helmet of a peculiar purple-and-red alloy that draws metal towards it. In addition to being a helmet, all attacks with metal weapons that deal damage to the wearer have the damage rolled reduced by 1, as some momentum and control is lost to the magnet's pull.

12 Armourer's Cloak
A grey cloak that shines like metal. When worn, the wearer treats all armour they wear as one step lighter for the purposes of encumbrance.

13 Ring of Ferrokinesis
An unremarkable iron ring. It allows its wielder to manipulate metal they can see up to Close distance away, with as much strength as the free hand they must use to do so.

14 Amulet of Hardening
A metal amulet in the shape of a fist. Whoever wears it has their equipment protected from non-magical hindrances – the things they carry cannot be taken from them or destroyed.

15 Adamantine Sword
A super-sharp, super-light one-handed sword of a pale blue metal. It counts as a masterwork sword, and the sharp metal allows it to ignore the physical armour of enemies.

16 Cable Bow
This bow's string and limbs are made of metal, not wood and fibre. The tensile cables can deal extra damage, but are harder to pull – it deals D6 + STR damage.

17 Shield of Rust
A rusty metal shield which rusts metal that comes in contact with it. Prolonged contact rusts for sure, but minimum damage rolls against whoever is wielding it rusts the weapon being used, giving it -1 to hit and -1 damage.

18 Dowsing Ball
An iron ball on the end of a chain. When held out in front of the wearer it will drift slightly towards the nearest source of valuable metal not already in their possession.

19 Rod of Magnetism
An iron staff. If the wielder has a free hand, they can channel magnetism into the staff or hand, pulling or pushing metal within Close distance, up to the weight of plate armour.

20 Atlantean Plate
A suit of plate armour made of a dark blue metal that's impossibly light. It doesn't hinder swimming or climbing at all – it does hinder sneaking, running, etc as normal.

21 Diver's Helm
A large brass helmet that allows the wearer to breathe water and ignore water pressure. It does not stop water from entering the helmet, however, or the wearer from getting wet.

22 Boots of Water Walking
A pair of blue leather boots which allow their wearer to walk on any and all liquids. Water, but also acid, lava, and stranger things. Anything other than their boots can still sink.

23 Ring of Blood Draining
A silver ring with an inlaid ruby, which allows its wearer to draw blood within Close distance towards them if they have a free hand. This causes creatures to Save vs Magic or get dragged towards the PC, or instead causes D6 damage to creatures that are bleeding.

24 Anchor Amulet
An iron amulet in the shape of an anchor. It causes the wearer to sink to the bottom of water as if it were air, ignoring pressure but drowning and being wet as normal.

25 Tidal Blade
A one-handed sword that has a straight edge and an edge curved in a wavy pattern. If an attack made with it misses, and the wielder makes another attack on the next round, that attack is made at Advantage.

26 Bolas of the Saint of Fishers
A three-part chain bolas. Regular bolas have Close range and cause a Save vs Stun on a hit, lest the target be entangled – this one has Near range and always entangles on a hit.

27 Surging Shield
A brass shield with small spikes all across the front. If the bearer charges at an enemy, they may make an attack with both another weapon and the shield, which deals +1 damage over the normal damage of a shield, but only when charging enemies.

28 Bottle of Holding
A glass bottle that can hold up to a hundred times the expected amount of liquid, but only the normal amount of anything else. If shattered, the liquid explodes outwards all at once.

29 Driftwood Staff
A staff made of a single piece of ancient driftwood. If the wielder has a free hand, they can control water at a distance through a combination of the staff and hand, moving up to person's worth of a visible liquid (be it water, acid, blood, etc) at a time.

30 Dragonleather Armour
Leather armour made from a dragon's hide. It counts as chainmail for the purposes of defense, and leather for the purposes of encumbrance. The leather itself is immune to fire, but not heat or lava or explosions, and only covers the arms, torso, chest, and legs.

31 Molten Crown
A crown of molten gold that keeps its form, casts no light, and does not burn those who touch it. If you wear the crown, you are immune to fire and heat (but not explosions).

32 Striking Boots
Red leather boots with spiked soles. The boots allow their wearers to make unarmed attacks with +1 damage with only their feet, but cannot move and then attack with them.

33 Ember Ring
A unremarkable copper ring. It allows its wearer to shoot embers from the hand its on, starting small fires instantaneously.

34 Dragonslayer's Amulet
A small gold amulet in the shape of a dragon's skull. Whoever wears it has Advantage on all attacks against creatures that are twice as large or more than them.

35 Unfinished Blade
A one-handed sword that glows like an untempered blade. It casts light like a torch, and sets anything it strikes on fire. It only lights things hit while swinging it, so it can be sheathed or held without igniting the wielder.

36 Hellbore Crossbow/Musket
A crossbow (or musket in early-modern games) made of dark red, charred wood. It fires bolts/bullets that glow white with heat. They deal no extra damage, but melt through wood and metal with ease, allowing attacks made with them to ignore armour.

37 Shimmer Shield
A shield of a reflective, strong, and light metal. While it does not project light itself it reflects even the dimmest ones brilliantly, making it hard to see the wielder at a distance. Ranged attacks made against them by creatures that see (IE not undead) are at Disadvantage.

38 Orb of Flame
A small metal orb that can be easily held in one hand, which glows orange with warmth. It casts light and heat like a lantern, though it is comfortable to hold, and will never go out. If its tough exterior is broken, it will explode with the force of a bomb.

39 Firebolt Staff
A bronze staff that ends in a pale red crystal. If the wielder has a free hand, they can channel flame through the staff or hand, igniting things at a distance. They must make a ranged attack to hit creatures.

40 Chainmail of the Sorceror
A suit of pale purple chainmail. It does not interfere with a spell caster's ability to cast magic, and can be worn by spell casters who wouldn't normally be able to wear chainmail.

41 Hood of Starry Eyes
A purple hood with a yellow eye drawn on the front. When worn to obscure the wearer's vision, they gain the ability to see out of it in every direction up to Close distance away, and through darkness and opaque but not impassable things (curtains, smoke clouds, etc).

42 Cloak of the Enchanter
A rugged black cloak with a red velvet inside. It allows the wearer to teleport to a location within Far range that they can see, at the cost of taking D6+1 damage and making a loud and impressive explosion both where they leave and where they reappear.

43 Ring of Dispelling
A silver ring with an inlaid amethyst. It allows its wearer to raise the hand its on and hold it open to project a translucent purple shield in front of them – it does nothing to physical things, but all but the strongest spells and magic abilities are completely blocked.

44 Wizard's Amulet
A silver amulet that contains a blue, faintly glowing crystal. When worn by a magician it gives them the spell-casting ability of an extra level (1 or 2 casts/day, 1 magic die, etc).

45 Drakara, the Thinking Blade
A well-made one-handed sword with a mind of its own. It can speak, and knows a lot about metalsmithing and magical research (having been built by a tinkering magician). It adds the CHA of its wielder to its damage rolls.

46 Starbow
A bow of pale purple wood. Arrows fired from it glow with magical energy, counting as magical for the purposes of damage and dealing +1 damage.

47 Sorceror's Shield
A shield of a pale purple wood. If worn by a spell caster, they can treat the hand they hold it in as an open hand for the purposes of casting spells.

48 Orb of True Sight
A crystal ball which, when looked through, dispels magical illusions, disguises, and invisible things. Any image created by magic is not seen through its glass.

49 Staff of Blasting
A wooden staff inscribed with purple runes. If the wielder has a free hand, they can channel energy through the staff or hand to make ranged attacks against foes up to Near distance away. They deal D6 + INT damage on a successful hit.

50 Black Knight's Plate
A suit of knightly plate armour, as black as a starless sky. When worn, it makes the wearer completely immune to the effects of fear and pain, even if their limbs are chopped off.

51 Crown of the Bloodletting Queen
A silver tiara with an inlaid ruby. Whenever its wearer suffers an injury, they may choose to reroll the injury, but must suffer the newly rolled one if they do so.

52 Shroud of Death
A discarded part of Death's cloak. When worn over the body, it makes the wearer count as dead for the purposes of magic – the undead ignore them until harmed, healing spells harm them, and necrotic harm heals them.

53 Leech's Ring
An obsidian ring that resembles a leech biting its tail. It allows the wearer to drain the life force from a creature within Reach distance, dealing 1 damage and healing 1 in turn. This attack always hits, does not effect mechanical creatures, and does effect undead ones.

54 Amulet of the Lich
A black metal amulet with a large purple opal. If the wearer fails a Save vs Death, they pass it instead but the opal cracks and becomes black, the amulet drained of its power.

55 Sacrificial Dagger
An ornate dagger made to resemble a fang. When used to kill any creature the size of a chicken or larger, it stores the energy of the death. The next attack with it that lands deals double damage. Only one such charge can be stored at a time.

56 Black Arrow
An arrow of pure black metal. It breaks when it strikes a target, but immediately kills them – if a creature could at all be killed by an arrow, it is killed by this arrow.

57 Necrotic Shield
A black wooden shield that projects necrotic energy when the face is touched. If a melee attack made against its wielder fails, the attacker takes 1 magic damage.

58 Ferryman's Obol
A coin of silver, used to pay one's way into the afterlife. Whoever possesses this obol (or any other like it) has +1 on all Saves vs Death.

59 Staff of Harming
A black wood staff with an amethyst at the end. If the wielder has a free hand, they can channel energy through the staff or hand to harm living creatures within Close distance at the cost of losing the same amount of HP, 1-for-1. Undead creatures are healed instead.

60 Stone Armour
A set of armour made of stone, that counts as plate armour in all respects. Whoever wears it cannot be moved against their will by another creature, but can still fall, slip, etc.

61 Helmet of Clarity
A stone helmet that fortifies the wearer's mind against negative effects. They have Advantage on Saves vs mind-altering things such as stuns, sleep spells, quest spells, etc.

62 Clatter Cloak
A set of tiny ceramic plates linked to each other. It provides no armour, but the plates reduce all slashing damage to 1 – piercing goes between the plates, and crushing simply ignores the plates, which do nothing to slow the impact of an attack.

63 Stonehand Ring
A ring which transforms the hand it's on into living stone. It counts as a shield and is extremely resistant to damage – you can reach into acid, pick up burning objects, etc.

64 Amulet of Unweight
A heavy stone amulet that is lighter when worn, and on top of taking up no inventory slots if worn, actually makes it easier for its wearer to lift things, giving them +2 inventory slots.

65 Stunning Mace
A one-handed mace carved from a single stone. When its wielder make a successful attack, they can choose to forgo dealing damage to instead stun the enemy for a round.

66 Giant's Shortbow
An impossibly large bow, that cannot be fired by anyone without a STR of +1 or higher. It can be "charged" by drawing the bow further each round, each round spent charging multiplying the damage to a maximum of three times the damaged rolled.

67 Giant's Buckler
An impossibly large shield, that cannot be lifted by anyone without a STR of +1 or higher. If held, it allows the wearer to effectively ignore all attacks from a single target, as the shield blocks any approach they can make – but renders the bearer unable to attack them either.

68 Humming Hammer
An otherwise unremarkable hammer that hums with uncontrolled energy. When struck against stone, it will shatter it into dust, enough to destroy a small wall. It has no effect on metal, flesh, wood, dirt, and anything else other than stone. It recharges in an hour.

69 Staff of Crushing
A thin staff made of red stone. If the wielder has a free hand, they can channel crushing strength through the staff or hand, dealing damage to a creature within Close distance based on their armour – 1 for no armour, 2 for leather, 3 for chain, and 4 for plate.

70 Hyperborean Parka
As long as this dark blue parka (which counts as leather armour) is worn, the wearer will never get cold. They could walk through absolute zero conditions unscathed.

71 Berserker's Helm
A blood-stained metal helmet with ceremonial horns. When worn, it empowers the wearer by overtaxing their muscles, granting them Advantage on all melee attacks and Strength tests, but dealing 1 damage to them each time they benefit from it.

72 Good King's Boots
A pair of warm, well-made boots. Whoever wears them will not tire from movement, no matter how difficult or long the journey is. They could run for a full day and feel nothing.

73 Stasis Ring
Once per day, this light blue, translucent ring allows you to freeze yourself or another creature within Close distance for a round. They can take no actions, but cannot be affected by anything either, until the round ends.

74 Snowflake Amulet
A silver amulet in the shape of a snowflake. Whoever wears it is immune to both the negative effects of cold – even absolute zero won't harm them – and the negative effects of cold weather and terrain such as falling snow, snow drifts, slippery ice, and blizzards.

75 Chilling Axe
A one-handed axe made of hardened ice. When it deals damage to a foe, it slows down their actions. Their next action, on that round or the next, is made after every other character acts, regardless of their initiative.

76 Bow of Frost
A bow of pale white wood, with a blue string. Arrows fired from it glow blue, and freeze up to a cubic metre of water when they land in it. Enemies that are weak to frost, including those that aren't but are wet, take double damage from attacks made with it.

77 Crystal Shield
A shield of crystalline ice, slightly translucent. When a melee damage roll made against its bearer rolls maximum damage, crystal shards explode from it and deal D6 damage back.

78 Vapour Orb
A blue orb that can be held in one hand. At a thought, someone touching it can turn on and off its ability, which is to chill the air around it to its freezing point, filling a room-sized area with murky vapour that leaves a layer of frost on everything it touches.

79 Winter's Rod
A white wood staff that ends in a blue crystal. If the wielder has a free hand, they can project frost from the staff or hand to chill objects within Close distance at will – they can put out small fires, freeze cold or temperate water, etc.

80 Floating Mail
A suit of chainmail made from gravity resistant material. It counts as chain for the purposes of armour and leather for the purposes of encumbrance. When someone wearing it falls, they count as having fallen half as far for the purposes of damage.

81 Wafer Helm
A simple helmet made of a paper thin metal that is even stronger than the metal used in most helmets. It counts as a helmet but takes up no inventory slots.

82 Cloak of Invisibility
A cloak that, when worn, turns it and all beneath it invisible. If not worn by a living being, it has no effect, but can easily cover a large person in heavy armour, or a few small people.

83 Breeze Ring
An iron ring with a tiny sapphire embedded in it. It allows the wearer to perform weak acts of telekinesis up to Close distance away so long as they move the hand in question, such as turning pages, slowly moving keys and coins, and disturbing water and dust.

84 Amulet of Silence
A silver amulet that, when worn, renders the user completely silent. Any noise made by them or an item they carry is completely nullified, with the sole exception of their voice.

85 Sky God's Spear
A brass two-handed spear that seems longer than it looks. It can be used to make melee attacks up to Far distance away, rather than just Reach.

86 Swapping Handbow/Pistol
A one-handed crossbow (or pistol in early modern games) which swaps whoever fired it with living creatures they hit. If an attack lands, the attacker and defender swap places.

87 Returning Shield
A light metal shield which can be easily thrown. In addition to dealing +1 damage when thrown, its wielder can immediately draw the shield back to their hand after a throw. This takes almost no effort but if they don't do so right away they are unable to later.

88 Umbrella of Falling
A collapsible black umbrella. If held by someone while falling, they will float slowly instead of fall, reaching the ground in a quarter of the time and taking no damage when they do.

89 Staff of Blinking
A thin staff of silver. If pointed with both hands at a nearby location, the wielder can instantaneously teleport up to Close distance away.

90 Charged Mail
A set of chainmail armour which causes static shocks each time it is touched. When worn it keeps the wearer's mind on edge, making them impossible to surprise.

91 Helmet of the Storm
A brass helmet with an iron cloud and brass lightning bolts above it. In addition to counting as a helmet, once per day, it allows the wearer to fire a bolt of lightning at a creature within Close distance. It always hits and deals D6 damage, 2D6 if the target is wet or wearing metal armour, 3D6 if the target is both wet and wearing metal armour.

92 Boots of Speed
A pair of leather boots with small silver wings on each side. Whoever wears them can run twice as fast as they normally would, and for the same amount of effort.

93 Zap Ring
A gold, jagged ring. It allows the wearer to zap things with electricity up to Reach distance away, dealing 1 guaranteed damage, 2 if the target is wet/wearing metal, 3 if they're both.

94 Wanderer's Amulet
A wooden amulet in the shape of a man with a staff and wide-brimmed hat. Whoever wears it is immune to the effects of the weather, be it heat, cold, rain, or stranger things, but not non-weather sources of these (such as the heat of fire or wetness of a river).

95 Flurry Sword
A towering two-handed sword. When the blade kills a foe, energy crackles and it fills it wielder with vigour, allowing them to make another attack in the same round.

96 Electric Whip
A metal rod that cracks lightning through the air when swung. It acts as a whip (D4/D6-1 damage, 1 hand, Reach), except instead of Reach, the lightning has Close distance range.

97 Lightningrod Shield
A thin metal shield that can draw attacks made against creatures adjacent to the wearer to the wearer instead, once per round. They must decide to draw the attack before it is rolled.

98 Rain Idol
A small stone idol of an ancient god of rain. Once per day, someone can pray in front of it for a minute to move the local weather one step up or down this chain: Clear, Cloudy, Raining, Thundering, Storming.

99 Staff of Forked Lightning
A staff made of lightning-charred wood. If the wielder has a free hand, they can channel energy through the staff and hand to make two ranged attacks in a round against two separate creatures within Near distance, dealing D4 or D6-1 shock damage on a hit.

Friday, January 25, 2019

Instant Renaissance Cities

The early modern period – what we lay-people call the renaissance when the nerds aren't around to tell us why it's an outmoded term – lends itself well to role-playing games. The old order is being upset. New technologies such as the gun, printing press, and spyglass are revolutionizing the way people live. New faiths and philosophies challenge the old ones, leading to violent schisms and eccentric cults. New lands are discovered every few years, and in a fantasy setting, that means plenty of distant places to go adventure to.

To me, nothing says early modern more than the city. In reality cities didn't grow in population compared to rural settlements until the industrial revolution, but where medieval fantasy takes place on the borders of civilization, early modern takes place in its heart. The city is where wealth and power concentrates, and it is that wealth and power that can afford all the trademark advances players will be interested in seeing. Even when travelling to distant lands, early modern exploration is more about visiting new nations rather than the wilderness, and PCs will gravitate towards the cities of these lands as a result.

But to make a city a city, it needs to be unique. The character and history of cities define what sets them apart from each other, and in fantasy this is all the more important, since there's no excuse for a boring place. It doesn't need to be outlandish, or have incredible detail, or never have an element taken from somewhere else – but it does need to feel like a character in and of itself, and not a nameless place to sell treasure and buy supplies.

Island City by Tyler Edlin

The tables below can be rolled on with a handful of dice, a full set of those seven dice you can buy in most game stores. With them you'll find out why the city is a city, what's considered its heart, who protects it, its geographical features, and a couple notable locations ripe for adventuring. For simplicity I've used Angus Warman's amazing list-to-HTML generator generator. Just click the button below and you'll have a city rolled up.



Upon whose cobbled streets do we tread?
As with all tables, you are encouraged to change the results as you see fit. You can mine the generator for ideas without ever rolling a die, although it's not particularly unique, and if you roll a result you dislike or don't feel fits the city, you can always reroll it. I would encourage you to change rather than reroll - if something stands out to you as bad, that's the perfect moment to come up with what you'd rather see instead.

D4 - Why is this city so prosperous?
Cities don't just come out of nowhere. There's a reason this settlement grew to such heights where those only a few hours away are still rural and sparsely populated.

1 Crossroads: The city is built in a location that is frequently visited, such as the meeting place of two major roads or at a natural chokepoint like a river ford or mountain pass. Wealth comes from the trade that flows through the region.

2 Resources: The city is built close to a rare valuable resource such as a silver, gold, or even adamantium mine, luxury crop plantations, or even around a mineral spa. Wealth comes from exploitation of resources hard to find elsewhere.

3 Administration: The city is the site of administration and trade in the region, but is not necessarily a crossroads-type location. A healthy local village economy, such as farming or logging, funnels wealth into the city as a centre of trade, in turn drawing leaders.

4 Uniqueness: The city is the site a rare or unique location that could have been built anywhere, but was built here, possibly by chance. A royal palace, a famous college, or a grand temple are all good examples. The site attracts workers and, in turn, wealth.

D6 - What site is widely considered the city's heart?
Think of this as the centre of the city. It's the place that, a few hundreds years from now, will be called downtown. The blood of cities – wealth and people – flows into the heart and back out again, and so a city's centre colours the rest of the city. A castle implies nobility, a college magic and technology, and shadows crime and conspiracy.

1 The Castle: A grand castle, possibly built for form over function. The seat of local power, both figuratively (it's where the nobles live) and literally (it's where the army is based). Nobles and soldiers have coin to spare, so many shops are built in its shadow.

2 The Shadows: Despite what any right-minded folk would like, this district of crime and destitution is expansive. Nobles go to opium dens and windowless brothels while peasants drink in dingy bars and get into fights on the darkened, namesake streets.

3 The Tower: Built to keep people both in and out. Here prisoners are kept for long sentences or before trial and punishment, the tower doubling as a watchtower and secure position in times of strife. Crowds gather for executions, almost daily in the largest cities.

4 The College: A place of learning, for scholars, artisans, or even magicians. The grounds are where the students and teachers work and live, the teachers' wealth and the students's alcoholism driving the local economy even before they're working in the city.

5 The Temple: A grand temple in monotheistic faiths, or major temples to all the gods in polytheistic ones. The city's faithful come here often, and on holidays they come from the surrounding villages and towns, sometimes travelling for days to arrive.

6 The Market: Wide, open streets and immense stone plazas, abandoned at night but bustling with merchant stalls in the day. It sucked other markets into itself like a black hole, until an overwhelming majority of transactions came to be done here and here alone.

D8 - Who or what protects the city?
If a city were truly lawless, it would fall into ruin within weeks. Someone has to keep the peace, even if they are corrupt or cruel, as well as to protect the city from the raids and riots that would see it burn.

1 The Army: Standing armies are all the rage, but all those career soldiers need somewhere to live and learn. A vast training camp is established just beyond the city's borders, but the soldiers patrol the city's streets and fortifications to keep the peace.

2 The Thieves: The local powers are weak, corrupt, or inept, possibly all three. The Thieves' Guild that has risen from the power vacuum (or created it in the first place) is selfish but not cruel, and informally punishes the most heinous and unprofitable crimes.

3 The Wizard(s): A group of wizards, or a single powerful one, live and work in the city and have a vested interest in keeping it safe. Even if only because they like the luxuries it produces, they will gladly intervene and stop threats to city-wide stability.

4 The Church: Religious factions employ paladins and inquisitors, ostensibly to protect their worshippers, often to protect their power. Regardless of their nature the local church's warriors have a base of power here, and as a result hold power over the city.

5 The Guilds: The city guilds fund a defense force as well as the upkeep of towers and walls. Though well-equipped and large, such forces are often corrupt and, even when not, answer to the guilds who pay them and not the people or leaders of the city.

6 The Duellists: A school of combat is located in the city, training nobles, artisan's children, and promising but destitute peasants. They hold lofty notions of honour and justice, hunting down and fighting ne'er-do-wells whether or not the city wants them to.

7 The Watch: Every city has a watch but most are ramshackle, corrupt, and underfunded. Here the watch is efficient and funded, dispensing justice with surprising strength and skill, while both intimidating and ingratiating the locals into supporting them.

8 The Gunners: The city has a place of gunnery training, manufacture, and repair (of cannons but also custom-made noble guns). With so many guns of so many sizes, its no wonder the musketeers and cannoneers are often asked to suppress unrest and crime.

D10 - What two notable locations are within the city?
These are places that many cities have, but not always and not as notably as here. A city may have dozens of shrines, but to have a notable one means it's a truly exceptional example. Since you roll two D10s, it's not uncommon to roll the same result – which is totally fine! If a city has two arenas, it says a lot about what the citizens value.

1 Monument: A grand statue dedicated to a hero or heroic event, or both, built near a major street or at the site of the event. Common dedications include saviours of the city, beloved rulers, saints and their miracles, and even important guilds.

2 Spa: Public or open only to paying customers – possibly from a single class – these heated baths offer warm water, sauna rooms, and relaxation therapies like massages. A great number will be split between cheap but large public baths and luxurious private ones.

3 Theatre: A grand theatre where operas, plays, concerts, and other, more eclectic performances are held. While the operas may be for higher society only, the real money comes from comedies and musicals performed for the lower classes.

4 Arena: An arena where duels, contests, and other games are held for a large crowd. Due to the relative simplicity (if difficulty) of building an arena, they are often among the oldest standing buildings in a city, built in long lost days for bloodier forms of sport.

5 Hospital: Here is where the ill of the city, and the very ill of surrounding settlements, are brought to be treated and isolated in equal measure. A grand one such as this treats nobles and teaches new doctors by giving them hands-on experience.

6 Library: Rows upon rows of thousands of books. Scholars pore over ancient texts, while printing machines create copies of important and/or popular books. New copies are allowed to be read by anyone, but the most treasured relics are kept locked away.

7 Pleasure-House: A den of sin that is nonetheless patronized by princes and paupers and priests alike. A brothel, but also a tavern, opium den, teahouse, coffeehouse, and meeting place for anyone who needs to gather in secrecy.

8 Shrine: Dedicated to a god if polytheistic, or a saint if monotheistic. Either way the shrine celebrates a direct manifestation of the deity's will – the site of a miracle, a saint's tomb, a holy relic. It draws pilgrims and is often visited by nobles wish to show piety.

9 Garden: A vast park within the heart of the city, well kept and open to the public. Rare and beautiful plants are located in a secure terrarium, while more conventional plants populate the garden at large. Vagrants flock to the garden and are often violently removed.

10 Factory: A place of work, often with the assistance of newfangled machines. Lava forges, printing presses, and bleaching fields are good examples. Workers make meagre wages while the guild artisans and merchants grow richer every year.

D12 - What geographical feature dominates the city?
Most of these larger tables are for less crucial elements of a city, but the geography is one of the first things you should consider when interpreting the results. On its own it is often little more than colour, but a city on an island will look completely different from bisected by a cliff. A city's geography sets a frame for the rest of the details.

1 Island: The city is built on an island, at least in part. The island could be isolated but important (where all the leaders live), simply a part of the city connected by bridges, or the site of the entire city. It might even be man-made or have expanded into shallow water.

2 Undercity: There is a vast network of tunnels beneath the city, a hodgepodge of sewers, catacombs, mines, and sunken buildings. Travel is slow and confusing but hidden. Secret meetings of all sorts take place next to abandoned treasures and sleeping horrors.

3 Rivers: Rivers or canals dot the city. Many cities will be built around a single river, but this one has several minor ones flowing through. It's hard to walk for more than a few minutes without crossing one, and it's possible for the city to have more rivers than roads.

4 Forest: Most cities, even those in forests, have cut down all the local trees, but not here. It could be a planted forest in non-forested areas (like a royal wood), or a patch of trees hard to remove in forested areas (tangled woods, protected by druids or elves, etc).

5 Cliff: A single cliff runs close to or possibly through the city. The city is either built up against its edge, or is bisected by the cliff as it passes through it, separating the settlement into two halves. It might be dangerously tall, or so short two-story houses can see over it.

6 Mountain: The city is built on the slopes of a tall hill or mountainside. In most cases the higher parts of society live higher up the mountain, and some buildings like temples or colleges will be be built at the top of the peak. You can see the whole city from the top.

7 Crater: A deep recess into the ground is located in the city – or perhaps the city is located in it. A meteoric crater is the most obvious type, but dry lake beds and tundra alases are other examples. The crater may be abandoned, or the site of a district.

8 Ravine: A ravine cuts through the city or is built next to it. Exceptionally large ravines, closer to canyons, could have the city built inside them. Collapses are rare but not unheard of, leading to only the poor living directly adjacent to the ravine itself.

9 Swamp: While the city is built on solid ground, it is surrounded by a swamp or other wetland, theoretically but prohibitively difficult to build on. Things like gravel flats and desert dunes also fit. The city is built as densely as possible as a result of limited space.

10 Ruins: The city has fallen a far distance from what it once was. A considerable portion of the outlying regions, and more than a few inner-city buildings, lie abandoned and may have laid abandoned for centuries or even longer in some settings.

11 Plains: The city is built on an incredibly flat piece of land. Easy construction has let it sprawl in all directions, but has also fueled a desire to build the central buildings as tall as possible so the rich can see easily. The towering centre slowly rises from the sprawl.

12 Fog: Fog, or smoke, or blown sand, etc, obscures vision the city over. Whatever the source it makes it hard to see more than a few blocks on good days, and on bad days and at night it becomes impossible to see more than a few metres ahead of you.

D20 - Every city's got a weird, fantastical place. Where is it here?
Lastly, a city needs flavour. You can put all sorts of odd locations for the players to stumble upon, but the ones here are both visitable places and say something about the city at large. Dwarven Outposts = dwarf populations, Observatories = fortune-tellers, etc.

1 Observatory: A large building, raised above the rest of the city, designed to study the movements and nature of celestial objects. The observators consist of magicians, fortune-tellers, and the rare conventional scholar interested in the stars.

2 Wizard's Tower: A tower designed for the magical arts. It may be split between many lesser magicians or a single, exceptionally powerful and/or wealthy one. Most such towers will have many connected buildings for non-magical purposes the tower requires.

3 Curio Shop: The curio shop fades in and out of reality, but it always appears here, whenever you wish to visit. It buys and sells magical items and worthless trinkets, restocking them weekly but never having more than eight actually useful relics at a time.

4 Laboratory: A place of experimentation, typically alchemical and mechanical, but occasionally magical as well. Now is an age of invention, and though it make take years or even decades, laboratories like these produce world-changing discoveries.

5 Necropolis: A sprawling graveyard, ancient, overgrown, and full of above ground mausoleums. Citizens are buried here constantly despite the overcrowding, the very air thick with necromantic energy.

6 Clock Tower: Rising high above the city, this tower displays the time and holds bells that ring hourly during the day. Clockworkers work within it, both to maintain the clock and to create and maintain new devices for the city's elite to buy.

7 Bazaar: A peculiar market selling unusual items from distant lands. The legality is questionable, the products as eccentric as the merchants, and the prices high. But they sell things no one's even heard of – clockwork limbs, protective runes, and alien plants.

8 Dwarven Outpost: The Dwarf population is high and tight-knit enough to form a miniature fortress, a single fortified building in which hundreds of Dwarves live and work in taverns, forges, and underground farms.

9 Elven Enclave: The Elf population is high and tight-knit enough to form an enclave, a gated community of fine houses in a garden environment fitting the chosen biome of the local Elves. Forest glades, pristine lakes, and even underground tunnels are common.

10 Henge: A collection of ancient stones, built to channel magical energies. The stones take up considerable space and someone always wants to tear them down, but all that magic has to go somewhere – damaging or destroying one has terrible implications.

11 Statuary: A garden of statues, some of people, some of things, some of abstract shapes. Many have been made to order for local nobles, but sometimes, statues show up overnight, made of stones found only in distant lands.

12 City-Nymph: The city has a nymph. In a place of significance, an old gate or ruined building, she or he lives and can be sought after for guidance and aid. The church is almost always in opposition of the nymph, but most city-nymphs are beloved by their cities.

13 Ruin: A stone building from ancient times, such as an aqueduct, arena, castle, or tower. It lies damaged and abandoned, but is too large and/or important to be easily removed, standing tall and strong as the city changes around it.

14 Smithy: A smith of weapons and armour, specializing both in the creation of masterwork weapons and weapons made of supernatural metals. Adamantium swords, carbide armour, and occultum trinkets can all be made to order, if only for prohibitive costs.

15 Healing Font: This location, typically a body of water such as a river or spring, has restorative properties. Those who stay in its presence have Advantage against disease, poison, and other such ailments, but it does not heal injuries or remove curses.

16 Sinkhole: A vast and deep pit in an otherwise geologically sound area. It stretches down so far that things dropped into it make no sound, but is not bottomless and likely ends in water or a connection to a cave system. May connect to a city's undercity.

17 Ancient Church: A temple to an ancient god, lost and forgotten and possibly forbidden by monotheistic faiths. Attempts to remove the ruined church have been met with curses, and it is likely that a hidden cult still worships the god it venerates.

18 Asylum: A prison for the sick and mad and mutated. Anyone deemed unfit for society is dragged and left here, cared for intermittently but most left to their own devices in dark, vast halls, where cults propagate and plans of escape are in perpetual motion.

19 Terrarium: A glass encased miniature biome, often used to grow rare plants that normally would not thrive or even survive in the local environment. It is as much a garden as a farm, and the plants and animals within are sought after by local magicians.

20 Cafe: Cafes are all the rage, but this one more than any other draws artists and intellectuals to debate philosophy over coffee, tea, and opium. Many a conspiracy and philosophy has formed in the stimulant-fueled discussions that cafes promote.

Friday, January 18, 2019

Town Name Generators, for Pseudo-Britain, Pseudo-Germany, and Pseudo-France

There was a post on the OSR subreddit the other day that linked to an article on Wikipedia about place names in Britain. The article is interesting in its own right - it talks about the meaning behind each prefix and suffix, not just listing their prevalency - but the post suggested that it could be made into a random table. So I started to write one.

But then I remembered this absolutely amazing random generator maker I've seen some blogs use to make generators. With it you can turn lines and the simplest forms of programming syntax into HTML which, in turn, turns into a button that can generate countless variations. I learned a bit of HTML a long time ago - I'm considering trying to learn it and CSS to make this blog look less like ass - but with that, even a dummy like me can make a generator.

It was so easy that once I was done making the Pseudo-British one, I clicked on a link from the Wikipedia article to take a look at some Germanic toponymy as well, and decided to turn that into a generator too. After that I figured I might as well round it out with French as well, until I realized halfway through that Wikipedia's breadth is vast but not infinite and there aren't ready-made articles on French toponymy like there is for Britain and Germany, and decided to finish the French one early and leave it at that.

Fair warning: these generators were designed to make names that merely sound like one from the country they're from, where they were designed and not hastily cobbled together. Linguistic inaccuracies abound. It's a fantasy land with elves and wizards, anyway. It would honestly be weirder if I'd tried to make it realistic, if you ask me. It does mean you can - even if it's exceedingly unlikely that you will - generate a town named "Montmont-le-Montmont". It's not a bug, it's a feature.






Wednesday, January 16, 2019

Platonic Race-As-Class

Race-as-class is an idea that, in theory, works. It allows a setting to have truly alien races by making the way they play fundamentally different from human classes. It also allows races to have impressive powers while keeping them balanced, since their strength is offset by the fact they lack the cool class powers humans get.

In practice, I've had bad experiences with it. Players avoid it, and when they don't, they make every Dwarf Gimli and every Elf Legolas. And almost inevitably, someone will ask if they can play a Halfling Fighter or Dwarven Magician and I'll have to tell them no.

There is a ethos found in many OSR games that pushes away from the highly customizable characters of modern D&D and D&D derivatives, preferring instead to focus on making the characters different through how they're played and what happens to them during the course of their adventures. I'm all for this (in certain games - I enjoy the customization inherent to the playbooks of Apocalypse World variants, but get why that doesn't work in an OSR game), but I feel like race-as-class hinders, not helps, this idea. When every fighter is the same, you start to try to set them apart from each other. But when every dwarf or elf is the same... you start to play them like a stereotype, since everyone has an image of what a dwarf or elf "should" be.

Secondly, there is also a push towards verisimilitude in OSR games. Again, I agree with this (and again, see where it's better to focus on an interesting story over what feels "real"), but then a part of me starts wondering why only humans and elves can learn spells. Why can't a dwarf start studying magic? Or why can't an elf or dwarf of halfling be a specialist and learn any number of skills which, in theory, you don't even need to be an adventurer to learn?


Part of my reason for feeling this way is spending a long time playing Dwarf Fortress over the years. The eponymous dwarves in your eponymous fortress all have different jobs and personalities, and yet when you run into elves or humans or goblins, it's clear that a dwarven engraver is different from an elven engraver. Art by RaysinMocona.

So here's my idea: each "human" class has a certain part of it that is not strictly necessary for the class to function and can be removed. Furthermore, each race-as-class has a certain part of it that is inherent to the race, but is also not so strong that it warrants being part of its own class.

If you want to play a race as a class you can do that. An elf is an Elf, a dwarf is a Dwarf, a halfling is a Halfling. But if you want, you can play a Fighter who's also an elf, or a Specialist who's also a dwarf, or a Magician who's also a halfling. (Note the use and disuse of capitalization - the difference between a race, and a race-as-class.)

To do so, you remove the unnecessary part of the human class, and replace it with the inherent part of the nonhuman class. So your magician doesn't have cantrips anymore but now they can see in the dark. Your specialist no longer deals sneak attack damage but now they're impossible to surprise.

This also makes it easy to make new races and classes who work. Each time you make one all you need to do is find one part of them that fits the mould and you have guaranteed compatibility with any other class and race you make.

Give me something I can use you nerd!
Okay, okay, fine. Some of these may seem complicated but once you figure out what a class in your system should have removed you're set for life.

I want to play a...
Fighter...
Remove any bonus HP (e.g. move their Hit Die down to the average).

Specialist...
Halve the number of skill points gained at level one. If not using skill points, remove any sneak attack damage bonuses and/or the ability to gain them.

Magician...
Remove any cantrips. If you don't have cantrips, -1 cast per day unless you only have one cast per day at level one or don't have casts per day, in which case reduce the number of known starting spells to one. If you're outside that you're probably using a homebrew in which case you know more about the class than I do. Make up your own removal.

Cleric...
Remove any bonus HP, if they don't have bonus HP remove the ability to dispel magic, if not that their ability to turn enemies, if not that reduce their spells like a Magician.

...who's also a(n)...
...Elf!
Automatically pass test of initiative/any other reaction-based bonuses.

...Dwarf!
Can see in the dark or just better in dim light (either way the better-sight-in-darkness stuff).

...Halfling!
You can heal from eating any number of times per day or you're good at hiding behind stuff.

...Orc!
+1 HP per level or step your Hit Die up one step (whichever you prefer).

...Fishman!
You can breathe underwater.

I've never seen an Orc or Fishman class before.
I got you good, didn't I!

The beauty of this is you don't have to make a race an entire class. I've never had an Orc or Fishman class in any of my games (yet) and I'm willing to bet most people haven't either. But with a single line of writing - one stolen from the Fighter class, the other the most obvious racial bonus in existence - I just made one.

Furthermore, that Orc bonus implies an Orc class is just a Fighter with green skin. Which I think is awesome! You could spin a Cleric into being an Angel or a Specialist into being a Ratman. Then just take a key part (probably not the same one that was removed - a Cleric's extra HP doesn't really say "Cleric" to me) and you can turn them into an Angelic Magician or Ratman Fighter.

But wait, there's more! What makes an elf an Elf? Fighting + magic? And what makes a dwarf a Dwarf? Spelunking focused stuff? Why not make a Human Dwarf or Halfling Elf! Replace the Dwarf's darksight with +1 HP/level or +1 HD size (humans are durable), and the Elf's initiative with a Halfling's eating or sneakiness.


Geralt (like all witchers) casts spells and stabs people. He even has sensory abilities. Sounds like an Elf to me! Art by Zary.

Not only does this system make it easy to play a Dwarven Fighter or Elven Specialist, it makes it easy to play more unusual takes on existing classes. All of a sudden, a Dwarf isn't the only type of dwarf you can play - and, when you play a Dwarf, you don't even have to be playing an actual dwarf! What was once a restricting system is now an open encouragement to be creative, while at the same time being simple enough in structure that players aren't bogged down with choice.

Where to go from here:
Joseph Manola's neat B/X D&D classes. He's written a lot of cool classes but you can mine this file for ideas/usable ones without diving into his blog (but you should do that anyway because it's neat). Even has an Orc and Fishman class!

Joe Fatula's take on fantasy races. These are very interesting just in general but also play with idea of races being based on but not strictly bound to a stereotype - adventurous humans, haughty elves, etc etc.

Emmy Allen's Miner and Lantern-Girl classes. It's easy to see how a Miner is just a human Dwarf and a Lantern-Girl/Link-Boy is a human Halfling, and easy to see how you could easy run them as just a Dwarf or Halfling. The Miner is the class that inspired me to write this post in the first place.