Showing posts with label blood. Show all posts
Showing posts with label blood. Show all posts

Friday, 16 August 2019

Backgrounds of Xor

Some quick weird life story tables for Xor - the land of meat and wonder!
Picture above shows meat in it's purest form mined from Xor.

d12 I was born....
1 In a tribe of roaming hunters always exploring
2 In a barbarian tribal village often with fortifications
3 Bred in a slave farm like cattle, like
 estate of a wizard or monsters territory
4 In a large town with merchants and diverse peoples
6 Found as a child by kind commoners assumed to have come from Xor
7 Found as a child by well off urban family
8 Born in household of nobility, probably a bastard and legal parent is a servant
9 Raised by humanoids, demihumans or beast folk or other strange hidden race
10 Exploring strange fleshy intrusion into home world then swallowed into Xor
11 In another land of stone and steel, Xor ate old home world or alternate timeline
12 Raised by supernatural being in luxurious pocket dimension which you escaped to Xor


d12 Miracle birth secrets on Xor....
1 Broke or cut free of the skin of Xor where had been growing asleep
2 Grown in a fleshy pod structure in secret full of slime
3 Crawled out of pool of primordial ooze
4 Hatched from a egg or sac of skin
5 Creature gave birth to child, implanted by shamen or just a miracle of Xor?
6 Clone cut off body of a regenerating person
7 Grew from surface of Xor over a few days
8 Made by a alchemist or wizard in a lab
9 Clone of great trouble maker killed before time Xor wants back
10 Burst from corpse of old version as a clone child with possibly memories
11 Vomited up or excreted by some monster that then ran away
12 Made by cult who brought you to life with magic from a flesh effigy


d12 When I was young....
1 Was precocious and curious getting into adventures, shenanigans and hi jinx
2 Lost family in tragedy roll again on birth table
3 Knew members of another race and how to live alongside them
4 Almost died in a terrible accident or attack
5 Saw a terrible famous monster
6 Saw a terrible crime committed
7 Were sick and feeble and almost died
8 Had to work hard with family to survived
9 Survived a plague
10 Seemed favoured by the gods
11 Feeling i was watched
12 Travelled vast distance

d12 My Adventures so Far...

1 Battled a monster that killed many people you knew
2 On run from some kind of cult or secret society
3 Desperate for cash carried torches and piles for adventurers
4 Accused of a crime or heresy or breaking taboo and had to flee home
5 Warlords over ran home area turning survivors into scattered refugees
6 Disaster forced you to flee and separated you from allies
7 Explored a strange flesh cave once and saw horrible monsters
8 Met strangers from some other world having a adventure
9 Having mysterious dreams since found and touched some ancient relic
10 Fell into underworld complex of organs and strange beings for months
11 Ran away with mysterious lover who since abandoned you or disappeared
12 Plucked up by a titanic kaiju and had to live inside it a few months 


d12 The worse thing I had to do was...

1 Eat some loved ones to survive, but they would have wanted you to
2 Perform a evil sacrificial rite to drive away a demonic being
3 Joined a cult that turned out to be just about sex, drugs and demons
4 Slave labourer on plantation or mine, thrown away when thought you were dead
5 Served a awful wizard or priest, witnessed their terrible crimes
6 Infested with a terrible parasite until it burst free and escaped
7 Involved in shameful massacre of tribe or faction
8 Damaged something that tainted area and released contagion demons
9 Forced into joining chaos demon cult to survive till you could escape
10 Joined a community and lived peacefully but they were all killed while you hid
11 Tricked into act of cannibalism by cult then killed bunch of them in revenge 

12 Killed a whole gang by yourself with mostly luck and people think you are a killer



Tuesday, 13 August 2019

Literacy on Xor

Crikey I opened a can of worms mentioning books on Xor.
So now i have to explain how Xorians write.

Surface of Xor in some locations has tattooed secret places with forbidden lore
Slave auctions might actually have tattooed living books for sale

Feel free to submit ideas that i will steal from you like the wind bwah haha!

d12 Book Types of Xor

1 Runes carved on bone or teeth or tusks in bundle usually in a leather bag, sometimes ink or blood is rubbed in to read easier or in rituals
2 Book of vellum sheets of creature skin or tattooed on living creature then made into book 3 Living creature covered in tattoos, when it dies it's skin will be made into a book, pigs are most common but dogs, humans, giant mole rats, cats are all good choices. Fancy ones might be lions, golems, gargantuan kaiju, salamander, manticores
4 Tablets of dried faeces sometimes fired or special diets required, often kept in skins
5 Living flesh book, open it slimy living skin pages to read, requires feeding 1in6 speak
6 Living flesh book can walk, sneak, hide, as smart as a animal  1in6 speak
7 Lore potion, made from extractions of neural fluids gives drinker memories, knowledge and skills for a d4 turns with some residual trivia, often come in a egg or skin sac
8 Memory slave is a creature or human that specialised in memorisation, some also super numerate or with other skills. Bird breeds are common message takers and spies. Some just know a single work and little else, some have a book per INT point 
9 Brain sac with nueral link connection tentacles to talk to brain in bio bubble 1in6 with eyes 1in6 with a voice box
10 Brain sac with psionic link to the animus and overmind of Xor, networked into other brains, includes eyes and is telepathic, telepathy, telekinesis, levitation, clairvoyance. Some have been cut off or broken free and often mad
11 Memory Worm, eats the brain of victim and if inserted in the nose gain memories of the last victim. The host shares memories from the worms last victims. Drugs keep worm from destroying the host over weeks. A separate fungal infection does the same thing as the drug but turns hair silver. An infested brain explodes with worms an hour after the hosts death
12 Book is a colony of tiny creatures like rats, bugs, worms or slime. Handled to "read" the creatures form text formed with bodies. You can find them wild sometimes. Some are descendants from familiars or degenerate spell books of the elder races, monster kings and necromancers

Sunday, 11 August 2019

d100 Common Idioms of Xor



Heroes on Xor while leaping about in human skin loin cloths need stuff to shout! While wielding mighty sawtooth blades made from giant lizard fangs, you need stuff to yell as you stab it into foes 2 or 3 times more than needed. It's stuff boring old priests say or a farmer accidentally hurting himself at work or a warrior trying smack talk. Perhaps a quote from the nominomicon or the secrets of the cannibal kabbalah. I had idea of having one of these on bottom of each page.

d100 Common Verbal Abuse on Xor
01 By the great glistening gelatinous glumps of Xor!
02 All flesh is one - all is flesh
03 Flesh is as thy flesh does
04 By the rancid meat sceptre of the beast!
05 By the great yellow teeth of Xor
06 By all the magical mysteries of meat 
07 Everyone looks the same touching their toes
08 You are born of meat and at the end you are just meat
09 We come from blood, to blood we return!
10 By the bones we are are all broken
11 I keep my soul in my skin I must not let it leak out! 
12 The animus is in every living thing, beware the anti animus!
13 By The Flesh of Xor I hunger to eat my enemies
14 Blood and flesh for Xor!
15 Bones break bones yet flesh begets flesh
16 If the body complies the mind will obey
17 The mind is weak the flesh is strong
18 Bleed for your god who bled for you!
19 Beware the mutant, the infected strange and daemon cults
20 Infections are intrusions into the perfect ever living world of Xor
21 Devour life challenges as Xor devours worlds
22 All that bleeds lives!
23 A beating heart if the best heart
24 By the seven sacred organs I give my life!
25 Raging fists of meat pummel the wicked!
26 Beware the star stone of iron or metal strangers bring
27 Flense the infected and flail the wicked
28 Righteousness if flesh and flesh is righteousness 
29 By the pure flesh of the Virgin Queen 
30 Praise Xor the All Mother and All Father
31 We all suckle from the holy teats of Xor's wisdom
32 Cast into the corpse pits to feed Xor, to be reborn as Xor pleases
33 The circle of strife is all life linked in chains of eternal hunger  
34 Blast my rotten juices of piss and sweat and blood!
35 We are closest to Xor, our enemies are mere effluent and flatulence 
36 By the power of the Animus spare this life
37 There are two types of stranger, the ones you marry and the ones you eat
38 Meat binds all into a unity of flesh, the body of Xor
39 Heart beats, blood boils, bile burns, enemies die!
40 By the great fleshy leather dewlaps of Xor
41 May sweetmeats and pickled jowls rain down from heavens!
42 I butcher this foe that their flesh is returned to the greet devourer
43 By the jiggly boobs and buttocks of Xor!
44 By the fleshy love chasms of great Xor
45 By the sphincter of the great ones
46 By the pulsating prolapses of the elder gods!
47 I am your predator, prepare to be rendered to base gore
48 You are but a few buckets of meat slurry in the great fleshy ocean that is Xor
49 Great melting eyeballs of the witnesses of Xor!
50 Xor is way the only way, all that live comes from and through Xor
51 Consume thine enemies, consume their greasy grimy corpses with glee
52 All life is Xor, to oppose Xor makes you an enemy of Life!
53 It is the strong's duty to persecute the week and free them from choice
54 If you bite to much of Xor, Xor will bite you back
55 Come wade into blood and gore, enjoy the deadly battle dance of Xor!
56 Your enemies are gifts of Xor, use them for fuel, leather, bone, meat, sinew or slaves
57 Bones can flex only so far
58 Give a man food he carries your goods for a day, turn his skin into a bag he works for you and your children
59 It is a mercy to mutilate and mark the mad and strange so all know take pity on them
60 Xor will always provide meat for your young and old, praise Xor!
61 A stranger is just a animal you have not eaten yet
62 If a stranger wrongs you cut his cheek with a knife to say "No! I have had enough!"
63 May you be reborn in the bosom of Xor 
64 If it offends you spit it out or cut it off
65 Humans skin is like a book of a life, I look forward to showing yours to my kin!
66 Eyes, ears, finger, toes and nose - all good eatin' don't you knows?
67 Teeth are a treasure for trade and making weapons, always collect them!
68 By my blood engorged muscles I strike at thee!
69 It is easy for anyone to fall into the maw of Xor, some are taken sooner that is all
70 Pumping muscles, bleeding gums, hammering fists, squirming tongues
71 Broken bones, squirting blood, gasping lungs, embrace the void within
72 Stillness is death, keep moving
73 Stab my flesh, break my limbs, dash my brains, I live on inside Xor forever 
74 The chosen of Xor are born again and again while the useless are shat out into the void
75 The old and wise you feed and care for, the old and idiot just leave them for wild beasts to eat
76 Those who defend life are worthy of life, the unworthy deserve death, Xor is Life!
77 Lo! The enigma of Xor, creator of all yet gormless and formless ever living idiot
78 We are but ticks and fleas feeding on the greatness of Xor 
79 All elements are within mighty Xor and meat is the master element
80 Mutants are a blessing from Xor, any might be the key to survive in the future
81 If it tastes good it was meant to be eaten
82 Pity not those who we eat for they become our flesh, the circle of strife goes on
83 Xor gives us warmth, meat and life so we devote our selves to the lord of flesh
84 Life consumes life to live, murder is as natural as breathing,
85 A kind fool warns his dinner before eating them
86 If you ask to be eaten eventually you will be
87 Xor is the great cosmic worm ever devouring itself in a cannibalistic spiral
88 When you devour the corpse of your lover, it's ok to start with the feet
89 Scars show you have lived and had experience, only fools and idiots have no scars
90 Stone crumbles, iron rusts but flesh is reborn forever in Xor 
91 By the slaughter seers of Xor, I shall unleash your blood in great showers of gore
92 Everything given to your children, family and slaves is a debt they must repay
93 Show mercy to a foe and just mutilate or enslave them
94 Only eat who you kill, wasted flesh attracts otherworldly evil
95 May your soul rot in the bowels of Xor's digestive tract for a billion eternities
96 If good flesh gets a worm cut it out fast (some say poison it instead)
97 The eater of your friend is your enemy (or the eater of your enemy is your friend)
98 To open a flesh gate you must be gentle like a lover, masterful like musician
99 Chew your sinew and gristle, it's good for you and the sensible thing to do
100 Beware flesh of the alien, the outsider the defiler, the plague carrier and the daemon

Thursday, 8 August 2019

Books of Xor

More i think of it a Xor Series of adventures might be good. Here is a list of Faux book titles I can quote constantly in my Xor book.

d100 Books of Xor

01 Settlers of Xor
In which pioneer settlers build a city for their tribe of heroes versus their evil kin

02 Ancients of Xor
Ancient wise in the ways of living inside Xor and their strange alien weapons

03 Pirates of Xor
Pirates from another world came to Xor for treasure, plunder and wonder

04 Knights of Xor
A order of knights guard the holy orifice of Xor keeping it safe from chaos demons

05 Gargantua of Xor
A war between colossal morons of godlike power and how humankind got rid of them

06 Citadels of Xor
A cluster of great cities emerge over centuries and come to war and ruination

07 Parasites of Xor
Horrid new species of parasites invade a community who must trust Xor knows best

08 Plagues of Xor
Diseased demon cultists come bringing sickness to the tribes of Xor

09 Plant Lords of Xor
Rare tribe of plant folk on Xor seek a hidden place with vegetation to live in peace

10 Beastfolk of Xor
Scholar Hero travels to the wastes to live among the beast folk tribes

11 Rotten things on Xor
Volcanic event erupts infected chaos effluvia to the region which heroes seek to heal

12 Flesh Apes of Xor
A race of huge naked ape folk rampage over the region egged on by their ape god

13 Merchants of Xor
Traveller Aiken Zola follows trade routes describing customs of lands for traders

14 Meat Giants of Xor
A horrid race of hungry flesh giants rampaged the kingdom till their lord was killed 

15 Bastards of Xor
A gang of unwanted youths go on a adventure seeking wealth and a new home

16 Hatred of Xor
Flagellants, berserkers and murder cults roam the land until heroes stop them
17 Treasures of Xor
Adventures, heists and exploits of the rogue elderly Flurax Sepossak
18 Eaters of Xor
Another world gate allows Xor to taste uneaten worlds allowing heroes to travel
19 Prophets of Xor
Prophet dreams of Xor's desire and rouses an army to fight a crusade against chaos

20 Caverns of Xor
Heroes travel into the depths of Xor seeking a lost civilisation devoured long ago

21 Deep in the Bowels of Xor
Travel the inside Xor seeking a safe way beyond mouth, stomach & labyrinthine gut
23 Fangs of Xor
Tribal cannibal warriors taken as slaves, escape after seeing strange civilisation
24 Mutants of Xor
A saint unites mutant tribes into a army to fight the mutant hunting templars

25 Animus of Xor
An explorer in the neural chasms of Xor discovers a secret hidden race 

26 Ultra Pits of Xor
Explorers in the deeps of Xor find a great subdermal kingdom of evil wizards

27 Killers of Xor
A blood thirsty cult on a murder spree as they flee civilisation into the chaos wastes

28 Fighting Fungus of Xor
The bellybutton chasm strange forests of fungus and mould strange to people of Xor

29 Cancer of Xor
Hideous chaos growths menace a peaceful valley of warrior farmers

30 Oceans of Xor
Great oceans of sweat, tears and spi with hidden islands are explored by a bone ship

31 Bones of Xor
Great bone assemblages are home to new settlers, explorers and monsters

32 Flesh of Xor
Great flesh quarry where meat is exported and the troubles of the governor running it

33 Blood of Xor
Exterminating a cult of blood sacrifice dedicated to a vampire bat goddess

34 Breathe of Xor
Into the lungs adventurers seek a chaos incursion harming all of Xor

35 Brains of Xor
Explorers in the brain clusters of Xor seeking occult mysteries and strange wonders

36 Heart of Xor
Proffessor Carnodeles and his merry assistants look into the heart cathedral of Xor

37 Cannibal Mutant Babies of Xor
Giant babies roam the land eating everything so heroes seek a humane end for them

38 Zombies of Xor
Necromantic cult finds larder of corpses and causes trouble so heroes kill them

39 Flatulence of Xor
Gaseous emissions caused by demons of pestilence giving Xor bad bloating

40 Orifice of Xor
Land of a thousand sphincters, full of fleshy caves with treasure and monsters

41 Gateway of Xor
Intruders from another world exchanged with xorians and hijinx ensue

42 Invasion of Xor
Xor invades another realm bringing peoples of Xor to a new world not made of meat!

43 Devoured of Xor
Adventure inside Xor as explorers world eaten

44 Strangers in Xor
Visitors from a far off land explore Xor to trade and find stranded enemies from home

45 Tentacles of Xor
Tentacled mutant horrors invade and villagers must flee a land gone mad

46 Beasts of Xor
Hunter seeks strange beast to slay, enters caverns of Xor to find where beasts from

47 Templars of Xor
A warrior order help rouse a army for a crusade against chaos daemons

48 Berserker of Xor
Wild warriors raid a coastline and cavern systems for treasure and slaves

49 Bone Pyramid of Xor
Tomb of a mad necromancer king who plans on animating a bone 
colossus
50 Flesh Cube of Xor
A cube of flesh appears on a world crumbling apart offering a refuge from apocalypse

51 Carrion Ziggurat of Xor
Fleshy mountain of scarified wonder carved by cultists into the flesh of Xor 

52 Hierophant of Xor
A great priest unifies kingdoms to wage war on chaos infections breaking out

53 Crown of Xor
A king unifies local tribes to aid Xor in devouring a new realm as invaders

54 Healers of Xor
White necromancers heal and speak to the dead but some say they are really sinister

55 High Priestess of Xor
Great Priestess overcomes adversity, has great lovers and wins a kingdom 

56 Warriors of Xor
A tribal barbarian becomes a great warlord then royal guard and then king
57 Thieves of Xor
City urchin rises to become gang lord and many times uses stranger magic treasures

58 Wizards of Xor
School wizards meet again years later before tragically they must kill each other 

59 The Tower of Flesh
Heroes invade a flesh tower to kill the mighty meat master of flesh wizardry

60 Swords of Xor
Mercenaries fight various wars in lands of Xor before they battle a daemon horde

61 Axe of Xor
Barbarian brothers hunt and kill evil wizards who destroyed their kingdom

62 Harpoons for Xor
Men hunting humongous flesh creatures are drawn to world of Xor

63 Magnificent Meat Mages of Xor
A band of wizards battle a mutant army besieging a village

64 Mummies of Xor
A great underground tomb has awakened with mummies who prepare for war

65 In the Flesh Gardens of Xor
Escaping the pleasure pits of Xor are harder than any prison with bars

66 Gluttons of Xor
New arrivals greedily gorge on the wrong flesh and become mutant monsters

67 Midden Heaps of Xor
An ancient garbage heap has remnants of long lost civilisations

68 Birthmark of Xor
Heroes marked by blemish of Xor witness the invasion and devouring of their worlds 

69 Butchers of Xor
Heroes gather exotic organs and meats of Xor for wizards

70 Slime Pits of Xor
Exploring underground slime lakes and exotic island kingdoms

71 Carnage of Xor
A warrior order slaughter their way across the realm before heroes arise and kill them

72 Blood Feast of Xor
A savage cult taking over the region claim to know secrets of Xor

73 Madness of Xor
A land of madness and behaviour altering hormones tear lakes guarding a bad wizard

74 Reanimated of Xor
A wizard makes zombies from cloned corpses he has been growing for troops

75 Elder gods of Xor
Cult calling elder intruder gods to the land of Xor who were killed by heroes
76 Bird Gods of Xor
Strange kingdom of bird folk keep a wall to ward off humanity

77 Lizard Kings of Xor
A kingdom ruled by tyrant lizards and dinosaur minions that feed off Xor

78 Dreamers of Xor
Kingdom of wild wizardry where locals dream a whole new world in contact with Xor
79 The Predators of Xor
Monstrous creatures besiege a community who hold them off until allies arrive

80 Emperor of Xor
A ruler dedicated self to Xor and carved out a empire until he was betrayed

81 Surgeon Seers of Xor
Surgical cult who created monsters and explored the depths of Xor seeking power

82 Scar of Xor
Great sickly chasm has intruders from daemon realm, heroes are sent to purify them 

83 Sickness of Xor
Plague strikes the land and heroes travel to a node of Xor's mind to save people

84 Slumber of Xor
Xor recovers after long hibernation and creatures awaken for food
 and love
85 Love Slaves of Xor
A band of slaves travels, escape and eventual settlement of a new kingdom 

86 Warp Lords of Xor
A dread lord with powers of of the alien warp comes to Xor to raise a daemon army
87 Goddess of Xor
A new goddess assembles worshippers to prove her divinity to the god kings of Xor

88 The Flesh Daemons of Xor
Horrible invaders come to xor but mighty heroes foiled them

89 The Skin Flayers of Xor
A cruel warlord arises and is eventually foiled by a lack of supporters left alive

90 Sacrifices of Xor
A startling strange civilisation sacrifices thousands of captives to the maw of xor 

91 City of Flesh
A great city of merchants and nobles and it's many tales of treachery and adventure

92 Pit of the Meat God
A great god at the bottom of a pit is foiled then killed by heroes

93 The Carrion Fortress
A vast fortress of flesh holds back a undead horde keeping kingdoms of xor safe

94 City of Bleeding Gums
A bustling corrupt city of pink and ivory, where murder and mystery are at every turn

95 Rise of the Meat Lords
Warlords of barbarian tribes arise to exterminate wizards and demon worshippers

96 Rancid Meat Sceptre of the Beast
Artefact wielded by evil god is stolen by a mortal who destroys the beasts empire

97 Fleshfall of the Meatlord
Meteors land and alien flesh grows smothering the land with Xor here to devour all

98 War with the Dead
The fallen dead enslave xor for the eternal feasts of the dead

99 Rugose Slime Caves of the Vile Ones
A hideous outsider race dwells in caverns of flesh growing their evil spawn
100 Pustullent Ones Cometh
Great infected boils cover the land until a hero confronts the plague demon lord!

Wednesday, 10 July 2019

d100 Church Missions




































More missions but possibly nicer than the previous posts in this series. Unless you are a godless heathen then not so good. As usual higher number more severe missions. Possibly handy for when healed at a temple. A druid one would be pretty different. Some tasks might just require time and labour. Having finished this I considered could be missions related to petty gods and saints but oh well.

d100 Church Missions
01 Go begging in the markets to raise money for the church roof fund
02 Work in the scriptorium copying religious documents
03 Inspect the graveyard for needed repairs and cleaning 
04 Go work with the caring for the sick and offer them prayers and scripture readings 
05 Collect poor boxes from some of the smaller churches for the bishops new gold hat
06 Guard pilgrims travelling between shrines from bandits and evil doers
07 Go preach in the markets and put on a better show than rival public speakers 
08 Put on a mystery play to entertain the masses at the markets
09 Clean all the local shrines and leave a coin at each one
10 Go and teach orphans to read and write and convert them to our faith
11 Convert a merchant to our faith so they might help spread our faith
12 Preach to backward isolated villagers and warn them about temptation of evil cults
13 Convince a wealthy banker or merchant to sponsor an orphanage
14 Round up local drunken and sinful adventurers and bring them to church for a service
15 Convince a noble to show mercy to those that owe them money
16 Nail holy scriptures to the door of the biggest miser in town
17 Visit prison and convert and aid the poor degenerate sinners
18 Gather up abandoned urchins and bring them to a church orphanage 
19 Rally a angry mob against some injustice or blasphemy and use to proselytise 
20 Find who stole a from a poor box and thrash them soundly and hand them to the law
21 Convince a wealthy person on deathbed to leave money and lands to the church
22 Build a new shrine for pilgrims to act as shelter and expand current treks
23 Travel into the wilderness and preach to savages and non humans 
24 Raise money for missionaries to aid and preach to savages on the frontier
25 Vandalise monuments and rock carvings of the old religion with holy symbols of our faith
26 Gather and burn blasphemous books and objects of vice like rum and drugs
27 Help poor trapped in vice industry to escape lives with popper respectable work and homes
28 Help refugees and homeless find safe place to live
29 Transport a valuable artwork between churches for new installation
30 Build a monument to church or holy person or deity to impress people
31 Help fund or build a new church on the frontier to help spread the faith
32 Restore a tainted former holy site with sanctification and purification rituals
33 Investigate rumours of a strange cult operating in a rural area
34 Some unlawful spell caster is operating in a community in secret, find and punish them
35 Help stop the spread of vice, drunkenness and lechery in a poor area 
36 Help guide pilgrims through a dangerous route unused for decades
37 Find and restore a long lost holy shrine and have it put on pilgrim maps
38 Go on a long distance pilgrimage to collect holy scriptures to bring home 
39 A bejewelled gold relic box with a saints body parts was seized by raiding dungeon monsters, bring it back
40 Find a holy hermit and encourage them to return to civilisation to share their discoveries from years of solitude
41 Find a former priest of paladin and help them restore their faith and return to the church
42 Go on a mission to the frontier and help build a church, school or hospital
43 Expose a hidden cult of vice and degradation among the merchant or noble classes 
44 Find a evil cultist pretending to be a holy person spreading chaos and evil
45 Destroy all the undead in a graveyard and sanctify it so the dead remain at rest
46 Hunt down lycanthropes or vampires or doppelgangers infiltrating a community
47 Help recover lost holy book stolen by thieves and punish them for their sins
48 Recruit a band of acolytes to the church and lead them into a battle vs evil
49 Aid templars in their works guarding pilgrims and funding holy wars in distant lands
50 Exterminate a community following a enemy religion spreading vile blasphemies
51 Aid crusaders on their travels to holy war with food, shelter and money
52 Recruit a mob to join the crusades to earn a place in heaven by killing heathens
53 A necromancer in a hidden underground vault is defiling dead and grave robbing, find and exterminate the fiend
54 Hellish agents have been convincing the desperate to sell their souls to hell, find them and stop them
55 A noble has been dealing harsh justice, convince them to be more merciful and help the needy
56 Shut down house of ill repute and find the workers proper jobs and houses, protect them from vindictive gangs and criminals so they can escape their troubles
57 Find a local drug peddler, burn their goods and thrash them publicly
58 Aid widows with legitimate work and homes 
59 Check the seals on local crypts and catacombs for signs of necromancers or undead tampering
60 Rally a fighting force or peasant mob and lead them to burn the house or tower of a wicked sorcerer or wizard up to no good
61 Evil cultists gather for seasonal feasts and depraved orgies with devils and animals, find the next such gathering and attack them
62 Aid the inquisition in locating cultists and destroying their organisations
63 A monastery has reported a dreadful haunting, investigate it and stop the problem
64 A community has had parishioners struck by curses, find the culprit and have them arrested
65 A report of a country church being lenient and encouraging other faiths and cults has disturbed church officials, go and encourage them to do the right thing
66 A priest has had some unsavoury accusations directed at them, investigate them and report findings to the church but be discreet
67 A nunnery has had reports of madness and troubles, go investigate and stamp out the problem
68 A pedlar of quack potions and cures has been encouraging simpletons to use their faux treatments instead of church healers. Investigate them and possibly use legal means to drive them away
69 A simple rural village has been reporting miracles and wonders, investigate if they are fair or foul wonders or just some kind of hoax
70 Help with the construction of a new church or cathedral
71 A cultist captured admitted under torture that a gate to hell opens occupationally and cults gather to welcome devils into the world, find and stop them
72 Join a crusade to help a holy war against a rival faith or backwards frontier peoples
73 Anew land has been discovered and the church needs agents to explore it and help pave the way for missionaries
74 A templar order keep has had many accusations of vice and they seem very well off, investigate if they are honest or infiltrated by a cult
75 A church found ancient forgotten catacombs beneath it and have requested experts to investigate them
76 A rural village have been building cages over select graves and the priest has had trouble finding out why this custom has emerged
77 The corpses of some plague victims have vanished of late. Spend the night watching a new batch and make sure nobody takes the bodies
78 A vile beast from the pits of hell has been roaming a wilderness area and locals have asked church for help
79 A peasant from a frontier estate claims the master is a infernal monster and you are sent to investigate the claims with a visit
80 A haunted house has scared off all tenants and has been abandoned. Go and cleanse it and perhaps it can house the poor
81 A great festival and procession is coming and a organiser for festivities is required urgently to put on a show to impress commoners, nobles and priesthood
82 An entire order has been called into question by reports recently, infiltrate them and report to the bishops of anything wrong
83 An important noble has been feuding with a bishop, meet them and negotiate a peace both can live with
84 Negotiate peace with kingdom border nobles and the degenerate godless sub human savages over the border
85 Rumours of golden ritual paraphernalia stolen from the church is held by a robber knight in a ruined castle with his band of degenerate bandits and a mysterious black robed stranger. Go see if they have the relics
86 A cult has stolen several bodies of nobles from a crypt under repair, find out why, return the bodies and kill the evil defilers
87 A rival religion has set up a new church, it is important we show our superiority and double down on our charity and outreach among poor downtrodden simpletons for a month
88 A gathering of different religions are gathering to discuss how to deal with all the strange hidden cults that menace all the proper religions. Guard the conference delegates in case the cults try something shifty 
89 Travel to join a far off crusade against a foreign primitive peoples. Help seize their land, change their faith and liberate their gold for use by a proper civilisation
90 Enter a portal to hell and rescue a paladin determined to fight to the death
91 Travel to the depths of the earth where a insidious evil temple secretly directs surface cults. Destroy the cult leaders, their relics and their demon lord
92 A ruin covered island crawling with dinosaurs and cannibal cultists needs saving from their bloodthirsty vampire bat goddess. Destroy their unholy ziggurat and burn all their evil books
93 The growing popularity of godless wizards are a problem. Go unto the common folk and perform miracles to keep their faith and try to convert some wizards to our faith
94 A great dungeon complex full of monsters is being directed by a demon, they must all be destroyed
95 Build a borderland keep to over watch the inhuman hordes and their demon gods
96 A fiendish seaside demon cult regularly summon a gargantuan horror of the deep to throw victims to. Await in secret for the murderous heathens to call their false god. Then attack and kill them all and their god and burn their homes
97 A fiendish black library is said to be a place where evil wizards and devil cults learn forbidden lore. The church has discovered it is not a place rather than a plane connected to the hells. Locate a gate used by cultists, enter and cause havok, burning as much as possible
98 Sailors have returned from a far off land unheard of before. Travel with them to establish a church and mission to save the poor fools who know nothing of our one true faith
99 A heretical sect have produced a new translation of the book of our faith and must be hunted and captured. Those that do not recant are to be exterminated
100 In a strange valley overgrown with weird fleshy growths and strange naked creatures explorers have found a gate to a whole alien world of living flesh with no metal. Find the gate and introduce our religion to this strange new world

Thursday, 14 March 2019

Necromancy and You
























Necromancy For Emo
As im working on meat mages again i need to map out my necromancers and meat magic is a wierd heretical sub school of necromancy. Oops lv1 no12 empty

Interestingly necromancers spell components are corpse parts or compounds derived from grave remains like bone dust, grave soil,maggot from a corpse, stool from a corpse, mummified bat, dried brains or livers, or a ear, eyeball, testicle. But fingers are best because you can buy mummified hands good for five uses!

Also introduced here is idea that undead might react neutrally to you. Normally they are the enemy of life. Free roaming skeletons are enemies of all living humans but might ignore a neutral person.

Reactions
So orcs in orcland borders might be hostile, out hunting in wilds might be neutral. In orc house with orcs you know might be friendly.


d12 Hostile

Wearing enemy tribes or kingdom flags or colours or clothes
Unwelcome intruders in territory
Traditional racial enemies

1 Charge confidently
2-3 Sound alarm and advance
4-9 Ambush if unseen sound alarm and skirmish if seen
10-11 Fall back to safety
12 Becomes neutral

d12 Neutral

Around own kind peasants or market place or traveling highway
Around allies, hirelings, mercenaries, guests, approved visitors
Those guys must be on our side this deep in the dungeon

1 Becomes hostile
2-3 Fall back to safety
4-9 Verbally challenge them
10-11 Ignore them
12 Becomes friendly

d12 Friendly

Dressed as peers, own kind or homeland
Meeting in a festival or party or feast
Meet at temple or familiar place with friends

1 Becomes neutral
2-3 Ignore them
4-9 Verbally challenge them
10-11 Approach in friendly manner
12 Greet cheerily to trade or talk

Zero Level Necromancy Spells

Befriend Dead make lesser under 4HD undead save or be nuetral to you within 1 range for a turn
2 Brimstone makes a puff of nasty smoke covers the caster for a round 1 area circle
3 Cauterise seals a bleeding wound or stops a wound regenerating
4 Corpse Candle make a body part such as a finger, ear, glow with supernatural candle light, 1 area lit for hour per level 
5 Create Crawling Hand HD+3 HDd4 d3 unarmed, Mov 12 jump 1, turn ritual over severed hand, obedient for d12+12 hours then wanders off, spider like intelligence
6 Dark Ray
3 range ray of darkness d3 damage or d6 to beings of light
Detect Corpse can detect body and its age through 1 range through soil or 3 in scrub or a wooden house, stone thicker than hand span will block the spell
8 Evil Eye victim within 3 has -1 on next save
9 Exterminate kills flies, mosquitoes, fleas in 1 area circle or d6 to one giant bug or rat
10 Fortify with touch +1 temporary HP for one turn, can halt bleeding
11 Ghost Light form eerie glowing green light illusions that may spook some people within 1 area
12 Poltergeist moves and rattles objects in a room over 3 area for a d4 rounds alarming people
13 Puppetry animate a doll, toy or small dead animal for a turn with a touch

14 Putrify turns meal or drink to foul and decayed by touch
15 Snuff can put out a light a torch, candle or small fire within 3 range
16 Stun a foe within 3 under 4HD must make a Will save or be stunned for a round

1st Level Necromancy Spells
Alarm Skull prepare skull in 10 min ritual, will moan for a round per level and/or alert the caster if anything passes the skull with 3 area around it, then the skull loses enchantment
Cause Fear  holds a person for a round per level if they fail a save 9 range
3 Charm Undead 9 range undead saves or feels loyal to caster for a day

4 Chilling Touch d4+1 cold damage touch per round, lasts a round per level, victim saves or loses point of Might and Mov till spell expires
5
 Darkness creates unatural magic darkness instead that non magic light cannot enter, 3 circle of light for a turn per level range 9, if target on person they are blinded, if the save the dark stays on their location
Detect Spirits enter a ritual trance to see invisible non corporeal spirits such as those of the dead for round per level within 6 range, often they might notice you also
 Invisible To Undead lasts turn per level by touch and can protect one person per Lv. If anyone effected attacks or casts a spell picks up or drops a object the spell ends.
Know History learn interesting fact about a person or object per level by touch
9
 
 Phantom Hand spectral hand lasts round per level, may grasp object 4 range per level or inflict effects of touch spells, can move a ENC per level and moves at speed of 6, can punch with casters hit chance for d3 once per round or grab something like a weapon
10 Skeletal servant hour ritual by night, animate a single skeleton to serve you, maximum of one per level, if extra made they all rebel
11 Spectral Voice make your voice come from the mouth of a undead or corpse you can perceive with sight, round per level often used with Corpse Link spell
12
 Summon Undead Circle I Summon one 1HD skeleton per Lv for round per Lv

2nd Level Necromancy Spells
False Life touch grants a d6 +1 per Lv HP buffer for turn per level
2 Shroud of Darkness hides true features of caster or undead servitor touched under a shroud of shadow, turn per level by touch, easier to hide in dark and harder to recognise
Speak With Dead hour ritual over a corpse can question it, the reply is at least one word per level, more if the spirit is friendly and gets a good reaction
4 Ghoul Touch round per Lv touch causes paralysis for 2d4 rounds
5 Ice Knife range 6 2d6 damage, might save or lose d3 Might and Mov for a turn, extra missile per 3 levels, can freeze liquids on contact
6 Ghastly Stench 3 area cone, stinking cloud causes vomiting, if fail save inside area, can only move out and unable to fight or cast for round while inside and next round
7 zombie servant hour ritual by night, animate a single zombie to serve you, maximum of one per level, if extra made they all rebel
8 Summon Undead Circle II Summon one zombie per Lv for round per Lv
9 Enfeebling Ray range 6 causes -1 per level on might, victim gets a Vigor save to resist lasts a turn per Lv, can lower to 0 rendering character helpless
10 Corpse Link can see eyes through those eyes of a corpse or a skull by touch then a turn per level with km per level range
11 Embalm halts all decay in a corpse rendering it leathery and hard. +2HP per HD on zombies and corporeal undead based on animated corpses, prevents raise dead but not ressurection
12 Hand of Glory cause persons asleep behind a 3 areas beyond a door or portal to not awaken, 3 area circle beyond door  of, they get save if loud noises, harmed, smell smoke etc might reasonably disturb someone, burns finger of a severed hand in use

3rd Level Necromancy Spells
1 Animate Corpse can animate a regular corpse as if a zombie puppet the caster directs it's every movement at will. Corpse has a HD per level otherwise is a zombie. Requires full concentration unless it stands still
Cause Disease inflicts mummy rot disease with 12 range if target fails a Vigor save, cannot heal & lose a Vigor point per day
3 Command Dead can effect a HD per level  undead 12 range, must make a Will save or obey mental suggestions of the caster for a round per level, intelligent undead can be questioned
4 Continual Darkness creates a permanent magical zone of darkness non magic light cannot enter
5 Create Flying Skull animates a floating undead skull AC7 HDd8 Bite d4 Mov 12 fly, if you create more than your level they try and eat caster, used as spies, messengers and guards. They scream as they charge to bite enemies. 
6 Create Lesser Undead Create 1HD per level of obedient lesser undead like skeletons and zombies by touching corpses in a turn long ritual 
7 Flesh to Dust turns a human corpse or a HD of skeletons or zombies per level into dust that can be collected for easy storage. Can be reversed with second casting later to recover intact corpses or skeletons as long as dust is not mixed. Zombies and skeletons destroyed with spell lose their remaining animus force and need to be reanimated
8 Ghoul Servant hour ritual by night, 
animate a single ghoul to serve you, maximum of one per two levels, if extra made they all rebel, being intelligent undead they will twist your desires or act on own when orders dont apply, more difficult to manage than lesser undead
9 Skull Trap skull explodes for a d6 per level in a 2 radius if any being comes within 1 of it the round after being placed by caster. Agility save halves damage.
10 Spectral Minion ritual on recent corpse of someone with strong incomplete purpose, arise as often as guard, lover,  soldier, priest. Are transperant glowing figures, if died armed have a weapon 1HD/Lv or victims HP whichever is lower, the spirit will be released when mission ends or they are destroyed.Some sacrifice armed guards or gladiators as tomb guards
11 Summon Undead Circle III Summon one ghoul per 2Lv for round per Lv
12 Vampirism touch for d6 damage per 2LV if fail save, caster gains half HP lost

4th Level Necromancy Spells
1 Animate Apprentice sacrifice an apprentice of up to 4th level as a skeleton with +3AC HD as per LV in life and ability to cast spells daily as apprentice caster did in life, if you make more than one per 4 levels they all become independent, free willed and hostile to caster, lich often use them as bosses for minions 
2 Awaken Skull 12 hour ritual animates the skull and lets it speak as it was in life. If used on a animated skeleton the talking head has no control over the animus of the body
3 Draining Touch touch drains a level or d4 attribute points if victim fails Vigor saving throw
4 Medeum victim in 12 make will save or possessed by random spirit 1=self harm 2=on mission 3=violent rage 4=idiot. Spirits stay for d4 1=turn 2=hour 3=day 4=week
Summon Undead Circle IV  Summon one ghoul per 2Lv for round per Lv
6 Sickening Ray 3 cone ray, all struck save vs Vigor or half all melee damage for round per level for all muscle powered weapons
7 Shadow Servant hour ritual by night, animate a single shadow to serve you, maximum of per two levels, if extra made they all rebel, being intelligent undead they will twist your desires or act on own when orders dont apply, more difficult to manage than lesser undead
Wraith Form caster becomes non corporeal cloud of darkness and immune to non magical weapons or level drain  and can squeeze through keyholes or cracks, undead will be neutral to you

5th Level Necromancy Spells
Bind Undead traps HD of undead per level within confines of defined space such as graveyard or castle forever by making enchanted ward and walking around the area in a hour ritual. Intelligent undead get to save to resist. Undead must be in area to be confined
Cause Death will kill a victim in 3 range who fails a saving throw
3 Corpse Mirror undead servant assumes casters form and caster can use them as a puppet and see through their eyes hour per level
4 Create Bone Golem for 5000gp materials in a week ritual
Dark Seduction undead find you friendly and greater ones that save will be neutral, turtn per level, handy for negotiating with powerful undead
Summon Undead Circle V Summon one wight per 3Lv for round per Lv
Twilight turns daylight into dusk conditions for a hour per level, km per 4 levels
8 Wight Servant  hour ritual by night, animate a single wight to serve you, maximum of one per 3 levels, if extra made they all rebel, being intelligent undead they will twist your desires or act on own when orders dont apply, more difficult to manage than lesser undead

6th Level Necromancy Spells
1 Death Ray fires a 6 range beam kills foe on failed Will save, one beam round, 
Death Ward turn per level, one person by touch per level will have wounds stabilize automatically if damaged below zero HP or from bleeding wounds 
3 Mummify caster is wrapped in corpse bandages and can cause disease on touch and +4AC for turn per level, mummies and all lesser undead will be neutral to you
4 Mummy Servant can create a mummy,  six hour ritual by night and 5000gp ingredients, animate a single mummy to serve you, maximum of one per 4 levels, if extra made they all rebel, being intelligent undead they will twist your desires or act on own when orders don't apply, more difficult to manage than lesser undead
5 Power Word Stun 9 cone effect, under 4HD creatures unconcious turn per level, 5-7HD creatures stunned for round per level, 8+ save or stunned for round per level
6 Regenerate 1HP per round a turn per level by touch will regrow organs or limbs but not a head, fire and acid wounds do not heal 
7 Summon Undead Circle VI Summon one mummy per 4Lv for round per Lv
8 Wight Claw hand does d6 unarmed cold damage and drains a energy level, round per level, any victim killed arises as a hostile half strength wight immediately, is immune to energy drain abilities while on

7th Level Necromancy Spells
1 Corpse Chariot creates a chariot or waggon or carriage with a pair of skeleton beasts per 6 levels, AC+6 4HD per beast  24 Mov hour per Lv, d4 per beast damage with trample
2 Create Flesh Golem for a week ritual and 10000gp materials in a workshop. Create one per 8 levels or they rebel
3 Summon Undead Circle VII  Summon one wraith per 5Lv for round per Lv
4 Wraith Servant can create a wraith,  twelve hour ritual by night and 10000gp ingredients, animate a single wraith to serve you, maximum of one per 5 levels, if extra made they all rebel, being intelligent undead they will twist your desires or act on own when orders don't apply, more difficult to manage than lesser undead

8th Level Necromancy Spells
1 Create Colossus a months labour with workforce (3 months if alone) with 200 HD of corpses and 20000gp worth of ingredients creates a hideous undead giant in scaffolding with AC+6 a HD per caster LV and two 2d10 punches per round MOV12, always strikes last. If caster dies it goes on a killing frenzy of eating victims, each heals 1HP
Summon Undead Circle VIII  Summon one wraith per 5Lv for round per Lv
3 Power Word Kill  9 cone effect, under 4HD creatures dead, 5-7HD save or die, 8+ save or stunned for round per level
4  Vampire Servant can create a vampire, 12 hour ritual by night and 20000gp ingredients, animate a single vampire to serve you, maximum of one per 8 levels, if extra made they all rebel, being intelligent undead they will twist your desires or act on own when orders don't apply, more difficult to manage than lesser undead

9th Level Necromancy Spells 
1 Assume Lichdom transforms caster into immortal undead in year long ritual that must not be interrupted requiring 100000gp worth of materials
2 Awaken the Dead  d6 lesser undead and one major undead per level arise over a mile area and begin to rampage and terrorise living in the region, they could be rallied into a army by a competent necromancer or powerful undead
3 Summon Undead Circle IX Summon one basshee per 9Lv for round per Lv
4 Wind of Death - every 1HD or less creature over a km save or die