Showing posts with label dungeons. Show all posts
Showing posts with label dungeons. Show all posts
Monday, 16 March 2020
Some of my Homebrew BX Mongrel Ideas
So as I run a game using BX so race=class. I like it because it keeps humans the most common in play. Not because I believe humans are the destined cosmic master race like some slavecoach but I kinda find when I play dnd5 I feel like a furry convention. I have never seen anyone play a human (don't tell me) but I have heard of people playing humans and I believe these wild stories are true. Halfling was the closest I saw. Of course in the event that in 30 years all humans are furies ignore this post and sorry. Half my games are gritty and inspired by the grime and crime of olden times. So I use historic buildings and weapons and armour lots. It makes my weird alien stuff seem weirder. When my furry buddies in-game (I'm a talking crow) meet a deepone fishfolk on the beach we say hi and ask, "do you know where we can find a tavern". In a human-centric universe, that fish guy would steal your children if it could and pretty sure it is up to no good otherwise we would just be murder hobos when we searched his organs for clues.
So the point of this is not to abuse furries (god bless them) and to get their furry fury onto me but to talk about rules relating to my bx inspired class system. I don't have race=class caps. Go for it.
I have other caps. I allow people to change class and racial class (gasp).
0nce+INT bonus times. I also cap class level using prerequisite only so you could max out in one and change then. And smarter people would end up awesomely better off. I cap all classed at 20max anyway. So you can change your dwarf into a wizard or a thief or a cleric. Changing race requires some magic and a wish and possibly make you unpopular but you can do it you pioneering rebels, go for it.
Class Maximums
All classes are capped at 20th level
You can go as high in your class as you have attributes in your prime requisite
Gaining increases your attributes is a common quest for power, especially to superhuman amounts
Changing Your Class
You can change your class once plus a number of extra times per extra INT bonus
You need to meet prerequisite attribute requirements for the new class
Bonus +1+2+3
Negative bonus means you can't change
You can change back to an old class you were prior
A Thief at 3rd level then becomes a fighter that is one change
A wizard at 5th level becomes a fighter for 3 levels then back to being a wizard that is 2 changes
When you change class you don't stop being the old on
-use that level in that class for those abilities and spells
-keep all racial abilities cumulative, its a heretical way to become OP
You can use the best weapons and armour permitted by the best class
Add all levels for equivalent levels as a comparison to a character who has not changed
Your most outstanding class is what you are mostly known for
When your total classes equal 9 you no longer gain a whole HD per lever
-from 10th level, you gain points per level depending on your current class
Hanging out with 1st level adventurers when you were a 12th lv wizard is uncool
A nonhuman and humans can adopt a new class can adopt a "human class"
-these are professional classes anyone can just learn with study and practice or necessity
If you change race class from human to gnome or dwarf to elf, magic or a wish is required
No guarantee your new or old race will accept this and you may be considered a heretic
-races might offer this as a procedure or accept you if earn respect through heroism or marriage
-devils or demons might buy your soul for a wish to change your race, it's a great deal
-many might thing a changed person could be a spy or a creepy fan or mad person
-might suspect you just chose to do this for some selfish mechanistic grab at power or blasphemy
-some ignore these silly rules because being an elf makes you almost immortal
-possible havens out there and places that don't care, village dwarf used to be halfling? So what
Consequences
This deals with some of the objections to race as class in BX
I don't really object anyone being a wizard in my setting
Ietmybx elves and bards use wizard or cleric or druid spells (pick one list)
Wanna be a paladin mix up cleric and fighter
A dwarf wizard will bash you in a pub fight and go berserk with his magic axe
Ancient orc elders used to elves in the past age and are near
-immortal but shun iron still
Beastfolk abhuman druids sound cool
Druid and Evil priest misusing that neutral magic
Templar clerics become monks or knights
Old Viking becomes a priest after years of raiding in retirement
Bored knight gets own frontier estate takes up black magic
Wizard stranded on an island for four years no spells become fighter then goes back when saved
Next time character marries gnome or orc in my campaign they can truly be together
Secret wizards offer magic transformations and polymorphisms
Cleric ambassador lived with the fish folk for several years as one of them
I might start a party off as having 4Lv in a previous class as part of an adventure setup
Wizards look fancy with big hats to stand out plus most common spells and public castings are flashy so people don't cause you of unlawfully casting a spell in secret. If someone attacks you and your spell and wizard gear are obvious you won't get the blame. Wizards in disguise or a warrior in plate casing charm is suspicious and possibly a witch.
Other Ideas
Put living standard paid on the character sheet.
It is illegal for commoners to dress above their station
Poor people don't get let into magic shops
poor = 1cp per day for most poor and even middle class really
rich = 1sp per day live in great comfort with servants and best stuff
royal = 1gp a day for flashiest nobility for best luxury and vice
Familiars need expanding to 20th lv
-consult other planar beings for knowledge
Alignment & Oaths
Adding mutations to benefits (no protection from apotheosis tables)
1-4 Lv minor mutation
5-8 Lv for greater mutation
9-12 Lv d4 minor and one major
13-16 Apotheosis (say goodby to character probably)
17-20 touch causes permanent minor mutation once per person
-can stack benefits to get extra use per person
-with four lots grant a major mutation once per day by touch (one use per person)
Higher-level benefits 13th Level & above
-bonus +2 vs chosen enemy type and extra dice of critical or spell damage
-ability to sense chosen enemy type
-communing with higher powers or patron spirit weekly
-gain a guardian spirit to aid and give you unwanted advice
-protection from opposite alignment +2 save and AC 1m radius (stackable)
-self resurrection (one use on death powers restore you
-plane shift once per week (handy to come back with a second benefit)
-magical weapon +3 with intelligence and other magical powers -4 to others
-healing potion worth d8 appears every day to you
-summon a horde (once) raise a loyal army for a cause
-summon a powerful entity (once) to turn the tide of your cause or aid you
-at zero HP you don't lose any more HP unless burned or beheaded
d12 Higher level oaths
1 Crusader - wage eternal war vs nation or species or crime or vice until victory
2 Search and destroy - secret enemies like witches, cults, changelings or elves
3 Allegiance and service to one of the great rulers, heroes, nations or churches
4 Allegiance to a planar spirit that sends you secret missions through dreams
5 Poverty - give all you cannot use or carry to church or great cause
6 Missionary - zealously spread the faith setting up a mission
7 Sever all ties - all relations and loved ones and property to be left and forgotten
8 Quest - constantly seek lost relics and items lost by the cause
9 Pilgrimage - visit and protect various holy sites or destroy enemy holy sites
10 Otherworld has called, seek to meet them on their own home plane
11 Build - create monuments like shrines, statues and temples
12 Hero -wander and protect the commoners of the faith in need vs enemies
Wednesday, 11 March 2020
Gammaworld Goodies
After I got red Elmore dnd box set and among my friends, we had the older bx books and a purple box and we failed to notice many differences we were so high off the possibility. I went to the UK in 84 and at Hamley's London found the Gammaworlds Box Set. I failed to do any of my set homework I was so enchanted. In various regional game shops, I got all the modules and dm screen. My friends were a bit less enthused but we had a go and it was fun. It occupied lots of my imagination and Mad Max, Boy and His Dog and Damnation Alley and Escape from New York were films I loved.
I maintain this is the prettiest and best box set ever. While many love 1st ed the 2nd ed has what I think was TSR's best layout and art period. When I could only play 1 RPG when I got back into gaming about 2012 and had to choose dnd or this I wrote Planet Psychon.
Recently I started getting some modules from Drivethru to complete my collection and I intend to get most of it even later ed adventures. I also like the d20 hardbacks for trying to rationalise the setting, taking it seriously and being gonzo. My main issue with this ed it was a bit padded out. Hoping to get the monster book yet as I have Players and GM book. I also love Mutant Epoch, Darwins World and Iron Crowns Death Valley Free Prison (very mad max). Would like 2nd ed GM screen but might just settle for the PDF. I plunder all these Games using my Elfmaids&Octopi homebrew D&D and Planet Psychon.
MCC which came out well after Planet Psychon had some frightening similar ideas but was a disappointment. Lacked a world, monsters and lots of touches that made DCC amazing. I appreciate the modules and art but I would find some of the gonzo DCC adventures would work better (hollow earth one, purple planet etc.
Anomalous Subsurface Environment is one of my favorite settings and I ran It a year with S3 tacked on the end (which wasn't gonzo enough).
So here is a little wander down memory lane of these Products.
So the 1st has its charm I don't deny it. @nd ed brought in Elmore art and Illustrated every monster and is a well layed out game. Third version I might get as it has some OK ideas but is a broken game I find more complex but consider it a heroic effort. The box cover art is brilliant even though it made us want cyborgs which the rules did not cover (Mutant Epoch cyborgs are great).
So The 64 page rulebook from the day of simple and concise writing Is a gem. It has mutant characters and animals, monsters, robots, androids and cryptic alliances. The d20 version padded this into 4 or so books and struggled to fit in the original cryptic alliances. The 4th ed compatible DnD version I loath. Card gimmick where players can spend more than other players is an utterly repulsive WOTC shitstorm. Treated as a comedy short term gimmick game as a novelty from dnd. It was very silly, the wold lacked any point, it abandoned the lore and was played for laughs. I'm fine with the existing humour in the game and I prefer the grimdark sf dystopian humour of 2000ad comics.
Then theirIs the campaign map and adventure book. The city map could last a long time in play. The larger area with more detailed communities and factions offer even more play. Id says these two items are a year of play. There is a funny theatre AI that locks you in and tries to get your party to act. A lil bramble maze and a rooftop mutant vulture stronghold in detail to find on the character's trial of adulthood adventure. There are paragraph entries for interesting city locations to design yourself and a larger regional map with descriptions of towns and the continent map. The 1st ed or Dragon (?) presented a continent map showing Cryptic Alliances as nations. The adventure book goes on to conduct a campaign, status, adventure design and tables. I will totally run this as Planet Psychon.
Mechanically it is a DnD variant with MS instead of wisdom harking back to when Wisdom was really will power and piety (ad&d earning bonus spells). Wisdom has changed in every edition of d&d and currently, it is a mess (old wise folk are the most alert and observant?). You get a Hit Dice per Con point. Pure Strain Humans got d8 and interact with tech best. Others got a d6. Plants not available as players 2nd ed. The Con score vs intensity of radiation or poison was awesome. Status replaced weapons and basically as you climb in your cryptic alliance you get some benefits but most of my players were not interested in post-apocalypse civilisation they just wanted ruins, cool guns and blowing up stuff. I liked monster stat rolls presented which dnd should have done.
So the adventures I also have fond memories of. I will detail the first few here.
GW1 Legion of GoldThis is my favourite Gygax book. For the 1st edition, it builds a region around a town and sets players on various missions climaxing in the legion HQ. The towns offer examples of settlement building. The art include classic era TSR art crew like Otus & Diesel. The adventures in order are fighting a bug colony, shelters with glowing undead from Dog and his Boy and ancients who awake only to die from modern air. Dragon had an article about late humans had a Genetic Stabilisation Treatment that explains why pure humans are un mutatable and superhuman. A good fix. Then a marine base with androids and a sub ride. Then the Legion base. New monsters, the legion description and lots of oldschool cartridge gunpowder weapons familiar to modern humans. I used these for DnD for years. A brief description of various towns and two random treasure tables. Its a complete campaign is good for several sessions.
GW2 Famine in FargoYou start as village kids on a quest for adulthood. Boxed text creeps in here and a detailed hexcrawl. At some point, you get captured by Badders and escape their burrow. Why badger folk didn't get in dnd ill never know. So you find an automated chicken factory taken over by cyclops chickens with heat rays. The AI wants chickens killed (I sorta feel sorry for them) and a radioactive meteor affecting local crops for reactor fuel. It is a lot tighter and goal-oriented than GW1but it is lots of fun and has some humour with Badders worshipping a badger sports mascot and the chickens are awesome. I'd have them escape to be the local orcs. Tim Truman, Easly and Jim Holloway art. The party rewards include end of the crop failure and robots delivering meat from possibly sentient chickens. Lots of new monsters, robots and some mutations. Easily expanded or even merged into the box set adventure. Good campaign start before a major ruin.
Strangely the original GW1&2 i got recent years were in better condition than ones I bought from shops. I traded my set away in 85 to buy more cthulhu stuff and regretted it for years so I was happy to spring for another one when I had an income. My players were onto star frontiers, MERP and Cthulhu and lost interest in GW so trading it seemed ok at time. Anyway I got GW3 & 4 from drivethrough RPG.
GW3 The Cleansing War of Garik Blackhand
This has a setting based in a tribe in Yellowstone who have included many indigenous customs and dress. Has probably the best pregens with cards and portraits. Great horrible monsters and new tech. The adventure has you killing racists which never gets old. This feels quicker and I would like notes on using the park more. Map has lots of room for you to expand setting but I like the native folk killing genetic inbred scum vibe. SO lots of potential but a bit more would have been nice. Maybe that pro typesetting and more art and design was a step from the hyper dense older TSR.
GW4 The Mind Masters
At the time I thought this was a bit horrible. Players have a bit of a hexcrawl (not lots of detail) then find an ancient mental health facility run by an AI. You could stick it with any other area really which is good even in Pitzburke. So players lose lots of autonomy, suffer and some cannot use their abilities. Usually, a formula that sucks and annoys players. But now I think it is genius. You're a mutant you say? Tell me about your mother. The AI doesn't believe in stories of war, mutants or anything outside. So you get locked up, interrogated, explore the hospital and escape. The AI also sends you on simulated tests where you actually control android bodies and lack power. I've run this from memory in other game systems/genres. GM can have lots of fun running this.
I think the first two are the best adventures. A Pitzbuorke sourcebook detailing buildings and locations would be nice but I guess my patreon adventures and Pscyonnstuff would do that fine. GW2 could be stuck in these ruins also.
I did get the Treasures of the ancients book second hand with the map and a copy of Gamma Knights which lets you mod armour and use hardpoints on battlesuits and is also a gammaworld wargame. I like atomic battlesuits vs tanks, death machines, muskets and black powder cannon. Will get more - lots of fun ideas.
Also see my Gamma Aeon Book under downloads page or the gamma stuff page.
Friday, 14 February 2020
d100 More Empty Room Decor
d100 More Empty Room Decor Types
1 Storage
2 Rubbish
3 Corpses
4 Inscriptions
5 Construction
6 Water
7 Growing
8 Life signs
9 Strange
10 Magical
d100 More Empty Room Decor
01 Barrels of fermenting grog and maturing stoneware bottles of beer and wine
02 Jars of pickled cabbage fermenting
03 Sacks of acorns and turnips for winter
04 Stacks of firewood
05 Stacks of decaying coffins
06 Sacks of grain crawling with vermin
07 Dried smoked giant rats hanging to cure
08 Meat carcass hanging from hook to age, 1in4 human
09 Lamp oil in jars and candles in wooden boxes
10 Small granary with at least a ton of grain
11 Empty barrels and boxes
12 Empty stoneware and glass bottles
13 Broken and rusty old weapons and broken shields
14 Broken and weathered armour suits falling apart
15 Piles of empty clay jars, some broken
16 Pile of sand and rubble
17 Midden pit full of garbage
18 Compost heap and piles of scraps
19 Boxes, bags and piles of old goods and scraps
20 Piles of junk, broken old tools and building fittings
21 A human skull on the floor
22 A herd beast skull hanging on the wall, often painted
23 Pile of human-like bones
24 Human skeleton intact where they died
25 Human corpse
26 Pile of rotting human corpses
27 Pit with a carrion crawler where people throw corpses
28 Dried out mummified corpse in uniform or noble dress
29 A pit full of lime where corpses are thrown
30 A pit full of maggots with flies around it for corpses and rubbish
31 Threatening graffiti on the wall from dungeon boss
32 Subversive scrawls are hidden about out of the way
33 Older recycled stone in the wall has part of a prehistoric script
34 Journal of notes from a spy watching the area years ago that somehow got lost
35 A love letter or Shopping list
36 Dead letter drop used by traitors against the boss
37 Torn page from a spellbook
38 Memorial graffiti on the wall to fallen comrades
39 Guard roster from months ago
40 List of things to do from boss
41 Bricks in piles
42 Brick moulds, clay and drying bricks
43 Stones partly cut with saws and chisels with stacked blocks and rubble
44 Start of a tunnel with tools laying near
45 Boxes of trap parts
46 Pit into depths with shovels
47 Pit with pulleys and bucket to move rubble
48 Carpenters room for making furniture and doors
49 Sculptors studio carving ornaments and features
50 Tables with maps, plans and a model
51 Chamber pots where monsters and evil people poop
52 Well with rope and bucket into the deep
53 Bathing chamber with water heater and firewood and steam apparatus
54 Washroom with buckets, mops and cleaning supplies
55 Latrine, plank with holes over cistern pit, very smelly
56 Barred drain that goes into the depths
57 Stone toilet with water on hand for flushing and washing
58 Small water fountain for drinking
59 Barrel of water with a ladle
60 Laundry room with heater and wood and several large tubs of water
61 Mould growing from cracks in ceiling and wall
62 Moss or lichen growing on walls especially where water leaking
63 Shrieker mushrooms likely to alarm guards
64 Luminous bacteria glows in dark dimly
65 Room damp with mildew and slime
66 Trays of soil cultivating mushrooms
67 Thick slimy black growths like roots
68 Roots through walls and ceiling from trees or fungus
69 Walls covered in root mas from plant or fungus
70 Ancient tomb spores here inflict terrible disease if any too long in here
71 Shed scales or exoskeleton on the floor, might mistake for something scary
72 Pile of monster excrement where something collects it's own waste
73 Eggs of some creature, quite large football sized
74 Mass of cobwebs, corners and parts of the room covered in web
75 Gnawed remains of body mostly eaten by monster
76 Nest made of straw and trash where some creature has been sleeping
77 Holes in wall into rat nest
78 Termite colony nest growing from wall
79 Ants everywhere
80 Rotting food here crawling with maggots and hundreds of huge flies
81 Haunting scares everyone away d6 1=moans 2=rattling 3=apparitions 4=creaking 5=rats in walls 6=whispers
82 Blood splatters and stains here, signs of a grisly tragic battle monsters avoid now
83 Crude idol with some offerings of d3 copper coins, food or pipe weed, monsters come here for a minor cult d4 1=ancestor worship 2=demon cult 3=the ancient dungeon spirits 4=alien outsider god only known to cultists or occult scholars
84 Secret hiding hole or saferoom, 1in6 with a forgotten body inside
85 Secret panel here contains some trinkets and a map and other items
86 Trap sets off an alarm if the door opened, bell or gong or pile of cooking pots
87 Trap triggers an attack d4 1=scythe 2=dart 3=pendulum 4=deadfall. Often atatched to a door or ladder or stairs or might use some bait object like a treasure
88 Trap releases into room d4 1=large monster 2=gas 3=snakes 4=wasps or bats or slime
89 Trap door d4 1=entry door has delay then shuts and locks 2=into sewer or vent 3=concealed pit with something bad in bottom which slams shut 4=oubliette with a prisoner in a locked pit 1in6 dead
90 Off duty inhabitants used this room to slack off, signs of gambling, erotic idol, filthy old mattresses, pipes, ash bucket
91 Room haunted by a bad spirit d4 1=plague spirit 2=poltergiest 3=spectral minion 4=spirit wants revenge on current inhabitant who killed them, will reward helpers with revealing a secret door of items
92 A magical faerie door sometimes can be opened and take adventurers to another strange world d4 1=hell 2=faerieland 2=giant land 3=ancient past when evil monster ruled age of darkness
93 Gremlins here hide in a crack and some will try to
94 Magical signs and writing here only visible through magic
95 Invisible object is hidden openly in the room
96 Magical alarm in here informs the lead spell user in the area
97 Magical vermin live here d4 1=bookworms 2=gremlins sneak into strangers baggage 3=imp 4=minor faerie folk like pixie or sprite
98 A spirit in artwork here is cursed and seeks release and possibly tragic love
99 A magical hazard has been left here d6 1=animated weapon 2=animated armour with weapon 3=bodies on floor are zombies 4=mimic 5=cursed weapon 6=cursed seal
100 Dimensional barrier here is thin d4 1=things from beyond resembling blind deep sea fish pop through here if you remain a turn. A d6 first round and one each round, on the tenth round a shark comes through but if killed barrier resets 2=room is attuned to an element and summoned kindred things here have more HP per dice *d4+4 instead of d8). Subtle signs or even large runes might indicate what element and benefits 3=Mirror is a gateway to a strange world inhabited by nightmares and beings trapped in here over centuries. Inside is a guantlet of hazzards to reach the exit 4=painting with pocket universe playing out some scene in a loop and out of sync with normal time
Saturday, 1 February 2020
Your dungeon needs Cave Clams!
Celebrating Clam month! Dungeon clams you need them now. All settings.
Keep thinking of getting back to my undersea ruins dungeon design or compiling my maritime stuff.
Cave Clams, Mutated Animal, Neutral
Small HD 2 AC +5 d6 bite Mov 3 Swim 3 Climb 1
-on 20 to hit clam hangs on for d6 per round
Medium HD 5 AC +10 2d4 bite Mov 6 Swim 6 Climb 3
-on 19-20 to hit clam hangs on for 2d4 per round
Giant HD 12 AC +12 2d6 bite Mov 6 Swim 9 Climb 6
-on a 17-20 to hit clam hangs on for 2d6 per round
Cave clams are relatives of sea clams that live in caverns and cliffs and dungeons and sewers. They like to hide in cracks and crevices, strongly resemble stone or rock with a hard to see crack. Some are more colourful, some dig under floors or drop from above. Clams in hiding ambush on 1-4. Sometimes tiny ones cover floors looking like flagstones or rough boulder covered floors in a cave. The biggest one's mouths are like great doors that can swallow you up. Some especially under the lairs of evil alchemists. 1in4 have a pearl worth 100gp per HD. Larger ones are more mobile and several might accidentally cooperate. Some underland and underwater races cultivate them.
1in6 are Trench Clams with 4 "feet" +3 Move Burrow 3 in soil or mud, dig pits and trenches
1in6 are Dungeon Clams and they look like a secret door in the rock to lure you close
1in6 are Ram Clams, swap bite attack for knockback attack, affects HD equal to clams
1in8 are Fire Clams anyone touching or being snapped by one takes a d3 fire damage
1in8 are Ice Clams anyone touching or being snapped by one takes a d3 ice damage
1in10 are Invisible Clams that are concealed as the invisibility ability always on
1 in 10 are Jumping Jack Clams that can jump their HD in range once every three rounds
1in10 are Siege Clams shoot an 18 range indirect explosive glob grenade 2d4 1 wide circle
1in10 are Regenerating clams regrowing 1HP a round unless from acid or fire
1in12 are Displacer Clams, +2AC & first attack misses if not aware of displacement effect
1in12 are Blink Clams that teleport 3 range once per round after they bite
1in20 are Night Clams that generate 1 range radius of darkness per point of climb speed, they detect as evil and think dark clam thoughts constantly
1in20 are Chaos Clams have minor mutation per 2HD major mutation per 5HD, glow and scream and hide in dark muddy chaos bogs. Body parts stay lit for d4 days after death
d10 Cave Clam Adventures
1 The marsh fishermen started losing their dogs then children, now a legless survivor says it was damned giant clams!
2 Something crawls out of the well each night leaving a wet trail and making clacking sounds and anyone who goes to look is found decapitated
3 A child fell into a cave through a hole. An adult size entry by the old alchemist's ruined heap will let you get in to save the child. Locals all fear the dreaded clams and give up hope
4 A wet damp sinkhole by the sea was said to be where a pirate buried his treasure. A ship was sailed into a cave and sealed in. Adventurers may climb down the hole with ropes and help. Cave clams are in the lower parts of the hole before it opens into flooded cave of saltwater home of the great clam behemoth. Treasure is inside the clam and the sea entry was blown up by the pirate sealing his loot here
5 A small village popular with city visitors has had a clam outbreak as part of a curse. Fish folk hid an evil idol in a cave under the beach that is flooded and guarded by dread clams
6 A sea wizard made a dungeon only breathable for a few hours a day on the reef and marine cave clams infest it guarding an imprisoned sea nymph in a cave of pearls
7 A ship has been trapped by several enormous clams and the crew need help to fight the monsters and save the ship
8 A mermaid princess was eaten by a cave clam in a trench and her family seed someone to quickly rescue the body so she can be raised from the dead and still look pretty
9 A wizard has orcs and siege clams and has been attacking fortified buildings outside town
10 Migrating ram clams come ashore for ancient migration route, knock over everything in path and locals want help getting rid of them. Lots of poles slow or stop them best
11 A tribe of kobolds have been cultivating cams in the deep for aeons now have spares and they have been leaving pits with clams in the for idiots to fall in
12 Villagers years ago stored emergency supplies in cave and a recent check up had revealed cave clams living off rats had got in and grown too big to get past doors. These were a climbing variety who drop from the ceiling onto victims
Look out for those invisible fire trench ram clams that regenerate
Friday, 31 January 2020
Necrovirus and You
I've used this as a term for my alien plague that creates undead in my various SF settings - my road war and planet psychon games. My whole idea for this came to writing a comic book series bible intending to do something 2000ad over the top with tech and zombies and cyberpunk and rival alien terraforming attacks. On Psychon undead are part of experimental future warfare when manpower was diminishing that went wrong. Most of what is here were as used in my Murder Highway setting.
A massive plague wiped out half the human race leaving infested survivors and uncontaminated peoples.
When in contact with plague by bite or scratch or aerosol there a chance of being infected
Severe contact such as infected blood transfusion or filling in a pit of rotten zombies is harder to resist. Surviving the plague even just a mild case results in you becoming a zombie. Various strains appeared later and someone may carry multiple types.
The first few cases appeared as the mars mission lost contact.
The early form just killed people dead leaving survivors possibly scarred or cosmetic effects.
It was later the dead arose and contact from these proved to be a more virile strain.
Necrotech incorporated operated massive mausoleums cryogenic facilities where patients in decline were frozen in some state of decline to be cured in the future. The company was supposed to invest in cures and longevity treatments but the freezers and private army and undead research proved too profitable. Various cults emerged also celebrating the apocalypse.
So in the wastelands as climate change and war and labour shortages gripped the world. New types of undead emerged while elites hid in quarantined VIP zones and used airship to link walled cities. Other bioplagues and mutations emerged too some interacting with the necrovirus. Then there was technology and undead leap that no one expected. When cyborgs were infected something new happened. The virus changed again and acted more intelligently and a nanotech carrier was developed and let loose. Machines and even structures became infected. Terrorists and rogue AIs resulted in numerous strains of hostile machine minds which were a further distraction. Lots of new security protocols kept human technology mostly human. As monsters, mutants, undead and rogue AI emerge more strange overlaps and phenomena occur as the world becomes more alien.
d12 Basic Undead
1 Standard Zombie - slow and stupid and silent
2 Fast Zombie - sneaky and faster, improved senses and door opening skills, noisy
3 Ghoul - screaming with teeth and claws and toxic venom, intelligent hunters
4 Glow Ghoul - radioactive ghouls, glow green and emit toxic rays
5 Revenant - regenerating with some memory and intellect, talk, use machines
6 Mutant Zombies already mutated then became zombies
7 Cyborg Zombied - animated cyborg soldiers and gang members, more resilient
8 Wight - more intelligent and cunning with soul draining chilling claws, scream with rage
9 Cyber Wight - as wights but they can interface into tech and jack into cars, focused
10 Ghast - more intelligent ghouls that reek of decay often quite a bit larger
11 Zombie Hulk - huge swollen monstrosity of a zombie
12 Ghoul Hulk - huge swollen monstrous brutal ghoul
Vampires and Lich are mostly rumours and speculation but later in war when aliens fighting get worse and more obvious, new stranger creatures appear. Numerous AI becomes aware of and debating what to do next.
When I had this stuff as part of a failed comic treatment for a bunch of corporate zombie hunters out to find why zombies are massing to attack corporate cryonics labs. I wrote this in about 91 and lots of the tech I thought up creeping into film FX now. Necrotech Elite Special Ops were sent to find the control source of zombies and have various bloodthirsty adventures with more and more alien weirdness. There were cybertech alien and mutant versions of various classic monsters. I never got to publish it or use as an RPG setting as I'm not a huge zombie fan but my murder highway BRP game and Psychon I kinda use these.
In my roadwar it's more like part of alien warfare but the human race has no ideas. As the campaign went on the team learned more and picked up clues and met new things. The setting was a slow apocalypse. There was massive depopulation, ruins, incredible wealth gulfs, AI, cyborgs, car murder motorsports, massive walled urban zones, corps. So undead was one of many problems including environmental change. aliens, mutants, triffids, cthulhu, satan and really anything else in the mix. These undead guys were a good setting element to cause trouble of make areas worse on death races and missions.
My original notes files on cd rom seem to not be readable by modern machines or files were possible from my amiga which I used through uni. Might be hardcopies with sketches.
Thursday, 30 January 2020
Tragic backgrounds for urchin hirelings
Adventurers are keen to help employ young people and possibly homeless drunks or prison parolees or lepers into dungeons for minimal wages. Adventurers put the high priority of helping their hirelings survive as they need to maintain reputations as good employers. So all kinds of vagrants and kids who nobody wanted as apprentices end up working for peanuts for adventurers and hang out near the adventurer noticeboards. Some only go once, they die or are crippled or made enough to get away or just chose a less deadly lifestyle. Unfortunately some of those brats you hire to help the cause of child employment have secrets and if they die in a hole or even employ you might attract trouble. And no adventurers ever wanted surprises or complications or enemies.
d10 Mysterious backgrounds for urchin hireling types
01 Escaped confinement
02 Refugee
03 Church
04 Previous Job
05 Nobility
06 Cult member
07 Lowlife
08 Fugitive criminal
09 Nonhuman links
10 Magical
d10 Mysterious backgrounds for urchin hireling
01 Escaped from children's prison for petty crimes
02 Escaped from children's home for some industry like sailors or miners
03 Escaped from a child slave sweatshop
04 Escaped from a home run by sadistic old monks or nuns or boys or girls
05 Escaped from a military school, treated brutally for years
06 Escaped a apprenticeship with a cruel master
07 Escaped slavery as a labourer (or house servant if CHA 13+)
08 Escaped having been raised in a isolated place in ignorance by a cult
09 Escaped a labouring job bound by contract to service to rich man
10 Escaped a privileged boarding school for nobles children
11 Family killed in plague run here hungry and desperate
12 Escaped massacre by military in homeland still learning local dialect
13 Escaped forced recruitment into military during war and has fled a massacre
14 Homeless from starvation, learned to eat in woods from hermits
15 During famine several of his siblings were eaten so fled here for work
16 Family home and clan burned by arsonist gang with wrong address
17 Family member offended a powerful rich man and carried away as slaves
18 Family murdered by assassins from a cult or some crime family
19 Family killed by raiders while child hid and saw everything
20 Nobility overtaxed and claimed new privileges and child told to flee
21 Fled a church school that was corrupt and brutal
22 Fled a church orphanage that was mostly a work hall
23 Member of a order of monks or nuns but fled
24 Member of a city choir in a temple and fled creepy clery
25 Made personal servant of a priest which was terrible
26 Sent on a mission but others eaten and this survivor over missions now
27 Taken on by a profesional undead hunting cleric which was very unsafe
28 Worked with an inquisitor hunting cultists and beating up old people without kin
29 Was taken on a crusade which was pretty horrible and fled rather than return
30 Was recruited into templars as a orphan and expected to be a warrior order cleric
31 Worked in a seedy brothel and taver cleaning slops and sleeping in stables for porridge
32 Worked in a scriptorium copying texts more like a prison sweatshop
33 Worked cleaning up slops in abattoir and saw crime syndicate murder an official
34 Worked in a mill pulling out things stuck in dangerous machines
35 Worked as assistant gongfarmer in a sewer while small enough for some pipes
36 Worked sweeping chimneys and slowly dying so now here instead
37 Worked in beggars guild but master wanted to cripple the kid so fled
38 Worked in stables and spreading manure now hates horses smell
39 Worked in a mine with blind pit ponies until escaped chains
40 Worked collecting dropped coal in a huge boiler
41 Bastard of a bloodline, new family head wants all rival claimants killed
42 Escaped minor child of nobles who want returned to be married
43 Escaped minor noble child from a coup and family slaughtered
44 Escaped minor noble family accused of treason all have been killed or hidden
45 Sent to serve noble wizard who was terrible
46 Sent to serve a knight as a squire who had a deathwish to fight monsters
47 Was a kidnapped heir who escaped and wants to get home without anybody noticing
48 Escaped assassination hopes to get home in disguise
49 Family killed seeks to learn adventuring, get power then avenge them
50 Locked in a multi clan death struggle and in hiding waiting to return home
51 Escaped sect of kidnappers sold to another cult to sacrifice far from home
52 Member of a cult on a quest to collect human faces or something awful
53 Cultist wants monster body parts to sell to wizards and alchemists
54 Cultist looking for evil relics can snatch off other cults or peoples
55 Cultist seeking documents and lost lore to report to masters
56 Cultist seeks money or contacts to find hidden black school of magic
57 Cultist wannabe looking for a cult to join but murder hobo work will do
58 Cultist seeks a certain ruin and secret room and needs to see several dungeons
59 Cultists looking for a lost idol
60 Cultist want to convert other hirelings to murder cult and learn from party
61 Used to work for drug smugglers, likes to smoke and get high in dungeons
62 Parents arrested and sent away to a convict colony
63 Parents killed by mob over gambling and drug debts, mob wanted child
64 Parents were mobsters killed by rival crime clan
65 Abandoned, found and sold to a crime syndicate to learn crime
65 Informant for secret police until discovered was on a kill list by accident
66 Parents were foreign spies executed but child escaped
67 Family murdered by mob cos someone squealed to the law about thieves guild
68 Served bandits for years growing up living rough with criminals
69 Served on a pirate ship, caught, spared execution and escaped convict transport
70 Family killed by spies for forging official documents and coin clipping
71 Child was a trained assassin getting away after killing a important person
72 Child stole a important letter and on the run after noble want letter destroyed
73 Child was a royal servant who fled stealing silver and clothes
74 Witch child hunted by inquisition who survived burning
75 Child wanted for stealing poor box and blew it on horse racing and out to rob adventurers
76 Child is a witness of terrible crime and has had to flee home or die
77 Child witnessed knights murdering a crown official and now they hunt witness
78 Child stole stash from a gang haul and ran ever since after hiding the 300gp treasure
79 Child stole treasure looted from distant natives after 4 years on a ship and in strange land, explorers want the strange pagan idol as does foreign native cult
80 Child stabbed a corrupt priest and fled with gold and wine and has hidden stash
81 Is a mutant but hides it for now
82 Child was raised by demihumans and wants to return to human ways but shy
83 Child was bitten by a lycanthrope like a were rat or were wolf or hyena
84 Child raised as slave of monsers in a cave for years
85 Child raised by talking animals and faeries
86 Child raised by witches or a hag
97 Child raised by spirits
88 Child raised by beast folk in winderness
89 Child raised by mermaids in underwater fairy land in sea or lake
90 Child raised by dragons in secret dragon sanctuary
91 Child was used as experiment by alchemist and wants to dissect kid
92 Child served a wizard who wants kid dead for knowing wizard secrets
93 Child of a famous wizard on run from parents wants adventurers life
94 Child of a wizard who's parents were killed by a former student and wants the child
95 Child was sent to posh wizard school to get a proper wizard job but
96 Child raised on another plane kidnapped as a baby to be a slave
97 Child is really a ogre magi
98 Child is a young doppelganger
99 Child is really an imp is disguise
100 Really a petty god in disguise
d10 Mysterious backgrounds for urchin hireling types
01 Escaped confinement
02 Refugee
03 Church
04 Previous Job
05 Nobility
06 Cult member
07 Lowlife
08 Fugitive criminal
09 Nonhuman links
10 Magical
d10 Mysterious backgrounds for urchin hireling
01 Escaped from children's prison for petty crimes
02 Escaped from children's home for some industry like sailors or miners
03 Escaped from a child slave sweatshop
04 Escaped from a home run by sadistic old monks or nuns or boys or girls
05 Escaped from a military school, treated brutally for years
06 Escaped a apprenticeship with a cruel master
07 Escaped slavery as a labourer (or house servant if CHA 13+)
08 Escaped having been raised in a isolated place in ignorance by a cult
09 Escaped a labouring job bound by contract to service to rich man
10 Escaped a privileged boarding school for nobles children
11 Family killed in plague run here hungry and desperate
12 Escaped massacre by military in homeland still learning local dialect
13 Escaped forced recruitment into military during war and has fled a massacre
14 Homeless from starvation, learned to eat in woods from hermits
15 During famine several of his siblings were eaten so fled here for work
16 Family home and clan burned by arsonist gang with wrong address
17 Family member offended a powerful rich man and carried away as slaves
18 Family murdered by assassins from a cult or some crime family
19 Family killed by raiders while child hid and saw everything
20 Nobility overtaxed and claimed new privileges and child told to flee
21 Fled a church school that was corrupt and brutal
22 Fled a church orphanage that was mostly a work hall
23 Member of a order of monks or nuns but fled
24 Member of a city choir in a temple and fled creepy clery
25 Made personal servant of a priest which was terrible
26 Sent on a mission but others eaten and this survivor over missions now
27 Taken on by a profesional undead hunting cleric which was very unsafe
28 Worked with an inquisitor hunting cultists and beating up old people without kin
29 Was taken on a crusade which was pretty horrible and fled rather than return
30 Was recruited into templars as a orphan and expected to be a warrior order cleric
31 Worked in a seedy brothel and taver cleaning slops and sleeping in stables for porridge
32 Worked in a scriptorium copying texts more like a prison sweatshop
33 Worked cleaning up slops in abattoir and saw crime syndicate murder an official
34 Worked in a mill pulling out things stuck in dangerous machines
35 Worked as assistant gongfarmer in a sewer while small enough for some pipes
36 Worked sweeping chimneys and slowly dying so now here instead
37 Worked in beggars guild but master wanted to cripple the kid so fled
38 Worked in stables and spreading manure now hates horses smell
39 Worked in a mine with blind pit ponies until escaped chains
40 Worked collecting dropped coal in a huge boiler
41 Bastard of a bloodline, new family head wants all rival claimants killed
42 Escaped minor child of nobles who want returned to be married
43 Escaped minor noble child from a coup and family slaughtered
44 Escaped minor noble family accused of treason all have been killed or hidden
45 Sent to serve noble wizard who was terrible
46 Sent to serve a knight as a squire who had a deathwish to fight monsters
47 Was a kidnapped heir who escaped and wants to get home without anybody noticing
48 Escaped assassination hopes to get home in disguise
49 Family killed seeks to learn adventuring, get power then avenge them
50 Locked in a multi clan death struggle and in hiding waiting to return home
51 Escaped sect of kidnappers sold to another cult to sacrifice far from home
52 Member of a cult on a quest to collect human faces or something awful
53 Cultist wants monster body parts to sell to wizards and alchemists
54 Cultist looking for evil relics can snatch off other cults or peoples
55 Cultist seeking documents and lost lore to report to masters
56 Cultist seeks money or contacts to find hidden black school of magic
57 Cultist wannabe looking for a cult to join but murder hobo work will do
58 Cultist seeks a certain ruin and secret room and needs to see several dungeons
59 Cultists looking for a lost idol
60 Cultist want to convert other hirelings to murder cult and learn from party
61 Used to work for drug smugglers, likes to smoke and get high in dungeons
62 Parents arrested and sent away to a convict colony
63 Parents killed by mob over gambling and drug debts, mob wanted child
64 Parents were mobsters killed by rival crime clan
65 Abandoned, found and sold to a crime syndicate to learn crime
65 Informant for secret police until discovered was on a kill list by accident
66 Parents were foreign spies executed but child escaped
67 Family murdered by mob cos someone squealed to the law about thieves guild
68 Served bandits for years growing up living rough with criminals
69 Served on a pirate ship, caught, spared execution and escaped convict transport
70 Family killed by spies for forging official documents and coin clipping
71 Child was a trained assassin getting away after killing a important person
72 Child stole a important letter and on the run after noble want letter destroyed
73 Child was a royal servant who fled stealing silver and clothes
74 Witch child hunted by inquisition who survived burning
75 Child wanted for stealing poor box and blew it on horse racing and out to rob adventurers
76 Child is a witness of terrible crime and has had to flee home or die
77 Child witnessed knights murdering a crown official and now they hunt witness
78 Child stole stash from a gang haul and ran ever since after hiding the 300gp treasure
79 Child stole treasure looted from distant natives after 4 years on a ship and in strange land, explorers want the strange pagan idol as does foreign native cult
80 Child stabbed a corrupt priest and fled with gold and wine and has hidden stash
81 Is a mutant but hides it for now
82 Child was raised by demihumans and wants to return to human ways but shy
83 Child was bitten by a lycanthrope like a were rat or were wolf or hyena
84 Child raised as slave of monsers in a cave for years
85 Child raised by talking animals and faeries
86 Child raised by witches or a hag
97 Child raised by spirits
88 Child raised by beast folk in winderness
89 Child raised by mermaids in underwater fairy land in sea or lake
90 Child raised by dragons in secret dragon sanctuary
91 Child was used as experiment by alchemist and wants to dissect kid
92 Child served a wizard who wants kid dead for knowing wizard secrets
93 Child of a famous wizard on run from parents wants adventurers life
94 Child of a wizard who's parents were killed by a former student and wants the child
95 Child was sent to posh wizard school to get a proper wizard job but
96 Child raised on another plane kidnapped as a baby to be a slave
97 Child is really a ogre magi
98 Child is a young doppelganger
99 Child is really an imp is disguise
100 Really a petty god in disguise
Monday, 27 January 2020
Marine Folk Revised
Revision of item I spat the dummy on so last few added here
https://elfmaidsandoctopi.blogspot.com/2019/01/return-of-beastfolk-marine-peoples.html
Marine Folk
1 Oyster
2 Anemone
3 Starfish
4 Walrus
5 Urchin
5 Urchin
6 Dolphin
7 Octopus
8 Penguin
9 Pelican
9 Pelican
10 Stingray
11 Seahorse
12 Manatee
Oyster Folk
Are thick stone like shelled folk with squishy grey flesh and mucous within. While well armoured they peek from an opening in their shell but will seal themselves if threatened. They are kin with an array of sea mollusc folk like clam, muscle and others. Some have bristly hair like cilia that move tiny marine plankton into their mouths. While their bodies and faces are armoured while using their thick muscular limbs the have to extend them from their shells to act as a humanoid. Some have quite colourful flesh but most are green-grey. Shy and peaceful humans have killed them for millennium to eat, for pearls or shells. Oyster folk are wary and suspicious, especially of humans. Humans often kill and eat their children unaware they are in fact humanoid and intelligent. They often aided other marine races war against humans as they were easily convinced of the hairless ape menace. They often swell in reef villages living simple lives in coral huts, gathering small crustaceans and seaweed they require as they are larger than their tiny kin and need more substantial food. But they often wallow in rock pools filter feeding if they cant do better. They can be hard to see among marine rocks, many have barnacles and weed or algae growing on them. Occasionally some can get along with humans but they are melancholic curmudgeons. They often use shells of fallen kin as shields or to make weapons. These are brittle but sharp and might incorporate driftwood hafts. Such weapons also blend with the marine matter on coasts.
d12 Oyster Folk Troubles
1 An evil band of elderly retired scurvy sailors have been daily scrounging on the reef and have eaten many oyster children. If not stopped the oysters will raid the fishing villagers to steal their children warns a sea-druid
2 Oyster folk live in a shipwreck that greedy adventurers want to sack, little do they know there are more oysters than they expect, after a defeat and retreat they seek young gullible adventurers as cannon fodder to help them
3 A former fish folk sunken temple has been disturbed in a storm releasing a sea demon forcing oysters to move into a river mouth where human fishermen are horrified by them. If spoken too oysters will help adventurers destroy the demon and loot the temple
4 An evil wizard has oyster children kidnapped to make pearls which torments them. Oysters want their children back
5 A famous gourmet hires adventurers to catch young oysters for a royal feast. Some rich believe they are aphrodisiacs and demand them. Oysters want revenge
6 Walrus folk and Oyster folk have been battling on a stretch of coast and fishermen are now avoiding it and going hungry
7 Oyster folk pirates have been attacking ships on the rocky coast and have even seized a lighthouse to misuse and wreck ships. Merchants offer a reward to stop them
8 Smugglers had a secret coast cliff base but something has taken it over and they will pay to find out who. Cave full pf contraband the state would love to seize
9 A gang of wreckers preying on the coast disappeared. All kinds of locals secretly in the gang are missing as are many ship survivors. A reward has been offered for their return and capture
10 Someone is trading weapons for pearls with oyster folk who now have become bold and aggressive when ships pass their coral reef castle
11 Fisherman gathering worms by night on beach for bait seen lights on the reef and heard music
12 A village of pearl divers has disappeared, all of them. Find out why.
Anemone Folk
These brightly coloured fleshy humanoids have thick tentacle hair and live on rocky coastlines and reefs. Some are ethereally beautiful. Their mouth is used to eat and excrete. As they can live on land they no longer depend on stinger cells to catch prey. Some older ones will affix themselves to a reef and develop stingers and become a giant anemone. Some happily cohabit with crab folk and some breeds of fish folk. They often domesticate other giant sea creatures like giant hermit crabs as mounts and use to raid coastal dwellers. They trade with many great undersea kingdoms and are famous for their great balls. Many live in great reef coral castles where they dwell and dance serenely. Mostly they avoid humans and thus seem very exotic to them. In ancient times they used their giant anemone gardens and pets to form great defences for the fish folk empire. Occasionally adventurers stumble across some ancient coastal or undersea ruin anemone folk still guard. As most do not move far from their birthplace they are very stubborn to move and might conflict with humans causing pollution or building on reefs. Anenome folk seem to not just be good at domesticating sea life they seem to be able to alter life at some basic cellular level with their alien science. They used to create giant sea monsters under commission to sea kings and fish cults
d12 Anemone Folk Troubles
1 A lighthouse building crew are being attacked by strange beautiful humanoid creatures riding war crabs and they require adventurers to talk or drive the beings away
2 City garbage scows are being sunk by night and swollen mutilated corpses of their crews are found floating in the water. Nobody knows who or why
3 Sailors have seen strange beautiful women dancing by the reef and want to capture some. Alas some sailors died but others are curious
4 A wizard runs a marine menagerie to study and has a sad anemone person prisoner. Anemone kin know and want to rescue them, kill the wizard and free all the creatures creating havoc in the harbour
5 Fish folk killed a colony of anemone people and now a gigantic anemone has blocked the harbour. Anemone will move it if the killers are brought to them as prisoners
6 A wizard has been spying on nude anemone folk with a crystal ball and wants adventurer guards to escort him as he tries to contact them
7 A colony of clownfish folk have been killed by human authorities enraging anemone allies who choke the harbour with giant anemones and giant kelp
8 A giant kelp barrier has choked an area of the sea and explorers have tried to cross the sargassum. Ancient wrecked ships have been raised by the giant kelp attracting treasure hunters. Anemone folk have been using the area to create some colossal sea beast
9 A major settlement drained the swamp where their sewerage was absorbed and now the waste goes into the sea. Increasing plagues of giant sea lice, stinging jellyfish and wood eating marine termites have been attacking the docklands and some think intelligent beings are behind the plagues
10 Pirates attacked and enslaved anemone folk and in retaliation, a merchant ship has been lifted above the sea by giant kelp. The crew and passengers are trapped aboard and adventurers are sent to free them or negotiate with the anemone folk
11 A foolish noble youth of a sea merchant clan has gone out to the reef to marry a beautiful anemone woman and the family want him back
12 A great sea monster attacked a coastal village and investigators are sent to assess the threat. A cult has paid sea anemone folk to make them a living god to let them take over the coast and sea trade
Starfish Folk
Minions of the ancient marine empire, these creatures can breed rapidly and regenerate wounds making them ideal troops and workers. They also eat anything even living coral. Many varieties exist in various colours and textures of skin. Some are smooth some are covered in spiny thorns. Even if killed and dismembered the separate parts may grow into separate starfish and may even share memories. They are not clever and often are pawns of other races especially evil fish folk clans. Fish folk know their minions are often terrible at following orders and require guidance. The various tribes often act as specialist units with varying skills and weapons. As each tribe is so distinctive they stand out on battlefields. Their demon starfish ancestor is a greedy god and some human cults even worship it keeping starfish folk in pits of sacrifice. The god offers healing for servants which attracts some desperate humans. Terrible wars in ancient times featured hordes of starfish invading the land but it was fire and burning their dead that stopped them Most humans don't know this history. Some say starfish came from the stars, banished for their evil deeds by their celestial kin to the depths of the sea
d12 Starfish Folk Troubles
1 Years ago starfish folk marched from the sea and attacked. Locals defeated them and chopped them up and threw them into the sea. Now there are even more attacking!
2 A fish folk warlock has amassed an army of starfish. Working with a local cult they wish to seize a temple now landlocked in human lands
3 A pirate crew recruited some starfish in their crew. A few years later the whole crew are starfish and menacing the coast with no restraint killing, robbing and eating humans
4 A cult has been breeding starfish in a secret cave, ready for a night they will murder the local people for the demon starfish cult
5 Something by night is coming ashore and breaking into the dried fish sores and smokehouses in the harbour
6 Fishermen drying their nets all disappeared, only a star shaped sign in the sand remained
7 A strange stone spire erupted from a reef. It seems to have star symbols on it and windows. Locals are curious
8 The local reef fisherfolk are dependent on is covered in starfish folk devouring everything. Warriors are needed to kill them when fisher folk can scoop them up
9 Cultists have been seen going to the reef by night and nobody knows what they are up to. The cult wear strange star symbols with a maw in the centre on their purple robes
10 After the last starfish folk cull in the region, alone surviving starfish priest has been raiding the graveyards of the fisherfolk by night to reanimate the dead as zombies.out of revenge. Someone must kill the zombies and catch the priest in the act
11 After the last storm, a stone ruin on the beach was exposed with strange star symbols. Some beachcombers went inside and did not come out. locals are afraid
12 Locals regularly comb the beach after the storms but this year many searchers vanished. Starfish folk have been laying under the sand to grapple and eat people
Walrus Folk
This doughy folk swim in the frozen north on rocky coasts and islands and ice flows. Feed off fish, penguins and shellfish they also hunt whales, act as pirates and adventure in the pre human ruins of the frozen north. They often battle polar bear, penguin, seal and fish folk for supremacy. They also conflict with humans who dare trespass on their territory. Many males driven from their homes wander into human lands. Some end up slaves or pit fighters, but many become pirates, adventurers or mercenaries. They make the best guides in the frozen lands. They also practise handy crafts such as scrimshaw, weaving, leatherwork and carpentry they require to survive. Long ago they helped humankind repel the fish folk conquerors and helped fight necromancers who fled into the frozen wastes. Their ships and sleds are infamous and they value imported wood and metal from the south for whale ivory. Some go viking, raiding south lands for goods they crave like grain and beer. Walrus ivory highly offends them and they claim all as theirs to bury in a funeral rite. Some call them tusk folk. They often laugh at weak and skinny peoples of the sunlit lands. They infamously stoic and tough and can swing from jolly drunks to violent berserkers in moments.
d12 Walrus Folk Trouble
1 A walrus crime lord controls drug smuggling in a town and a rival gang want him gone. Adventurers are hired as extra muscle in a hit using a midnight docklands meeting as a ruse
2 A ship of walrus viking berserks is seen on the horizon, locals in panic
3 A diary and map of a pre human ruined city in the north describing great treasure is found, walrus guides are required to find it
4 Explorers found a block of ice with a thing inside. Returning it to civilisation it thaws out a walrus cursed by his berserker axe, if free and cursed axe removed he will be grateful and helpful
5 A villain robbed a walrus burial ground of ivory offending the walrus spirits and the tribe gather to hunt and kill the criminal and any aiding them
6 A hunter has been selling walrus blubber, skins and ivory actually from murdered walrus folk. Most of the good users are outraged and want hunter punished
7 Walrus folk have guarded a stone age black citadel trapped in the ice for millennia but now they are inviting adventurers and helping them
8 A walrus shaman has found a cursed fur trapper shack in the tundra and says it is a human responsibility to cleanse the haunted place of evil
9 A walrus wizard with crystal tusks has a cursed local area with freezing blizzard winds and undead walrus warriors
10 Walrus warrior maids are having a beauty contest and will force strangers they find to judge, they are vindictive and lusty
11 A great mound of a walrus warrior king has been disturbed by looters, now an angry walrus wight stalks the night murdering locals
12 Nobody had seen walrus folk for generations till a vindictive shaman planted rune encrusted tusks which grew into a band of walrus berserks who now are on a murder spree
Urchin Folk
These hard chitinous skinned folk are covered in spiny and spikes and their frightful five toothed sphincters like orifices disgust most onlookers. They are omnivorous eating seaweed, vegetable matter and any dead flesh they can scavenge. They dwell in fortified reef forts and have aggressive defensive mindsets forming phalanx walls if threatened. Every tribe has vastly different colours, spine appearance and personalities. Some with larger blunt spines may have sponges or algae growing on them. Smaller tentacles around their mouths with suckers feed off tiny often water born organisms. The very young lack spines and many do not recognise as urchins. Some develop stinging spines or might have colonies of smaller creatures living in between their spines and might defend their host.
Many served the undersea empire of the fish folk as heavy infantry and helped invade the surface world. Some tribes still raid ashore seeking food when their numbers every few generations grow and their colonies need to expand. They do tend to feud with crab folk who delight in eating them. Otter folk and starfish folk are ancient enemies also. Colonies build coral reef forts but smaller groups and lovers find a crevice or dig a hole to lair inside. Those that use magic favour protective spells. The often herd giant amphibious urchins as pets and for defence. They will trade but humans find them hideous and often fear them
d12 Urchin Folk Trouble
1 Clan of urchin warriors march ashore and terrorise fisher folk and docklands for some reason
2 Horrible humanoids from the deep come from the sea and make strange gestures alarming locals. Someone needs to meet them and determine if they are friend or foe
3 A fish folk wizard with his urchin warriors have taken over a lighthouse and people have heard strange chants from their since
4 Crab men and urchins have been battling over the reef scaring fisher folk. Both species have made crude alien attempts to seek aid from humans who don't like either breed
5 Urchin pirates have been raiding the coast and recently took a small human village and took prisoners as slaves to gather algae and seaweed from rock pools while urchins get drunk
6 A friendly sea otter merchant seeks help capturing hideous urchin folk to take to otter land
7 A wounded sea elf washed ashore tells of how a fish folk warlock with his urchin warriors has been waging war on the undersea peoples of the area and the surface will be raided next
8 A cowardly tako octopus fairy seeks adventurers to help her rob a lair of urchin folk of their pearls from their giant oyster garden. She also likes to eat their children but won't mention that
9 Dead urchin folk wash ashore, dozens of them, locals are alarmed at the hideous corpses
10 After a storm where a ship was lost bodies and survivors wash ashore where hungry urchins try to eat dead and wounded unable to move, locals want to help but are afraid
11 An urchin merchant comes ashore seeking humans to help round up his sea goblin slaves who escaped. He offers exotic fish folk gold jewellery to any who help
12 A sea urchin princess has been kidnapped by crab folk who plans to feast on her next full moon. Her page servant seeks helpers to rescue the beautiful princess and the urchin king surely will reward them. The crabs live in a coral reef fortified tower
Dolphin Folk
These folk are often well regarded by humans and some come ashore to work on ships and coastlines. Colours can vary from grey to blue or green or even pink. River breeds can be quite small and are known as dolphinlings. They tend to live in nomadic clans who hunt together. They are cheeky, playful and can be friendly. Some of the loners that come ashore are dangerous and insane, sexually assaulting and murdering for fun. Some are charlatans playing on how humans think well of them. Some claim they have healing abilities or lead cults of gullible humans. The more useful ones often work as pilots to guide ships through reefs and other marine hazards. Compared to many beast folk dolphins are acceptable and non threatening. Dolphins adapt well to trade and money making and are willing to cheat, hustle and lie to make more. It is hard to tell if their squeaks for joy are just from being happy or laughter at human fools. While they are excellent liars they can be good friends with humans. Many live on islands hunting and fishing. some human fishermen fear the competence of dolphins and some have massacred them out of rivalry. Dolphins remember this and remain wary of humans even friendly ones. Most of all they hate shark and fish folk and they aided humans fighting them long ago.
d12 Dolphin Folk Troubles
1 A dolphin peddler comes to town in a rowboat and is selling unicorn horns, cursed fish folk gold, colourful fake healing potions and treasure maps, quick to move on as has moresuckers customers to visit
2 Dolphins come seeking help as viking fishermen came to their village and murdered half their tribe
3 A peg-legged dolphin pirate needs help finding his treasure he buried on skeleton island or was it mermaid island or seahag island? One of those anyway
4 A dolphin is pretending to drop treasure maps in adventurer taverns, actually lead to lairs of his people's enemies
5 A dolphin wants revenge on a sailor who ate his dead brother's corpse. The man is now a church leader who tells of how the gods sent him the corpse when he was starving
6 Dolphins have set up a seaside carnival with gambling, sideshows, freaks from the sea in cages and athletic diving feats to amaze the crowd
7 A dolphin seeks help as fish folk with shark folk mercenaries have reoccupied a ruin on the coast for some evil purpose
8 The fine finny friends are a dolphin brotherhood who offers eternal friendship to any who aid them in destroying a fish cult rampant on the coastline. Many of the cult are respectable civic leaders and dolphins don't want to get blamed if things go wrong
9 Dolphins have come demanding sea tax from a local village and threaten to sink any fishing boats launched unless they get 10% of the catch
10 A scarred dolphin warrior wants to die gloriously on one more heist. He knows where a fish folk fortress is hidden on a reef and wants humans to help him sack the place and kill the fishy bastards
11 Dolphins have come to shore to warn of a cult of manta ray folk who worship a sea demon have moved into the area and seek to sacrifice dolphins and humans like the old days
12 A dolphin wizard offers magical seaweed of water breathing if they help him plunder the garden of a sea nymph
Octopus Folk
These humanoids octopus folk are feared by coastal folk and even disliked by tako octopus fairies. They are voracious servants of chaos with octopus heads and tentacle arms, the greater ones have more arms. While tako are civilized and cautious, these brutes are fearless savages who worship sea demons and chaos gods. Long ago they serve fish god cults but they turned on fish folk when their empire collapsed. They work with squid cults too. Octopus folk live in caves on coasts or reefs and raid enemies on land or the sea. Ever hungry and greedy for treasure and slaves they are constantly at war. Some evil powers employ them but must not show the weakness of the cunning octopus folk will turn on their masters. Often the ambush ships and sacrifice most of the crew and eat them. The unlucky ones are taken to their caves as servants and playthings. They often fight naked to intimidate their foes and often stop in the battle to eat a fallen enemy rather than chase any who flee. Most undersea races fear and mistrust them.
d12 Octopus Folk Troubles
1 A pirate had his crew eaten and his treasure stolen and seeks adventurers to help recover the remains
2 A chaos octopus gladiator has been eating mutants thrown into his fighting pit by humans and has gained new mutations. Using her new abilities she escapes into the markets to kill as many as possible and escape if she can into the sea
3 Octopus warriors have raided a village seizing all the women while the fishermen were at sea. A church offers funds to rescue the women before they are eaten or worse
4 A man covered in sucker wounds washes up on the shore and when revived tells of an offshore cave where octopus folk force human slaves to mine gold from the seafloor using strange apparatus made by fish folk wizards long ago. The man dies of the bends shortly after.
5 An octopus cult has been sacrificing gold and victims to a sea linked sinkhole for generations. Locals want the cult stopped and their false god killed. In the tidal flooded sinkhole, a kraken and his octopus minions come every full moon for treasure and victims
6 An octopus wizard keeps sending a water elemental to kidnap victims from a coastal town daily and a huge reward is offered for the fiend
7 A village troubled by octopus folk have caught an innocent tako they caught visiting fisherman's wives while washing clothes on the rocks by the sea. The villages plan to cook and eat him but he claims to know where the octopus folk lair is and tells of a great treasure hidden there from the old fish folk kingdom
8 A great octopus warrior with obsidian weapons has come ashore and will not let fishermen enter the sea unless they defeat him or give him a dozen human babies to eat
9 Sea elves come ashore seeking humans to fight octopus folk servants of an evil sea hag who wants their handsome prince to marry her
10 Strange chanting from the reef by night has been alarming locals and the tide has been rising higher than ever before. Next full moon high tide approaches and locals dread what will happen next
11 A fisherman killed a selkie who would not be his lover and now the sea king sends octopus folk to punish the humans until the villain is surrendered to him. The culprit knows why the fiend's attack but the village has no idea
12 An evil fish folk sorcerer has been kidnapping humans to turn into octopus folk servants. Predictably they have begun to attack humans when the master is not watching them, drawing attention to his evil schemes against the sea king
Penguin FolkOily flightless bird folk often living in frozen sea islands or rocky coasts. The smallest breeds are penguinlings and most think they are harmless and inoffensive other than their fishy smell. The larger breeds are often sailors and explorers joining human crews and working docks for fish. They have colonies worldwide and trade exotic seafood their preferred currency. Fish folk hate them with a passion for eating their children in their sacred spawning grounds. Some penguin folk seasonally live deeper inland to breed and some came to dwell in ruined prehuman fortresses of alien gods from pre human times. These have become dangerous albino cultists who now guard these ruins from humans. Some penguin magicians have learned the art of making iceberg citadels that wander the world and never melt. Some bring chilling blizzards with them to keep intruders away.
d12 Penguin Folk Troubles
1 A iceberg citadel of penguin folk ruled by a prehuman sorcerer in service to the evil elemental cold demon lords has been attacking coastal shipping and destroying villagers. The kingdom has offered a reward for stopping the frozen juggernaut
2 A penguin pirate knows the way to the prehuman ruins of Ultima Thule and offers humans join him in his quest for money and forbidden lore that wizards will pay for gladly
3 A penguinling colony has grown and the curious pests now wander the streets, stinking up the place and bringing their odd customs. Locals want someone to drive off the pint sized penguin folk. If bothered they are shocked they are unwelcome and call their larger cousins to aid them
4 A penguin offer maps of far off lands unknown to humans in return for helping her get revenge on shark folk who ate her family
5 A penguin hero in magical ice armour with snow golem minions demands all fishing rights in the area belong to their race, not humans. Locals hire adventures and lie to make this penguin paladin seem less sympathetic
6 A demon whale has been eating penguins fishing in their island waters and they seek humans to kill the weird beast
7 A penguin family had children eaten by walrus folk and they want revenge. Calling on an evil relic from the deep they call a tsunami to hit the walrus colony. A minor sea deity learns of the plan and warns the local humans
8 Savage penguin chaos pirates have been seen off coast spreading mass panic
9 A penguin long lost from home has become a well liked local, somebody has kidnapped it and locals worried
10 Slavers captured the local penguin colony preventing them, from performing ancient rituals that kept a chaos kraken away from the region, now it is tearing up villages and ships
11 Penguinlings were brutally set on by dogs and rendered for oil by horrible humans. They seek killers to avenge their tribe offering to pay with pearls and treasure maps
12 A penguin islander hero comes to civilised port to find athletes for island games and they seek human contestants. Offer gold and pearls to come. The events include kraken hunting, fighting demons and avoiding the deathtraps on their island while seeking a great relic for the natives
Pelican Folk
These gruff but admirable sea folk travel seas and are experts at fishing and smuggling. Many come from Island tribes and join ship crews where they excel in all climates. Many prate crews also have them as crewmen. Occasionally get up to tricks with beaks like hiding goods, snatch severed hands on a battlefield or trip someone up with hook on the beak. Pelican corsairs roam some coastlines living like pirates, some also taken as slaves or conscripted by visiting ships. Pelicans have aided several undersea civilisations for better or for worse of various alignments. There are smaller pelicanlings too but they are more like fish scroungers or sidekicks.
1 A crew of pelicans have adopted a tavern and the owner cant dislodge them. Will pay you in free beer if you can get rid of them
2 A rocky outcrop is a base for smugglers some say but they are working with a huge network of pelican folk and a few fight with them
3 An elderly pelican man with a wooden leg tells stories and sings shanties for beer knows of lots of strange treasure islands to the south. Longs to go back with explorers and speaks islander folk languages
4 A local pelican fisher comes into market warning all about signs of the fish cult in town, almost immediately some fishy fellows follow him
5 A pelican offers a ride for hire on his golem powered tug boat he found in distant ruins on an island
6 Pelicans erected idol where they conjure a sea elemental and talk to mermaids, locals suspicious of their cult and want pelicans gone and to grab their property
7 A pelican fishing boat captain saw strange haunted treasure ship exposed on the reef in a storm in full moon and he is sure conditions will be same tonight for a fee
8 Pelican fisherman has seen a strange stone barge underwater and some stuff that looks like ruins
9 Old pelican in pub gossips about local criminal gangs and their activities around the harbour, for a few coins will name names but if the mob find out the pelican will be found dead next day
10 A gang of pelican folk have been hunting for fish men cults earnestly. Will inspect visitors to town to check for fishy friends or their finny friends. Occupationally are convinced by some trivia some poor person is a fish cultist who needs interrogating and possibly burning
11 A wicked chaos pelican sect have been holding rituals on the reef at night summoning fish to eat and ancient sea demon minions
12 A pelican wizard has erected a coral tower and has declared keep out to all locals and the law. Local tax man wants him issued with a legal summons by hand
Stingray Folk
These sinister folk from the deep served greater armies of fish folk long ago. They are notorious necromancers and evil priests dedicated to marine devils which there are plenty. They often build an underwater entrance to a reef based hidden fort or temple. Many also live in the seas of hell and thus many are called devil-rays. They are reluctant to talk o humans who killed many of their greatest tribes long ago. Some live in marine districts of cities but they often end up working as bounty hunters, smugglers, kidnappers and assassins. Sometimes they start bloodthirsty cults and try to restore the ancient terror days when all gave them offerings out of fear. They like to use spike clubs often with poison, tridents and nets. Smaller ones are shy and hide on distant islands who often don't survive meeting other races. Some are seen gliding over the sea
1 Robed cultists are seen making for the coast with a screaming person, when they reach the beach stingray folk carry them across the low tide to a rocky island with a hidden stingray tentacle to their vampire demon god
2 Missing beachcombers had local search revealing strange rock carvings of stingray folk receiving human captives from humans
3 Recently local smugglers disappeared making quality grog hard to find but then an armed band of taxmen disappeared on patrol too, nobody knows how or why
4 Lighthouse keepers report cloaked creatures running about the lighthouse rocks by night
5 Travellers near the sea find cowled creature hiding in the water peeking and following them
6 On rainy nights some cult has been seen on coast holding strange ceremonies. Once a body was found swollen and purple, punctured with thousands of tiny puncture wounds and broken bones but no blood
7 A man saw ghost like figures swimming in and out of flooded caves
8 A ship came ashore with all crew gone and the hand of a strange creature was found
9 Lights from a rock at sea have been spotted and town elders want adventurers to lead night watch to find out what is going on. Some heard some strange sounds like stone working
10 A stone circle half submerged on the coast has been seen since a big storm and some say sinister robed figures were wading around the rocks
11 Local art in the temple shows long ago strange folk from the sea lived here but were driven off into coastal caves. Stingray folk tribe are very angry and will call on their evil god and fight to the death with everything
12 A dried up devil-ray hangs from shop ceiling and owner comments they used to live here but all were killed. Mentions a bay with an underwater cave. There is a sea devil idol onshore
Seahorse FolkThese creatures are flighty and wary of strangers but are also boastful and like to sound noble and important. They like to think they are more like dragons than horses and some breeds resemble vegetation they live amongst. Some are covered in algae making them hard to see. Other are more colourful and vain holding parties and courtly games. They invite other fish to show how much better they are. Male seahorse folk mostly care for and protect babies while women go exploring and have adventures. When they gather to discus various things they fled from heroically. Smaller breeds were hunted for dried ornaments
1 Seahorse folk are being eaten by a marine dinosaur and need help or they will always perish
3 Someone is catching baby seahorse folk as pets in the city where most die, seahorse elders, need help
4 A sea druid has a location of a secret seahorse dancing place and seeks helpers to meet them. They all sobbed about a giant chaos sea turtle which the tearful druids announce you will fight it
5 A seahorse tattoo artist working on docks has been forced to ally with a thieves guild. Needs some adventurers he can dupe into starting a fight with a rival gang
6 A seahorse bard wishes to study surface adventure then go tour the undersea faerie land with new songs about funny landlubbers
7 A seahorse huckster with his burly lobster folk guards is offering money to who can beat his slave crab man in a fight. He would sell the slave for a good offer
8 A seahorse wizard has come to study the unnatural child rearing practices of the feckless surface folk
9 A seahorse man stranded with a bunch of his children living in an overturned fishing boat need food and help
10 Dazed seahorse children wash up on shore and locals grab them and put them in cages to sell to freak shows and menageries. Under the sea seahorse, villagers are preparing to attack bu night
11 A band of seahorse women adventurers would like to see some monsters up close and offer pearls for safe confrontation with monsters of the surface. They will scream in shrill voices and heroically flee until they are exhausted
12 A seahorse gladiator wants freedom and asks if adventurers could buy him and he could earn cash faster, he desperately wants to get home to his babies separated from him years ago
Manatee FolkThese placid grazers of seaweed are kin to dugongs and sea cows and other similar mammals, some now rare. They are peaceful and kind and happy grazing on weed, some labour in underwater fairyland pulling ploughs for nymphs or seagrass spirit folk. Some come ashore and work on docks using great strength and endurance. Some try and sell milk but with less success but do get be wet nurses for orphan sailors. Deluded humans sometimes mistake them for mermaids or try and eat them or worse so they avoid places humans live mostly. They are quite friendly, calm and jolly when fed and content but produce huge tears when they cry. Manatee make good sailors and wharf crew but don't really like violence mostly
1 A noble wizard likes to run down manatee in his magical boat then has his servants collect the body and spitroast them. Some locals think this could be wrong
2 A peaceful islander knows of a dugong temple where local tribe threw pearls in the sea
3 A great floating raft populated by manatee folk has been seen offshore and they trade goods and welcome strangers
4 A matinee wizard from the underwater fairyland comes to trade drugs with the surface world, offers free sea wine and kelp beer drinks to new customers, locals shocked
5 A giant castle of kelp has grown in the harbour. An evil manatee wizard and his royal guards defend it from intruders while a manatee princess in the top tower calls out for help
6 A slaver has manatees gathering pearls by holding babies hostage, boasts about it in town
7 Manatee folk are swimming around having a sing and humans with harpoons are sneaking up to them
8 A manatee barbarian is hunting humans that killed his family but in meantime needs beer money and fights
9 Sailors have found an island rocky outcrop sea castle of a manatee clan and seek warriors to help them rob the magic brutes
10 A manatee wizard uses illusions to make her sea cow gang seem like attractive maidens. They kidnap people and polymorph the most charismatic into manatee folk to be husbands forever in undersea faerie land
11 A thieves guild of manatee drug smugglers have been crashing drug prices and local guilds need someone to find who. Manatee mostly lay about with hookahs and eating seagrass and dancing
12 Manatee offers magic seagrass that lets surface folk breathe water and a chance to explore a shark infested wreck full of a treasure chest from far away
Oyster Folk
Are thick stone like shelled folk with squishy grey flesh and mucous within. While well armoured they peek from an opening in their shell but will seal themselves if threatened. They are kin with an array of sea mollusc folk like clam, muscle and others. Some have bristly hair like cilia that move tiny marine plankton into their mouths. While their bodies and faces are armoured while using their thick muscular limbs the have to extend them from their shells to act as a humanoid. Some have quite colourful flesh but most are green-grey. Shy and peaceful humans have killed them for millennium to eat, for pearls or shells. Oyster folk are wary and suspicious, especially of humans. Humans often kill and eat their children unaware they are in fact humanoid and intelligent. They often aided other marine races war against humans as they were easily convinced of the hairless ape menace. They often swell in reef villages living simple lives in coral huts, gathering small crustaceans and seaweed they require as they are larger than their tiny kin and need more substantial food. But they often wallow in rock pools filter feeding if they cant do better. They can be hard to see among marine rocks, many have barnacles and weed or algae growing on them. Occasionally some can get along with humans but they are melancholic curmudgeons. They often use shells of fallen kin as shields or to make weapons. These are brittle but sharp and might incorporate driftwood hafts. Such weapons also blend with the marine matter on coasts.
d12 Oyster Folk Troubles
1 An evil band of elderly retired scurvy sailors have been daily scrounging on the reef and have eaten many oyster children. If not stopped the oysters will raid the fishing villagers to steal their children warns a sea-druid
2 Oyster folk live in a shipwreck that greedy adventurers want to sack, little do they know there are more oysters than they expect, after a defeat and retreat they seek young gullible adventurers as cannon fodder to help them
3 A former fish folk sunken temple has been disturbed in a storm releasing a sea demon forcing oysters to move into a river mouth where human fishermen are horrified by them. If spoken too oysters will help adventurers destroy the demon and loot the temple
4 An evil wizard has oyster children kidnapped to make pearls which torments them. Oysters want their children back
5 A famous gourmet hires adventurers to catch young oysters for a royal feast. Some rich believe they are aphrodisiacs and demand them. Oysters want revenge
6 Walrus folk and Oyster folk have been battling on a stretch of coast and fishermen are now avoiding it and going hungry
7 Oyster folk pirates have been attacking ships on the rocky coast and have even seized a lighthouse to misuse and wreck ships. Merchants offer a reward to stop them
8 Smugglers had a secret coast cliff base but something has taken it over and they will pay to find out who. Cave full pf contraband the state would love to seize
9 A gang of wreckers preying on the coast disappeared. All kinds of locals secretly in the gang are missing as are many ship survivors. A reward has been offered for their return and capture
10 Someone is trading weapons for pearls with oyster folk who now have become bold and aggressive when ships pass their coral reef castle
11 Fisherman gathering worms by night on beach for bait seen lights on the reef and heard music
12 A village of pearl divers has disappeared, all of them. Find out why.
Anemone Folk
These brightly coloured fleshy humanoids have thick tentacle hair and live on rocky coastlines and reefs. Some are ethereally beautiful. Their mouth is used to eat and excrete. As they can live on land they no longer depend on stinger cells to catch prey. Some older ones will affix themselves to a reef and develop stingers and become a giant anemone. Some happily cohabit with crab folk and some breeds of fish folk. They often domesticate other giant sea creatures like giant hermit crabs as mounts and use to raid coastal dwellers. They trade with many great undersea kingdoms and are famous for their great balls. Many live in great reef coral castles where they dwell and dance serenely. Mostly they avoid humans and thus seem very exotic to them. In ancient times they used their giant anemone gardens and pets to form great defences for the fish folk empire. Occasionally adventurers stumble across some ancient coastal or undersea ruin anemone folk still guard. As most do not move far from their birthplace they are very stubborn to move and might conflict with humans causing pollution or building on reefs. Anenome folk seem to not just be good at domesticating sea life they seem to be able to alter life at some basic cellular level with their alien science. They used to create giant sea monsters under commission to sea kings and fish cults
d12 Anemone Folk Troubles
1 A lighthouse building crew are being attacked by strange beautiful humanoid creatures riding war crabs and they require adventurers to talk or drive the beings away
2 City garbage scows are being sunk by night and swollen mutilated corpses of their crews are found floating in the water. Nobody knows who or why
3 Sailors have seen strange beautiful women dancing by the reef and want to capture some. Alas some sailors died but others are curious
4 A wizard runs a marine menagerie to study and has a sad anemone person prisoner. Anemone kin know and want to rescue them, kill the wizard and free all the creatures creating havoc in the harbour
5 Fish folk killed a colony of anemone people and now a gigantic anemone has blocked the harbour. Anemone will move it if the killers are brought to them as prisoners
6 A wizard has been spying on nude anemone folk with a crystal ball and wants adventurer guards to escort him as he tries to contact them
7 A colony of clownfish folk have been killed by human authorities enraging anemone allies who choke the harbour with giant anemones and giant kelp
8 A giant kelp barrier has choked an area of the sea and explorers have tried to cross the sargassum. Ancient wrecked ships have been raised by the giant kelp attracting treasure hunters. Anemone folk have been using the area to create some colossal sea beast
9 A major settlement drained the swamp where their sewerage was absorbed and now the waste goes into the sea. Increasing plagues of giant sea lice, stinging jellyfish and wood eating marine termites have been attacking the docklands and some think intelligent beings are behind the plagues
10 Pirates attacked and enslaved anemone folk and in retaliation, a merchant ship has been lifted above the sea by giant kelp. The crew and passengers are trapped aboard and adventurers are sent to free them or negotiate with the anemone folk
11 A foolish noble youth of a sea merchant clan has gone out to the reef to marry a beautiful anemone woman and the family want him back
12 A great sea monster attacked a coastal village and investigators are sent to assess the threat. A cult has paid sea anemone folk to make them a living god to let them take over the coast and sea trade
Starfish Folk
Minions of the ancient marine empire, these creatures can breed rapidly and regenerate wounds making them ideal troops and workers. They also eat anything even living coral. Many varieties exist in various colours and textures of skin. Some are smooth some are covered in spiny thorns. Even if killed and dismembered the separate parts may grow into separate starfish and may even share memories. They are not clever and often are pawns of other races especially evil fish folk clans. Fish folk know their minions are often terrible at following orders and require guidance. The various tribes often act as specialist units with varying skills and weapons. As each tribe is so distinctive they stand out on battlefields. Their demon starfish ancestor is a greedy god and some human cults even worship it keeping starfish folk in pits of sacrifice. The god offers healing for servants which attracts some desperate humans. Terrible wars in ancient times featured hordes of starfish invading the land but it was fire and burning their dead that stopped them Most humans don't know this history. Some say starfish came from the stars, banished for their evil deeds by their celestial kin to the depths of the sea
d12 Starfish Folk Troubles
1 Years ago starfish folk marched from the sea and attacked. Locals defeated them and chopped them up and threw them into the sea. Now there are even more attacking!
2 A fish folk warlock has amassed an army of starfish. Working with a local cult they wish to seize a temple now landlocked in human lands
3 A pirate crew recruited some starfish in their crew. A few years later the whole crew are starfish and menacing the coast with no restraint killing, robbing and eating humans
4 A cult has been breeding starfish in a secret cave, ready for a night they will murder the local people for the demon starfish cult
5 Something by night is coming ashore and breaking into the dried fish sores and smokehouses in the harbour
6 Fishermen drying their nets all disappeared, only a star shaped sign in the sand remained
7 A strange stone spire erupted from a reef. It seems to have star symbols on it and windows. Locals are curious
8 The local reef fisherfolk are dependent on is covered in starfish folk devouring everything. Warriors are needed to kill them when fisher folk can scoop them up
9 Cultists have been seen going to the reef by night and nobody knows what they are up to. The cult wear strange star symbols with a maw in the centre on their purple robes
10 After the last starfish folk cull in the region, alone surviving starfish priest has been raiding the graveyards of the fisherfolk by night to reanimate the dead as zombies.out of revenge. Someone must kill the zombies and catch the priest in the act
11 After the last storm, a stone ruin on the beach was exposed with strange star symbols. Some beachcombers went inside and did not come out. locals are afraid
12 Locals regularly comb the beach after the storms but this year many searchers vanished. Starfish folk have been laying under the sand to grapple and eat people
Walrus Folk
This doughy folk swim in the frozen north on rocky coasts and islands and ice flows. Feed off fish, penguins and shellfish they also hunt whales, act as pirates and adventure in the pre human ruins of the frozen north. They often battle polar bear, penguin, seal and fish folk for supremacy. They also conflict with humans who dare trespass on their territory. Many males driven from their homes wander into human lands. Some end up slaves or pit fighters, but many become pirates, adventurers or mercenaries. They make the best guides in the frozen lands. They also practise handy crafts such as scrimshaw, weaving, leatherwork and carpentry they require to survive. Long ago they helped humankind repel the fish folk conquerors and helped fight necromancers who fled into the frozen wastes. Their ships and sleds are infamous and they value imported wood and metal from the south for whale ivory. Some go viking, raiding south lands for goods they crave like grain and beer. Walrus ivory highly offends them and they claim all as theirs to bury in a funeral rite. Some call them tusk folk. They often laugh at weak and skinny peoples of the sunlit lands. They infamously stoic and tough and can swing from jolly drunks to violent berserkers in moments.
d12 Walrus Folk Trouble
1 A walrus crime lord controls drug smuggling in a town and a rival gang want him gone. Adventurers are hired as extra muscle in a hit using a midnight docklands meeting as a ruse
2 A ship of walrus viking berserks is seen on the horizon, locals in panic
3 A diary and map of a pre human ruined city in the north describing great treasure is found, walrus guides are required to find it
4 Explorers found a block of ice with a thing inside. Returning it to civilisation it thaws out a walrus cursed by his berserker axe, if free and cursed axe removed he will be grateful and helpful
5 A villain robbed a walrus burial ground of ivory offending the walrus spirits and the tribe gather to hunt and kill the criminal and any aiding them
6 A hunter has been selling walrus blubber, skins and ivory actually from murdered walrus folk. Most of the good users are outraged and want hunter punished
7 Walrus folk have guarded a stone age black citadel trapped in the ice for millennia but now they are inviting adventurers and helping them
8 A walrus shaman has found a cursed fur trapper shack in the tundra and says it is a human responsibility to cleanse the haunted place of evil
9 A walrus wizard with crystal tusks has a cursed local area with freezing blizzard winds and undead walrus warriors
10 Walrus warrior maids are having a beauty contest and will force strangers they find to judge, they are vindictive and lusty
11 A great mound of a walrus warrior king has been disturbed by looters, now an angry walrus wight stalks the night murdering locals
12 Nobody had seen walrus folk for generations till a vindictive shaman planted rune encrusted tusks which grew into a band of walrus berserks who now are on a murder spree
Urchin Folk
These hard chitinous skinned folk are covered in spiny and spikes and their frightful five toothed sphincters like orifices disgust most onlookers. They are omnivorous eating seaweed, vegetable matter and any dead flesh they can scavenge. They dwell in fortified reef forts and have aggressive defensive mindsets forming phalanx walls if threatened. Every tribe has vastly different colours, spine appearance and personalities. Some with larger blunt spines may have sponges or algae growing on them. Smaller tentacles around their mouths with suckers feed off tiny often water born organisms. The very young lack spines and many do not recognise as urchins. Some develop stinging spines or might have colonies of smaller creatures living in between their spines and might defend their host.
Many served the undersea empire of the fish folk as heavy infantry and helped invade the surface world. Some tribes still raid ashore seeking food when their numbers every few generations grow and their colonies need to expand. They do tend to feud with crab folk who delight in eating them. Otter folk and starfish folk are ancient enemies also. Colonies build coral reef forts but smaller groups and lovers find a crevice or dig a hole to lair inside. Those that use magic favour protective spells. The often herd giant amphibious urchins as pets and for defence. They will trade but humans find them hideous and often fear them
d12 Urchin Folk Trouble
1 Clan of urchin warriors march ashore and terrorise fisher folk and docklands for some reason
2 Horrible humanoids from the deep come from the sea and make strange gestures alarming locals. Someone needs to meet them and determine if they are friend or foe
3 A fish folk wizard with his urchin warriors have taken over a lighthouse and people have heard strange chants from their since
4 Crab men and urchins have been battling over the reef scaring fisher folk. Both species have made crude alien attempts to seek aid from humans who don't like either breed
5 Urchin pirates have been raiding the coast and recently took a small human village and took prisoners as slaves to gather algae and seaweed from rock pools while urchins get drunk
6 A friendly sea otter merchant seeks help capturing hideous urchin folk to take to otter land
7 A wounded sea elf washed ashore tells of how a fish folk warlock with his urchin warriors has been waging war on the undersea peoples of the area and the surface will be raided next
8 A cowardly tako octopus fairy seeks adventurers to help her rob a lair of urchin folk of their pearls from their giant oyster garden. She also likes to eat their children but won't mention that
9 Dead urchin folk wash ashore, dozens of them, locals are alarmed at the hideous corpses
10 After a storm where a ship was lost bodies and survivors wash ashore where hungry urchins try to eat dead and wounded unable to move, locals want to help but are afraid
11 An urchin merchant comes ashore seeking humans to help round up his sea goblin slaves who escaped. He offers exotic fish folk gold jewellery to any who help
12 A sea urchin princess has been kidnapped by crab folk who plans to feast on her next full moon. Her page servant seeks helpers to rescue the beautiful princess and the urchin king surely will reward them. The crabs live in a coral reef fortified tower
Dolphin Folk
These folk are often well regarded by humans and some come ashore to work on ships and coastlines. Colours can vary from grey to blue or green or even pink. River breeds can be quite small and are known as dolphinlings. They tend to live in nomadic clans who hunt together. They are cheeky, playful and can be friendly. Some of the loners that come ashore are dangerous and insane, sexually assaulting and murdering for fun. Some are charlatans playing on how humans think well of them. Some claim they have healing abilities or lead cults of gullible humans. The more useful ones often work as pilots to guide ships through reefs and other marine hazards. Compared to many beast folk dolphins are acceptable and non threatening. Dolphins adapt well to trade and money making and are willing to cheat, hustle and lie to make more. It is hard to tell if their squeaks for joy are just from being happy or laughter at human fools. While they are excellent liars they can be good friends with humans. Many live on islands hunting and fishing. some human fishermen fear the competence of dolphins and some have massacred them out of rivalry. Dolphins remember this and remain wary of humans even friendly ones. Most of all they hate shark and fish folk and they aided humans fighting them long ago.
d12 Dolphin Folk Troubles
1 A dolphin peddler comes to town in a rowboat and is selling unicorn horns, cursed fish folk gold, colourful fake healing potions and treasure maps, quick to move on as has more
2 Dolphins come seeking help as viking fishermen came to their village and murdered half their tribe
3 A peg-legged dolphin pirate needs help finding his treasure he buried on skeleton island or was it mermaid island or seahag island? One of those anyway
4 A dolphin is pretending to drop treasure maps in adventurer taverns, actually lead to lairs of his people's enemies
5 A dolphin wants revenge on a sailor who ate his dead brother's corpse. The man is now a church leader who tells of how the gods sent him the corpse when he was starving
6 Dolphins have set up a seaside carnival with gambling, sideshows, freaks from the sea in cages and athletic diving feats to amaze the crowd
7 A dolphin seeks help as fish folk with shark folk mercenaries have reoccupied a ruin on the coast for some evil purpose
8 The fine finny friends are a dolphin brotherhood who offers eternal friendship to any who aid them in destroying a fish cult rampant on the coastline. Many of the cult are respectable civic leaders and dolphins don't want to get blamed if things go wrong
9 Dolphins have come demanding sea tax from a local village and threaten to sink any fishing boats launched unless they get 10% of the catch
10 A scarred dolphin warrior wants to die gloriously on one more heist. He knows where a fish folk fortress is hidden on a reef and wants humans to help him sack the place and kill the fishy bastards
11 Dolphins have come to shore to warn of a cult of manta ray folk who worship a sea demon have moved into the area and seek to sacrifice dolphins and humans like the old days
12 A dolphin wizard offers magical seaweed of water breathing if they help him plunder the garden of a sea nymph
Octopus Folk
These humanoids octopus folk are feared by coastal folk and even disliked by tako octopus fairies. They are voracious servants of chaos with octopus heads and tentacle arms, the greater ones have more arms. While tako are civilized and cautious, these brutes are fearless savages who worship sea demons and chaos gods. Long ago they serve fish god cults but they turned on fish folk when their empire collapsed. They work with squid cults too. Octopus folk live in caves on coasts or reefs and raid enemies on land or the sea. Ever hungry and greedy for treasure and slaves they are constantly at war. Some evil powers employ them but must not show the weakness of the cunning octopus folk will turn on their masters. Often the ambush ships and sacrifice most of the crew and eat them. The unlucky ones are taken to their caves as servants and playthings. They often fight naked to intimidate their foes and often stop in the battle to eat a fallen enemy rather than chase any who flee. Most undersea races fear and mistrust them.
d12 Octopus Folk Troubles
1 A pirate had his crew eaten and his treasure stolen and seeks adventurers to help recover the remains
2 A chaos octopus gladiator has been eating mutants thrown into his fighting pit by humans and has gained new mutations. Using her new abilities she escapes into the markets to kill as many as possible and escape if she can into the sea
3 Octopus warriors have raided a village seizing all the women while the fishermen were at sea. A church offers funds to rescue the women before they are eaten or worse
4 A man covered in sucker wounds washes up on the shore and when revived tells of an offshore cave where octopus folk force human slaves to mine gold from the seafloor using strange apparatus made by fish folk wizards long ago. The man dies of the bends shortly after.
5 An octopus cult has been sacrificing gold and victims to a sea linked sinkhole for generations. Locals want the cult stopped and their false god killed. In the tidal flooded sinkhole, a kraken and his octopus minions come every full moon for treasure and victims
6 An octopus wizard keeps sending a water elemental to kidnap victims from a coastal town daily and a huge reward is offered for the fiend
7 A village troubled by octopus folk have caught an innocent tako they caught visiting fisherman's wives while washing clothes on the rocks by the sea. The villages plan to cook and eat him but he claims to know where the octopus folk lair is and tells of a great treasure hidden there from the old fish folk kingdom
8 A great octopus warrior with obsidian weapons has come ashore and will not let fishermen enter the sea unless they defeat him or give him a dozen human babies to eat
9 Sea elves come ashore seeking humans to fight octopus folk servants of an evil sea hag who wants their handsome prince to marry her
10 Strange chanting from the reef by night has been alarming locals and the tide has been rising higher than ever before. Next full moon high tide approaches and locals dread what will happen next
11 A fisherman killed a selkie who would not be his lover and now the sea king sends octopus folk to punish the humans until the villain is surrendered to him. The culprit knows why the fiend's attack but the village has no idea
12 An evil fish folk sorcerer has been kidnapping humans to turn into octopus folk servants. Predictably they have begun to attack humans when the master is not watching them, drawing attention to his evil schemes against the sea king
Penguin FolkOily flightless bird folk often living in frozen sea islands or rocky coasts. The smallest breeds are penguinlings and most think they are harmless and inoffensive other than their fishy smell. The larger breeds are often sailors and explorers joining human crews and working docks for fish. They have colonies worldwide and trade exotic seafood their preferred currency. Fish folk hate them with a passion for eating their children in their sacred spawning grounds. Some penguin folk seasonally live deeper inland to breed and some came to dwell in ruined prehuman fortresses of alien gods from pre human times. These have become dangerous albino cultists who now guard these ruins from humans. Some penguin magicians have learned the art of making iceberg citadels that wander the world and never melt. Some bring chilling blizzards with them to keep intruders away.
d12 Penguin Folk Troubles
1 A iceberg citadel of penguin folk ruled by a prehuman sorcerer in service to the evil elemental cold demon lords has been attacking coastal shipping and destroying villagers. The kingdom has offered a reward for stopping the frozen juggernaut
2 A penguin pirate knows the way to the prehuman ruins of Ultima Thule and offers humans join him in his quest for money and forbidden lore that wizards will pay for gladly
3 A penguinling colony has grown and the curious pests now wander the streets, stinking up the place and bringing their odd customs. Locals want someone to drive off the pint sized penguin folk. If bothered they are shocked they are unwelcome and call their larger cousins to aid them
4 A penguin offer maps of far off lands unknown to humans in return for helping her get revenge on shark folk who ate her family
5 A penguin hero in magical ice armour with snow golem minions demands all fishing rights in the area belong to their race, not humans. Locals hire adventures and lie to make this penguin paladin seem less sympathetic
6 A demon whale has been eating penguins fishing in their island waters and they seek humans to kill the weird beast
7 A penguin family had children eaten by walrus folk and they want revenge. Calling on an evil relic from the deep they call a tsunami to hit the walrus colony. A minor sea deity learns of the plan and warns the local humans
8 Savage penguin chaos pirates have been seen off coast spreading mass panic
9 A penguin long lost from home has become a well liked local, somebody has kidnapped it and locals worried
10 Slavers captured the local penguin colony preventing them, from performing ancient rituals that kept a chaos kraken away from the region, now it is tearing up villages and ships
11 Penguinlings were brutally set on by dogs and rendered for oil by horrible humans. They seek killers to avenge their tribe offering to pay with pearls and treasure maps
12 A penguin islander hero comes to civilised port to find athletes for island games and they seek human contestants. Offer gold and pearls to come. The events include kraken hunting, fighting demons and avoiding the deathtraps on their island while seeking a great relic for the natives
Pelican Folk
These gruff but admirable sea folk travel seas and are experts at fishing and smuggling. Many come from Island tribes and join ship crews where they excel in all climates. Many prate crews also have them as crewmen. Occasionally get up to tricks with beaks like hiding goods, snatch severed hands on a battlefield or trip someone up with hook on the beak. Pelican corsairs roam some coastlines living like pirates, some also taken as slaves or conscripted by visiting ships. Pelicans have aided several undersea civilisations for better or for worse of various alignments. There are smaller pelicanlings too but they are more like fish scroungers or sidekicks.
1 A crew of pelicans have adopted a tavern and the owner cant dislodge them. Will pay you in free beer if you can get rid of them
2 A rocky outcrop is a base for smugglers some say but they are working with a huge network of pelican folk and a few fight with them
3 An elderly pelican man with a wooden leg tells stories and sings shanties for beer knows of lots of strange treasure islands to the south. Longs to go back with explorers and speaks islander folk languages
4 A local pelican fisher comes into market warning all about signs of the fish cult in town, almost immediately some fishy fellows follow him
5 A pelican offers a ride for hire on his golem powered tug boat he found in distant ruins on an island
6 Pelicans erected idol where they conjure a sea elemental and talk to mermaids, locals suspicious of their cult and want pelicans gone and to grab their property
7 A pelican fishing boat captain saw strange haunted treasure ship exposed on the reef in a storm in full moon and he is sure conditions will be same tonight for a fee
8 Pelican fisherman has seen a strange stone barge underwater and some stuff that looks like ruins
9 Old pelican in pub gossips about local criminal gangs and their activities around the harbour, for a few coins will name names but if the mob find out the pelican will be found dead next day
10 A gang of pelican folk have been hunting for fish men cults earnestly. Will inspect visitors to town to check for fishy friends or their finny friends. Occupationally are convinced by some trivia some poor person is a fish cultist who needs interrogating and possibly burning
11 A wicked chaos pelican sect have been holding rituals on the reef at night summoning fish to eat and ancient sea demon minions
12 A pelican wizard has erected a coral tower and has declared keep out to all locals and the law. Local tax man wants him issued with a legal summons by hand
Stingray Folk
These sinister folk from the deep served greater armies of fish folk long ago. They are notorious necromancers and evil priests dedicated to marine devils which there are plenty. They often build an underwater entrance to a reef based hidden fort or temple. Many also live in the seas of hell and thus many are called devil-rays. They are reluctant to talk o humans who killed many of their greatest tribes long ago. Some live in marine districts of cities but they often end up working as bounty hunters, smugglers, kidnappers and assassins. Sometimes they start bloodthirsty cults and try to restore the ancient terror days when all gave them offerings out of fear. They like to use spike clubs often with poison, tridents and nets. Smaller ones are shy and hide on distant islands who often don't survive meeting other races. Some are seen gliding over the sea
1 Robed cultists are seen making for the coast with a screaming person, when they reach the beach stingray folk carry them across the low tide to a rocky island with a hidden stingray tentacle to their vampire demon god
2 Missing beachcombers had local search revealing strange rock carvings of stingray folk receiving human captives from humans
3 Recently local smugglers disappeared making quality grog hard to find but then an armed band of taxmen disappeared on patrol too, nobody knows how or why
4 Lighthouse keepers report cloaked creatures running about the lighthouse rocks by night
5 Travellers near the sea find cowled creature hiding in the water peeking and following them
6 On rainy nights some cult has been seen on coast holding strange ceremonies. Once a body was found swollen and purple, punctured with thousands of tiny puncture wounds and broken bones but no blood
7 A man saw ghost like figures swimming in and out of flooded caves
8 A ship came ashore with all crew gone and the hand of a strange creature was found
9 Lights from a rock at sea have been spotted and town elders want adventurers to lead night watch to find out what is going on. Some heard some strange sounds like stone working
10 A stone circle half submerged on the coast has been seen since a big storm and some say sinister robed figures were wading around the rocks
11 Local art in the temple shows long ago strange folk from the sea lived here but were driven off into coastal caves. Stingray folk tribe are very angry and will call on their evil god and fight to the death with everything
12 A dried up devil-ray hangs from shop ceiling and owner comments they used to live here but all were killed. Mentions a bay with an underwater cave. There is a sea devil idol onshore
Seahorse FolkThese creatures are flighty and wary of strangers but are also boastful and like to sound noble and important. They like to think they are more like dragons than horses and some breeds resemble vegetation they live amongst. Some are covered in algae making them hard to see. Other are more colourful and vain holding parties and courtly games. They invite other fish to show how much better they are. Male seahorse folk mostly care for and protect babies while women go exploring and have adventures. When they gather to discus various things they fled from heroically. Smaller breeds were hunted for dried ornaments
1 Seahorse folk are being eaten by a marine dinosaur and need help or they will always perish
3 Someone is catching baby seahorse folk as pets in the city where most die, seahorse elders, need help
4 A sea druid has a location of a secret seahorse dancing place and seeks helpers to meet them. They all sobbed about a giant chaos sea turtle which the tearful druids announce you will fight it
5 A seahorse tattoo artist working on docks has been forced to ally with a thieves guild. Needs some adventurers he can dupe into starting a fight with a rival gang
6 A seahorse bard wishes to study surface adventure then go tour the undersea faerie land with new songs about funny landlubbers
7 A seahorse huckster with his burly lobster folk guards is offering money to who can beat his slave crab man in a fight. He would sell the slave for a good offer
8 A seahorse wizard has come to study the unnatural child rearing practices of the feckless surface folk
9 A seahorse man stranded with a bunch of his children living in an overturned fishing boat need food and help
10 Dazed seahorse children wash up on shore and locals grab them and put them in cages to sell to freak shows and menageries. Under the sea seahorse, villagers are preparing to attack bu night
11 A band of seahorse women adventurers would like to see some monsters up close and offer pearls for safe confrontation with monsters of the surface. They will scream in shrill voices and heroically flee until they are exhausted
12 A seahorse gladiator wants freedom and asks if adventurers could buy him and he could earn cash faster, he desperately wants to get home to his babies separated from him years ago
Manatee FolkThese placid grazers of seaweed are kin to dugongs and sea cows and other similar mammals, some now rare. They are peaceful and kind and happy grazing on weed, some labour in underwater fairyland pulling ploughs for nymphs or seagrass spirit folk. Some come ashore and work on docks using great strength and endurance. Some try and sell milk but with less success but do get be wet nurses for orphan sailors. Deluded humans sometimes mistake them for mermaids or try and eat them or worse so they avoid places humans live mostly. They are quite friendly, calm and jolly when fed and content but produce huge tears when they cry. Manatee make good sailors and wharf crew but don't really like violence mostly
1 A noble wizard likes to run down manatee in his magical boat then has his servants collect the body and spitroast them. Some locals think this could be wrong
2 A peaceful islander knows of a dugong temple where local tribe threw pearls in the sea
3 A great floating raft populated by manatee folk has been seen offshore and they trade goods and welcome strangers
4 A matinee wizard from the underwater fairyland comes to trade drugs with the surface world, offers free sea wine and kelp beer drinks to new customers, locals shocked
5 A giant castle of kelp has grown in the harbour. An evil manatee wizard and his royal guards defend it from intruders while a manatee princess in the top tower calls out for help
6 A slaver has manatees gathering pearls by holding babies hostage, boasts about it in town
7 Manatee folk are swimming around having a sing and humans with harpoons are sneaking up to them
8 A manatee barbarian is hunting humans that killed his family but in meantime needs beer money and fights
9 Sailors have found an island rocky outcrop sea castle of a manatee clan and seek warriors to help them rob the magic brutes
10 A manatee wizard uses illusions to make her sea cow gang seem like attractive maidens. They kidnap people and polymorph the most charismatic into manatee folk to be husbands forever in undersea faerie land
11 A thieves guild of manatee drug smugglers have been crashing drug prices and local guilds need someone to find who. Manatee mostly lay about with hookahs and eating seagrass and dancing
12 Manatee offers magic seagrass that lets surface folk breathe water and a chance to explore a shark infested wreck full of a treasure chest from far away
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