Showing posts with label stone age. Show all posts
Showing posts with label stone age. Show all posts

Monday, 27 July 2020

Carousing in the Tundra



So my tribal players are about to head to a great mammoth clan gathering which will last a week where leaders and shaman meet and foreign tribe guests state grievances and there are lots of feasts. The players tribe will be bringing seed bread buns and some magic loot and trinkets they found exploring ruins and such. I guess I'm a bit inspired by Norse gatherings with religious legal and social significance.

Festival Itinerary of Seven days 
1 Gathering where people set up camps, meet and start to trade
2 Market day then the little feast and welcome speeches 
3 Holy day with long ceremonies then the wise ones meet on occult matters
Legal grievances from within tribe dealt with then foreign tribe delegates 
5 People engage in contests than a small feast
6 People trade while leaders meet and the great feast
7 Everyone gathers goods, unpack and go separate ways chanting

Other projects for this setting....
Statting up centaur variations
Statting up Atlantean cursed evil wizard types

Any of these entries suggesting a quest or scene could be played as they happened if plying as encounters at event. If you using the tables to cover what happened over a longer time period they could indicate an adventure that happened "off-screen" in that time

Types
01 Feasting
02 Contests
03 Barter
04 Craft
05 Conflict
06 Friendship
07 Romance
08 Adventure
09 Dream Quest
10 Supernatural

d100 Carousing in the Tundra
01 Offered a strange gift of mystery meat 1=from magic animal heals d3HP +1CHA for hour 2=from a rare animal you've never tried 3=human flesh 4=something disgusting
02 Og offers some bog grog he brewed in a log, mildly alcoholic but needs flavour
03 Catch feral child-stealing scraps and raised partly by some animals, all amazed
04 Bard sings tribal lineage & the song of tribal hero who made a pact with the tribal totem animal
05 Odd hunter brings a strange creature to eat claims it's the best eating. Both have d3 minor cosmetic mutation 
06 Someone suggests a cruel horrible and spectacle and argues how great it will be
07 Blacked out on strange potions, gain infamy for hilarious drugged-out antics

08 A famous hero is toasted by all and recants their amazing battle with all at feast
09 Someone at feast took great offence and tried to stab you, then left bitterly
10 Invited to meet important leaders informally
11 
A boasting contest of great deeds and battles spreading the fame of all
12 A hunting contest who single-handed brings in best beast alone wins
13 A target shooting contest 
14 Obstacle race with a climb a swim and bypass a dangerous creature
15 Craftsmen present greatest works to the tribe to admire for fame
16 A wrestling contest is proposed
17 A challenge to collect a trinket like a scale or a feather from a monster's lair
18 Spent lots of time playing knuckle bones
19 Teams chase a small animal, goblin or hogskin bag of peas around field for a day
20 Teams move a giant boulder the furthest
21 Trader from the sea d6 1=cowrie shells 2=salt 3=dried fish 4=shark teeth 5=pearl 6=dry seaweed
22 
Trader in underworld fungus d4 1=heald d4HP 2=detect magic 1Turn 3=delicious dried rations 4=grants a spirit vision, if users saves just vomit for d3, fail save meet an otherworldly spirit, try to do in a safe place, not a hell cursed graveyard
23 
Trader in flint and some exotic stones pieces d4 1=obsidian 2=crystal 3=basalt 4=jade
24 Trader in d4 colours of ochre for artwork and body paint
25 Trader in exotic furs, fine cloaks, mittens and boots
26 Trader in carving and bone tusks and some spear tips, medallions and figurines
27 Trader has strange dried animal parts, petrified bones, and huge scales
28 Trader has strange greenstone artefacts of carved strange gods and spirits
29 Trader in exotic trinkets and charms and some pieces of d4 1=amber 2=jet 3=opal 4=copper coin
30 Trader in stories knows locations of strange secret places of forbidden ancient ruins, caves into the underland and other strange things
31 Craftsman has some scraps of copper and others come to watch him make "coins" sharp pieces of metal for cutting or scraping and symbols of status
32 Witness an old wizard complete enchanting a stone axe over many days with assistants
33 Hear story of a mysterious non-human craftsman in mountains
34 A flintnapper showing new style of spearhead they learned while captured by orcs
35 Meet a famous tattoo artist and many trying to get on his job list
36 Craftsmen trying to barter for a small "starstone" iron meteorite from an old shaman
37 Stranger selling d4 strange cursed evil weapons of the ancients
38 Hunter selling scruffy dirty tiny humanoid in a sack who has an exotic craft skill
39 Hear of an impressive weapon or crafted item lost recently d4 1=in a spring 2=inside a beast 3=fell in a sinkhole 4=stolen by someone 
40 A tribal leader requires someone to locate a secretive craftsperson who lives as a hermit for a commission
41 A fight breaks out over who owns an item or wins a contest or bad trade
42 A visiting foreigner makes accusations of evil conduct in public about a tribe member
43 A mysterious wizard makes some threat about the future then vanished in smoke
44 Two tribe members battle for the love of a third person 
45 Several families in long term feud try and stir up trouble against rivals with lies
46 Two men battle a death duel over some matter of honour and pride
47 Some other tribes are declared enemies and unwelcome in area
48 Someone tried to murder a tribal delegate
49 Someone was struck by a curse and experts are called in to find who
50 Someone was found murdered in morning
51 Meet a crafty hunter who travels far and wide

52 Meet a heroic warrior who has battles with strange monsters
53 Meet a cheery bard who is looking for inspirations of heroic deeds
54 Meet a wise person who offers to perform a divination
55 Meet someone who found a strange valley of foreboding ruins and monsters
56 Meet a tribal leaders family and get on well
57 Meet a strange foreign guest who might come with you a while
58 Meet a supernatural changeling in disguise among humans
59 Meet someone who lived as a slave with unusual foreign people and saw lots of strange things
60 Meet a demi-human visitor and learn a few useful phrases of speech
61 Someone stalks you offering you love, obsessive and jealous
62 Someone offers a marriage proposal to their children, offended if rejected
63 Have a brief exiting flying until their normal lover returns
64 Develop a horrible itch, after much laughter from peers you visit a healer
65 See an attractive stranger but family do best to keep you away
66 Tribal elder looking for a mate for a disadvantaged person d4 1=disabled 2=mutant 3=idiot 4=some taboo birthmark or feature shunned by tribe outsiders cant see
67 Meet an attractive person but they look after a cranky elderly relative or a child as part of the package
68 Met a charming person with terrible secret d4 1=lycanthropy 2=cannibalism 3=is an abhuman beastfolk hybrid and characteristics are just starting to show 3=mysteriously last lovers all died 4=actually a changeling and if discovered tribe will go crazy
69 Met a lover who is a spell caster and kinda did some crazy stuff you you sneaked away
70 Made out with a supernatural shapeshifter, they return to fairyland and either a hybrid monster child grows up resentful in fairyland under fey dilated time flow then hunt the parent who abandoned them....or the lovers family are disgusted and send a magical assassin 
71 Explored a deep dark cave possibly an entry to the underland lost kingdoms

72 Discovered a ruin populated by monsters with buried buildings intact connected by tunnels
73 Discover a huge broken statue buried head, which if exposed in a serpantman
74 Discovered a chasm with hundreds of animal bones where vultures, ghouls and hyenas live in cliff caves
75 Discover an ancient magical tree people have seen strange creatures climb up and vanish 
76 Discover a stone monolith with interesting markings as old as time
77 Discover the partial skeleton impeded in the rock of a gargantuan creature
78 Discovered the entrance to a lost world valley hidden by an illusion or fog
79 Discover an elemental node guarded by a d4 otherworldly elemental beasts 
80 Discover a magical creatures lair, could be source of wisdom or a fight
81 Dream visions of your totem animal and you living as beasts in the wilderness, if you don't have one you do now
82
 Dream visions of  an evil entering the land that will cause trouble in the future, an omen will warn you when the creature comes close
83
 Dream visions of a great spirit offering you a gift if you come to their spirit lodge for a ceremony, if yes gain a 0 level spell (or better)
84
 Dream visions of someone who is or will be important you have not seen, they are in peril 
85
 Dream visions of a dead ancestor tells you some unfinished business you need to deal with in return for knowledge of the ancestors
86
 Dream visions of an evil ruined temple where an evil cult worship a broken relic of the forbidden elder gods, hoping to awaken or release some ancient evil
87
 Dream visions of wilderness place where a great treasure resides for you to find, will come across the exact place on some travels and know where to find a mysterious hole
88
 Dream visions of what evil plot some enemy tribe is about to launch on the world 
89
 Dream visions of ancient dead wizards awakening from crypts and looking out over the world that has forgotten them and hunger 
90
 Dream visions of a mighty spirit tells you where an evil enemy of the tundra dwells on a mountain top and a great treasure they possess
91 Witness a magician contest with shape-changing, blasting rocks and other wonders
92 A shaman takes you to a secret meeting to warn you of some secret threat and offers a petty magic item like a potion

93 Hear of a strange tribe in a stone hut in mountains who can bring the dead back from the grave
94 Someone talked about the dead too much and a undead was attracted and had to be repelled just averting tragedy
95 Someone fell ill and experts look for supernatural causes like spirits or secret witches 

96 Receive a bundle of 2d6 +1 arrows or darts or sling stones from a leader
97 Given a wolf (or another animal) pelt cloak can turn into a wolf just like a druid once per day
98 Taken in secret by elders to meet a supernatural being like an elf, naga, sphynx or dragon to be told of some forthcoming threat and offers advice as needed
99 Got into a contest with a changeling and tricked it out of a magical +1 magic item, the changeling will seek revenge for humiliation 
100 Taken to a supernatural realm by great spirit or god where it d4 1=warns you of a future threat 2=fills you with ecstatic feelings of oneness 3=tells you where to find a relic 4=offers to make a pact with your people or bloodline 

Monday, 13 January 2020

Anyaknor, remains of a elder ruined city





































By a great glacier in a mountain the glacier once ground away a cliff exposing some of this ruined city. You can randomly roo. 24 rooms here  for chambers in elder ruins. Use as a dungeon or say the dimensional properties are in full effect and each ten minutes what is through the doorway changes to a new one rolled on d100 table. After ten minutes or one turn the door blinks, to having a different room on the other side of the portal. Being separated in such a dimensional maze is dangerous.

Hoping on doing a void creature bestiary
Noticed lots of basic dnd monsters were nightmare and darkness related and they had a school of illusions that could access nightmare world. X4 & X5 module monsters for example.

Im using the Crawling Chaos book  here lots.
-Great items and monsters. Id use this book for relics mentioned in chambers.

d100 Unpleasant things left in chambers of the old ones

1 Various types of toxic mould colonies cover many surfaces
2 Slimes crawl and drip in area, slime zombies might also be present
Crawling with worms as a non flying swarm often in a pit or cluster or hole 
4 Pudding resting in a stone bowl but hungry
5 Shrieking giant fungus that makes loud screams if disturbed
6 Toxic giant fungus that sprays toxic spores or rotting touch
7 Fungus forest covered chamber, strange and weird
8 Gelatinous creatures oozing about
9 Piercer colonies or trapper or lurker above
10 Mimic often as some relic, idol, egg or alien casket
11 
Buzzing biting fly swarm living in carcasses and pools of rotten slime
12
 Giant flies tending maggots in filth or giant alien wasps with a nest 
13 Nest of giant beetles various types plus often eggs or grubs in lair
14 Spiderwebs and a giant spider colony or just one really big one, some are wizards
15 Carrion crawlers 1in6 guarding a corpse full of adorable babies
16 Hear rats scuttling about, colony of giant rats with human like faces that mutter
17 Giant leeches in a pool or hibernating on a pod awaiting living breath to awaken
18 Giant fleas (as stirges but hop) or several giant ticks
19 Hideous frightened mutant clan have hidden lair here
20 Lone mutant frightened has hiding place
21 Eggs most hatched and broken
22 Skin or chrysalis shed by some god awful thing that should not be
23 Spiderwebs often remains of bodies wrapped in cocoons
24 Large scales from some creature
25 Disgusting piles of faeces left by some horrid creature
26 Human bones chewed and broken in pile
27 Mummified creature left in chamber for a aeon turns to dust if touched
28 Slime trails around room floors walls and ceiling
29 Human husk with horrific expression
30 Cluster of biological slime covered sacks on ceiling
31 Mummy cases with undead mummies of alien wizards
32 Umber hulks scuttling about for food
33 Roper in slime encrusted shamber
34 Gibbering mouther under a ornate stone lid in a well
35 Giant slugs or flail snails
36 Giant worm such as a purple worm or remorhaz
37 Krinoid awakened from slumber or time travel error
39 Shoggoth sealed in pit with stone lid calling for masters it can kill
40 Malfera nightmare demon summoned long ago as guard sleeping as a statue
41 Campsite of some explorers mostly abandoned 1in6 a d4 survivors starving
42 Corpse with a backpack of explorer equiptment and a magic item
43 Graffiti left by some one recent in modern language, probably bad news
44 Dead donkey with piles of rope and rations, all have been gnawed at
45 Several dead warriors horribly killed by some means with looks of horror
46 Human corpse with top of head neatly cut off and brain missing
47 A mad survivor from adventurers is a untrustworthy cannibal cultist
48 Cultists left provisions, robes and some books here for safekeeping
49 Humans crawled here to die leaving a trail of blood and slime
50 A growing slimy mass has a human face, sometimes its mouth moves as if talking
51 A eye like growth in ceiling watches all, will telekinetically fly away if attacked
52 A crack or hole in a wall has a eye in it like some huge mollusc
53 Invisible floating eye follows visitors, someone scrying with magic to watch
54 A stone bell or gong chimes as you enter heard in adjacent rooms, random encounter attracted
55 Room has a horrible stench like a permanent stinking cloud spell
56 Hexagonal niches in wall with stcontents inside in stasis and unmovable
57 A relic or idol in a niche with a force wall and a small gem set control panel used to open it
58 Niches filled with gelatinous matter and preserved organs inside including brains, eys, livers, kidneys
59 A bowl of huge semiprecious stones and crystals
60 A pyramid of humanlike skulls collected over ages with fresh human one on top
61 Phantoms of dead mad explorers look hungrily at your flesh
62 Poltergiest throws things around room and rattles things to be scary
63 Shadows are trapped here in bottles or jars and very hungry
64 Wraith kept in a sealed jar with arcane symbols
65 Spectral minion of explorer who couldn't get out wants to help you be free
66 Fungal undead dusanu spreading diseased spoors lay in mounds of mould and fungus
67
 Mummy cases with abhuman mummy servants 1in6 are guarding the room68 Vampire drained last of  followers seeking eldrich magic, will awaken when living breathe in room
69 A undead colossus surrounded by scaffolding with magic ritual to awaken incomplete
70 A revenant stalks the halls killing ant mortals trying to outdo this former explorers deeds
71 A rock golem stands at ready mostly inactive, 1in6 are alive and on guard duty
72 Stone slab with tools and stone jars. The slab if inset crystals set will heat or cool food
73 Stone well with water that pours when you press a crystal or drains away with another
74 Ancient zombies in uniform awaiting orders some rotting away into skeletons
81 Control altar of stone set with gems, set temperature, light, and humidity in chamber to suit various beings
82 
Control altar of stone set with gems, if manipulated can send you back or forward in time one turn or out you in a time loop. Sometimes playing with it yourself from the future appears till you disappear
83 
Control altar of stone set with gems, if you manipulate yourselves appear from the future warning you to stop, they vanish and console explodes84 A scrying crystal (as a crystal ball) set into a altar with control crystals
85 
 A doorway with a control altar, manipulating crystals opens various gates to alien places and strange times
86 
 A slab fits a humanoid in a depression and a control altar, a skilled operator can heal or torture or turn the victim into an abhuman with a specimen to hybridise someone
87 
Greenstone ornate sarcophagi with control panel to awaken a long dead alien wizard
88 Broken altar if meddle with control crystals puts room in stasis for a hundred years
89 Gem studded control altar as manipulated some floor panels become transperant showing prisoners in stasis or corpses in them. With further manipulation the invisible floor vanishes leaving inhabitants accessible from above but at 20 foot most cant escape. Can be resealed also some cells have broken stasis preservation
90  Control altar of stone set with gems, if manipulated a large creature from another world appears in a summoning circle and most are hostile
91 The floor is see through glass and some huge amniotic horror squirms under the floor looking at you
92 A pool in the floor has a bubbling organic matter of the god Abhoth, things spawn then are pulled back in and consumed. Two giant mechanical tentacles in the ceiling are operable by a user with tentacles in a special panel to pull creatures out
93 A tower goes up to a clear dome with a huge crystal telescope grown here long ago. Through the telescope you see a titanic mass full of eyes watching the surface of the world, after a while it looks back at viewer. Steps in a spiral are crystals growing from walls
94 Floor shows map of the world, with control panel you can get closer maps in places but all text is an elder forgotten language. Will show ancient city locations and shows changes in map over the last few million years
95 A crystal flying saucer is here but only 1in6 are functional with a luminous glow and seating for 3 hovering a foot off the ground. Most are broken and on the ground and purpose is unclear
96 A crystalline chariot, if controls manipulated summons a pair of flying beast to propel it and they follow the consoles controls. There is a gate way arch and a console nearby that controls the gates entry. Thee chariot glows when in flight to impress primitives
97 A solar powered ornithipter that starts to awake when the circular hole on the rook lets in sunlight is console used. A d4 other broken dead ornithopters are in a corner
98 Crystal pyramid if touched lights up and allows telepathy with alien wizard far away, a whole network of them
99 Black monolith if you get close and it activates it evolves those who pass INT checks and those that fail are devolved evolved +2 INT -2 STR or if devolved + STR
100 Great metal mirror can commune with outer gods once a month. If they are displeased they bombard the chamber with mutagens

Wednesday, 4 July 2018

Barbarian Tribes of the Elder Wastes





































These are for my new setting. Fluff for barbarian tribes and some notes of races and stuff.

Just to give some proportions of peoples in the world.
That show humans are not no1
That civilized humans are a minority
Influences of animal and elemental and humanoid cults

d100 Races of the Wastes
01-30 Human
31-35 Halfling
36-40 Gnome
41-50 Dwarf
51-60 Elf

61-70 Orc
71-72 Troll

73-77 Ogre
78-80 Giant
81-90 Goblinoids
91-87 Beastmen Abhumans
98-99 Elemental Abhumans
00 Spiritfolk Changelings

In this setting humans are expanding territory and clashing with other races who are doing  the same. Since the fall of two magical empires ruling for most of history, huge frontiers are being opened. City states, wizard kingdoms and barbarians all hate each other. The city states are theocracies and local wizards have to be affiliated with a temple.

Humans Types
01-10 Cavemen Tribes, barely vocal, worship beasts and giants
11-60 Barbarian Great Tribes, kingdoms of clan chieftains one of the great tribes
61-70 Wizard kingdoms subjugated by wizard overlords
71-90 Warlord Kingdoms, mostly based around a fort and a major settlement
91-100 City States, each with a patron god, bronze age, massive army proof walls

d100 Great Tribes

01-05 Bright Kingdom
6-10 Shadow Kingdom
11-25 Spirit Kingdom Tribes
26-35 Death Kingdom Tribes
36-39 Dragon Land Tribes
40-60 Beast Tribes (Any)
61-65 Plant Tribes
66-72 Ancestral Tribes
73-77 Earth Tribes
78-82 Air Tribes
83-87 Fire Tribes
98-92 Water Tribes
93-95 Hell Kingdom
96-98 Abyssal Kingdom
99-90 Tribes of Paradise
91-93 Arcadian Tribes
94-86 Nightmare Kingdom
87-90 Dream Kingdom
91-95 Tribes of Chaos
96-00 Tribes of Law

1 Bright Kingdom Tribes (Lawful Good) Land of Light
Clans d4 1=Lords of Radience 2=Bright Ones 3=Shadow Breakers 4=Dawn Tribes
Custom d4 1=Chastity 2=Never lie 3=Obey Marriage Vows 4=Don't Start a Fight
Worship a pantheon of sun and light gods obsessed with purity and hunting the wicked
Descended from the gods to wage war on darkness and evil
Kingdoms are herdsmen with a fortress palaces built by nobility, use chariots

2 Shadow Kingdom Tribes (Lawful Evil) Darklands
Clans d4 1=Shadow Ones 2=The Moon Children 3=Night Lords 4=
Custom d4 1=Kleptomania 2=Curious 3=Prankster 4=Twist the truth
Worship a pantheon of mysterious nocturnal powers of darkness and the night
Descended from the gods to elude and evade bad destinies
Kingdoms are rainy cold mountains where mining, weapons and assassination

3 Spirit Kingdom Tribes (Any) Spirit Clans
Clans d4 1=Ghost Speakers 2=Ancestral Sons/Daughters 3=Lords of Limbo 4=Spirit Lords
Custom d4 1=praise local spirits 2=talk to dead 3=enter trances 4=talk to local spirits
Worship spirits of local land or dead or nature for advice and help
Descended from the spirits of nature and local petty divinities
Great misty lands of herdsmen and hunters deal in furs and horn and amber

4 Death Kingdom Tribes (Any) Doombringers
Clans d4 1=Doom Lords 2=Slayers 3=Death Hammers 4=Grimfangs
Custom d4 1=execute the wicked 2=bury the dead 3=protect graves 4=kill necromancers
Worship the grim reaper and objects to unnatural powers interfering with death
Kingdom of ancient necromancer ruins planning to destroy all who don't worship death

5 Dragon Land 
Tribes (Any) Dragon Kings
Clans based on draconic colours and linked to climate eg d4 1=white 2=red 3=black 4=blue
Customs d4 1=feed dragons 2=protect dragons 3=kill dragon foes 4=give dragons gifts
Worship a local dragon probably for many generations
Descended from dragons, dragon beast men and other creatures
Remnants of a draconian empire that flourished at the end of the age of darkness

6 Beast 
Tribes (Any) Beast Lords
Clans based on species in area eg d6 1=fish 2=lion 3=wolf 4=horse 5=hyena 6=ox
Customs d4 1=eat humans 2=give gifts to beastmen 3=aid injured animals 4=shun cities
Worship a animal type and various magical forms, spirits and related humanoid hybrids
Descended from the totem animals allied with magical beasts and beastmen
Actually one on the most widespread and common tribes allied to various local animals

7 Plant Tribes (Any) Tree Lords
Clans based on plant species eg 1=Oak Tree 2=Grass or grain 3=flower 4=Mushroom
Customs d4 1=avoid harming trees 2=only eat plants 3=avoid fire 4=plant seeds
Worship the great cosmic world tree that holds up the sky and supports all kinds of beings
Descended from a totem plant spirits of grass, trees, seaweed and other plant types
Live off land in wilderness areas richly seeded in fruit and animal attracting plants

8 Ancestral Tribes (Any) The cults of man
Worship ancestral humanoids d6 1=dwarfs 2=giants 3=
elves 4=titans 5=trolls 6=gods 
Custom d4 1=boast superiority 2=brotherly to humanoids 3=shun iron 4=always know best
Worship the original proper humanoid ancestor who parented your race
Descended from a prehistoric supernatural humanoid race worshiped as ancestors
Many of these tribes live near ruins of previous ancestors they worship

9 Earth 
Tribes (Any) Lords of the Eastern Mountains
Clans d4 1=Cave kin 2=Mountain Kin 3=Stone kin 4=Crystal Kin
Customs d4 1=don't defile soil 2=plant trees 3=collect rocks 4=crafting
Worship all manner of minerals, land formations, the cosmic mountain, the source of life
Descended from 
Subterranean earth and mineral abhumans in deep caverns
Agrarian tribes in great mountain chain with huge hill forts and cattleherds

10 Air 
Tribes (Any) Lords on the Frozen North
Clans d4 1=Sky Clan 2-Storm Clan 3=Wind Clan 4=Lightning Clan
Custom d4 1=scream madly at foes 2=hurl wicked into pits 3=sing often 4=use perfume
Worship all manner of atmospheric and sky gods and the gulfs between things
Descended from peoples who came from kingdoms of the sky
Tribes of the frozen lands who sail by ship and sled and raid the southern civilizations

11 Fire 
Tribes (Any) Lords of the Burning South
Clans d4 1=Sacred Flame 2=Burning Embers 3=Blessed Hearth 4=Flaming Blades
Customs 1=burn the wicked 2=burn sacrifices 3=burn incense 4=burn the dead
Worship all kinds of fires and flaming spirits including salamanders and elementals
Descended from peoples who came from the fiery hearts of mountains in the depths
Tribes of the great desert wasted who raid the river valley cities and farmers

12 Water 
Tribes (Any) Lords of the Western Ocean
Clans d4 1=Sea People 2=Lake People 3=River People 4=Marsh People
Customs d4 1=drown the wicked 2=bathe often 3=dont pollute water 4=throw first fish back
Worship marine and water creatures and gods and spirits
Descended from water spirits, fish folk and other species who came to fight on the surface
Tribes of the great oceans and lakes of the west, great fishermen and traders

13 Hell Kingdom 
Tribes (LE) Devilspawn
Clans d4 1=Devils Legion 2=Hell Lords 3=Hounds of Hell 4=The Fallen
Customs d4 1=praise devils 2=give tithe to devils 3=give blood to hell 4=obey contracts
Worship devils and the nobility of hell who govern and torment the dead
Descended from devils called from hell to end the last age of chaos
Live in ruins of hellish fortifications, scheming to control neighbors with trade and war

14 Abyssal Kingdom 
Tribes (CE) Demonspawn
Clans d4 1=Screaming Swarm 2=Madmen Horde 3=Lords of the Abyss 4=Demon Brothers
Customs d4 1=grab for power 2=kill the weak 3=torture prisoners 4=always lie and deceive
Worship demons and their nobility and evil alied gods who dwell in the shattered realms
Descended from demons, failed hell spawn and slaves brought from the abyss
Survivors of chaos warbands who live in the foulest places others dare not

15
 Tribes of Paradise (LG) Heavenly Hosts
Clans d4 1=Golden Legion 2=Fire from Heaven 3=Celestial Horde 4=Heavens Guard
Customs d4 1=never lie 2=punish the wicked 3=help the poor 4=give tithe to the gods
Worship the gods and spirits who maintain the celestial city at the centre of creation
Descended from angels and minions of heavens who were sent to save creation
Survivors of the hosts of heaven who married mortals and guard ancient relics from evil

16 
Arcadian Tribes (CG) The Mistlands
Clans d4 1=Eternal Feasters 2=Guards of Unearthly Delight 3=Victory Horde 4=Revellers
Customs d4 1=celebrate with feasts 2=accept gambles 3=attend orgies 4=get drunk lots
Worship the gods, spirits and animals in the gardens, forests and feast halls of the heavens
Descended from guardians and virtuous dead returned to help the living long ago
Hedonistic who folk who tolerate mixing of all kinds of wild beings celebrating life together

17 
Nightmare Kingdom Tribes (CE) 
Clans d4 1=Laughing Maniacs 2=Nightmare Lords 3=The Null Horde 4=The Gloom Guard
Customs d4 1=dress creepily 2=stalk victims 3=gloomy 4=moody
Live in fear of nightmare realm beings haunting them, entities feed from your fear
Descendants from people ruled by nightmare beings and spirits and demons
A kingdom of warring kingdoms that produces a surplus of heartless mercenaries

18
 Dream Kingdom Tribes (CG)
Clans d4 1=Phantasmal Horde 2=Dream Lords 3=Somnambulists 4=Spectral Legion
Customs d4 1=tell wild stories 2=reward the worthy 3=pretend to be happy 4=hide things
Live in contact with illusionary dream lands where anything imaginative can happen
Descended from people that came from dreamlands to re settle the barren earth
A Idyllic kingdom of wonders where magic is tolerated, feared by neighboring kingdoms

19
 Tribes of Chaos (C) The Hordes of Disorder
Clans d4 1=Cosmic Cancers 2=Lords of Entropy 3=Primal Spawn 4=Old Ones
Customs d4 1=break things 2=burn books 3=respect nothing 4=anarchic
Worship the bubbling mass of primal chaos and holy disorder
Descended from chaos warbands unleashed on the world ocasionaly raise a hoa

20 Tribes of Law (L) The Infinite Legions
Clans d4 1=Singularity Horde 2=Lords of Order 3=Unitarians 4=Eternal Stasis
Customs d4 1=document everything 2=lots of meetings 3=keep schedules 4=never lie
Worship the brilliant arrow of time and stop time unfolding in eternal stasis
Descended from champions of law that came to earth to fight

Clothing
Default is woven grass sandals and skimpy loincloth
Roll once on each of these

Headgear
01 Huge beards and moustaches, well cared for
02 Headband of leather, cloth or metal denoting rank
03 Torc of metal and ornate, denotes status
04 Collar, neck bands, locked manacle ring, necklaces
05 Facial scarification, tattoos or facial pant for various occasions
06 Cover face with cloth especially in public
07 Cap helm with totem symbol, beast or horns
08 Ornate tribal hat identifying your tribe, all peoples have a distinctive hat
09 Mask often fearsome but possibly different ones for occasions
10 Full helmet often decorated with face of beast, creature or skull

Arm Gear

01 Rings on fingers 
02 Metal arm bands or bracers
03 Arm rings or bracelets
04 Gloves hands or up to forearms
05 Leather armbands with hidden small knife or stash
06 Tattoos or scaring on arms
07 Long sleeves
08 Spiked or edged arm bands
09 Armbands with pouches or dagger
10 Wristband with compass design for navigation and telling the time

Leg Gear

01 Strap on chaps or legging
02 Armoured greaves
03 Dagger strapped to leg or thigh

04 Sandals woven from grass or hair
05 Leather moccasins or shoes
06 Knee high boots or thigh high boots
07 Tattoos or ritual scarification
08 Strap on spurs or spiked boots
09 Pouches strapped to legs
10 Trousers

Body
 Gear
01 Hero harness straps across chest with pouches and weapons
02 Breastplate, ornate or moulded to muscle tone or with face or beast design
03 Tattoos or scarification
04 Cloth or hide or woven coat or jacket +1AC
05 Cloak light or heavy furs +1AC
06 Belt with pouches, weapons and equipment
07 Backpack loaded with equipment
08 Chainmail shirt +3AC
09 Light cloth or woven shirt
10 Large ornate necklaces of trophies like ears, fingers, teeth, coins

d20 Weapons Materials
1-10 Most weapons are stone or animal teeth with wooden hafts and break on a roll of 1
, can be magic up to +111-14 Obsidian weapons break like stone but can be magic up to +2
15-17 City people use bronze
 and can be magic up to +2
18-19 Wizards use Iron, it harms some supernatural creatures and can be  magic up to +2
20 Steel comes from star stones and can be magic up to +3
Only semiprecious stones can be cut by most people but ancients had better gems
Most hafts made or wood or bone, good wood is rare in the wasteland


d10 Best Primary Weapon
01 Pole Axe d10 2H
02 Great Sword d10 2H
03 Battle Axe d8
05 Sword d8
06 Spear d8
07 Composite Bow d8
08 Lance d10 from mounted or 2H on foot
09 Mace d8
10 Maul or Great Hammer d10 2H

d10 Secondary Weapon 
01 Shortsword d6 1in6 chance you have x2
02 Handaxe d6 1in6 chance you have x2
03 Sling d4 or staff sling d8
04 Javelin d6 4 or Darts d3 x2d4
05 Shortbow d6 x20 shots
06 Lasso or Net or Whip or bolo
07 Knives d3 x2d3 or Dagger d4
08 War Club d6 or sticks d4 xd4
09 Hammer d6 or War Hammer d8 or flail d6 or warflail 2d4
10 Shuriken d3 xd4 or Chakra d6

d10 Best Tribal Armour

1 Leather suit AC+1
2 Hide suit and cap AC+3
3 Naked with heavy cloak, cap and shield +3
4 Naked with shield, leg greaves and cap +3
5 Boiled Leather chest plate and cap and shield+3
6 Scale, Studded or Scale vest with cap and shield +5
Scale shirt, full hem, shield +5
8 Boiled leather suit and shield and cap +5
Naked with greaves, bracers, cap, chest plate, shield +6
10 Chain Shirt, full hem, shield +6

d10 Customs

01 Forbid an animal they will not touch or eat or risk impurity
02 Have a traditional enemy they are obligated to kill
03 Have a traditional sacred beast they will not harrm
04 Killing wizards is the greatest honour
05 Killing monsters is the most heroic deed
06 Leading a army to pillage and destroy is best
07 The strong must conquer and enslave the weak
08 Magic is always dangerous and suspicious
09 Shun gods and those who worship their cults
10 Must always welcome travellers with hospitality

d10 Magical Thing

01 Magic hand weapon +1 with name and a gory history
02 Bundle of 12 arrows or sling stones +1
03 Potion of Strength 1d4 uses +d4 STR for one hour
04 Potion of Healing 1d4 uses 2d4 HP
05 Ancestral Fetish Idol +1 Saving throws
06 Magical piercing +d3 HP
07 Potion of Shapeshifting into tribal totem animal species for one hour
08 Magic flint ignites fires first try
09 Pelt of Animal Totem (one species) speech for ten minutes a day
10 Ancestral fragment, once a month can ask ancestor spirit a question in a ritual


d10 Favorite 
Trophy
01 Totem figurine of the tribe proving your divine chieftain bloodline
02 Satchel with survival kit, water skin, week dry food, knife, flints
03 Pet animal like a mount or pack beast or guard as bonus follower
04 Follower like a slave, lover, friend or vassal as a bonus follower
05 Exorcist set of ancient holy symbol, holy water, garlic, wolvesbane, silver knife
06 Ancient hide showing where a guarded treasure buried
07 Shirt made of wizard beards collected over generations
08 Stone head from a statue seized by a grandparent sacking a city
09 Ancient crown of your clan wanted by enemies worth 500gp, was hidden in a tomb
10 Iron Sword or axe 2d4 damage, in ancient style of your clan (magic with no +)

Tuesday, 21 July 2015

The Village Idiot - A bardic varient



"A dunce is an idiot who is specifically incapable of learning. An idiot differs from a fool (who is unwise) and an ignoramus (who is uneducated/an ignorant), neither of which refers to someone with low intelligence"

"The village idiot in strict terms is a person locally known for ignorance or stupidity, but is also a common term for a stereotypically silly or nonsensical person. The term is also used as a stereotype of the mentally disabled. It has also been applied as an epithet for an unrealistically optimistic or naive individual."


A village idiot is a specialty bard - many less dumb than they look. Some have fools wisdom. If your village does not have one you are unlucky. In big towns and cities they are everywhere begging on street or in carnivals or bars. Many are deformed or have a crippling injury or madness or other disability. A great dumpstat class for sub normal roll characters - the class gate keepers don't care.

Some people fake being idiots they are actually thieves or opportunistic rogues trying to use the wholesome image real idiots have fought for over the aeons. 

Idiots don't use instruments on the whole. A few like drums a flute or a rattle or lute. They perform clowning routines like funny dances, buttock slapping, pratfalls, funny faces and more. They cheer on companions and distract enemies. Some make all actions look accidental and act foolish. Often they are competent medics and drag wounded away to care for in battle. 

Idiots are very popular and even monsters like some entertainment. Idiots earn their keep in donations, are allowed to sleep in stables and receive all kinds of goods and services. It is lucky to help a idiot, the gods like those who care for idiots. Idiots make great scouts as most enemies will capture them and not think idiots able to escape.

Idiots may know interesting things and people talk freely near them. Idiots may learn things ordinary people would never think of. Even animals think twice before eating or fearing a good idiot. Some idiots keep pets and a may have a foolish notion of a what a good pet mght be. Owlbears or giant leeches are bad pets to most people. To a idiot an owlbear might be a cuddly buddy who shares his hole.

Idiots of different areas may compete in contests and a local idiot might be challenged for the territory by a newcomer or a local rival. Most villages don't need more than one idiot. In the city every tavern might have a drunken idiot who gets free drinks for the company. Idiots known to act evil are driven away and end up living in dungeons or serving evil wizards.
I will do a d100 village idiots if I'm not drowned out in outrage

Idiot Stats:

CHA is the most important. CHA is often more from being a adorable simpleton than ordinary attractiveness. DEX and INT are handy. STR and CON more popular than with bards. Surprisingly many idiots have high WIS with good instincts. Your other stats might help decide what spell list to use.

Idiot Abilities:

Idiots use standard abilities of bard except use gesture and body movements not verbal or musical as per normal bard. They may make strange noises and say foolish things but the ability is based on seeing the idiot not hearing them.

Idiot Skills:
Clowning, Climbing, Juggling, Muscle, Tumbling, Dancing, Acrobatics, Balance, Fast Talk, Ventriloquism, Swinging, Voice Mimic, Escapology, Survival, Run Away, Disguise, Sleight, Listen, Streetwise, Shadowing, First Aid, Sleight of hand, Sneak, Hide, Healing, Herbalism, Song Lore, Kingdom Lore, Gossip, Judgement, Train (Animal), Animal Handling, Jump, Leaping, Wallrunning. Idiots may learn any knowledge skills. Idiots might make some things seem easy and might have speciality skills like numeracy or heraldry making idiots protected by local leaders.

Idiot Weapons
Idiots mostly inoffensive looking arms. Most carry club, rock, staff, dart, knife, dagger, short sword, hand axe, hammer, maul, javelin, blowpipe, net, mancatcher, whip, lasso, maul, flail, sling. Some learn unarmed combat and excel at brawling and wrestling. Many wont trust a fool with a weapon and looking harmless and amusing is useful. Many stick to one simple weapon honed to a martial artist excellence. Prefer not getting hurt but willing to keep back or run. Only wear light armour and don't use shields. Willing to learn defencive moves.

Idiot Spells

A beginning idiot knows a zero level spell or cantrip and eventually will cast spells but not as well as core classes. Spells per day same as an elf or bard, spell lists chosen from these. Idiots often acquire magic skills to work in spells in secret.

Holy idiots use priestly spells often deal direct to local priests CHA WIS
Wild idiots use druid spells have a burrow and lots of pets
  CHA CON
Sage idiots use wizard magic often from fragments of spellbooks
 CHA INT
Mystic Idiots use sorcery from pacts with other planar beings CHA
Spiritualist idiots use mentalism the powers of the mind CHA WIS INT

Im keeping it all rule light so can be adapted to various systems
Might do something more detailed

Wednesday, 6 May 2015

Porc N Orc Talk inspired by Dyvers

Some old and new stuff on Orcs after i realized mine might be a good mix of oldschool and gonzo 80s Brit fantasy gaming style cliches, plus some other stuff

Orc?
Generally shorthand for a horrendous savage brute good at killing

You can generally feel not so bad about killing and robbing orcs
They are not a proper race even right? 
I mean wizards can make them (a 3rd lv spell with variations)

I have lots of orcs of different tribal types and I generally make them a variants of my BX beast-man class (barbarian is another variant). Players like to know difference and find some tribes ok. A player recently married several orcs then became one over about five level play time. He now has a nice dungeon but seeks life extension powers. Orcs make up 20-40% of the human population in my setting. The campaign is based around a horrible LE city full of pirates and rumoured to be ruled by the Devil. The city has orcs do most military duties and orc nobles are respected.

However they are brutal thugs even the civilized polite ones. They can be honorable but are anathema to humans in many ways. They eat disgusting things and are feared in war as killer brutes. New orc tribes boil up from the deep or a wizards spawning pits every decade.

They are mostly worshipers of devils or the dead or spirits of war. Many orcs are even non believers in worship as no god ever really helped them. Other orc variants serve demons or chaos or elder daemons. A great orc earth goddess mother draws power from the earth and spirit world she uses orcs as defenders of the wild ways. They don't even hate elves and have been seen with them hunting humans. Orcs sacrifice blood and bless blood not holy water. Their gods prefer murder for food and like hoards of gold.


Only Traditional Orcs, the Barron of Shadelport and his licensed representatives may legally make orcs. Orc kind had no females for early existence until orcs of different tribes learned to make females by different means or heroes wished for females from the gods. More recent orcs learned to wish for better spells to make females instead of a few wives. Eventually Orc heroes learned they could marry minor earth goddesses and this type became quite fecund. Being more nature worshipers with druidic rather than clerical powers for the rare elite magic orcs. Many older orcs take up magic late in life (change class to priest or druid or sorcerer or wizard). Others will seek the more skilled professions as a thief or warrior or some other class. Orc monks?

So orcs start as beastman then continues going for d12 HD per level and other advances as a beastman but can change class at some point to specialize and become professional i the human world. Ive been describing my beastman class as abhuman more because it has come to include more weirder things like rock men or tree men or other non beast based races like on Planet Mongo. Also orcs can interbreed with beastmen like the swine headed orcs plague years ago. This can create many interesting orc beast hybrids and allows for more decent breeds of beastmen by contrast. Orc breed with goblinoids too and many think they are a sub form of goblinoid as hybrids so common in some places.

What would orc bards be like? Orcs are very vocal and like drums, chanting, horns, screaming and swearing. Humans find it rattling and unnerving. Orcs are impatient and many stupid ones have tantrums and do stupid things. They are jealous of all other races and can be spiteful. They are very loyal and obedient servants. If orcs feel mistreated they will look for weaknesses and opportunities against the leaders. They are all highly political which helps them avoid killing each other (other races or tribes need not apply for this benefit).

Orc style food is one of the top ten preferred eating styles of Shadelport Many humans have learned to live off it or feed to their kids "no6 Orcish style is cheap, healthy, flavorsome: olives, bugs, rodents, chilli, potatoes, eggplants, mushrooms, worms, radishes". They like things to be dark coloured and oily. Char grilled is a prefered cooking style but boiling and frying and earth ovens are a favourite. Orc like to spitroast their victims. Many dishes salted or pickled in vinegar which can make more palpable for humans. Chaotic orcs are riddled with disease and parasites but lawful ones are disciplined and have better good hygiene and surgery.

Orc tribes of the underland
http://elfmaidsandoctopi.blogspot.com.au/2014/11/underland-5-orc-tribes-of-underland.htmlHumanoid sub breeds hre too on this broken boss monster class table set
http://elfmaidsandoctopi.blogspot.com.au/2013/04/races-from-beyond-black-stump.html
Old races including orcs
http://elfmaidsandoctopi.blogspot.com.au/2014/05/helter-skelter-in-dungeon-dungeon-race.html

Goblins, hobgoblins, dryads, elves, hobbits, gnomes, trolls, ogres, changelings, beast men lived in a golden age when beasts and plants ruled the world before humans. Orcs like humans were born at the end of this age. Elves invented spells to make orcs as a way to use their own dead in desperate times. The came to regret this when evil ones learned how to do the same. Many later traditions did diferent things. The first Orc were sexless but later versions created all orcs as males. These orcs were created to out breed and fight their enemies. Modern orcs have used many secret tricks and means to create female orcs. With many tribes having gender equality in numbers, their are still many with no females in wilds using old spells. Natural reproduction is the most common means of breeding today by advanced tribes. Wizards will create orcs singly or en-mass still. 
Most created orcs feel some sense of obligation to their creators. Creators must be wary to dominate and train the orc quickly or they may turn on their creators. 

Also some orcs created gender changing spells to give their sub breeds females or mistreat prisoners. Supposedly is a spell to make orcs into humans.

1d10 Where do these orcs get females for tribal reproduction
1 Steal women from any other species and possibly turn to orcs with magic
2 Some voluntarily change sex with magic and are considered very heroic
3 Allied tribe with earth godesses who provides plenty of females
4 Some become functional hermaphrodites who can father their own children
5 Shaman or priest or sorcerer uses spells to reproduce tribe
6 Kidnap children of others to raise as own and use spell to change worthy ones
7 Leader must journey to gods home every generation to ensure gods provide females
8 Single orc queen lays lots of eggs sacs, one each day if fed enough
9 Leaders obtain a few females mostly for selves by trade and use magic to make orcs
10 Female tribe with little interest in fathers, raise children collectively

Some orc tribe females are indistinguishable and equal, they birth a single young
Others females have large hips, buttocks and breasts delivering multiple babies at a time
Some have multiple nipples like a sow and have litters of babies

A orc baby will survive newborn eating bugs, birds, mice and eventually finding a tribe.

Create Orc 3rd level Spell
Ritual takes 1 hour once materials ready
Material Components variable but include ritual use of relics from the dawn age, gestures, incense and some musicians with drums and gongs and chime and chants

Many variants of this spell but most turn a single corpse into a cocoon like sack that later splits when a fully formed orc bursts out. Each spell has a set form and colour that spell creates. Orcs all are inborn with sneak, hide, climb and learn the first weapons they are given rapidly.

d10 Spell type
1 Dead Elf to Orc spell as first used by elves creates a
 into a sexless orc 
2 Dead Human to Orc spell makes dead humans
 into a sexless orc 
3 Human to Orc spell turns a living voluntary 
(torture ok) human into a sexless orc 
4 Flesh to Orc spell allows maker to stitch up any meat to form a sexless creature
5 Blood to Orc spell mixes blood from a body with clay to make
 sexless orc 
6 Corpse Orc spell grinds up mummified bodies and form into sexless orc
7 Alchemical Orc spell uses 2000gp distillery and 100gp gold in chemicals into 
a M or F orc
8 Baby to Orc spell uses a human baby under 1 year into a grown 
a M or F orc
9 Clay Orc spell requires a life size figure of their sterile dream orc then animate, pottery skill helps
10 Bog to Orc the most recent spell allows you to form a male orc from natural swampy muck


Create Orcs 7rd level Spell
As above but makes one orc per level, more materials needed obviously

Thursday, 9 October 2014

Curses, Conditions, Corruption an Relics pt1

Went through my item tables of late saw i had misses item 3 on d12 tables for all the corruption conditions so thought i would update in one place and add more stuff.

Basically more complex items are jerks and so are their creators. Conditions and effects make items more difficult and alignment possibly ore relevant. Also you can equip a villain with something neat that players will not want.

Alignment is a bit more important in my game and some of these effects might not bother some users. In my party Nahme the angel relic bearer was already giving more to charity than 10% and paying tax and religious tithing. She even tried to give her non good friends some relics to mind. She didnt want any nagging talking items though.
 If you cast identify you learn first major property item in my game, you need a higher level or extra spell to learn mmore than first property. More checks to find additional properties but you might wait a while and get corrupted

Necromancy Relics
http://elfmaidsandoctopi.blogspot.com.au/2014/02/d100-necromancer-relics.html

Chosen wielders often must serve creator to avoid negative effects of item but true agents of evil don't mind these effects

d20 Horrid deeds of relic creator
1 Rulled ancient kingdom of the dead
2 Rulled land with fear and tyranny
3 Mass murdered folk on holy day
4 Desecrated holy place and corrupted church folk
5 Kidnapped children for sacrifice to prehuman gods
6 Ate lots of local babies
7 Cursed local leaders until stopped by hero
8 Attacked a wedding, stole bride and turned guests undead

9 Led a fearsome horde of skeleton warriors
10 Ran farms and sweatshops with zombie workers

11 Awakened wights from ancient barrows
12 Made a collosal flesh horror from local corpses
13 Poisoned wells and stole corpses

14 Had evil influence on ruling family
15 Experimented on locals for fun

16 Killed everyone within a mile of lair with great death spell
17 Terrorized land as a vampire
18 Was a ruler in elder age returned as a mummy
19 Turned farm animals into zombies with dark elf buddies

20 Became a lich who tormented the living then vanished

d12 Corruption conditions
Corruption takes time usually or has some conditions

01 At first sunset after first use

02 After 3 uses of power
04 After 7 uses of power

03 If carried 24 hours
05 If carried 7 days
06 If carried next full moon
07 if enters a place of death like a graveyard or crypt
08 If used to cause death or user kills
09 When wielder takes more than half damage
10 If the user touches blood
11 If the wielder touches a persons corpse
12 If user in presence of undead

d12 Common Necromancer Objects 

01 Black Blades of onyx or obsidian typically swords and daggers and exotic polearms. Have plus to hit and damage.
02 Bone Crushing bludgeons of e
nchanted lead or basalt stone for blunt weapons like maces, mauls, hammers and often chopping weapons like axes.
03 Bone Armour a medium armour with standard pluses 1in10 also adds to strength 
04 Bone Rings are + protection type items 1in10 casts Charm Undead d3 times a day
05 Grace of Death items are often a helmet, wand or ring that provide a plus on charisma with undead, and make them recognise you as dead 1in10 let you feign death at will  
06 Wand of death fires a ray (colour depends of faction) that acts like a 1d6 magic missile with d100 charges. 1in10 can be recharged by using in human sacrifice
07 Fetish of Zar, tiny wood idol with feathers you ask to make undead for you, most set to skeleton or zombie with d100 charges but some 1in10 have a d1000, 1in10 fetishes create ghouls or worse but use two charges per HD.
08 Staves and wands of death - made from a tree of the underworld, + to hit and damage and often used as a spell focus by some trained wizards. 1in10 fire a 2d6 death ray 100 range. Wand versions useless as weapons and if fire a ray does only 1d6 30 range
09 Skull mask provides vision of who is living dead or undead, 1in10 have pluses of protection like a ring also
10 Claw gauntlet drains one HP from a willing donor once a day per person which can heal wielder, 1in10 drain from unwilling
11 Cape of the Shadows can call a shadow in dog formdaily to serve for a turn, 1in10 can summon a d10 shadows  which does not obey but go on murder spree, may be in other items of clothing like a hat, gloves or a helmet or a box or bottles or other shaped shadows
12 Rod of Blight strikes victim with disease as per spell the victim gets to save and will resist rod forever 1in10 are energy level draining taking one level, can be used as a club

d100 Corruption effects

01 Unknowingly act as servant to revive dead necromancer, guided by dreams
02 Spirit attempts possession when weak, might even argue it would save wielder
03 Starts to talk and dress like creator, WIS save or one step alignment shift
04 Small animals and plants nearby die to fuel the items power
05 Item requires sacrifice, WIS to keep from doing it each full moon, might increase in  thirst
06 Only aroused by dead things and death, cant get interested in living beings
07 Can't stand being near the living, depend more on isolation and dead servants
08 Sleep in only coffins, crypts, sarcophagi or buried in a grave
09 Body crawling with worms, become immortal worm colony in 24 months
10 Grow increasingly hideous, CHA save monthly or lose stat point, at zero become undead
11 Death stalks you, sometimes surprises you, making you loose cool in stress moments
12 Spirit of the relic can talk to you offers biased horrible advice on everything

Saintly Relics
http://elfmaidsandoctopi.blogspot.com.au/2013/10/relics-of-saints-and-holy-ones.html
http://elfmaidsandoctopi.blogspot.com.au/2014/05/d100-holy-items.html
Chosen wielders often must serve creator or a god to avoid negative effects of item but true agents of good dont mind these effects. Generally for lawful good religions but other good might count.

d20 Saintly deeds of relic creator
1 Great act of charity and kindness
2 Resisted great temptations, always did right
3 Was killed horribly resisting enemy of faith
4 Founded a sect or order
5 Killed mortal enemy of faith
6 Killed supernatural enemy of religion
7 Great deed of self sacrifice for believers
8 Great ancestor and famous parent

9 Converted many with difficult pilgrimages
10 Overcame a terrible custom frowned on today
11 Killed resisting a horrible spiritual enemy
12 Pioneering founder of faith
13 Great writer who produced a holy text
14 Great healer who saved many and brought new convert
15 Great pilgrim who brought creed to new places
16 Great teacher who brought new changes to faith in past
17 Saint responsible for prophecies and communing with god
18 Saint was a great ruler in name of religion
19 Built a great wonder or monument
20 Purged heretics and would be reformists in church organisation

d12 Corruption conditions
Corruption takes time usually or has some conditions
Once curse functioning might show some signs of change 
The taint of good be upon ye! Beware!

01
If carried next daybreak
02 After 3 uses of power
03 After 7 uses of power
04 If carried 24 hours
05 If carried 7 days
06 If carried till next full moon
07 If held while praying overnight
08 If used to protect weaker person
09 When wielder takes more than half damage
10 If the item touches holy water or altar or enters a good temple
11 If the wielder touches or kisses a lover
12 If wielder takes a risk for any other

d12 Common Saintly Objects 
01 Holy Weapon of the Saint in many varieties, pluses to hit and damage which also inflict burns to any evil person who touches equal to bonus, also glow 1" per plus
02 Saints fingernail as cure light wounds once per day
1in10 is a cure serious wounds
03 Saints Hair in a locket can cast protection from evil once per day 1in10 is a 10 foot radius version
04 Holy mantle of the saints a robe that cures disease once per day 1in10 cure three a day
05 Saints Ring removes poison once per day 1in10 work three times a day
06 Saints medallion casts bless once per day 1in10 casts prayer instead
07 Saints blood usually on a cloth or in tiny bottle +1hp if used in any first aid or skill based healing
08 Holy Symbol of the saint +2 levels on power of turning 1in10 adds two extra turnings per day too
09 Saints Bounty a plate, bowl or cloth produces food for one person once a day 1in10 produces 7 times a day
10 Saints Staff purifies water once a day 1in10 creates water once a day
11 Saints snake staff turns int a constrictor snake once a day 1in10 keeps working even if snake gets kiled
12 Saints lantern illuminates with light at will 30" 1in10 casts permanent light daily also

d12 Corruption effects

01 Unknowingly a servant to cause of kindness and justice, guided by gods
02 Spirit will attempt possession when unconscious or asleep to "help" wielder
03 Starts to talk and dress like hermit, WIS save or one step alignment shift monthly
04 Small animals sing and dance around you and plants sway gently
05 Wounds stabilise if below zero, automatically halts blood loss
06 Only interested in serious long term legal monogamy and not motivated by sex
07 Give away 10% of your wealth to help the poor
08 +2 resist fear and charm if good
09 +2 resist disease and poison if good
10 Grow increasingly lovely +1 CHA if good
11 Protection from evil once per day if good
12 Spirit of the relic can talk to you offers goodly advice on everything

Stone Age Relics
http://elfmaidsandoctopi.blogspot.com.au/2014/05/d100-stone-age-relics.html
Often used by goblinoids, cave folk, shamans of non literate peoples, beast cults and beast men. Even some more wild elves might like these.


d20 Awesome deeds of relic creator
1 Made pact with a great spirit
2 Made pact with beast lord
3 Made pact with elemental lord
4 Defeated great evil spirit of the old world
5 Founded a great clan and bloodline
6 Ate heart of great monster

7 Burned a civilized city
8 Slew a mighty magician
9 Hunted a great beast on long adventure
10 Avenged his people by wiping out a tribe
11 Defied the gods
12 Was a might tribal healer and wise man
13 Invented a custom or cultural craft or skill or tool
14 Killed by a god or great old one
15 Discovered the promised land for tribe and killed off locals
16 Exterminated a race of monsters in the dawn age
17 Helped revolt against evil empire of monsters
18 Stole true love from other tribe and hunted by lovers family
19 Hunted and punished those who committed sacrilege or broke law
20 Battled great beast to save kin and get treasure

d12 Corruption conditions
Corruption takes time usually or has some conditions

01 If carried next daybreak

02 After 3 uses of power
03 After 7 uses of power 
04 If carried till next full moon
05 If carried till next full moon
06 If used to draw blood of wrong animal totem species
07 If used to draw blood by person not of right totem (1in12 chance?)
08 If used used by person not of tribe
09 If wielder ever harmed a tribe member
10 If the item used without tribal shaman blessing
11 If the wielder eats forbidden food
12 If used without correct sacrifice


d12 Common Stone Age Objects 
01 Beast tooth on a string lets you speak to species once per day 1in10 works always
02 Beast bone in a bag with rune on it can call a beast to area daily but does not obey 1in10 works 3 times a day

03 Great Flint Weapon sparks when strikes, + to hit and damage but 1in10 can also be used to start fires easily
04 Cloak of the beast acts as a elven cloak, 1in10 lets you assume animal form for one turn per day one species per cloak
05 Boots of the Beast acts as elven boots, 1in10 leaves footprints of one beast species
06 Ochre Jar a stone container creates one dose of artist pigment per day, different colours available, 1in10 can be used to bless a herd to increase birth rate by 10% per year
07 Horned Hat of Beast Mastery gives + on any beast related skill checks 1in10 let you cast Charm animal once per day
08 Spear Thrower of thunder lords acts as a woomera or atlatl, acts as a club with + to hit and damage and same mod if used to hurl dart, javelin or spear and doubles range 1in10 turn a missile into a lightning bolt with 1d6 per + the weapon has once per day that injures foes in a line
09 Knife of Butchery come in form depending on alignment good ones ensure butchered beast is reborn after time in happy hunting grounds, evil one tortures the soul and sends to hell. 1in10 can be used on humans as well for sacrifice 
10 Amber bead as cure light wounds once per day 1in10 is a cure serious wounds
11 Coral bead allows you to breathe water for one turn 1in10 work at will
12 Cloak of bark lets you turn into a tree for one turn and 1in10 let you remain in tree form for centuries, some versions turn you into a huge toadstool instead

d12 Corruption effects
01 All food and drink you touch or carry spoiled, only be fed or drink with helper
02 A characteristic score begins to drop 1point per week till dead or coma at zero
03 Inflicted with advanced lycanthropy next full moon
04 Animals and monsters dislike you and are never surprised by you or your party
05 Wounds will not stabilize if below zero, will bleed to death
06 Becomes infertile and uninterested in sex or love
07 User succumbs to poison easily, half normal resistance
08 Wielder becomes a beserker and menace to friend and foe in battle
09 Wielder will not d4 1=use metal 2=use fire 3=take shelter from weather 4=wear clothes  
10 User becomes a cannibal, hunger for own species
11 Spirit of the relic gives unwelcome advice on everything
12 Spirit of the relic posses you when weak or unconscious or asleep

Next Parts

Diabolic Relics Elder Relics
Relics of the races

A recent handy post too
http://elfmaidsandoctopi.blogspot.com.au/2014/10/limited-magic-items.html