Showing posts with label Devil's in the Details. Show all posts
Showing posts with label Devil's in the Details. Show all posts

Friday, January 28, 2011

The World After: Cults of the Thousand Saints

While The Hierarchy is the most numerous sponsor of clerics many local or regional faiths have their own divine miracle workers. Collectively known as the Cults of the Thousand Saints each is sponsored by a semi-historical figure, all but a handful dating from after The Harrowing.

The Saints spread across the moral and social dimensions of their concern they do have one similarity with The Hierarchy, a dedication to order.

Many Members of the Cults (Roll a d20 three times)
1Are trained in the scientific healing arts
2Engage in ecstatic dance as part of worship
3Are fascinated with the Children of Order
4Are members of a mystery cult
5Are fascinated with Elves
6Follow multiple saints
7Have no home temple
8Are not members of formal organization of their saint
9Are formally trained in a performing art
10Serve all others before eating at meals
11Have a vow to visit the Seven Sites of the Holy
12Are completely shaved head to toe
13Sew their holy sign onto the jacket's breast
14Wear a hood instead of a hat
15Are authorized to lead Hierarchy services
16Are owned a favor some towns beggars or thieves
17Are trained as fishermen
18Are trained as sailors
19Will take a lashing for a criminal as an act of faith
20Are left handed for religious reasons

Some Members of the Cults (Roll a d16)
1Publish their letters
2Have taken vows of poverty
3Use ritual nudity
4Have taken vows of chastity
5Reject the use of range weapons in war or hunting
6Are vegetarian
7Eat no grain
8Never cut their hair
9Do not bathe except on holy days
10Wear only one color
11Use only wooden implements
12Only dwell or live among the poor
13Have brands of their order
14Only eat kosher foods
15May not bear their arms or legs
16May not touch the skin of strangers

Common Traveling Gear(Roll a d16 1d3 times prior to spending starting gold)
1A copy of the Blessed Blue Book of Holmes the Physician
2A copy of the Fifth Tretise of Danforth the Colorful
3A musical instrument
4A wooden holy symbol
5Kosher salt
6Pen, ink, parchment, wax, and a personal seal
7Basic surgical tools
8The Travels of St. Miller
9Fishing rod and tackle or casting net
10One each of red, orange, yellow, green, blue, indigo, and violet candles
11A spy glass
12A ritual scurge
13Prayer beads
14The Annals of Hunt the Ancient Redeemer
15The Dark Visions of Hite the Mad
16Three kinds of incense and small censor

Saturday, July 24, 2010

The World After: Elves

So, elves...

Elves are the bane of the fantasy roleplaying game. To get an idea of how tired elves have gotten Talislanta has been advertising "No elves" since 1987, a date closer to the original publication of D&D than it is to to today by almost a factor of two. More recently Sirth of the Scrolls at Scrolls of Lankhmar talked about boring elves and dwarves (and complimented my sea dwarves from a game last year...thanks Sirth).

That said any game which starts from the premise "Using a virgin old school rules set, create a megadungeon and minor surroundings, add players, and then see where it goes" is going to have elves. None of my potential systems: OD&D, Holmes (with one of the fan expansions), Moldavy/Cook/Marsh (with the upcoming Companion), BECMI, RC, S&W, Labyrinth Lord, Basic Fantasy Roleplaying, Dark Dungeons, or even Lamentations of the Flame Princess Weird Fantasy Roleplaying lets me escape elves (maybe the last does).

So, elves...

Right now I'm looking at a handful of options to make them unique. First, to look as far from Tolkien as I can I've included one issue of a story set in Marvel's Weirdworld as part of my alchemical formula. I'm tempted to add an issue of Elfquest.

Second, regardless of what rules set I will use, elves will use the OD&D convention of selecting once a day what class they will be. Yes, even in T&T (if I use it) we're going to give this a shot.

Finally, I'm going to take up the Devil in the Details idea from Fight On! #1 (which also adds something to my canon). My tables are below. However, to encourage player input you'll notice six entries on the first table and five entries on the second and third are "invent it". I plan on doing this to some degree for all DitD tables to encourage player creation.

Many Elves (Roll a d20 three times)
1Have only three fingers (plus a thumb)
2Are about four feet tall
3Play a musical instrument very well
4Wear only leather clothing
5Know how to juggle more than three items at a time
6Wear circlets on their head or neck
7Enjoy playing practical jokes
8Paint a personal sigil on trees as they enter and leave a forest
9Speak the language of brooks and trees
10Have elaborate tattoos on their arms and/or legs
11Worship change and chance or a deity of them
12Collect things in fives, twenty-fives, and twenty-threes
13Refuse to go about during a new moon
14Eat nothing but meat
15Invent it
16Invent it
17Invent it
18Invent it
19Invent it
20Invent it

Some Elves (Roll a d16)
1Have a small forest animal companion
2Refuse to wear clothing while at home
3Cannot swim
4Have elaborate facial tattoos
5Are allergic to horses
6Will only eat meat they have hunted themselves (although they need not have killed it themselves)
7Wear jewelry that frames their face
8Will not use metal tools
9Have hair below their waist when loose
10Prefer human lovers to elven ones
11Prefer to sleep during sunlight
12Invent it
13Invent it
14Invent it
15Invent it
16Invent it

Common Traveling Gear for Elves (Roll a d16 1d3 times prior to spending starting gold)
1A small musical instrument
2Pressed leaves or flowers from their home
3Razor sharp wooden hair sticks
4A long, stone tipped spear
5A bagh nakh
6Bowl and spoon formed from wood grown bound in that form (non-magical)
7Body Paints
8Seeds of twenty-three flowers and herbs from their home
9A set of several wooden dice with a die cup
10Jerky of their own making
11A pot with a bonsai tree
12Invent it
13Invent it
14Invent it
15Invent it
16Invent it