Showing posts with label Monsoon Ghats. Show all posts
Showing posts with label Monsoon Ghats. Show all posts

Monday, March 25, 2019

The Monsoon Ghats - 1. The Faith of Colors & Early Notes

The Lord of the Universe ignited the twin suns of soul and sacrament, illuminating the endless tapestry of night. All His manifold dreams coalesced into all that exists, in all possible forms and in the illusory stardust between those forms. Joy and emotion clouded the supreme truth of the Lord of the Universe, and in the light of the twin suns be birthed the world illusory. 

Granting His raw blissful emotion a place in the mist and smoke, the water and sky, and for a time He watched. He watched His virtues and vices, His ideals and emotions, and all the sins He thought Himself too majestic to possess. 

And then He heard a Voice, which granted Him purpose; for it was not of His creation. It spurred something new, His curiosity...

>*<

The Monsoon Ghats are the southern coastal mountains of the Land of Triumph, where the Lord of the Universe found joy and sorrow and was wounded by mortal man in a war betwixt the illusory nature of existence and the supreme truth of the cosmos. 

It is a borderland of the lush, with the ocean side of the ghats locking deep black soils and rich sinewy trees. Civilization holds itself here, bound by doctrine of the Daeva and the Asura; The Faith of Colors, honored still despite the warring nature of these celestial tribes. The common folk cling to moralities that might allow them to change their stars, often in lock-step with atrocities committed at the behest of their masters towards those who will not bow as deeply. The Faith of Colors was a thing of splendor before the celestial tribes suffered their schism, now the vestiges of once was engage in petty skirmishes for supplication. 

Many in the Ghats hold themselves to but four colors, forsaking all others. They festoon their banners and houses with that they were born to, hoping with power and time to ascend to the next.

Many are weaker for sake of these petty ambitions. 

A dog's age since a brahmin was born of deepest indigo and void-knowing. Most are conformed to mortal colors and mortal aspiration;, dominance, power, wealth and joy. Illusory items that weigh heavily upon their karma and might sink them completely to serpent-shriven underworlds if not for deeds done in ages past. 

The Faith of Colors is not diminished in its majesty, though it is fractured and as such tested. Those who once served it have been forsaken in man's pursuit of supremacy and comforts. 

The Raksha demand fealty for their service in the War of Wounding. Few are willing to pay, fewer still willing to admit the atrocities forced upon them. Some were concepts, illusory sins bound with purpose to slay perfidious river naga; others were of mortal tribes bent to the will of cruel words and made monsterful to fill the hosts of the supreme truth. They are a horror to behold, blackened like ash without an ember to stoke their soul. The Faith broke them, and now they play the villain for hope of promises to be honored and old shames apologized for. 

The Vanara are of equal pain, forced now to live in a world without blissful ignorance and the frivolity of a war-time's simple morality. Virtue forced into the framework of ignorant animal can make good deeds bestial and make a simple atavist contemplate too darkly the nature of their soul. These are not the heroes of ancient deeds, their temples and statues are forlorn. Most think of them as thieves and fools, undeserving of respect within the hierarchy. The Faith has left them to the wayside, they're characters for children's stories now.

The Bangla, the bear-people, have never held the Faith of Colors in any high regard, they wish only to fight and appease their Mountain at the roof of the world. Those within the Ghats are sell-swords and monster hunters, looking to drink deep the honey of the earth before they return to the stone from which they were born. Upon the fur of their chest is a pattern still, a rank held in the ancient armies, they feel contempt for those who do not recognize the mark. They claim to hear the dreams of the Lord of the Universe echoing out from the Mountain, though man does not entertain this blasphemy.

The Naga-Malla are perhaps all that remain truly devout to the Faith of Colors, and they view humanity as holding it in poor regard. The elephants existed since the first thrumming sound emitted when the Lord of the Universe ignited the twin suns. They know truth and revile in the illusory world which grows stronger with each passing age. They feel great doom, each cycle reborn with less of the world being as it should be. They would remake the Faith of Colors, but too quickly would man tarnish it in their petty grasp for power.

>*<

At a Glance
The Monsoon Ghats is a setting which makes use of a mash-up of B/X & Knave rulings, and it is constructed for sake of being a toolbox setting book akin to Yoon-Suin. Attention and research is paid for sake of representing religious and ethnic groups in a fantastical world without (hopefully) dishonoring their real world counterparts. Symbols and influences are meant to be present, but no group should be a 1-for-1 translation. I've been told to aim for that which I find interesting by my readers, and as such the Monsoon Ghats are designed for tiers of play which will eventually see characters involved more in warfare and politics than mere dungeon-delving. This is not a game of superheroic divinely powered characters, it is by design intended to come across as a vaguely pre-Vedic India which is dealing with other religions and socio-political factors that would not have cropped up in said era.

Notes in Broad Strokes
In meta-contextual notes; the Faith of Colors is the stand-in for Hinduism within the broader setting. It is, for the bulk of those who reside within the Monsoon Ghats, the truth of creation. It is henotheistic for the most part, though the Lord of the Universe's exact status is open to debate. He may be all that is, and thus beyond reaching; he may be only remnants and vestiges in the form of the Asura and Daeva, his sins and virtues and all of humanity is but a continued test to see if illusory desires or supreme truths will have a true victor.

I realize much of what is here doesn't present greater context to the religion, and that's...noted. I have more written but I'd rather not just lore-dump, especially for homebrew. I can bang it out to a good four pages altogether explaining the current socio-political-religious situation of the world, but I'd rather get further work done before that. Things change. My two sensitivity reader pals, one Hindu one Muslim, are both of the mind that I'm doing all right; but I'm a religious parasite who has never found that perfect fit while at the same time appreciating all the imagery. So it will be a situation. I also don't want the Faith of Colors to come across as Hinduism with the numbers filed off, because that's boring and offensive and I'll make note of that further down the page for those still reading. 

The Lord of the Universe, is for sake of my own interests, based more on the Jagannath by way of Vaishnavite origin. Though for my purposes he is re-purposed as an entity of flaws and virtues; who upon finding something beyond his own creation (perhaps this alone is a deception, an illusion, a falsehood) allowed himself to descend to the world he'd created and be subsequently maimed and wounded by aspects of himself he dared not accept. He is, for my purposes, much like a young lover who in his own inability to accept and work on his weaknesses, is undone by them. 

This is not a setting of Good and Evil, Law and Chaos; it is one of Virtue and Illusion by which ones karma is judged. Those who adhere to positive actions in their life will face many tests and will, hopefully, rise to the occasion stronger for it. Those who dwell in the illusory world of temporary mortal joys will be given chance to deny such things, and many may yet fail. Karma, as a statistic, is  on a 1-100 rating with thresholds. It is primarily rolled when you wish for someone to believe in you or to appeal to their better nature. It is used by Holy-men to reveal the wicked and weak of moral fiber. It has no stronger power than that and in translation between other faiths beyond the Faith of Colors, things are often lost. 

I like personally, the idea of demi-humanity within the setting being leftovers from a powerful ancient conflict. The Vanara are without guidance or grand heroism to participate in, as such they are without purpose in these "modern" times. The Raksha are either illusory spirits forced into a truism, a "Cruel-but-Certain" or "Spiteful-but-Honest" type of situation; or they are made from human beings who in seeking their own grasp on the world were converted against their will. I always found it interesting how certain groups in Hinduism were demonized while still being very much real-world ethnic group stand-ins. I like the Raksha as being strange spiritual ogre-esque horrors who by all accounts deserve praise and thanks but are not given any; I think this can lead to a tragic narrative and purpose for adventuring.

The Bangla are based upon Jambavan, and in theory they are meant to represent those who religion has left behind, the larger than life heroes whose own traditional way is discarded in favor of what is palatable and easier as a societal control mechanism. I also like the idea of blue sun bear/sloth bear monster hunters, that's cool. They mirror well against the Naga-Malla, whose traditional view on the Faith of Colors is that humanity has perverted it and things are only getting worse; they're literal Opener of Ways and Remover of Obstacles type elephant demi-gods. 

I like the idea of a starting party consisting of various humans from differing varna, who function in society on different levels but in the eyes of any demi-humanity character are all the same. I personally view the "caste" system as a control mechanism, especially in our modern day where its subtle strings are things I have to deal with as a fully Americanized/Colonized brown person. That all being said, I do of course have massive respect for Hinduism as a religious grouping. It is beautiful and intriguing. 

Which leads to my next note.

No Kali in Fantasylands
Not a fan of putting real world religions 100% into fantasy worlds, it just doesn't do me right. While it is already presumptuous to state a religion to be an absolute truth in fantasy, it is even more harmful to do so while misrepresenting it egregiously. There is no Kali or Hanuman or Ganesh in the Monsoon Ghats, what there is would be Daeva or Asura; the benevolent and baleful faces of the shining supreme beings who represent those sorts of powers. 

Hopefully by Friday, though I make no promises, I'll have my proper Daeva/Asura Generator for the Monsoon Ghats up. It is made for determining lesser house/personal deities, larger deities, and the stories associated with them. Each figure has multiple stories depending on their domains (they are tied to the Holy-man class, after all), as well as notes for items like should one become a decapitated god, or should one become an amalgamated deity. 

The Monsoon Ghats is meant to have more to it than just Hinduism. Jainism (under the framework auspices of the specific belief that it existed prior to Hinduism), Sikhism, Buddhism, Islam, and certain more interesting forms of Shaktism will see parallels; none of which are intended to be 1-for-1s, and all of which may have some degree of commentary upon them while at the same attempting to respect and pay kindness to their beauty. Which is to say that if I am to go into this specific set of randomizations for not!Hinduism, the same sort of care and consideration for randomizers would also need to be applicable to other faiths in the game. 

Current play-testing sees a Holy-woman of the Bel Shahih (the pseudo-Islam of the setting), and that's going well, or at least is capturing the spirit of what I'm working towards so sayeth one of my readers. I would say it is going well to the point that even if I end up being an imperfect creator for this project, I will hopefully at least provide material enough to not misrepresent and to also allow for someone to use said material as tools to do a much better job in the future. 

Wednesday, February 13, 2019

The Monsoon Ghats: Skyclad & Linen Armor

Depending on one's varna, luck, and worldliness is how one dresses while adventuring in the Ghats. Regional styles of decoration, the influences of the Bel Shahih from the northwest, and the variety of dyes available for the cotton, camel hair, and silk of the land make the Monsoon Ghats an eclectic and colorful region. Those wise in the way of fashion can tell where a man is from, what a man has lived, and what a man does by virtue of their dress. 



What follows is a partial set of armor rules I'm using in my home game that I'm playtesting on the weekends; but the randomizer tables will certainly be useful even if you personally do not like my armor rulings. 

Said armor rulings are as follows:

  • AC = 10 + Dexterity Modifier. It ascends.
  • Shields, Helmets, and other such items have a Protection Value, which can reduce damage at the cost of reducing the dice of the Protection Value. A roll of 1 means the breakage of the item. 
  • Poor Quality Items last one expedition before they must be replaced or repaired.
  • Adequate Quality Items may suffer 1d3 expeditions, in need of replacement or repairs after a roll of 1. 
  • Exquisite Quality Items must be destroyed or tarnished through violence or hardship to be in need of repairs or replacement. 
  • Magical Items are of Exquisite appearance and can only be destroyed by magical means.
As I am at work, and have much more work to do before this is worthy of being a total article (randomizers for each category and type of armor by quality), here are simply the first two items: Skyclad depictions and Linen Armor.

Armors


Skyclad: To go skyclad is to wear nothing, to put your faith against the metal of your foe and to let fortune divine the victor. When fighting skyclad you gain your Charisma Modifier as a bonus to AC, but enemies inflict a critical hit on a 19-20 range rather than just upon a 20. A naked character is not necessarily considered to be skyclad.

What it looks like (d8):
  1. You have dusted yourself in bhasma, sacred ash, caking yourself in grays.
  2. You have painted the mark of your patron daeva upon your brow, it makes you daring.
  3. You have been painted with the face of a great beast upon your belly, like a tiger. You feel as though you are connected to this totemic image.
  4. You have painted upon your brow a devotional tilaka, for the achievement of central focus.
  5. You have dribbled red vermilion across your face, pulled down over your eyes as though expectant of blood to shed.
  6. You keep a single red upward brushing of the thumb upon your brow.
  7. You have ornate calligraphy inscribed upon your nude form in henna, devotional mantras.
  8. You have danced in audacious, gaudy kumkuma, embracing the illusory spirit of the world made manifest.
Linen Armor: Composed of finely quilted linens, reinforced beneath by studding of nail, scale, or metal plates. Clothing of quilted linens caries no social stigma, can be tailored to fit a variety of styles, and can be worn comfortably when travelling in arid climates. (AC +1) [If you prefer to, use this to replace any generic Light Armor by using a different value.]

What color is it (d30):
  1. Yellow, like mango blossoms.
  2. Yellow, like the desert sky before a storm.
  3. Yellow, like the soft light of a morning sun.
  4. Blue, like the ocean on a summer day.
  5. Blue, like a peacock's cerulean feathers.
  6. Blue, like the hottest and most sacred of flames.
  7. Green, like a fresh hog plum.
  8. Green, like a forest in a valley gazed from a nearby hill.
  9. Green, like a skittering lizard's scales.
  10. Red, like the bitter clay of the desert.
  11. Red, like the blush of a young lover.
  12. Red, like the warmth of a heart illuminating a home in evening.
  13. Orange, like the wings of an evening moth.
  14. Orange, like an evening sun.
  15. Orange, like the baked flesh of an unfortunate wayfarer.
  16. White, like snow upon the mountain.
  17. White, like foam upon the river waters.
  18. White, like teeth, like bone.
  19. Black, like the midnight sky on a starless night.
  20. Black, like back of a sun bear.
  21. Black, like the hair upon a child's head.
  22. Pink, like coral from the bay.
  23. Pink, like the last bright light before evening takes hold.
  24. Pink, like a sunburnt elephant's chapped hide
  25. Violet, like pressed lavender flowers.
  26. Violet, like the twilight sky.
  27. Violet, like the bruises upon a fighting-man.
  28. Brown, like the down upon a chick.
  29. Brown, like the richest of coffees.
  30. Brown, like the tan upon a well-traveled man.
Poor Quality Modifiers (Cloth, d6)
  1. ...which always smells of mildew.
  2. ...which is stained with incriminating and embarrassing colors.
  3. ...which is torn and ratty from years of use.
  4. ...and it itches fiercely.
  5. ...which looks like you stole it off a pauper.
  6. ...which looks like you stole it off a corpse.
Adequate Quality Modifiers (Cloth, d6)
  1. ...patterned with images of stylized fauna in silver thread.
  2. ...patterned with images of stylized flora in contrasting thread.
  3. ...which carries with it a scent of perfumes.
  4. ...patterned with geometric symbols.
  5. ...which brings you some small comfort when worn.
  6. ...which shows signs of clear care from the one who crafted it.
Exquisite Quality Modifiers (Cloth, d8)
  1. ...elaborately patterned with scenes of aquatic life in golden thread.
  2. ...elaborately patterned with depictions of cosmic powers in golden thread.
  3. ...inlaid with small gemstones which shimmer like starlight.
  4. ...feathered with the plumage of peafowl and birds of paradise.
  5. ...crafted from only the finest silks, imported from beyond the northern mountains.
  6. ...sewn with thread woven by the hands of the divine at a loom beyond this realm.
  7. ...which scintillates through various colors dependant on how the light hits it.
  8. ...which is always comfortable and lavish to wear, regardless of climate.
Next time: Rattan Armor & Styles, Hide Armor & Styles, and Poshteens I've got a good few books on the textiles of India back at my apartment, and I really want the inventory/armory for this project to allow for interesting looks and interpretations for each type of armor. Outfits, and regular clothing, are deserving of the same sort of love but I might save this for things like clan/tribal groupings/varnas or regional purposes.

Just doodling up further randomizers while at work, as today is a very slow day.

Tuesday, February 12, 2019

The Monsoon Ghats: The Naga-Malla [Race-as-Class + Generators]

So I've been working with some folks to try to do an Indian setting right. As an Indian person, even as far removed from my cultural heritage as I am, I have always found much of the representation to be...not great. An Indian setting should not be Kali-ma and Ganesha in Fantasylands, because generally you don't get Jesus Christ in Fantasylands because that's a bit insulting. You generally get a "One True God" wherein you can make commentary on the religions at play without directly insulting or disrespecting them. And India, is of course, much more than its religions. It is a beautiful land of many cultures and clans, amalgamated and accommodated to create a unique place that's worthy of proper research and representation in the gaming sphere. 

I'm going to try to do that, in a setting called The Monsoon Ghats, and I am sure that I will also fail on some level; but from the bones of it someone better than myself might be able to do an even better job. I acknowledge that given how utterly colonized I am, I cannot be the true Scotsman some folks might want me to be in regards to representation; but I'm willing to put in the efforts and to try. Making an Elephant race-as-class is sort of its own kettle of fish, but I was inspired because the party I'm playtesting with work for a Crocodile; so I figured I ought to make a class for the rival city-state.

The basic rulings for The Monsoon Ghats are based in Ben Milton's Knave, White Box S&W, and some stuff from the Black Hack that I'm not opposed to.  It does have classes, which grant a Hit Dice, as well as abilities and drawbacks. No saving throws beyond ones base Attributes. Usage dice come into play for item quality.

It works pretty well. I'm playtesting it on my weekends.

What follows is a race-as-class, the Naga-Malla, a reincarnated elephant warrior who hold a vaunted place in the modern society of the Ghats, and who adventure to help scour evil from the land. You could even use this in Yoon-Suin, for an interesting ruler of one of the Hundred Kingdoms.




=============

The Naga-Malla, (The Fighting Elephant)
HD: d12

Prime Requisite Attributes: Constitution & Wisdom of 14+

Starting Karma: 55 + 2d10
[If using another system, the Naga-Malla saves as a Cleric and Advances as a Dwarf]

The Lord of the Universe ignited the twin suns of soul and life, and from their crackling heat the earth was given solidity. As the illusory world of promise and sin began to solidify at the dawn of creation, the sounding of the primal thrum, “Om” rang out into the cosmos. It brought comfort to the Lord of the Universe, it expanded out like ripples upon the sheer surface of a pond.

From the first of the earth, he created beings to carry the sound. Unburdened by his virtues or his doubts, he created the elephant, as stewards of the land, wise enough to be kind, wiser still to be cautious. As time progressed, as the world fell into flux and disarray, as truth and falsehood warred for wounds and for the right of dominion over the world; the elephants stood on the side of the primal truth of an unsullied sound. When river dragons and their falsehoods came to be known as the catalyst for such great suffering, some elephants took up arms.

These were the Naga-Malla, and to this day their breed exists above all others, for their nobility and righteousness. Fewer in number than in times past, they nonetheless carry great respect where it is they tread; and many a mannish house will placate them in hopes of receiving boon or blessing. You are the reincarnated soul of previous Naga-Malla, come once again to ensure the world is held only by the righteous.

Special Abilities:
Arms & Armor - The Naga-Malla, due to being an elephant, is limited in what arms and armor it may wear. It naturally possesses an Armor Class equivalent to Hides, though it may instead choose to go Skyclad if properly anointed and painted for it. Armor for a Naga-Malla must be specifically crafted by artisans, and many armors for war elephants are too crass and vulgar to suit a Naga-Malla. In regards to weaponry, the Naga-Malla can wield any weapon it desires to in its trunk, though it possesses natural weaponry and might be better off not using man-crafted arms at all.

Natural Weapons: The trunk of a Naga-Malla deals d8 damage, its trample deals 2d4, and its tusks deal d8. When used against creatures of significantly vile alignment (Impure, Wicked, or Vile), the damage dice are increased by a degree.

Elephantine - You are an elephant, large and cumbersome, but blessed with divine grace. You may always know, psychically, the general compass directions due to your connection with the earth. You have four legs, tusks, and a trunk; you may trample things, gore things, or strangle things. Your trunk is your only true manipulator limb, and it acts with amazing dexterity.

Spellcasting - The Naga-Malla has the capacity to cast spells from the Earth, Heavens, and Fate domains. They know a number of spells equal to their Level + Wisdom Modifier. They may learn spells from other temples, provided they spend at least one month’s time there or perform a great service for said temple.

My Skin, the Rumbling Earth - The Naga-Malla are proficient in Earth Magic, and may cast spells from this domain as though they were a level higher. Additionally, Naga-Malla possess a tremor-sense that extends out from them in a 30’ aura. If a Naga-Malla meditates or otherwise remains motionless, they can sense the presence of impure or wicked souls.

Remover of Obstacles - The Naga-Malla are blessed by the Lord of the Universe as masters of tribulations and the removal thereof. The Naga-Malla gain advantage on all saves meant to remove barriers, unlock or lock items, break through doors, or to secure a location. You may shrink your form to one the size of a mule, and suffer no disadvantage due to your size or weight when bypassing obstacles (such as walking a narrow precipice, or fitting through a cramped corridor.)

Speaker of the First Thrumming Sound - The Naga-Malla came into being with the first thrumming sounds of existence. The Lord of the Universe, having blessed them with the origin of all sound, granted them the capacity to communicate with all natural things. The Naga-Malla speak through a thrumming psionic voice which radiates out from behind their eyes and the center of their brow; it sounds as it should sound. They can speak any language in the Monsoon Ghats this way, and can communicate gentle commands to animals of lesser intelligence.

Disadvantages

Enemy of Serpents - During the Wounding War, the Naga-Malla gained their title when they struck out at the River Dragons for their dark whispers and mistruths. The Naga-Malla retains this bias towards all serpent-kind, regardless of how many cycles of reincarnation they have fallen through. When confronted with serpents, river dragons, naga, or other sorts of makara, the Naga-Malla must make a morale check or fall into a berserk rage against the creature; shouting condemnations from on high.


Sacred Dharma - The Naga-Malla suffers terrible sickness of self if their actions directly lead to the harm of innocents or those of good karma. If a Naga-Malla suffers a loss of alignment, they suffer Disadvantage until they have made a pilgrimage to the closest shrine and sought out an act to atone for their sins. If a Naga-Malla ever falls into Impure or lower alignment, their tusks begin to burn at their mouth, causing them to speak only lies as they suffer from necrosis of the mouth.

Ignorance of the Illusory - The Naga-Malla exist so firmly as a truth that they have a hard time parsing through the illusory elements of the world. The written word is an utter riddle to them, the study of which perplexes them to the point of headaches. They tend to take men at their word, and for spiritual entities, assume only the concept they’re based around to be truth with no conditions to be applied. Thus to a Naga-Malla, all raksha are wicked and all vanara are good; and any action to the otherwise simply does not make any sense.

Names
  1. Yamavarna
  2. Gazalikhan
  3. Mataangakha
  4. Arjundrona
  5. Pilliayak
  6. Gajachandra
  7. Gajara
  8. Varanakandi
  9. Ihrawani
  10. Kaimmati
  11. Ibhanoq
  12. Gajumanda
  13. Mohandes
  14. Yamagna
  15. Sudraganta
  16. Rishikara
  17. Varumoksha
  18. Dandagaja
  19. Rajarukh
  20. Ganamali


Titles
  1. The Mountain Peak
  2. The Lotus of the Caves
  3. The Churner of the Seas
  4. The Knower Under the Mountains
  5. The Long Marcher
  6. The Herald of the Sound Primeval
  7. The Lord of Elephants
  8. The Breaker of Naga
  9. The Drinker of Skies
  10. The Pillar of Strength
  11. The Opener of Ways
  12. Of Great War-Wisdom
  13. The Noose of the Vile
  14. The Inheritor
  15. The Mighty
  16. The River Lord
  17. The Temple’s Might
  18. The Herald of Great Truth
  19. The Stone Made Shattered
  20. The First of their Name


Appearance Randomizer (Hide)
  1. Rough hide of charcoal greys, as though coated in ash.
  2. Mottled hide of light browns and reds.
  3. Supple hide of black, like a starless sky.
  4. Soft hide, muddy grey; as though slathered in river clay.
  5. Reddish hide like teakwood, covered in small fuzzy hairs.
  6. Rough hide of white, smooth as bone to the touch.
  7. Leathery hide of blue, as if bathed in cerulean as a babe.
  8. Pink hide, with white hairs; like a peach.
  9. Tough leathery hide of black, like wood after a forest fire.
  10. Grey and ruddy hide, like that of an elephant unburdened by its dharma.


Appearance Randomizer (Tusks)
  1. Two tusks, of ivory white, which splay out as if to greet the world.
  2. Two tusks, of bone yellow and unequal size, one has seen wounds the other has inflicted them.
  3. Three tusks, of pearlescent white, two wrapped over one another like embracing vines, the other curved outward to give them privacy.
  4. A single tusk, stained in blood and mottled with pits. The other tusk was lost, and it is felt freshly like a phantom limb.
  5. Two tusks, carved short and tipped in gold. Marks of nobility and station.
  6. Two tusks, long and ancient, they almost drag upon the ground with the weight of their age.
  7. Four tusks, two on each side, bitter and vicious bones. They pierce and rip with the fury of a crocodile or a young bull in musth.
  8. Two tusks, one discolored by the foul magics of a witchburner man who sought your tusk for profane rites.
  9. Two tusks, carved in the visage of serpents, banded in the leathers of those you’ve slain.
  10. A single tusk, cut to half length. In place of a missing tusk, a prosthetic of hateful metal which causes discomfort on a cold night but allows you to feel whole. 


Mark of Reincarnation
  1. Depigmentation around your face and eyes displays celestial events from times immemorial. At night they sparkle like stars in the heavens. 
  2. Those who stare too deeply into your eyes hear the thrumming of the primal sound in the back of their minds.
  3. The tip of your trunk displays patterns of shimmering gold when you use it to manipulate things.
  4. You were born with scars from an ancestral soul’s conflict with the River Dragons. 
  5. Egrets which land upon your back take the color of celestial peafowl.
  6. One of your eyes glows brightly like your inner sun, the other is mournful in its hopes like a midnight’s moon.
  7. Your flesh is deeply grooved with edifices of triumph and spells known by distant ancestors.
  8. The trumpeting of your trunk can play sweet melodies.
  9. The dust at your feet when you walk takes up beautiful colors that suit your mood.
  10. You have a full body of wooly hair, like that of a saddhu, marking you as a most ancient soul.

Tuesday, July 31, 2018

Yoon-Suin/Thousand Thousand Islands Homebrew: Crocodiles of MR-KR-GR

So I finally got my hands on Zedeck Siew's Thousand Thousand Islands, and I love them. They have a good voice and amazing art, and as such I've been inspired. I've opted to locate the locations within the issues into my Yoon-Suin game, on to the river-lands of the Lamarakhi. I wouldn't necessarily put a Crocodile in most parties, but they'd make a flavorful choice; sort of like having a Crab-man or a Slugman in a party.

For proper lore, go order a copy of the zines. Cuz they really good.

The Crocodile of MR-KR-GR
Hit Dice: d12
Prime Requisite: STR
Initiative Bonus: +0

Art by Robertson Sondoh Jr.
Used without permission.


You are a crocodile of the Kingdom of Rolling Death, of the flooded land of Singga. You are a punisher of man’s sins and vainglory, a devourer of their gods and demons, a deity of the river made manifest in flesh. You live well upon the river, which flows down through the lands of the Lamarakh. You bloat yourself on fish and mud crabs, on criminals and those who deny the curfew of storms. But none of this will sate your ambition for power, glory and adventure.




Saving Throws
Class Feature
Level
Experience
Paralyze
Poison
Breath
Device
Magic
Strange Sorceries
1
0
12
11
14
17
17
1
2
2,750
12
11
14
17
17

3
5,250
12
11
13
14
16
2
4
10,500
12
11
13
14
16

5
21,000
12
11
11
12
14
3
6
42,000
10
9
11
12
14

7
84,000
10
9
10
10
13
4
8
160,000
10
9
10
10
13

9
320,000
10
9
8
9
11
5
10
500,000
10
9
8
9
11
6


Armor Proficiency: Crocodiles of MR-KR-GR have a natural armor equivalent to hides and leathers, which at level 5 becomes equivalent to chainmail, and at level 10 becomes equivalent to plate. Crocodiles of MR-KR-GR do not suffer penalties to swimming as their armor thickens. They may wear decorative cloth items without penalty, though any bonus but magical ones are not retained.


Weapon Proficiency: Crocodiles of MR-KR-GR have natural weaponry by way of their crushing jaws and their sweeping tails. The Crocodiles of MR-KR-GR deal 2d4 damage with their jaws, or 1d12 with their tail. They can wield no other traditional arms, though in the Rolling Death Kingdom they can easily find fitted tail weapons or replacement fangs for additional damage dealings.


Monsoon Moods: The crocodiles of MR-KR-GR are bound to ancient motions which saw their domination of the Rolling Death Kingdom. On sunny days, a crocodile is more susceptible to sleep spells, acting as though they had one less HD for the purposes of the spell’s effectiveness. On rainy and overcast days, the crocodile suffers no boon or malus. On days of the monsoon, storms, or other downpours, the crocodile increases all its damage dice by one degree and strikes a critical hit on an 18-20, which deals a Wounding.


River Lurker: If a crocodile is able to ambush its opponent it gains a +2 to hit and may immediately make a Wounding if they roll a critical hit. If hidden in water, a crocodile can Hide-in-Plain Sight at a rate of 4-in-6.

Crocodile: You are 12-17 feet long, 900-1200 pounds, and 3-6 feet tall. This might be a problem in some situations, and it is worthy of note. You also have claws which aren't built for manipulating objects, though your jaw/tongue can function as a very clumsy hand if need be. 


Wounding: A crocodile’s jaws are vicious and terrible. When a crocodile scores a critical hit while using its jaws, choose from the following options or roll a d3 and consult the following.

1. Rolling Death! - The crocodile whirls and rolls, rending and ripping away at the flesh. If the victim of the attack was the same size or smaller than the crocodile they must roll a Save vs Death or lose a limb.

2. Swallow Whole! - The crocodile begins to swallow the enemy whole. If the victim is of lesser size than the crocodile they must Save vs Death or be swallowed into the crocodile’s gullet, taking 1d4 damage a turn until they can cut themselves out or die. Creatures larger than the crocodile take an additional 2d4 damage and have whatever limb the crocodile was trying to devour, disabled.

3.Toss! - The crocodile jerks its head and throws its prey aside, tossing it 1d10 feet aside and dealing an additional d6 damage. If the thrown victim hits an object or hard surface, they take 1d4 damage on top of this, and if they hit any other living thing all parties struck must make a DEX save or be made prone.


Strange Sorceries: The crocodiles of MR-KR-GR have innate sorcerous abilities which manifest as they age and gain experience. These knacks are innately magical and of a divine sort, and can generally be cast once a day refreshing after a long rest or the coming of rain. At first level either roll a d12 to determine your ability, or pick as you desire.

1. Mannish Form - Once per day the crocodile may assume the form of a muscular sharp-toothed human. They may remain in this form for as long as they wish and revert back to normal at will. While as a human they cannot cause wounding via their bites and may not make tail attacks. For purposes of magic item or equipment use, a human form is treated as a warrior of equal level.

2. Blood Speaking - Once per day the crocodile may ask a question of blood, such as that found in a water or spilled from the palm of a servant. The blood will answer truthfully any question it can, such as where it originated from or how a person felt in regards to something they did.

3. Water-in-shape - Once per day the crocodile may assume the form of a watery puddle equal to itself in width, allowing it to swim through tiny cracks or to effectively teleport through bodies of water (up to Level x d20 miles in water). The crocodile may revert to its normal form at will.

4. Torpor Sleep - The crocodile enters a healing state while it sleeps, healing damage equal to 1d12+Level while under the effects of magical sleep or a long rest. While in this torpor state, mind-influencing spells or psionic abilities deal 1d4+Level damage to any caster who would use them on the crocodile, as its mind is filled with hungering horror.

5. Breacher of Ways - Once per day the crocodile may ignore any magical barrier, aura, or consecration, walking through such magical shielding as though they did not exist. Those within the crocodile or affixed to its flesh in some manner can also be transported through such barriers.

6. Maws of the Glutton - Once per day the crocodile may connect its inside to the vicious divine hunger of the natural world, turning its mouth into a place of fangs and lashes. Those who are bit during this effect must Save vs Paralysis or become paralyzed for a number of rounds equal to the crocodile’s level. This ability can be used until the crocodile has killed someone that day.

7. Idolatry - Once per day the crocodile may bring to life anything made in the image of a crocodile and command such a construct as though it were a loyal servant. The HD of the construct is equal to half the crocodile’s HD and at the end of 1d6 hours it turns back into an inanimate item.

8. Pebble Slave - Once per day the crocodile may vomit up a servitor constructed from pebbles and gizzard stones, animated by the will of the river and the monsoon. This servitor acts as a hireling or retainer with no proficiency in combat save for throwing stones (each attack diminishing it until it is gone). Pebble slaves have a d6 HD and a crocodile may have a number of such slaves equal to their own HD.

9. Corpse Call - Once per day a crocodile may call to it the bloated, drowned dead of a body of water to swim their way to the crocodile. Consuming such corpses (provided there are any) can restore Hit Points equal to the following amounts: a single body (d4), several bodies (d8), many many bodies (d10) or an atrocity’s weight in corpses (d12+4). The crocodile is immune to diseases from these corpses, and the crocodile may speak with dead to the corpses for a number of minutes equal to the crocodile’s level. Eating old corpses is considered uncouth.

10. Stomach of the Deity - Once per day the crocodile can turn its stomach into a horrifying dimension, a fetid acidic cave from which there is little chance of escape. Enemies who are swallowed whole take d12 damage per turn until dead and upon death find themselves trapped in this psychic realm as a spirit. The crocodile may vomit up a ghost whenever they so choose, and they may hold a number of spirits within them equal to their level.

11. Spies on the River - Once per day the crocodile may attain the senses of any being who is wet with the water of the river or through the eyes of kingfishers that lurk in the treetops on the edge of the water. The crocodile hears anything their subject may hear, see what they see, taste what they taste. This ability lasts a number of hours equal to the crocodile’s level or until the crocodile dismisses the power.

12. Ruiner of Man - Once per day the crocodile may lay a terrible curse upon a humanoid, severing their connection with the Gods to be but a whisper (breaking any ability to cast divine spells save for cantrips/orisons), making any food that enters their mouth rot, and turning any water they sup upon into briney salt water. This curse lasts a number of days equal to the crocodile’s level, with a Save vs Spells allowing the victim to halve the duration of this punishment. When the curse manifests the voice of the crocodile enters the victim’s head and forces a Morale save, with them suffering the effects of fear on a failure.


Names. Roll d12 for each part of the name. First Part: 1. Ar- 2. Ym- 3. Sr- 4. Kra- 5. Sa- 6. Ja- 7. Mr- 8. Kr- 9. Mu- 10. Shem- 11. Baal- 12. To- Second Part: 1.-hey- 2. -san- 3. -man- 4. -kra- 5. -hesh- 6. -ah- 7. -ay- 8. -gung- 9. -hagh- 10. -vesh- 11. -gug- 12. -ma- Third Part: 1. -na 2. -kul 3. -nan 4. -hesh 5. -manv 6. -sew 7. -tu 8. -pir 9. -vaj 10. -gal 11. -ban 12. -tdis Appearance, roll d8 for Head/Body. Head: 1. Massive underbite with teeth that splay out like a pile of daggers. 2. Decorative hooks and piercings across the maw, a few golden teeth. 3. Eyes that shine a pale white light, like the moon when it is waxing gibbous. 4. Gnarled maw of swirling dagger-like teeth which have cut up the lips and pierced some skin. 5. Scarred flesh and old wounds, the marks of those foolish enough to try to take your head. 6. Tattooed stories of the rise of MR-KR-GR upon each scale on your skull, the mark of one who educates others. 7. Stains of blood that will never fade due in part to ravenous constant feeding and the lamentable curses of the devoured. 8. Prosthetic eye or part of jaw, made from a latent and weak demonic idol; broken for your purpose. Body: 1.Bloated and scaled thick, with puffy thick scutes. 2. Narrow and thin like a gharial, with arrow-shaped scutes. 3. Dark of coat with osteoderms thick enough to crack a coconut upon. 4. Obese, with a yellowed belly you proudly display and a tail as thick as a tree trunk. 5. Scarred hide, the marks of many spears and arrows criss cross your dermis. An embedded implement, half healed over, lingers. 6. Albino and of a sickly looking disposition, stained with mud to keep out the damnable sun.
7. Wounded, your bones bare the weight of a conflict lost, with at least one limb replaced by the stonework of a demonic idol bent to your weight and purpose.
8. Mannish in size, you bare the mark of interbreeding with humanity; though you came out more crocodile than person. Backstory: 1. The Lamarakhi want your flesh, want your skull, want your magic for their own purposes. You swam down river and they came for you, but you survived. A wise crocodile will hunt them before they have the chance to rally a war party. 2. You feasted deep on the meat of the Yellow City’s wayfarers and have made your way downriver to see what further metropolitan flesh might do for your palate. You’ve heard of slugmen and this has piqued your interest. 3. In a monsoon induced feeding frenzy you felt a choking sensation. Upon vomiting you saw the severed arm of a human paramour you held closely. As lesser crocodiles ripped at the half-digest flesh you felt great sorrow and desired to leave your home. The bad memories will fade in time. 4. Demonic idols haunt your dreams, the workings of wicked men from ages past. You know they are in places beyond the Rolling Death Kingdom, and you have journeyed out to find others who will help you destroy them. 5. You were a god of leisure until finances and fickle superiors cast you out. You have found solace in opium-pickled flesh, but the habit is costly and you are nearly an addict. You sell your services now to survive and to someday take vengeance on those who knocked you down from luxury. 6. You were on a patrol down the God-River when you saw an atrocity of crocodile corpses, throats slit, bellies opened upon the beaches. You took this as a dire omen and have left the Kingdom. Perhaps out of fear for a calamity to come, perhaps to find the killer, perhaps to allow the killer to remove your rivals before you return.


An Attempted Framework Conversion for: The Hole in the Oak set in Dolmenwood

The Hole in the Oak is a low level adventure about venturing into the Mythic Underworld for Old-School Essentials , and though it features s...