Showing posts with label Thousand Thousand Islands. Show all posts
Showing posts with label Thousand Thousand Islands. Show all posts

Friday, October 4, 2019

A Thousand Thousand Island Uplands Character Origins for Whitehack & Other Adjacent Roleplaying

Ambassadors of the Uplands, Mun Kao.


Zedeck Siew & Mun Kao’s A Thousand Thousand Islands are works of superb storytelling, weaving interesting locations that present information with a voice that speaks to a life lived in the world. Exposition never feels forced, the uncanny is spoken of with a weight to facts; locust-headed witches, crocodile archaeologists, and cat-masked shape-shifting assassins exist and you’d do well not to cross them, but they are natural parts of this world. 

In the past I’ve used broader OSR assumptions and bits of Yoon-Suin to make use of content from A Thousand Thousand Islands, which can do a disservice to the work by not allowing it to exist independently of other settings. Given that the creators just put all their zines up on itch.io, including two I had never seen before; I felt I ought to give some thought on what and how a game set in the Thousand Thousand Islands should look like; with considerations to origins and ability.

I’ve opted, much like I have for the Monsoon Ghats (which will be done eventually, I swear) to make use of some of Whitehack’s considerations. The separation of origin and class, the mechanical boon of affiliations, et cetera; all feel like they’d benefit a game set in this world. 


But, one should consider that while playing a crocodile or a cat agent might be fun, they are also what make the setting exciting to encounter coming from a societal default wherein such things are far and away from where the players are from. 

In the first issue, Mr-Kr-GR the Death-Rolled Kingdom, we get a glimpse at the Uplands; a land whose people must enter through these crocodile infested lands to reach the wider world. There is a point of contention, Margessa the Third Queen of Mr-Kr-Gr wants to close down the borders; which would surely lead to disharmony with the Uplanders. And the Uplanders as we are shown come from three groups (in this issue anyhow); Lost Merating, the Tohey tribes, and realm of the bear-people called Kandis. 

Lost Merating seems a cursed and strange place, the Tohey are emigrating towards Mr-Kr-Gr and have their own internal issues, and Kandis doesn’t care for Mr-Kr-Gr nor broader humanity. I feel these are interesting places to begin from, venturing down from the uplands, shuffling into Mr-Kr-Gr in the hopes of getting to the wider world, dealing with agents of the Wan Kisi who anticipated your arrival and wish to use you, getting displaced in a time-shriven forest, and seeking out wealth and weapons in Andjang. 

So I’ve cooked up some randomizers and origins a la Whitehack for use in play. Extrapolations are all my own.

Of Lost Merating
To be of Merating, Lost Merating, is to live in a place of thick darkness and great uncertainty. To put your faith in another is to risk trifling with a witch. Bargains for power will not keep you safe in this land, but dealings with such beings might see you marked and tasked with a service elsewhere in the Thousand Thousand Islands. 

Beings of Lost Merating are vulnerable to the predations of witches, and must honor all their dealings with others--so baked into their existence is the knowledge of crossing a witch and its consequences. Beings of Lost Merating may be of any class, though only Wise characters may have a vocation related to serving as a Guide. Affiliations for beings of Lost Merating come as easily as they do to any other human culture, though perhaps a bit more easily when made with witches or beings of dark power. Beings of Lost Merating have a normal XP rate and should roll on the following tables for additional fun, as applicable to whether your character is a Witch or merely has suffered their proximity.

Mark of the Bewitched [d8]
1. Was born with antennae on their head, long and impossible to ignore. 
2. Milky-white eyes which obscure dangers and draw the attention of the hantu.
3. A voice that grows smaller and more distant, the more important the things it says.
4. Fungal spore rashes on the flesh which spell out cursed desires.
5. A smile which disgusts those who would hold them kindly.
6. Missing a bit of tongue and two fingers, payment for services rendered.
7. Teeth like a shark which can never pierce fruit or chew rice.
8. Hive pock marks around the neck, where insects once dwelled.

Mark of the Witch [d8]
1. The head of a katydid, with maddening eyes.
2. Clawed hands, like two dancing spiders.
3. Breath like death, repulsive to all but spirits.
4. Glowing light like fireflies beneath their digits.
5. A toyol which nurses at their breast.
6. Vicious tusks of a boar, leftover from a possession.
7. Slithering tattoos of naga.
8. Mushrooms which grow from the earlobe and whisper deadly truths. 

Of the Tohey
History is a sword of many edges, it can be held aloft to unite a people but just as easily can those people see every little cut they’ve ever suffered. Such is the lot of the Tohey, many of whom have begun to emigrate to Mr-Kr-Gr and beyond. Together they are strong, they sing the old songs and give the world to their children; but each know the feuds and rivalries of their ancestors. 

To be of the Tohey is to know yourself, to be resilient against forces which would seek to manipulate the faith you have in yourself and in your boon companions. The Tohey may belong to any character class, but when choosing their vocation they must also determine a vocation that belonged to an ancestral enemy; to whom this character will have to resign their bitterness with if they wish to cooperate. Those of the Tohey have a normal XP rate and should roll on the following tables to determine why their ancestor hated another group of Tohey, and a boon of their ancestor to which they will suffer no insult.

Ancestral Animosities[d8]
1. They betrayed your ancestor on the night of a crucial battle. 
2. They did not assist your ancestor when a loved one was sickly.
3. They claimed credit for a deed your ancestor performed.
4. They performed mockeries when your ancestor was suffering.
5. They were perverse and insane towards your ancestor.
6. They sought to usurp the authority of your ancestor.
7. They did not act in the best interest of the Tohey people, to their pain.
8. They performed wicked rites to dark spirits, which none of the Tohey should abide.

Ancestor’s Boon [d8]
1. They used stealth and cunning to survive an important battle and tell the story.
2. They made tough choices which kept the tribe healthy in a time of plagues.
3. They told the tales of their friends so as to keep their memories alive.
4. They roused the morale of the tribe during a time of terrible strife.
5. They were famed for their passion and mirth by all their neighbors.
6. They cast down a cruel chieftain for the benefit of the Tohey.
7. They enriched your family by making dealings with cats and crocodiles.
8. They battled dark spirits alone, so as to spare the rest of the tribe. 

Bear-person of Kandis
Surrounded by perfidious humanity, the bear-people of Kandis bide their time. They know patience as well as they know heroism, both things are tiresome but necessary when the moment calls for it. They are beginning to venture from the Uplands again, plotting, scheming, hungering for new flesh on which to sate their appetites.

A bear-person of Kandis is large and powerful, but often a bit clumsy; as such they cannot belong to the Deft character class. They hold prejudices against other species of the Uplands and beyond, having a hard time suffering the affiliations of crocodiles and humanity. They must consume double the amount of food per day as a human, though they are skilled at foraging and utterly unafraid of bees in any capacity. They have natural weapons in their claws which damage like short swords, and they can carry a bit more equipment than humans but find it uncomfortable to do so. Bear-people of Kandis must gain an additional 10% XP per level when seeking to advance. Roll on the following tables to determine a notable physical feature and a belief you hold about others which is clearly 100% factual.

Notable Bear Feature [d8]
1. Chest whorl like the hood of a cobra.
2. Chest whorl like a full, blazing sun.
3. Chest whorl like a crescent moon over the ocean.
4. A tongue as long and flexible as a python.
5. Long, exceptionally floppy ears.
6. Cream albinic fur or pitch black melanistic fur.
7. Broad, sharp teeth that could crack a tortoise open with ease.
8. Long, manipulative claws the envy of other bears. 

Notable Belief about Others [d8]
1. Humanity suffers the sting of bees upon their raw flesh because the gods do not wish them to enjoy prosperity.
2. Humanity lacks natural claws because their purpose is to hold, not to strife.
3. Humanity walks on two feet at all times but cub for the natural world is denied to them as they age.
4. Humanity makes petty wars within itself because it awaits to serve Kandis with its best and strongest.
5. Humanity and Crocodile are similar in that both grow bloated and lazy, yet are incapable of the long sleep.
6. The meat of a crocodile tastes like the saltiest of chicken. The meat of a man like the anus of a pig.
7. A witch cannot curse a bear, as a bear is of greater nature than a witch.
8. The boats of men are often aligned with the goals of crocodiles, as they can seldom handle the importance of a bear. 

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

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