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Showing posts with label City. Show all posts
Showing posts with label City. Show all posts

Thursday, 21 March 2019

Psionic Otyugh

A psionic version of the terrible trash monster found in many dungeons. They still hunt the same places but they clean themselves off. Like many of my beasts, it is psionically enhanced.

V'Otyugh

CR 3
N Medium Aberration
Init +0 Senses Darkvision 60 ft.; Perception +8

 DEFENSE
AC 17 touch 10, flat-footed 17 (+7 natural)
hp 26 hp (4d8+8 con)
Fort +3, Ref +1, Will +5
Immune disease

 OFFENSE
Speed 20 ft.
Melee 2 Tentacles +4 (1d6+3)
Special Attacks  Psionics, Constrict (1d6+3), Imp Grab
Special Qualities: All Around sight

 STATISTICS
Str 16, Dex 10, Con 15, Int 7, Wis 13, Cha 8
Base Atk +3 CMB +6 CMD 16
Feats Mindlink plus one other
Skills +8 Perception , +3 Survival
Languages Understand basic lizard or common

 ECOLOGY
Environment  City Tunnels, Sewers or Swamps
Organization  Solitary
Treasure Value Half
Advancement By HD 5 - 8 (Medium), 9-12 (Large)
Alignment: Neutral (30% can range from NG to NE)

A descendant of the vile creature found in many cesspools, it somehow became affected by the psionic energies of the Boreth region becoming self-aware and psionicly empowered. It grew in intelligence, enough to realize that the filth that it was living in was bad for it, developing a sense of cleanliness. It appears as a heap of mottled flesh, with multiple tentacles and bulging eyes all around it. While it can only attach with two tentacles at a time, it usually has 5-8 tentacles all around it's body.

It continues to hunt in filthy places, but uses its abilities to care for itself and defeat its foes. It prefers access to fresh sources of water and attacks creatures that invade its area. It will try to grab foes, choking them or drowning them in water, waiting for them to suffocate. Many psionic versions don't hurt perceived allies, such as fey who inhabit a region without inflicting harm. They are notorious for attacking strangers, perceived threats or anything new in the swamp or sewers

They are usually solitary creatures, but they can make allies that reside in the same territory.

Because of their size, they are more easily captured and contained. They are in many dungeons and large cities prefer them to clean their dungeons. They are trained to destroy vermin and act as the primary eye below ground. They are taught to Mind-Link with Sentries at the first signs of trouble.

Psionics: PSP: 15; DC 12+(1d6); Manifests as a 5th level Psionic
Powers: Biocurrent, Create Sound, Hammer, Control Air, Sustenance
Enhanced: Cleanse

Mind-Link is my basic psionic telepathic ability. Any creature with this psionic feat and a current reserve of 1 PSP, can contact an Open Mind, free of PSP costs and send or receive a short message or image within a 100 ft radius.

New Psionic Power

Cleanse
Level: 1
Display: Mental
Manifesting Time: 1 Standard Action
Range: Touch
Target: One Living Creature
Duration: Instantaneous
Saving Throw: Nil
Power Resistance: Yes
Base Point Cost: 1

This power purifies an organism of any non-magical toxicants as long as they were introduced into the organism less than twenty-four hours previously.

Enhanced Power: By utilizing an enhanced power, their cleanse can also clear their bodies of stronger level poisons or diseases.Cost +3 PSPs.



Monday, 11 March 2019

Shenth - Free City in the Sea of Stones

One of the first cities I tried to create. It's an area that I have used in stories, but never long, as a starting point, a place to hire a ship or get their mission. Shenth has a long stories history but its also in the centre of trade, pirating and war in the Sea of Stones, in the between two major nations. 

Shenth - Free City in the Sea of Stones

Population: 300,000 (275,000 on the cliff-side) Distribution: Human 70%, Dwarf: 20%, Minotaur 4%, Various remainder

Official Rule: Towerocracy, Influenced by the High Nobility

Unofficial Rule: the Ring: a group of wealthy Tharon merchants who attempt to keep the city goods flowing freely to ports outside of Tharon control.

Current Mayor: Lord Alexander Valdreth (Human Noble, Known patronage to the Ring & church of Keran)

Well Known City Features: Barracks, Noble Estates, Bridge Arena, Docks, Lifts, Sanctuary of the Pains, Open Market, Old Districts, Silent Graveyard, Dwarven Baths, The Solomo Library, Unicorn’s Garden

Towers: Sorrow, Song-House, Stars, Seed, Law, Wyvern, Guild, Bell, Pleasure, Clock

Obelisks: Keran, Japeth, Quanna, Casna, Orelleo, Holon, Horned One, the Pains, Shi-Lo

Temples: Rosetti & Keran

Unofficial and Unsanctioned History

Rule: The six high noble families maintain control of much of the cities wealth and military. However, more than seventy years ago, in 956 AT, during an attack with the Tor’ecke charr tribe, the nobles once again faced with rebellion due to taxation. To stop civil war they gave each of the guilds (or towers) a seat at the counsel table. In return for their loyalty and fees, each of the major towers have a vote on city issues. The mayor is determined by the noble families, and it is he that determines his deputies as well as having veto power (anything less than 80% can be vetoed by the mayor.) While a tower-master may be voted as mayor, it is extremely unlikely. The current mayor is Alexander di Valdreth.

History: It is best known for a Plague spread by the water rats infecting all areas of the city. A small group of its citizens regularly patrol and kill the many rats or other small animals. It is also the primary reason why the city knights are permitted to deal with the Lower Citizens with brute force, for suspicion of carrying the Plague.

City Features

Noble Estates: lands to the west of the city, on a out crop that holds each of the high nobles estates. Each is a sprawling mansion with other buildings that are rigidly patrolled by the individual nobles private armies.  Only individuals with connections to the nobles are allowed entry, upon pain of arrest during the day. Those found wandering at night are killed or captured on sight. Each of these estates function as a small town, having almost all of the necessary requirements for daily life, except of course for certain luxuries and services. Five of the six noble families have their estates here, as well as four other recognized lesser nobles but still wealthy families.

Bridge Arena: In the shadows of the largest lifts, this arena was created during the epidemic as a way of proving their worth and health before enter Cliffside. Now it is used by gladiators to prove their prowess in battle. Each week on Sword Day (every 9th day in the 10th day week) , fantastic non-lethal battles occur to determine favour of the nobles, as well as to allow the common citizenry to gamble. The current champion is: Vuneros (Minotaur, 16th level fighter,) who has won more than twenty battles for House Xannos. Any kind of battle is allowed, including magical duels, but these are especially rare. Entry fee is 1sp.

Dockside: The lower area of the city. Twelve large wharves converge, allowing up to two hundred ships to dock at one time. Mostly dwarves, minotaurs and humans are in this section of town, but criminals and other unmentionables also inhabit this terrible place. There are few patrols that occur in this section of the city, as guardsmen are often ambushed. Most merchants have their own private mercenaries to ensure safe passage of goods. Anything illegal can be found here, if you know where to look. Only the bravest, most foolish or the most poor would dare stay at one of the lousy inns in this section of the city at night, knowing they could be stolen away or used in dark, esoteric rituals/

Lifts: cranes that lift merchandise and people the two thousand feet from the docks into the Cliffside. Minotaurs and ogres are the most common wheelmen, who physically turn the gigantic elevator cranks; however, there are also three magical lifts. The standard lift cost is 1sp per pound for merchandise or 3gp (flat) for living creatures. This is the most common form of taxation in the city. Nobles do not have to pay for their merchandise, as all own their personal or family lifts, also, many towers control their own lifts, so their members do not have to pay. There is usually a one to three hour wait for a lift. The crane guild runs 13 out of 16 lifts, but they do not own them.

Sanctuary of the Pains: While many other areas of the Sea of Stones have suffered from the De'Sh Plague, no other location has had to deal with the disease like this city. It has found peace, and this is
a monument and hospice to the sacrifices and torments of the plague victims. Up to 100 infected can wait here until their symptoms are cured; this usually takes anywhere from 1-3 months. The cost is free, but it is also mandatory on order of the city counsel. There is always between 10-20 plague carriers here, waiting to help the infected, share their knowledge as well as destroy any rats or any other animal carrier.  Sorkasin (Male Dwarf  Monk / Rogue) is the current leader of this group. He also acts as the unofficial speaker of the dockside to the counsel.

Open Market: An area outside of the gates on the Cliffside, where trade is brisk and rumored as brutal. Officially since the market is outside the city, it is also outside of the city control. Anything goes here, at least in theory, and the City Knights continuously warn those who do use the market of buyer beware. Unofficially, the trade is cheaper, of a higher quality, and safer than anything found inside the gates. The merchants want to build the trade, and go out of their way to ensure quality and repeat business. While they should be left alone by the City Knights, they are harassed continuously. The city resents this growing form of trade done outside of their hands.

Tower of Sorrow: There is no graveyard in the city rather one enormous mortuary called the Sorrow Tower serves the purpose. It is just inside the western gate, very near the noble estates. It is run by the Sorrow Guild, who are professional morticians, mourners & undead slayers. Typical burial costs 1sp, but the services range up to 500 gp, depending upon the status of the individuals involved. Most of the guild are 3rd to 5th level experts (morticians) but up to 10% of the guild are adventuring classes, who actively hunt undead. It is the only known Sorrow Guild that do not have Jackalla serving there, visitors from away find it highly suspicious, but they suffer from the vile plague in the city.
  The current speaker of this guild is Morven Kul-lutho (Human Male, 11th level Rogue, CE) a quiet, insensitive, bald man who was once a famous slayer. He demands absolute loyalty from the undead slayers in his command, and he meets his followers in absolute darkness to hear their reports and speaks only when he has to.
  His current lover, Rebbinna de Fluer (Female Half-Elf, 7th level Bard, NG) is known to many of the noble classes as a dirge singer and her services are well sought out by mourning familes. She is respected by the city guards, nobility and undead slayers alike. Some believed she must be charmed to willingly stay with this unkind, unsophisticated bastard.

City Tower: Beside the obelisk of Japeth, this is the building that holds a majority of both the knights and weaponry. While not over-imposing, what few citizens realize is that the majority is underground, in caverns that were once home to lizardith lands. Patrols are organized on the sea, in the sky, on land and below it. Specialists serve five days a month, in order to avoid paying taxes. Bureaucrats also work here, but jammed into rooms and many are forced to change on a monthly basis - records are never a priority.

Solomo Library: This is an arcane library, one of the oldest in the Sea of Stones. This guild has unsurpassed danger and certainly not a safe place for beginning students. While there are many rumours of what goes on here, there is one thing that is understood by the wizards, the city nobles are to remain unharmed. What research or trade happens here is unimportant to the nobles, as long as they remain in the seat of power. Wizard wraiths apparently watch all activities and do not hesitate to kill those who break this one law. Spell-casters of all manner come here, if they can either gain the attention of another wizard of their exploits, or simply find one to bribe. There are known celestials and demonic figures who inhabit the tower, neither able to exit by any typically known means. All outsiders who find their way here are controlled via a powerful geas to serve as teachers and guides for a quota of their time. Another item of great mystery is how the wizards choose a speaker to represent their interests, some say it is done by intrigue and murder, while others say it is done by chance. Either way, their speakers rarely hold their job for more than three years before they are replaced by another. The current speaker, or Solomo as they call themselves, is Vule-Anne (Female Elf) who is remarkable for her beauty as well as a pink pseudodragon familiar who travels with her and seems to know dirty limericks that amuses everyone who hears it. The library itself does not sell magical items, however, individuals may sometimes accept commissions to create scrolls or potions.

Unicorn’s Garden: A glade of tremendous beauty and solace; it is the circling garden surrounding most of the cliff side city.  This is one of the few places of comfort to the citizens, and many peoples come here to find comfort among the chaos. The small forest was once home to a wondrous unicorn druid that helped the citizens during the early Cliffside years. This place is a favorite among the nobles, children and workers alike who come here to cavort. There is believed to be a fey gate located here, although, it’s location seems to change on a weekly basis. A small group of rangers meet here daily to discuss issues of the outside world. Patrols in and around the garden were once common, but they have learned to stay clear of the place since many city knights have become permanently lost if they harass some of the fey or other visitors. Rumors abound of a healing fountain that can heal anything short of a death and this is why the nobles vigorously help to defend it from development. Abby-Gail (Female Charity) is a bard and generous benefactor who spends much of her time among the fey and others here. She is an excellent source of knowledge, and helps good aligned adventurers willing to help the poor in the city.

 Local Terms:

Push-Off: *&$#-off, or jump in a lake would be the equivalent; meaning, leave me alone or I’ll push you off the cliff
 Hares: Widows who reside in the city
The Mazes: somewhere you don’t want to be i.e. the plague mazes at port-side

 Local Organizations
The Ring: a group of Tharon merchants who throw around coin to keep slaves & drugs running into their home bases. They maintain a strong pirate tradition that is officially illegal – unofficially, they control the waters so the Shenth merchants don’t have to.

Merchants of Flesh: Necromantic organization based in the port-side, who create fleshings (lesser golems) to sell to the highest bidders. While not illegal, it is distateful and nobody readily admits to using these beings in their crypts. Yet many nobles and merchants alike use them as they are incredibly loyal and you don't have to feed or pay them.

4th Finger: A strong mercenary group that hires mostly Minotaurs for protection work (some say extortion) to help defend Tharon and other visitors to the city. They are a big hit at the arenas. They are named after a Sea of Stones faerie tale about only needing a giants’ 4th finger to accomplish a task.

The Grey: A wizard organization that helps promote magic outside of Tharon, or, that is what they claim. They have often raised small groups of soldiers to help rescue each other. They have a small tower in the edge-side, where they can look down at two of the magical lifts that they control.

Sons of Honour: Tharon and Lazell men of stature who are pushing for union of the two nations. They are good aligned, and have loose connections with the good aligned churches.

Greater Noble Families
House Xannos: A family of wizards & warlocks, known for their brutal slayings of the father (per Tharon tradition.) Their grey-black cloaked wizards have long been seen cavorting in the darkness of the Solomo Library, and most years they have at least one of their members in the seat of honour there. They have worked with many faiths over the years, but work with Keran only when the money pays well. It is unknown if they have a primary business anymore, as they are fabulously wealthy and do not seem to need to work to maintain their power. The current speaker for this house is Thalos di Xannos, a powerful wizard who specializes in force magics.

House Lothan: There was a time whenever anybody thought of the port-side, they thought of the Lothan. These were the ultimate sailors and traders that took a terrible beating during the last plague. Just as they have always done, they have emerged in a great spectacle, as they sponsored several large expeditions to Zale in Phastia. The current leader is Lemm di Lothan (Human Male, 12th lev Rogue, CE) – a fat, lazy man who seems to have the knack for knowing which boats to sponsor and which ones to turn down. But there might be more to this dullard than appears, as he was mugged more than a year ago and took out four assailants himself, before going back to drinking his shum.

House Vadash: This family has long been the whispered threat that would attempt to take over the city. While the other families have their area of interest, the Vadash has theirs in a little bit of everything. Their soldiers guard four of the major gates, and having 3 of the current four generals of the city, they essentially control the barracks as well. Yet, they also have a string of wizards and priests under the family banner, let alone the monks and thieves. This family openly deals with the Keranic faith and is not afraid to make demands of the church. Evelynn dem Vadash, (Priest of Keran, Female Tiefling) has lead this group within the city for over 100 years, and doesn’t look like she has aged a day. Rumours abound of her fathers heritage, but her mother was the last speaker who groomed Evelynn for her position.

House Honour-Heart: The honours are perhaps the only saving grace this city has had in the eyes of the good aligned. They have remained to the ideals of Quanna, despite living in one of the bleakest places in the Sea of Stones. While others might see their position as hopeless, they have won many battles versus evil and corruption in the city, and just the fact that the city hasn’t become a province of Tharon shows this to be true. Their speakers are chosen for a five year period, and then are elected among their kin – the only family to chose their leader in this way. The current speaker is Corven Honour Heart (Paladin, Knight of the Gold Sash / City Knight, Human Male) who is an elderly devout man who spends as much of his time at the obelisk of Quanna as he can, neglecting family business to be among the faithful. Nobody questions him, as he has earned this in his long quest for both his city, his faith and his family.

De Fluer (Flower): Powerful merchant family based in Shenth. They are nationalists who resent Tharon intrusion, although they stop short of calling for violent action. They are calling for the city to look into making allies with the Chavon elves, others call this too dangerous and a way to aggravate the Tharons. Cuzzel de Fleur has recently come to his post as leader of the clan, as his father was killed in defense of their merchant dealings.

Lesser Nobles  (17 families of wealth or distintion)
Di Fitzens: Notorious land-owners who at one time controlled up to 40% of the property of the city. They have a strong allegiance to the Shion Cult (Thief guild.) The current leader, a notorious pirate in his earlier years is Troi di Fitzens and is known to be ruthless in all his dealings.

Di Corrovel: House of Dwarven merchants, well connected in the Tharon Empire

Di Neicht: Human Tharon exiles, who are openly promoting building the Shenth dominion, unlike most of their kind who believe that Shenth should remain as-is.

De Butelle: Merchants who have connections with several aquatic races. Many of their kind have mated with sea elves. Lasai de Butelle (Sea-kin) is known for her famous songs about the tragedy of war and the harshness of the sea.

 Religious Groups

People all over the realm worship the same deities, some by different names, but the portfolios and basic principles remain the same. The most typical religious structure is an obelisk, which is devoted to a deity or in rare cases an ideal such as freedom or prosperity. Not just symbolic, obelisks are literally the source of all magical energy in the domain - if no obelisks stood no magic energy would be available, for clerics. wizards or any classes.

There is often no official group that holds services at obelisks, rather recognized people of good standing give a sermon or speech every ten-day / week. Followers need to go to an obelisk or give offerings on a specific basis but not necessarily attend service. Most people are pagan, showing respect to a deity if an issue or problem they face falls under their portfolio. Many clerics can worship one or many deities, paladins worship only one and the majority follow Japeth.

Temples are the largest religious structures, and these have followers that serve the deity in set manners and customs. These do have a set organization dedicated to running their daily and weekly activities unlike the obelisks.

This is the only Rosetti temple in the sea of Stones and one of the largest Keranic temples. Those who serve or pay tithing to Keran, do so to alleviate cursing or potential evil prospects. Many widows, prostitutes and unwed mothers offer gifts of service to Lady Love (Rosetti), but always discretely at night. Officially any widows from city sanctioned battles may reside here free of charge if they have children.

Keran, LE God of Night and Fright, Evil - Sacrifice to alleviate fear & Nightmares
Japeth: LG, God of Bravery, Patron of Paladins - To plan strategy and for personal courage
Quanna: LG, Goddess of Light - Followers look to for guidance in fealty and matters of conscious
Casna: LN, Lord of Laws - Enforce rigid laws and organization, or to help change persecution
Orelleo: CN, Lord of Travel and Trade, Patron of Businessmen and Sailors- To plan trips, especially long voyages
Holon: N, Sacred One, Druid Patron  For fertility, sicknesses, grow plants and animal health
Horned One: LE, Minotaur God of Strength, Battle and Fertility - Before Battle, especially duels
The Pains: NE, Goddesses of Suffering, Torture and Sickness - Offer to alleviate symptoms
Shi-Lo: LN, God of Contemplation, Patron of Martial Arts - Monks are his faithful
Rosetti: N, Goddess of Love, Romance and Beauty - personal matters or issues of infidelity




Friday, 1 June 2018

Episode 7 - Circling the City

Allfray, the cleric awakens, and the same as every other morning, along with his Brothers & Sisters greet the morning sun with prayers, there are no strangers at the Obelisk unlike last night, but he is cautious. The dwarf Bahlgrimm slowly awakens, but he is alone in a tenderfoot pub having overindulged with his blue fairy friends. He learned many of their songs, and picked up some of the fey tongue as well, but most surprising is his hand is marked with a small blue mark, while he is unsure of its meaning, but knows it is a blessing from his new small fey-kin friends. Their sorcerer Solauder played it safe, returning to his drover allies, he spends most of the night in a common room, reading over books, and studying his magic spells. He knew there were always the Towers, but he did not have the coin or membership to study in any of those places.

The cleric is careful leaving his monastery, wanting to get a good view all around in case he is being followed, he casts detect evil...and sees a presence of two black ravens flying overhead. Black is the colour highly associated with Keran, God of Night and Fright - an almost exact opposite of his own goddess, High Lady, Quanna. He was uncertain if they were watching him, but their presence around Quanna's obelisk was quite unusual. None of his brothers know what could be going on, but without knowing his mission, couldn't really give him specific advise.

The group goes right away to the river bridge, the first spot on the map, and survey the area. A huge bridge, made in a much older style than the majority of the city brick-works. There are twenty empty flag poles on each side of the bridge, most are in very good condition, but none have flags. While the bridge is not busy, there is constant movement of activity between city sections. They slowly walk forward, casting both detect magic and evil spells. Around halfway across they spot two cloaked humanoids working at a flag pole and a third around twenty feet away from them.

The group shouts a warning, but they are ignored. As they approach, the group tries to figure out what the cloaked figures are doing. Moving forward, the two solitary figures turn and cast spells towards them, the cleric retaliates by casting protection from evil. The fighter dashes forward, immediately lashing out with his axe, but he is not concerned with the cultists but strikes the flag pole... the reverberations echo out and reveal to him a secret, the Great River from the basin below still runs. They cannot see it, but in the echoing noise, he sees that which is hidden. The fighter strikes again, as the sorcerer releases magic missiles, as the cleric tries to hold them still with a spell. Their combined force brings down the two, and as they turn towards the last of their enemy, has already started running away. They see the flying banner above them only when they touch the flagpole, they use their magic to rip the banner off and direct it down. The city map shows the first area marked by a pink mark where the bridge is on the map.

They then head to the second area on the map, the empty well. A much poorer area, with many tall buildings near-by. The lot looks abandoned, as more than a dozen broken water pails are strewn out along the area. The team looks around and not seeing anything else, glance down the well, realizing
it is an empty well, a sandy bottom. At first, they see nothing else, but eventually they notice a number of small shadowy figures skirting around in the well port. The cleric, confirms they are multiple sources of evil. The sorcerer takes over, taking his time, he blasts them with his sorcerer spells one at a time. Once cleared of the impish figures, the group starts to move down the well. 

They go less than twenty feet down when they see a rough side tunnel, which should not be there and they deter through that instead. They head through the side passageway, then reach another drop.They slowly do down, and head down into another rough cavern, when they are attacked by large, thin centipedes. It takes several rounds to put them down, as the centepedes are much faster than anything underground they've seen before, and even worse, their bite inflicts poisonous wounds.

In the center of the unnatural bottom cavern, is a small black pool, they are unsure of the murky substance. The cleric doesn't detect poison but they can't see very well into it. After some hesitation the fighter reaches into the inky substance, he touches something, an arm? A body? All of
the party members agree, he should remove it. He gently removes the body from the dirty water, revealing a small and quite attractive female elfling, a water nymph. The black oil quickly drips off the body, to reveal both her fragile shape, her lovely blue hair and elaborate clothing. The
cleric casts a minor healing effect, not much, but enough to awaken her. Her bright blue eyes open and her face is a youthful figure, she hugs the cleric and then the others and expresses her appreciation and excitement at being awakened. She is angered when she hears her well has been emptied, but tells them she will care for it again, and they can return anytime and she will do whatever she can to assist them. The second mark, a small blue spot appears
on the map.

Next they make their way towards the lesser known spot on the map. Unnervingly, it is close to the temple of Keran. Not just a holy spot, such as an obelisk, but a large structure, with dozens or more of the vile worshipers, known for their horrid acts of faith. They are cautious, but head over. When they triangulate on the map, they believe it is an almost ignored posting board, seemingly in the middle of many things, yet so unimportant to be almost invisible. They cautiously approach, and see the many bit of paper on it, hundreds of notes, to and for and about just about every subject. The wizard casts detect magic again and see dozens of magic writing, but when he meditates, four pieces of magic writing emerge. At the same time, the group realizes they are being watched, a silvery humanoid knight, just in the distance,yet like the post, while not hidden, you could not notice it.

They look on each magical postings, and after reading them realize the are open invitations, if they accept they will be bound to a mission. But how do they accept and which one do they take. They realize the knight has been watching them, watching the post. The approach it and the cleric begins
talking to it, looking for some kind of response, but there is none. Seeing their frustration, their fairy friend emerges from her invisible status, takes the note needed and goes to the knight, saying, "We accept the Seed Tower mission." Now only the single message is still glowing, the group takes
the note and each confirms agreement. The words on the note start glowing as magical etchings show on each of their arms, marking their acceptance of the quest to clear the Seeding Tower. Now a small grey spot appears on their map, marking the posting board.

They go to the Aviary, a tall builidng, formerly a Seed Tower. These are one of the most common types of magical buildings in cities, especially the Spirelands as it is the main way for every population to grow it's food. Most are inhabited by tenderfeet, (halflings in common tongue), who care for the tower and the plants inside. This one, was intended to be converted from a Seedling to Aviary yet for some reason the task wasn't completed. They are unsure of how they get in, as the locks are bolted. They try their weapons, but they are useless on the bolts. They see the birds in the air, the black ravens as before but also golden ones and purple ones and silver ones. They all seem to engage each other, but not in combat, but playful push back.

High above they see the bird entrances, the avians should be able to just fly in or out of the tower, but none of them do. Unsure of what they must do, the cleric and drow try to intrepret the scratched writings on the door. Not exactly a magical script yet it seems to be a ward. Slowly the drow recognizes some of the letters, it matches some of the script on the invite. The drow takes the invite and concentrates, then starts reading out the script in a magical tongue, the sounds coming from his mouth have both an audible and visible form, and as the last words are spoken, they swirl around the caster until landing on the door in a swirl, which opens the locked door.

They push the door to reveal a dark, vast, barren tower, so very different than the seed tower or what it should have been turned into. There are dead vines along the main walls and support bars. They enter the area, and immediately see the shadowy figures flying above. The cleric and fighter turn to each other, knowing what this is, saying - Gargoyles. One of the worst and perhaps best known type of city vermin, they haunt lonely places, seeking both the dead and the injured to turn into more of their sculpted, twisted brethren.

As the group spreads out, some of the gargoyles swoop down, scratching the party members. This was obviously their terrain, able to hide so well in the shadows, to swoop down and claw or bite or seize anyone on the ground. The fighter is the first to notice the cleric's holy symbol, glowing, green. The cleric had never seen or heard this before, but it made sense, the tower as a place of plant mana or energy, this was a place of  Holon, the Earth Mother's domain. The drow elf looked at the posting from the script message from the posting board, it too is glowing in the same magical green sheen. As the fighter moves inward, he is attacked more and more by the sweeping goyles, clawing, scratching him. He sees their movement and realizes they are trying to trip him up. The cleric tries to piece this together...why wasn't the ritual completed....what was the ritual? If it was any Heavenly Deity, that would, should have an obelisk, a centre of their faith, but for the druids it should be a pool or tree.

For almost every step he takes, the sorcerer casts bolts of energy, hitting more and more of the goyles. The cleric starts turning, as pockets of green vines burst out, grasping at the flying goyles, seizing them to the walls. But it's the fighter who is barraged repeatedly by the gargolyes, he is who they fear. The cleric yells for the fighter to move forward, to move to the centre of the Tower, but as he does, he sees something hidden, in the back of the tower, he points out a hidden shape, an obelisk, a wooden obelisk!!!? When pointed out, both of his comrades see it and then understand, that is the point they must reach - a perfect balance of the old faith along with the substance of life (wood) but the symbol of new energy (obelisk.)

The elf dashes towards it, reaching it almost the same point as the fighter. They are harassed by a constant barrage of gargoyle claws, the sorcerer is held down, but the dwarf fighter steps forward, he touches the obelisk first, drops his sword and then reaches out for the elf, who passes the quest
note. As the fighters hand connects with the promise note with the wooden obelisk, a green light flashes out, as plants explode out from the obelisk, upwards and outwards, grasping all the goyle figures. A mere moment later the green light dims, but the entire Tower has a huge tree in its centre and dozens of birds fly in.

They see no more gargoyles, as they all seemed to have been consumed by the tree, as there seems to be a balance of plant life in the centre and the dozens of birds at the outside portion of the Tower. Their fairy companion yells congratulations! A final small green dot appears on the map, and the circle is now complete on the map, a colourful circle marks their four actions.

Cut and bruised, the team needs some time too get themselves together, yet minutes later the tower is happily invaded by Tenderfeet and city knights wanting to know what had just happened. The group are lauded as heroes...few knew how to enter the Tower, let alone transform it into the Aviary. But now the hundreds of birds of all kinds are already in the building, flying high above. For the next few days the team is brought back and forth, meeting nobles and Towermen, making connections, telling stories.

*    *    *    *    *    *    *    *    *    *    *    *    *    *    * 

The group is given their payment and they each head back, finished from their duties for this mission. The dwarf Bahlgrimm connects once again with his new found fey friends, and they collectively drink half of his coin, sharing stories and he learns of the fey, their homes, stories and jump-gates. (+3 on all future social fey charisma or wisdom interactions.) They are new allies, ones he knows he can count on, but now his thoughts jump back to his family, and what should be the next steps be for him. He returns to the Wagon, and signs up again for a new mission. (400 crowns; 4000 exp points)

The dark elf Solauder knows he can make connections in the Spell Towers, loose ones anyway with some of the coins at least. He could stay here and work hard, to slowly grow into a respectable position but he hesitates, this is not his home and he realizes there is probably another way to learn what he wants to know. Away from the others, he goes to the Obelisk of Light, and asks to learn the Spells of Light, it was this that best imitates the Fire spells from his home. He then returns to the wagon, and immediately signs up for a new mission. This for now is his home, and while not really content, he knows it is best to stay, and to prepare, for what he is unsure, but he knows something is coming for him.  (800 crowns; basic spell advancement; 4000 exp points)

Allfray, the cleric splits his reward with his church - but their gifts more than make up for his offerings. He has learned a lot from the brief adventure, but each time as he is sharing the daily prayer, his eyes watch the strangers, peering to look into their intent. Something is wrong. His dreams show him signs, of himself away from the city, until he wakes up understanding that the temple, this obelisk is not his home anymore, or not now anyway. He needs adventure, he needs travel, he needs to find himself and a way to connect others to the Holy Light. He goes to the Quarnik Maces, and signs up for a mission to travel far from his spire homeland. (400 crowns; 4000 exp points, 7 levels of potions - 3,3,1 or 2,2,2,1 etc)

Thursday, 24 May 2018

Thirteen Questions Number IV

A simple and fun way to add detail to any city.

The Thirteen Questions Template Number IV

1. Tell me about a church, temple, ashram, etc. in this neighborhood
Obelisk of balance. An obelisk is type of stand-alone religious site that attracts followers for its special focus. This obelisk is dedicated to moving silently, while many believe this is simply a dance it is actually a deadly martial art. Adherents come, sway, meditate and learn. After ten days of continuous study players can make a wisdom DC 20 to learn +1 on a single attack no more than once a day on physical attacks that do not involve weapons. Adherents can come repeatedly, each time the DC increases by +5, doubles the amount of time needed to gain another +1 to non-weapon attacks. They do not gain extra damage when invoking the ability.

2. Tell me about a shop that sells standard equipment and one of the shopkeeper's quirks
Xaxxoz is a Purple Spectator that owns the Rung, a shop that specializes in climbing, mining & delving equipment. It is a rare species, a purple skinned sentient ball with one large middle eye with eight more eyes on smaller stalks. Though it has no hands or feet, it levitates items to move things around. One cannot lie in its presence if it's looking at you. It charges reasonable rates to buy items, but it is just as interested in buying equipment from adventurers, especially if the item is old and has history. It has strong connections with the Obelisk of Casna, whose followers speak of speak of law, custom and order.

3. Tell me about someone who sells something illicit in this neighborhood
Fessel & Drool - An Imp duo that supply arrows, daggers and other pointy things that are full of Nectar (poison). This poison is not local, and what is more bizarre is that it does not detect as poison. Many local thieves and other cut throats see the pair as their best source. Lots of vials are available, quickly and at good prices. They also have antidotes at much higher prices. The only reason they haven't been arrested is they ensure that law enforcement is provided with any antidote needed. The Nectar poison is a red or orange liquid that quickly evaporates after applied, It lasts for 3.5 hours and inflicts 2d12 dmg or quarter dmg if the save is made, Save DC 18, Constitution based.

4. Tell me about a powerful wizard or warlock in this neighborhood
Resek D'Vannor - a red skinned humanoid with black horns and claws that on immediate glance has the appearance of a typical devil, yet identifies as a mortal creature in all other ways. His magic is devoted to artistic body modification. He gives tattoos and piercings, many of which work the same as magical rings one finds in treasure hoards but they last for a much shorter period. He will often trade favors instead of accepting payment, taking action in kind before he gives his artistic flair. His family name identifies the Vannor clan from the Sea of Stones locale, who are human and very rich.

5. Tell me about a feared warrior who lives in this neighborhood
Sekk Namin - Quillian 12th level Monk. The Quillians are sometimes called porcupine-kin, but they are little known in the spirelands and there are no tribes nearby. It is rumored that she was the survivor of a Gammorec raid that wiped out her tribe but she has stood resilient and ready and ever peaceful. She has some wealth attained  by going on missions, but she disdains open display of stature. She has no enjoyment in underground quests, she is always open to above ground quests in forests or swamps. She loves seeing and helping her people, but it is quite rare.

6. Tell me about someone who is wealthy in this neighborhood
Unit Five-Five Wuin (last name pronounced like "One") - is a rogue modron, that came to the city and made quite a name for itself in completing quests. It is a contractor, finding people who do unique jobs for unique payments. It will often accompany his teams but is more interested in scrounging things than hunting. It has connections to Other Land creatures, both for trading and information. It is unable to enter chaotic lands, especially temples or obelisks dedicated to chaotic gods. Yet, it is able to teleport to any lawful lands, especially those it has already traveled to. Not really liked as it is very greedy and self-centered, but tolerated because it helps and often gives very strange but always useful advice.

7. Tell me about someone you can go to for help in this neighborhood
Unnez - A Tenderfoot (Halfling) cook and restauranteur. She is an escaped slave and former highway woman that made a name for herself in daring robberies. This changed when she went rogue to help a pregnant dwarf, that unknowingly happened to be a very rich royal that has since helped her go legit. She has since skittered the law and authorities helping them in just causes, or assisting the other side if called for. Both sides in the city respect her, as she seems to show no bias. Her restaurant (Uni's Delights) is close to the Quanna Obelisk. Most times she serves guests food without them ordering, and it is quite rare for anyone to turn the food away.

8. Tell me about someone you can go to for information in this neighborhood
Quissino a stunningly beautiful nyssian nymph (Cha 25), known for her private dances and whispered words of delight. Her dancing is her means of whispering info to her clients, and she charges them incredibly high prices. Nyssian nymphs do not petrify, rather they freeze limbs at a touch. Well known both for her beauty, her voice and her utter disdain for charity - she respects those who take action. She has a handful of suitors that she gracefully plays with, wanting to keep them nearby for her protection and favors, but not so close that they will expect permanent companionship.

9. Tell me about a gang or criminal organization operating in this neighborhood
The dreamers are a cult that are assigned to watch victims and pay very careful attention; by rule they are not supposed to communicate, merely watch. They then are paid when they get a juicy piece of gossip or secret that will take down their target. It is not entirely sure if they are physically located in the city, They have a Dream-Inn where potential clients must rent a room for the night and propose their project in their dreams. All victims experience the crime inflicted, in a dream but when they awake the events have actually happened.

10. Tell me about a pub, club, cabaret, gymnasium, bathhouse, etc. where adventurers hang out
Reachers, is a popular cabaret where Zagu, a Flumph, runs a very well known hang-out. He has many elven and tenderfoot staff who serve his concoctions, and many types of foreign creatures come to dance, sing, play or non-lethally duel on a floating battle-mat. Not a great place for a negotiation, but many parties happen here. Flumphs normally reside in the underground, Zagu has acquired an odd weakness that means he must be in light (natural or artificial) at all times or he starts to weaken. He does not talk, he communicates telepathically as long as he is touching the person.

11. Tell me about an ongoing problem in this neighborhood
While not considered deadly, the night gremlins have been an ongoing plague in the area for awhile. There was once a open bounty on them as they can spread incredibly quick, but now it is assumed there are only a dozen or so at any given time.

12. Tell me about a popular form of entertainment or a popular entertainer in this neighborhood
Daazig is a Jahlen game combining climbing and jumping done in an abandoned Seed Tower. The Jahlen are Horn-kin, a Minotaur sub-group who reside in virtually every mountainous region in the world. This sport is part of their training regime, except they do it naturally, which means falling means harsh injury. The Seed Towers are Tenderfeet growing towers, used to grow 95% of all plants in the spire cities. They have a natural safety mechanism as there is a levitation function in the centre of the Tower, as long as the falling person can push themselves inwards, they are protected from lethal damage; lots of injuries still happen though,

13. Tell me about a food or drink that is popular in this neighborhood
Loppal - a reddish-white concotion made from fermenting fazzen spider eggs. A bitter tasting brew, it seems to have a side benefit of increasing fertility in women and intimacy effects in many men. Some humans and elves are willing to pay hundreds of crowns for a taste. It is rumored if the imbiber cannot feel love, the brew is a bitter, deadly toxin (DC 30, 2 dmg / hour; Max 30 dmg.)

As always a thanks to Jack Shear...sp


Thursday, 23 November 2017

Even more City Questions

Was unexpectedly waiting around and played with these city formation questions again. Just love creating these city gaming snapshots.


Even more of those Thirteen Questions

1. Tell me about a church, temple, ashram, etc. in this neighborhood
Obelisk of the Egg. An obelisk is type of stand-alone religious site that attracts followers for its special focus. This obelisk is dedicated to eggs of many kinds of creatures, and every cranny of thsi small square has decorations either carved or solidified ones of various beasts. This is an ashram for birth, wellness and health, as pregnant women of every race can come here both for practical and mystical reasons. A large number of men come here to give an offering as do women to try and influence delivery. Those who need help and have no monetary support can join the Egg-Cult, they can serve either until they deliver or for many years later. Surprisingly to outsiders, it is not a place to give birth. Men cannot join this cult nor can barren women, although their spells can reverse this condition in women. Their service fees are quite low, but many give large donations in hopes to better their chances of giving birth to the "perfect" child they desire.

2. Tell me about a shop that sells standard equipment and one of the shopkeeper's quirks
*Euvonnah's Patches: An old, crippled-looking adventuring lady who has earned high praise for her ability to gauge the value of gems and weapons. Though slow in getting around, she, her grand-daughters and nieces are through, and surprisingly cheap in selling re-used equipment. They usually get the equipment from the bodies of fallen soldiers and do their work in finding and fixing the items. They have found magical trinkets, but Euvannah sells them off at a deep discount. She keeps an eye on her family to make sure they do not go out looking for work in the slumps or the spires. She would prefer them to wed officers or merchants. They have a lovely warehouse, decorated with house-plants, small statutes and art easels everywhere.

3. Tell me about someone who sells something illicit in this neighborhood
*Kasatta, is a Vanara or Monkey-folk that has connections with many of the caravans that come through the city. His creed is anything you want, they already have it, somewhere. He specializes in Saapa, a spice that enables non-spell-casters to swallow a low-level spell, as a type of living scroll. It is strangely addictive and causes violent withdrawal. Few users willingly take it, but lots of dirty prison guards like to get lower level street scum to transport spells before selling them. Kasatta is tolerated because he is the only one who seems to know where to get more Saapa and in much larger quantities than anyone else ever has.

4. Tell me about a powerful wizard or warlock in this neighborhood
*Mimmo: A medium sized winged Fae who was captured and abused by an evil sorcerer, but slowly learned to capture mana (magical energy) and then release it like spells. Usually looks very similar to an elf, but when excited, her wings burst out. When happy, colour sprays blasts out. When sad, clouds of rain surround her. Never seems interested in going on adventures but can be moved by sad stories. She doesn't study her spells, instead she collects borrowed objects from others, which can potentially give her energy for 2-8 days.

5. Tell me about a feared warrior who lives in this neighborhood
*Custen, Ogre batalion leader. A slave, that escaped his city roots, and dedicated to bringing down the dwarven military establishment. But after thirty years,left his cave, his empire to simply live in the city. His strength and temper are feared, yet he causes no problems to innocents. He drinks to excess, has many lovers but is respected by many military men who appreciate his simple but effective methods. He has no obvious hoard, yet he always has coins to buy what he wants. Has open bounties against him but everyone that has tried to arrest him, he has taken down. He doesn't parlay if there's no point, he doesn't hesitate to crush his enemies.

6. Tell me about someone who is wealthy in this neighborhood
*So-Shantu, Kitsune. A legendary adventurer who has been to the Vaar and back. An old, respected rogue that has been on dozens of Tyrant raids, and has her hand in maybe 100 more. For a long time her presence in the city was a rumour, but now it is understood her jump-gate is in the district. She is here perhaps 50% of the time, and drops her coins like raindrops. She meets with high priests when they request and pay for her advice. She has at least one visible admantium golem with her at all times and is well known for her use of spell gems.

7. Tell me about someone you can go to for help in this neighborhood
*Vicars, mostly a group of failed paladins (a few rangers or clerics) that seek out the weak or downtrodden in order to re-prove their worth. Many are outright failures for personal reasons but some are dedicated to their task and need to find a way to get back on track. Most work out of the Vicar Tower, and they come together when needed. Their one significant advantage is their huge numbers, when they come together for a task, potentially hundreds of individuals (2nd-7th level) that are not in orders or under military obligations. Many are also very old, tired, cursed, drunkards or damn unlucky, some don't actually want action they just want to talk about their Glory Days.

8. Tell me about someone you can go to for information in this neighborhood
Tuorno D'Veni - A Mercane that has long been established in this region. This mercurial race is well known for travelling into an area, and then leaving days or weeks later after selling trinkets and buying major or rare items. But not Tuorno, he has been in the high-society scene for more than a hundred years. He is well known for his raucous and bad humour. But what few understand is that he will tell you anything about someone you want if you have gossip that he can use. He doesn't need weapons or magic but gossip has power for him. And he has so many wealthy, city bureacrats and wizards that owe him, he fears nothing in this city. Those who seek to learn the dark of his past understand he did not chose or want to come here and may actually be unable to leave.

9. Tell me about a gang or criminal organization operating in this neighborhood
Noor Members (usually just referred to as Members) what was once a small, local gang has been growing and expanding their membership. They are mostly about theft but anything they can make a profit on, they are willing to try. Have a fair number of clerics dedicated to the god of greed. They actively ensure members do not steal or attack each other. They are organized by corners, so each one has a specific range. Those who talk about them are kidnapped for sacrifice.

10. Tell me about a pub, club, cabaret, gymnasium, bathhouse, etc. where adventurers hang out
The Scarred Point, an exercise club run by Inkora, a beautiful and well-liked human trainer.  Most of the time, large numbers of warriors come here for free training, to learn non-lethal martial arts. What few realize is that their trainer, is a Morda (psionic human that specializes in  poisons). She can emit a pheromone to cause bloody rage, so a peaceful session can become lethal in seconds. She is very selective in when she tries this, but tests and secretively programs assassins in front of the entire city, then hires them out for missions.

11. Tell me about an ongoing problem in this neighborhood
Fets are small, slug-like and nearly invisible leaches. They can be found in any sewer or place of garbage. Those exposed, must make a DC 8 check, otherwise it will stick to any surface skin.  Once attached to a victim, they drain 1-2 points of either constitution or strength every three days. After draining six points, it gives birth to 2-8 pods of more leaches. Goblins are immune to these leaches, thus they ferment them to cause problems in civilized communities, but the city wardens generally don't know the goblins role.

12. Tell me about a popular form of entertainment or a popular entertainer in this neighborhood
Zammo Knives, weapons that don't do damage. Once used for plays, the ones used in many games have the shape and feel of real weapons, the blood people bleed is their own real, but seconds after the play or action, the victim is unharmed. They were banned for awhile, but the most recent resolution is giving them a blue handle. One popular activity is Zammo, hunting down victims in a fake assination game.

13. Tell me about a food or drink that is popular in this neighborhood
Grunnick is a horrible tasting gruel made from dried guanno-balls. It was recently discovered that those who are able to tolerate this vile concoction (Constitution DC 14) gain the ability to go for five to ten days without food. It is becoming a staple for the poor, prisoners and for many who go on long trips. Those who cannot afford basic necessities are given this to subsist on, though it cannot work for more than a month at a time. Those who fail the saving throw spew for between 1-4 hours and temporarily lose 1d2 consitution, but have the same ability to withstand hunger for 2 to 4 days.



Tuesday, 7 November 2017

Random Urban Tables


These are the quick urban tables that I use in my cities when I need a roll to determine something. My only problem is that I am continually updating it. Is there anything I should add?

Basic City Encounter Table - Assume the same as primary race in the community
01-02: Hanging or Executed Man
03-04: Beggar or Poor Man (#1-3) 
05-06: Press Gang (# 5-20 - 1st/2nd HD)
07-08: Labourer #1d6
09-10: Untouchable (1st-2nd, # 1d4) - Social or Physical Impairment
11-12: Street Preacher (Cleric 2nd - 5th)
13-14: Pickpocket (Rogue 3rd-5th)
15-16: Pile of Refuse/Garbage
17-18: Wild Animals (Swarm, Rats, Insects)
19-20: Pet or Trained Animals (Dogs, Horses, Parrots)
21-22: Drunk (Roll 1d6 - Soldier, Citizen, Worker, Older, Teen, Visitor)
23-24: Funeral procession (3-10 mourners)
26-28: Wealthy Gentleman or Rogue in disguise (3rd-6th)
29-34: Guild Member or Craftsmen (4th-8th, Roll Below) 
35-36: City Guard, Lower (1st-2nd Soldier, 1d6)
37-38: Alchemist (Alchemist, Wizard or Rogue 2-5th)
39-40: Dancer, Musician or Harlot (Bard or Rogue 3rd-6th)
41-42: Chained Prisoners or being escorted
43-45: Farmers with Food Stuff
46-55: City Worker (2nd-5th, Roll Below)
56-57: Dealer (Spice, Drugs, Alcohol - Rogue, Warrior or Cleric 2nd-5th))
58-62: Merchant Stall
63-65: Cleric Procession (11-20, plus cleric 3rd-5th)
66-68: Nobleman (3rd - 5th lev Aristocrat)
69-70: Busker or Bard (2nd - 5th Bard or Rogue)
71-72: Animal Handler or Stabler
73-74: Sailor, Dockhand or Labourer (1st - 3rd Rogue)
75-76: Small Unofficial Market (3-5 stalls)
77: Bounty Hunter (50% Ranger or Rogue, 2nd-5th)
78: Town Crier
79-80: Knight or Paladin (3rd - 6th)
80: Visitors or Pilgrims (1st - 3rd)
81: Psychic
82: Street Performer (1st-3rd Bard)
83: Clocksmith 
84: Artist
85: Sorcerer (3rd - 5th)
86: Child or Apprentice
87: Prisoner - Marked (not chained, able to move around, cannot leave the city)
88: Slave - Marked  (not chained, able to move around, cannot leave the city)
89: Spy or Agent (1st-3rd Rogue or Ranger)
90: Guild Officer (1st - 4th)
91: Disguised (Roll again)
92: Messenger
93: Statue (50% Normal, 50% Fossilized)
94: Crown Agent (4th-6th level Rogue or Ranger)
95: Shapechanger (Lycanthrope, Doppleganger, Rakshasa, etc)
96: Small Obelisk to Lesser Faith
97: Seer (6th to 10th Cleric or Rogue)
98: City Guard, Middle (3rd-6th)
99+: DM's Choice


Random Building / Sites: Most have 5-16 typical workers inside with quarter the number in customers

01-02: Artisan's Community (Artist, Bard, Busker or Entertainers)
03-04: Herbalist or Apthecary
05-07  Small Monastery (2nd-4th level Monks)
08-09: Sewer plus Gate (1d3 City Workers or Soldiers)
10-11: Bakery 
12-13: Builders Tower (Mason, Construction or Wood Worker)
14-15: Tower of Law (Advocate, Alderman or City Councillor)
16-17: Sewing House (Weaver, Tailor, or Leather-Worker)
18-19: Tomb or Cemetery
20-21: Hospital (Doctor or Masseuse)
22-24: Tower of Pleasure (Shantal/Prostitute) with standard bodyguards at door
25-26: Animal House (Pet-Master, Animal Handler or Taxidermist)
27-28: Stables 
29-30: Lock House (Locksmith, Clocksmith or Tinkersmith)
31-32: Jewelry Store
33-34: School (Master, Lecturer or Teacher plus 5 X for students)
35-36: Pits 1d10 feet (Refuse, dead, plus 1d3 City Workers or Soldiers)
37-40: Obelisk* or open street Mission
41-42: Dock (Sailor, Dockworker or Labourer) or Delivery Station on Landlocked Locations
43-44: Stockade (1-10 Prisoners) with 2d5 1st to 3rd level Guards
45-46: Library, (Librarian, Scribe or Cartographer)
47-48: Open Square (double base number filled with a few of anything)
49-50: Psychic or Astrologer (75% Fake)
51-52: Salon (Salonist, Barber, Stylist or Cosmetician)
53: Abandoned Building (20% Store, 20% Squatters, 25% Cult, 25% Illegal Operations, 10% Empty)
54: Undertaker
55-56: Barrel Shop (Hooper)
57-58: Elegance Shop  (Major Domo, Secretary, Butler) 
59-60: Laborer's Union
61-65: Tavern or restaurant (Double or Triple Base)
66-67: Smithy (Blacksmith or Armourer)
68-77: Residences (Apartment Buildings)
78: Moneylender or Pawn Smith
79: Tobacconist or Perfumer
80: Charcoal, Burning Oil or Fireworks
81: Collectibles (1d4 Hired Hands)
82: Brassworker 
83-85: Garden (Farmer or Gardener)
86-87: Servicing Industry
88-90: Wyvern Tower - Pseudo Dragon Familiars and Pets
91-92: Trader - Arrange Deals and Trades for 3rd Parties 
93-94: Vault (Double Guard Numbers)
95-98: Auction House (Double Guard Numbers)
99+: DM's Choice

Moat major sites such as Mercenary Houses, Temples, Prisons, Wizard Towers, Thief Safe Houses shouldn't be random events. Typically they are specifically located in the city near 2-3 other places that you've planned. Pick any of these for a neighborhood before rolling any random site.

Tower has the same meaning as a guild in my world in cities. Any union or a group of wealth & influence will use this term to indicate their importance. Most cities are considered Towerocracies, rule by vote by each Tower. Trade Towers have one vote each, military, magical and clerics groups often have more than one.

Obelisks are religious meeting places in my world as they are the primary sources of magical energy. Most are 10-50 ft high, in a square dedicated to a particular deity or ideal. The ones in this listing have no permanent buildings and may hold a meeting only once every month or so. Larger ones are in dedicated squares, many have roofs covering them and staff. Most cities will have 2-4 larger obelisks that serve the same functions as a temple.


Random Race and number usually appearing together.
01-70 Human 1d6
71-74 Dwarf (90% - Fighter) 2d10
75-78 Cat-Kin (Humanoid Cats) Fighter or Rogue 2d8
79-81 Elf (Any) 2+1d12
82-84 Lizardith (Lizardmen) 2+1d12
85-87 Gobber (Goblins) 2d6
88 Tenderfoot (Halfling) 2d6
89 Sylph (Thin Winged Humanoids) 1d3
90- Ogren (Mostly civilized Ogres) 1d3
91- Thorne-Kin (Sentient & Mobile Plant Species) 2+1d6
92- Charr (Blind Psionicists with access to psychic weapon) 2+1d6
93 Quillian (Humanoid Purcupines that can throw their quills) 2+1d6
94 Jahlen (Golden Horned Ram Humanoid) 2+1d10
95 Corlth (Core) (Blind, Pale skinned humanoids with psionic augments) 2d3
96 Gargoyle (Stone figures that haunt towers) 1d4+1
97 Minotaur (Horned Brutes very lawful) 1d3+1
97 Jackalla (furred jackal humanoids that hunt undead and cannot lie) 1d4+1
98 Phaetox (Flame winged humanoids that cannot tell untruths) 1d4+1
99 Clockwork (Sentient Mechanoid with freewill) # 1d2
00 DM's Choice

*The first five selections in the race table can be replaced with each other. So if in a Dwarf city, they take the top choice, and humans go to the next tier.

Level: 01-50 - One or Two Levels Lower
            51-70 - Same Level
            71-5 - One Level Higher
            76-80 - Two Levels Higher
             81-85- Three Levels Higher
             86-90 - Four Levels Higher
             91 +   +1 more level higher

Class:       
01-10  Cleric
11-30  Rogue
31-60  Fighter
61-70  Ranger
71-80  Bard
81-90  Paladin
91+     Wizard or Sorceror

For level, I roll to determine the leader's level in comparison. Then all others in the party will be 1 to 3 levels lower than the leader.

Monday, 11 September 2017

Another Thirteen Questions

The Urban Thirteen Questions Deal in the city of Sharike, trading city of the northern Spirelands.


1. Tell me about a church, temple, ashram, etc. in this neighborhood

Obelisk of Words. An obelisk is type of stand-alone religious site that attracts followers for its special focus, very rarely to a specific or single deity. This is a twelve foot tall grey stone obelisk dedicated to words, knowledge and revelation. On the four edges it has inspirational script in Elven, Horn, Dwarven and Celestial. It inspires those near it to learn, especially by reading or paying very close attention. There is an 80% chance that anyone who spends 10 or more minutes in concentration will begin to babble in a foreign language (80% + 3% per point of intelligence above 15 but no more than once every 50 days.) 

2. Tell me about a shop that sells standard equipment and one of the shopkeeper's quirks

*Ni-Nack, an ugly pixie fey who sells little statues in a former masonry plot. When invoked the statue gives a +2 bonus to a specific type of physical activity (jumping, swimming, etc). He wants to give them out to almost every group he meets, and tells the groups that they can get another one if they return with stories about how and when the statue was used. 49% of the time the statue is used it will crumble to dust.

3. Tell me about someone who sells something illicit in this community

*Kasanno, an elderly Elven mortician that sells corpses, stolen from the city mausoleums. These corpses can be used for kindling, building material, decoration but usually its the secrets that they may know that motivates buyers. She usually sells the corpses for 5 crowns a piece, but will charge in the hundreds for the corpses of specific individuals or those with a specific background, history or occupation. She is a well known presence in the market at night but none of the lawful forces try to arrest or ever cause problems for her.

4. Tell me about a powerful wizard or warlock in this neighborhood

*Thakor D'Kosh, Dwarf Master of Stone. He has the ability to inhabit statues and get them to act independently for short periods of time for up to 1 minute. His spells revolve around stone, motion or protection. He has a small rolling ball (use stats of a small earth elemental) that follows him everywhere that is essentially a familiar and acts somewhat like a puppy. He can be hired, but will only go into the underearth for heavy price (300 crowns standard, 1000 crowns for underground missions.) He will not petrify sentient creatures, until they are dead, then he has no qualms about it.

5. Tell me about a feared warrior who lives in this neighborhood

*Vnresh, Corlth warrior from an unknown northern tribe. His people study the mindscape, and are
able to manifest a personal psychic weapon. Unresh was the first local warrior to master the whip. Has been accepted into a dozen or more dueling schools, and have been on a score of adventuring teams.  Strangely he doesn't seem motivated by this type of activity, he adventures until he has enough coin to whore about for a while. He feels he is destined for something great, but is unsure of what that will be, so he wants to keep himself open for destiny. His people praise him to his face, but many secretly despise him for his laziness.

6. Tell me about someone who is wealthy in this neighborhood

*Gulgani D'Gannor, Acolyte of Tears, is a Phaetox, whose people reside high above in the cloud-isles. A collector of art and other objects of mystery, she has the uncanny ability to buy things before they explode in value,which is where her incredible wealth comes from. When she is moved to tears, she is inspired to take incredible acts of danger or charity to assist those downtrodden. As a Phaetox, she is physically unable to lie or deceive anyone at any time. Most of her people have golden flame wings to enable them to fly for short periods of time. Her wings are white fire, an ominous omen among her kin. She resides in her own Tower of Birds, a wonderous and very tall aviary, where both her people and any visitors to the city can stay for up to three days, as long as they do not lie to or hurt any other visitor, but after those days they must depart.

7. Tell me about someone you can go to for help in this neighborhood

*City Swords of the Orange Zelth. The honour-bound colour of the Lord of Honour (Japeth - High God of Courage), these members listen to tales of intrigue, and then agree to go on quests to complete your mission. They don't accept payment, except they want you to fly their banner for 41 days. They are seen as bullies by many official military groups, especially the Knights of Japeth, yet they are respected by the poor for their help. Most known for the boisterous parties when they complete a mission.

8. Tell me about someone you can go to for information in this neighborhood

*Weeping Statue of Annanasa. The only known statue to this demi-goddess, that is widely believed not to permit artistic portrayal. The stories go that if you go to the statue and sing a song of tragedy, you will be given a powerful and unquestionable truth in your dreams. If your song is not moving, you may be cursed in going bald, losing your voice for two days, or hiccuping anytime you drink., etc. Those who dare try to damage the statue or cause dishonor to the Weeping Statue are cursed into blindness, as their eyes rot out in two days time.  (Will DC 25 to avoid.)

9. Tell me about a gang or criminal organization operating in this neighborhood
*Graylenne Swords, a supposed hobby club that encourages honorable dueling. Has long been suspected that this is merely the front for a cult that is dedicated to killing for a dark purpose. They only accept those who have failed or kicked out of military service. Their entry fee is very high (100 crowns or gold pieces / year.) but in return they get access to the club's arsenal, training and more. 

10. Tell me about a pub, club, cabaret, gymnasium, bathhouse, etc. where adventurers hang
*Bubblarium House - Duk'sheeth, a lizardith took over an illegal brothel, and turned it into a bathhouse, where land-walkers can pay to bathe with reptiles, snakes and other things that hiss. Though still quite new, stories abound of the patrons being overwhelmed by urges to complete tasks that they never knew about, or have temporary skill points in areas that the individual had no particular knowledge in. Dark rumors are bubbling of males being impregnated after bathing in the waters, but this is unsubstantiated.

11. Tell me about an ongoing problem in this neighborhood
*Dropping Heads. During the Day of Screams (local festival) tying small, ugly or scary paper-mache heads onto the eaves of homes is a tradition to encourage games, songs and scares by the younglings. Until a group of green gremlins saw the festivities and misunderstood and started hiding actual heads into some of the older houses of the neighbourhood.

12. Tell me about a popular form of entertainment or a popular entertainer in this neighborhood
*Bazanno, a spinning wheel game, formerly popularized by immigrants from the Phastian Desert.
During play, small items of wealth or personal worth are placed in small covered boxes at the end of the wheel by no fewer than five patrons, and then the wheel is spun. When the wheel stops, patrons MUST retrieve the object from the box that comes in front of them. Sometimes a gem, a weapon or a vial of poison or a scorpion. Many times, none of the retrieved objects come from any of the current players. What you get is in comparable value to what you paid out or so it is assumed. Stories go that every Bazanno in play at the same time, all around the world are somehow mysteriously connected. Since only five boxes can be opened at once, no one is quite sure how this works.

13. Tell me about a food or drink that is popular in this neighborhood
*Kiisrk - A highly acidic and fermented drink from the Kissik, an purple-orange hanging pulpy fruit grown in dark alleyways. The fruit must be inseminated by the Frass Fly and then kept cold for at least three months. The drink not only intoxicates, it gives some imbibers a short time capacity to understand Frass, a local fey language. It must be eaten raw from the fruit or drank when crushed and mixed with liquid. It has an incredibly short span before it becomes highly poisonous, (DC 15 to avoid unconsciousness for up to one week) and addictive (DC 23 to avoid physical urging.) Because of these side-affects, it is not widely grown and usually destroyed on sight. 




Again, thanks to Jack Shear!

Wednesday, 10 May 2017

City of Terraxxia, in the Human nation of Mandos

Terraxxia

Nation: Mandos
Location: Eastern Section, near the Great Tay Forest

Population: 200,000

Distribution: Human (75%), Dwarf (10%), Minotaur (5%), Tenderfoot (5%), Lizardith (5%)

Major Products: Cay Leaves, Poultice, Tea, Spice, Liqour
Blood Stone, North Stone, Ringing Stone
Weapons (harpoon, javelin and halberd)
Trained Ferrets, war hounds and griffons
Potions (Warmth, Burning, Chimera & Griffon)

City Features:

Obelisks: Keran, Cush, Orelleo, Japeth, Rosetti, Faval, Casna, Fatanus, Crayos
Shrines: Mathai, Fenris, Rowena, Stradamia (while not illegal, all are hidden)
Temples: Keran, Darras, Pains, Father Stone (Dwarf)
Towers: Sash Knights, Camber Knight, Stradamia, Wyvern, Defense, Slave, Guild, Silence, Law, Coin (Casino), Alchemy, Sorrow, Smoke
Gardens: Piercer, Blood & Cay Fields
Arena, Kennel, Aviary, Stables, Museum, Barracks, Mausoleum Graveyard (Silence Tower)
Red Stone Bridge, Hanging Bridge, Tyrant (Dragon) Bridge

City Entry:  All items registered, Tax 5% on all items,  Any non appropriate items confiscated
Unlimited entry up until next Tower-Day (once every ten-day.)
Unofficial races are taxed at 10%. Non-Recognized races at 50%.

All church donations, guild business, gambling wins and training taxed at a standard 20% rate. This is lower than the official Mandorrian rate of between 25 - 35%

Rule: As a Mandorrian city, Terraxxia is ruled by a war counsel, led by Battle Lord Rethnor di Jine leader of the city, armies and Keranic Temple. Rethnor is am honest but brutal master who uses his personality and well trained soldiers to enforce the rules. He has few friends, but even his enemies know his word is his absolute bond. This does not mean he is above trickery, he merely uses deceptive practices to trick both allies and enemies as to his next actions would be. What is surprising is his compassion especially for someone in his position. If halfling slaves escape, he does not send soldiers to pursue as long as they don't return or cause problems from afar. Likewise he allows addicts a chance to clean themselves up, despite official Mandorrian policies on drug or alcohol abuse. He even tolerates soldiers to venerate non lawful deities - he doesn't promote it but doesn't punish it either. However what he never accepts are failure, incompetence or disloyalty among his soldiers. He is married, but most believe his wife and any children do not reside in the city.

There is an abundance of trade going on in the city, as cay is grown both in the wild and domestically. The cay is particularly strong, and many harvesters risk the thorns to harvest the strong spice. The soldiers press strangers to make sure contraband isn't brought into the city proper. Unlike other Mandorrian cities, the soldiers are more likely to kill smugglers then to capture them. Patrols are constant, but are more worried about Tyrants (dragons) and giants then smugglers.

The citizens are relatively content as revolt seems far from their minds. They have heard of attacks and abuses in other Mandorrian cities and believe Rethnor and the counsel keeps things fairly open. The dwarves are compliant and do all that they can to keep their own people in line as they are getting rich and drunk. Tenderfeet are tolerated much more here, and while they are slaves they are left alone as long as cay production is maintained. Unlike a lot of places, they are called citizens and have some rights; they just can't leave nor have a vote on the Tower counsels. Lizardith and Minotaur are mercenaries not citizens- they have jobs in small groups but do not really socialize with their own kin at least not in large groups. Minotaurs keep quiet as they maintain their bloody gladitorial games - these are religious rites for these brutes. Both these groups go on long hunts, which also service the patrols which is very helpful to the soldiers.

As elsewhere in Mandos, Elves and faerie are hunted down and killed on sight. Some believe there is an Elven Sanctuary within the cay forest, but city rangers dispute this. Like common Mandorrian custom, there is an open bounty on Elves, and they seek the fae folk for their dark ceremonies.

Obelisks are the standard places of worship on Nyssa. The faithful visit usually once (or twice) a week; though priests and other adventuring faithful can come every day during the tenday / weekly cycle. Few obelisks have official overseers, but many old clerics reside near them and will service for payments. Offerings are usually made by dropping coins down to the ground, very rarely to an individual that are physically absorbed by the soil. Shrines are usually obelisks in buildings that do not have official members. Temples are only found in large cities, and are much more elaborate with official members and clergy. These are the only places where scrolls or spell services can be oficially purchased in Mandos. All clerics cast spells at +1 casting level near obelisks of opposing views, +2 if aligned, and +3 at obelisks of their specific faith or religion.

Local Product
Cay is a small, round, green-red leaf that wildly grows among thorny vines. It naturally and very quickly absorbs any exposed blood. It can be used to make a huge variety of products, including alcohol, tea and poultices. Traditionally only Tenderfoot farmers could tease the leaf out and make its products, but the Teraxxian Cay is large enough for others to prune them off. Spending one minute in cay vines, will do one point of damage if the skin is unprotected. Pruners get 10 crowns (gp) for a pound of leaves.

Wednesday, 15 March 2017

The Thirteen Questions - City Intrigue


The Thirteen Questions

1. Tell me about a church, temple, ashram, etc. in this neighborhood

There are no holy buildings in this city, instead there are obelisks that are dedicated to a particular idea (justice, equality, etc.) Here in the Orag, is the obelisk of Truth. Once a ten-day, they gather to hear sermons from priests, lecturers or others on this or related subjects. Clerics gain a boon if they have a truth based spell memorized. Best place to obtain scrolls or potions in the area.

2. Tell me about a shop that sells standard equipment and one of the shopkeeper's quirks

An'Ram - A Jahlen, former adventurer well recognized for his stake in a multitude of adventuring parties. Is willing to equip or sell at a discount, but only until he hears the parties plans and intents. Some say he has hundreds of maps from his former patrons.

3. Tell me about someone who sells something illicit in this neighborhood

Quenno, a Tenderfoot (Halfling) notorious for his expertise in poisons. Has every recognized antidote in his shop, but its open only once a month for three days, and he never seems to be there. Lawful groups question why nobody has ever tried arresting him.

4. Tell me about a powerful wizard or warlock in this neighborhood

Shirik D'Kamag - Of the Elven Kamag Family. Was sent away for formal schooling, but came back with an understanding of Imps. Rumoured to be able to summon them almost at will, he sends them far and wide on little missions. On at least two occasions has summoned a horde of them for his own purposes.

5. Tell me about a feared warrior who lives in this neighborhood

Bruthos, Minotaur, 9th High Quartermaster. A former beloved gladiator who was ridiculed for cheating, and then came to the backwaters due to banishment. Has helped numerous times in bringing fugitives to justice if they have bounties, but has also been warned for bullying others. A notorious drunkard.

6. Tell me about someone who is wealthy in this neighborhood

Fanyen  D'Kamag - half-elf trader, who was originally an adventurer, but was the lone survivor of an expedition to the Yaross (Islands), who came ashore with a sizable stash. Bought his way onto the city counsel, and has kept a paw in the antiquities trade ever since.

7. Tell me about someone you can go to for help in this neighborhood

City Knights of the Purple Shield.  These former soldiers patrol every area in the city and are comprised of honourable or rich anyway men who survived local port battles. In order to keep their Walking Rights (non-taxation status) they must do two hours of patrol every week. They ensure all laws, customs, and civic duties are adhered to with absolute precision. They are the only ones that can kill someone in non-lawful combat without interference.

8. Tell me about someone somewhere  you can go to for information in this neighborhood

Head Post - A site of a former hangman`s noose, where the formless dead seem to gather. They watch the living, then whisper secrets based on what script is read. Some adventuring groups use this as a way to gather secrets about local dungeons. Others say the undead can inhabit the living to get their revenge by hopping into the would-be heros.

9. Tell me about a gang or criminal organization operating in this neighborhood

Four Fingers - a group that operates throughout the region. They have their spies in virtually every group, cult or order. If you want to know or get a small favour done, they are the ones to go to. Long tolerated, as they don't bother the ruling elites, who use them to spy on the lower classes.

10. Tell me about a pub, club, cabaret, gymnasium, bathhouse, etc. where adventurers hang out

Eye of the Bull: A pub that formerly was a cults HQ which is infused with magical influences, as the trace of magic energies from days or weeks gone by, are apparent to everyone. Strangely, spellcasters glow spectacularly, and even worse, they get drunk within minutes of coming into the Eye. Lots of games are played here, as it is one of the few places where magic cannot influence the outcome. 

and

Dorrine's, the lounge of choice for illusionists, who have been come here to get paid free drinks to change the apparent identity of the customer's to cavort with leisure.

11. Tell me about an ongoing problem in this neighborhood

Sekkets - a vile poisonous snake long thought wiped out in the wild, its venom is a popular mixture when processed as a dreaming potion, a very expensive draught. But these wild snakes seem to be causing the dream madness without the alchemical processing. Dreamists, the official group, who own the rights to the dream potion are upset that citizens are Drezzing without their concoction. But lots of teens and soldiers alike, are coming here for the freebie experience.

12. Tell me about a popular form of entertainment or a popular entertainer in this neighborhood

Darts

13. Tell me about a food or drink that is popular in this neighborhood

Dried Vennth, made from the Venn Bat, one of the local bat species that haunts the neighbourhood. Some say it can turn the hair or face a hot-pink colour if properly prepared.

 Inspired by :
http://talesofthegrotesqueanddungeonesque.blogspot.ca/2017/03/the-neighborhood-game.html

Sunday, 14 February 2016

Cupid - small angelic figures

These small angelic figures inhabit temples and places that serve alcohol. Their main task is to find people willing to take on holy tasks, but they have a weakness for supporting lonely hearts into finding mates. While not confirmed, many believe that children can see them, even if they invisible.

Cupid                CR 4
CG* Small outsider (native)
Init +3; Senses Darkvision 60 ft, low-light vision; Perception +16

DEFENSE
AC 17, touch 14, flat-footed 13 (+3 Natural, +3 Dex, +1 size)
HP 32hp (5d8+10 con)
Fort +3, Ref +4, Will +3
DR 10/magic;

OFFENSE
Speed 20 ft., Fly 50 ft. (Good)
Melee: Unarmed
Ranged +3 shortbow +10  (1d4)

STATISTICS
Str 8, Dex 17, Con 14, Int 13, Wis 8, Cha 17
Base Atk +2; CMB +2; CMD 15
Feats Point-Blank, Precise shot, weapon focus (short bow)
Skills: Bluff +11, Fly +25, Knowledge (Religion)+15, Perception +16, Sense motive +14

Languages Common, Elven, Faerie.

ECOLOGY
Environment Obelisk (Non-Evil)
Organization solitary, pair, heart (4-7)
Treasure Usually Silver Coins or chocolate hearts

SPECIAL ABILITIES

Bonus to Emotion Based Spells: Gain +1 per their HD to any spells that affect emotions

Invisibility (Sp) Can turn invisible five times a day. Each time they shoot an arrow, they become visible until they re-use this ability.

Possess Other (Sp) A cupid's official task is to seek mortals to do missions for their heavenly patrons. They determine which of the faithful can best accomplish a task and then try to steer them back to their patron's temple. The most used method is to possess them for short periods of time (10-20 minutes.)

Enchanted Arrows (Sp)  They are armed with magical short bows that shoot arrows that can either damage the flesh or the heart.  A cupid can utilize 2+Cha Bonus magic arrows every day, created when the arrow is knocked.  Those struck by a cupid’s arrow are struck as if by a spell-like ability at a caster level equal to the cupid’s Hit Dice. All saves are Charisma based.

Some of the varieties of cupid’s magic arrows are:

Dream - Fall into a deep slumber for 10-60 minutes, Will DC 14

Love - Fall for the nearest person they are looking at, having a -5 to suggestions (or polite requests) made by the same person for the next 24 hours, Will DC 17

Misery - Lose all interest in any positive interaction, wishing to imbibe alcohol or similar substances for the next 20-200 minutes, Will DC 15


Cupids are small angelic spirits best known for helping lovers find their mates but they have many magical skills.  They are found in many temples or small pubs looking to help the faithful in tasks. When flirting about a city, they will often use their magic to help out various causes.  They are rumored to have many other arrows with emotion affecting magics. While their primary job is not to make mortals fall romantically for each other, they have a weakness for lonely people and try to make them happy.

They have a very strong affection for children and will usually take time to play with or inspire them to engage in artistic endeavors. It is often said that children can see through a Cupid's invisibility.

Oddly, they have a changing alignment, it teeters between neutral and good, dedicated and free. Despite this they have free reign in many good temples as they are rarely seen as a misaligned force.  

Saturday, 13 February 2016

Oompa-Loompa

Have used these a few times in my games, usually as slave labor in a dark twisted dungeon. These are mystical candy-makers, often found in factories anywhere in the Prime or Outer Planes.

Oompa-Loompa

Small Sized Humanoid
Hit Dice:                    2d8 (9 hp)
Initiative:                    +2
Speed:                        20 feet (4 squares)
Armor Class:               13 (+2 Dex +1 size), touch 12, flat-footed 11
Base Attack/Grapple: +0/-3
Attack:                        Slam +2 melee (cudgel 1d3)
Special Qualities: low-light vision, teamwork
Saves:                         Fort +1, Ref +3, Will +1
Abilities:                    Str 10, Dex 14, Con 10, Int 12, Wis 11, Cha 15
Skills:                         Craft (any) +3, Perform (Any) +5, Profession (Chocolatier) +5
Feats:                          Skill Focus (Any Candymaking Skill)
Environment:              Any (Loompaland or candy Factory)
Organization:              Usually in a Workteam (5-8)
Challenge Rating: 1
Treasure:                    Standard, items
Alignment:                  Usually Lawful Neutral
Level Adjustment: Most Gain Levels as Craftsman (Rogue or Bard 10th level Max)

Skill Focus (Candy creation): They have a long history of working with confectionery, gaining +3 in any related profession.

Teamwork: Gain +1 bonus on manual skills performed with their kin. They can gain a bonus up to the number of their kin working with them, normally five for projects.

Oompa-Loompae are known for their small size, colourful hair, orange skin, and white pants with loud boisterous voices. They are mischievous, love good-nature practical jokes, and singing. While not actually fey, they have a personality that fits in with them. They also get along with dwarves and halflings as well. While not always keen for humans, they do appreciate craftsmen who dedicate themselves to an art form.

The few of their kin who do not specialize in candy making usually become rogues and bards.to help take care of their factory home. Rogues take care of security, setting up traps to stop intruders. Bards to encourage the workers and but occasionally to help stop misfits that have found their way into the factory. They also accept small sized humanoids to assist them in their homes - such as halflings, fey or dwarves if they show talent in confectionery or magic.

Though it has never been proven, many believe the Oompa-Loompa are heavy drinkers. There are many unsubstantiated stories of balooshes (beer bashes) that happen at night when the factory is closed, as the fey from Santa's workshop and rabbits from the High Bunny's Warren come over for events.