Showing posts with label giants. Show all posts
Showing posts with label giants. Show all posts

Friday, 29 November 2019

Stone Age Adventures

A Stone Age Civilisation Setting 
As yet unnamed stone age fantasy setting. After a age of monsters ruling with black magic the world is unclaimed wasteland. Many of the evil races fled to isolated places or underground. (Name suggestions: Bonelands, Slingstones & Sloths, sabretooth!, Frozen Coast). Hoping to write some adventure zines in this setting to play as cave folk of for moderns to discover. One flyer will be a mini setting with map, tribe info and encounters and loot.

A new tribe of survivors of a great sunken land have fled into the frozen northeren lands of glaciers, tundra and mountains. Great beasts dwell here and great hunters can overcome them.The tribe need new skills to survive and friends or the tribe wont last long. Skills the players have will ensure tribes survival.

Initial sandbox area of glaciated chilly coast

huge glaciers reaching into forested mountains
row of mountains forming many valleys to explore
rivers and streams
tribal areas and sacred places
great plateau of megafauna
stone city of ancient wizards
ruins of the monster empire, possibly degenerate survivors

The Tribe

Are mongrels, survivors who as children survived great south land flooding and burning. The last few elders who saved as many abandoned children on the journey north are few now. Having crossed the sea on a raft you came to this new place. The tribe are tolerant of physical differences and appearance and all dedicated to the families survival or you get kicked out if its a problem. They have no sacred places or objects, no links to other tribes by blood and no ancient traditions but a mash of many without context or understanding. The tribes stories are mostly about fleeing the floods and a smattering of childrens tales of old tribes.

Grandmother one tooth cannot walk or see but eats and talks and knows most
-she is also a healer (C3 dedicated to cave ogre goddess)
-mostly advises ruthless cruel action the tribe accept as last resort

Characters
Everyone uses default skill chances to hunt and survive and craft. Having proper skills gives you not just easier time but more advanced. Possibly you are only person in tribe with some skills and are duty bound to teach it preferably to children.

Fighters - mostly hunters and champions who battle in ritual combat or fight monsters. In times of violence these are often temporary or lasting leaders. Sometimes a champion takes over a tribe by continuing their emergency rulership over the tribe.

Clerics - priests of the gods, carry a idol of the They prey too or a bundle of ancestors bones. They claimed the gods freed us from slavery and darkness. There are bad gods too. Priests know about pleasing all kinds of gods and the importance of having a patron god. A priest has a favourite god but will help others with their gods who are kin of their god. Big gods are a puzzle to most peoples but the chanting of a priests stories are welcome entertainment. Some evil priests praise all the bad gods of the monster age bringing dead to walk and cursing others. When you die your god takes you to their house and meet your ancestors

Rogue - rely on craft and cunning, many are experts at scouting or tracking or making things from the kill.They most often act alone and avoid direct conflict. Sometimes they are called upon to kill a enemy or tribe member in secret.
Wizards - use ancient magic in words and writings found carved in stone on walls or in tablets. They crave secrets of black magic  used by the monster kings to call forth monsters, nightmares and death. Most shun and fear them but some prove their worth and live with a tribe (or might take over but more likely to use a proxy)
Monks - there are rare tribal fighting schools that train warriors in ancient arts of fighting. Some dedicate them,selves to these schools and fighting cults. They live with very little in isolated places and rely on gifts which limits their growth. Some preserve other skills and languages and ancient lost skills. Most tribes would not support even one unless the order had aided them. Fighting this much is a waste of time you should be getting food say most.
Druid - are priests worshipping nature itself and all the creatures spirits of the land, water, air, trees and places. The most organised religion and popular, they organise calender's, festivals and building monuments like moving rocks. They are wise in healing, lore, poisons, herbs and languages. Druids provide education through story and song. Druids also regulate hunting seasons, where hunters can go, what is in season based on ancient lore to live in harmony with spirits. When you die you are reincarnated but some return as mightier beings or lowlier beings if they struggled against life.

Bard - are those found promising to be druids but drop out of study to be entertainers and artists. Not all tribes tolerate a waste of food so bards best have useful skills and knowledge and magic and popularity. Socialise with all types excelling at manners, customs, diplomacy and even trade. They learn all kinds of skills and lore and language. At big inter tribal gatherings bards will have contests that go on for days. Famous bards are very respected and travel as they please

Sorcerer - natural born spell casters often a result of non human bloodlines from the monster age. Many have dreams  and visions which they enhance with fungi and herbs. In such dreams they meet and make pacts with their inhuman ancestors for power. Wizards have actually mimicked and recorded them to research new spells they can write on cave walls. Sorcerers unlike wizards are lazy, self indulgent, more willing to start a fight, enjoy adulation of others. A witch or warlock child if found to be useful with a cantrip might be spared. Problem ones might be abandoned. People who have been wronged by sorcerers are common and many hate them all. Wizards are above scandalous living. A good sorcerer is a tribal asset and respected.

Dwarf - dwarfs too were slaves of the monster empire and are recovering their own lost lore and arts. Currently they work copper and stone and silver and make the best weapons and armour. Bows, atlatl, slings, bolos, lassos and all manner of advanced weapons are known to them. They dream of going into the deep to find secure dwarf civilisation and being welcomed. Actually the elder dwarfs don't want them grubbing up the place with their stench. Every tribe needs a dwarf! Some trap them in caves or cripple their legs so they cannot escape. Dwarves can be sly and cruel and resentful at their value. Many demand beer or lovers or the best meat.

Elf - elves too were slaves of the monster empire and many did not escape too faerie land. Elves did come in to help the empire fall but did not reclaim their lost children. Even the dark elves helped betray the empire at the end. Some elves alone and isolated since savage monsters killed and ate everyone they knew live with humans, often for generations. They help keep lore and magic available to the tribe as well as fighting arts. They use bows and spears and live harmoniously with beasts and plants. Elves kept imprisoned waste away so most people try to keep elves friendly. Elves might long to meet other elves but will be shocked at their prejudice against those without pedigree or bloodlines tainted by mortals.

Gnome - small nature spirit folk who have remained hidden for aeons among nature but did help end the monster empire. Excellent craters usually lagging behind dwarves in many fields but good with precision moving parts. Also gnomes worship nature as kin so are good at arts of survival. They are quite charming and clever and tribes happily adopt them. They always hope to meet a village of their own kind but those who have wandered for centuries find it hard to settle with regular folk.

Halflings - burrowfolk live in holes in the ground. Stout and clever they are able hunters and gatherers and eat constantly in their decorated holes. Their every day comforts are great and their clothes are made from cloth with buttons. Advanced in farming, crafts, food preservation and cooking. They are very amiable and not ambitious mostly beyond creature comforts or food but they are curious. They make good food finders and cooks as well as make beer. They are well liked unless food is scarce.

Abhumans - these are part human part beasts made by gods in the dawn age or wizards in the monster empire emulating them. Many worship nature as do druids or they worship evil gods and demons. The most common in the current are d6 1=Stag 2=Lion 3=Ape 3=Bull 4=Snake 5=Lizard 6=Fish 7=Wolf 8=Frog 9=Bear 10=Crow. Other more exotic types exist too including elemental types, 
Terror Bird, Dinosaur or mythic creatures like dragons or unicorns. Most live in tribes and have simplest technology, some don't like fire or cooking. A rareley known fact is the monster empire by the end relied on abhuman troopd but human and orc breeds performed the best and became the most common type. Barbarians are modified hybrid humans and are thus abhumans like the strongest breeds of orc.

Giants - some giants as children live hidden among humans until they grow too large or hideous. Their habit of eating far more than any human is a problem for them. Some big tribes like supporting a huge strongman but small ones wont. Thus many end up alone. Giants can be good or evil and are part of a older order who waged war on the gods in the dawn age. Many chaotic giants served monster kings but others serving Cosmic Law helped humanity. Giants are rare but occupy valleys and hidden places hard for humans to reach.

Changelings - spirit folk akin to plants, elements or beast and change into human form. Some come to live with humans but move on as they are immortal and don't want to attract attention with worship. Usually they move if discovered. Mostly they keep their magic and shape shifting powers secret. Most are nature or darkness worshippers. Some dimly remember ancestors telling of being appointed by heaven to protect nature and consider themselves lesser divinities. They live among faerie folk for long periods also. Many of them are still sleeping under the earth awaiting the age of darkness to end but have yet to waken.

Tako - as the seas withdraw, 
Tako octopus faeries from the sea come exploring to map the new lands for the emperor of the sea. Most are alien to humans and seen as monsters. Mostly tako spy from a distance using hiding and climbing skills. They can be befriended and have many strange abilities that help them aid human friends. Some adapt to land and even cave or forest living. Many Tako have many reasons to not go home yet and will gossip with own kind. Evil wizard Tako serving darkness did explore lands also long ago.

Adventures
In a stone age setting but still usable by later eras.
It is post an age of black magic monster empire ruling overall, most details unclear
-find undead wizard cave
-explore glacier cave
-expose evil creatures pretending to be gods
-sinkhole full of undead with some great prize
-lair of demon bear
-orc village
-werewolf cult
-necromancers tarpit lair
-smoking mountain home of a dread wizard
-robbing a tribal village - steal a dwarf, calf, someones lover,
-hunting animals or monsters

Enemies

Orcs and Barbarians were bred by the monster wizards. Human-orc-ogre hybrids made by wizards in the monster age are abhumans. As were the barbarian hordes who made up the monster empire army at the end time. Barbarians and high orcs have a healthy sense of superiority to weaker natural humans. They wage war on humans for slaves and believe humans owe them everything for liberating the world. They do hate wizards and not too fond of gods. High orcs have been dropping in numbers for centuries unable to breed faster than their battle losses but lesser orcs revere them.

Pliestocene mammals mostly and modern animals few domestic animals
The plateau is a mammoth herd ground tunra rich in megafauna life
Dinosaurs are rare now mostly adapted to caves, islands, warmer climates but undead dinosaurs are favourites of wizards. A few dinos might survive in a valley or a volcano. Serpent and lizard men have domestic dinos which are better adapted to cold but still rare.

Fishfolk are always up to no good!
Beware their half human kin hidden among humans!

Undead are common in ruins often of monster empire races or servants.
Necromancers are evil wizards who seek a new age of rule by black magic
Necromancers seek forbidden lost lore, cultrs of darkness often aid them

Dark Priests are remnants of the monster empire religion taught still. Create undead, curses, poisons and murders by night. They are wicked and must die!

Wizards seek lost lore and forbidden remnants of old magic which is dangerous and drives wizards mad. Necromancers dedicate themselves to immortality, darkness and black magic.

Constructs left by wizards like golems often left as guards

Mutants are exposed to remnants of black magic, alchemical sludge or radiance of the ancients relics. Mutant dinosaurs, undead, dragons, demons, you name it is better mutated.

Tribes are local and do not welcome settlers. Their politics could be played to help characters tribe. About a dozen tribes, interrelated live on coast who live by various means but several hunters on plateau. Peace with some could be found. Some have evil secrets that could be exposed. As players interven and defeat other tribes some defeated may try desperate allegiances outside the human tribes.

Clans are: Stag, Bear, Wolf, Snake, Frog, Boar, Bison, Mammoth, Rhino, Lion, Beaver, Hyena. The newcommers tribe will get a name by the next inter tribe gathering based on characters actions. Until then they are "the stranger tribe".

Several intruder abhuman clans outside the area exist.
A tribe of Icefolk nomads from the frozen wastes come to take slaves back home
A orc tribe Blackbones, an elite of high orcs with their common orc rabble
A tribe of apefolk want to settle in caves and good places, strong and violent
A tribe of barbarians who seek wizards to kill and writing to destroy before moving on
A tribe of chaos barbarians seeking to kill and take corpses to necromancer master

Elves from fairyland are returning and planting forests,thorn hedges, goblin colonies and huge forests.
Dwarves from the deep have interesting things to steal but are vindictive
Halflings in the woodlands are good to trade with but protect hunting grounds
Gnomes live in wilderness and make life hard for hunters by protecting plants and animals
Abhumans mostly animal and elemental in tribes, many serve chaos
Changelings might be opposed to characters and act with magic and stealth and hidden close even in your house
Tako most are hidden but they do spy and steal, some worship elder chaos or sea demons

Alignment
Most people just are not into alignment and the fabulous benefits it brings and fights it helps start. But for those increasingly fanatic about alignment try theses extreme alignment claims.

Cannibalism is evil
Oath breaking is chaotic
Generosity is good
Tribal assembly is lawful
Raw food is chaotic
Cooked food is lawful
Stealing is evil
Keeping stuff for you and your family neutral
Keeping out of others conflicts is neutral
Considering protecting game with seasons balanced
Giving every side a say is balanced

Tuesday, 3 April 2018

Cloudland 4 Magic Kingdoms


The early results are from the Blytonverse but a bit twisted.

d10 Local Problems
1 Invasion d4 1=happening 2=in secret 3=traitors 4=invaders won locals now rebellion 
2 Health problem d4 1=famine 2=plague 3=venomous creatures 4=plague of creatures
3 Disaster d4 1=out of control 2=collision with another kingdon 3=storm 4=volcano 
4 Fugitive d4 1=evil wizard 2=evil high priest 3=murderer 4=criminal
5 Monster d4 1=lycanthrope 2=demon 3=undead 4=dragon
6 Outsider d4 1=hermit 2=elfmaid 3=witch 4=wild person
7 Guest d4 1=mortal child 2=several sibling youths 3=peasant 4=village idiot
8 Invader 1=pirate 2=murder hobo 3=mercenary 4=bandit
9 Ruins 1=haunted 2=buried 3=flooded 4=cursed
10 Secret dungeon 1=temple 2=tomb 3=barracks 4=prison

d100 Cloudland Magic Kingdoms
01 Roundabout land, keeps moving, populated by rabbitling folk and a old singing man
02 Snow land has a ice fortress, a evil witch, a bear fort, snow golems and penguin warriors
03 Land of the old Scorpion man, demonic spawn of tiamat, a greater demon
04 Rocking land is prone to earthquakes and locals live in ruins and look scared
05 Take What You Want land is full of goods you might buy in a common town store
06 The Land of Hag Spank a cruel night hag school teacher with her imprisoned students
07 the land of Seagulls where seagull folk live in a quaint seaside fishing and tourist town
08 Land of Red Goblins, currently empty with remains of tiny sized civilization
09 Wizard Land where wizards live with goblin slaves led by the Mighty One
10 Land of birthdays with a eternal childrens feast and local beings grant gifts
11 Topsy Turvy Land where everyone walks on their hands and they can infect visitors
12 Land of Spells where all kinds of magicians sell and trade splls
13 Dreamland where dream beings try to seduce and trap visitors with dreams
14 Nightmareland where bad dream entities try to trap and torment visitors
15 Do as thou wilt land where devils tempt you with sinful desires with terrible prices
16 Land of Toys, a race of toy golems once owned by giants, wary of strangers
17 Land of Goodies where everything and everyone is edible but be cautious they punish those who eat certain things or people
18 Land of old Women is full of witches, hags and magical crones of all kinds
19 Land of Tempers traps anyone who acts from anger forever
20 Land of Presents where you can get a good gift for a friend
21 Giantland of which there are many usually home to a clan
22 Nursery Rhyme Land where terrible warped versions of children's stories live
23 Tea Party Land where everyone visits for tea and has a charming time
24 The Land of Secrets a mist shrouded land with hidden treasure and lore
25 The Land of Enchantment where magic items are stored under trapped and cursed monuments
26 The Land of Know It Alls where overly clever people are housed to answer questions but can't leave. Don't let locals see you are smart
27 The Land of Treats with overly delicious unhealthy treats that try to trap visitors into eating to death or other cursed side effects
28 Story Land where old people can only talk in terms of fantastic tales and ignore other modes of conversation. They do know lots of lore
29 Caveman Land full of cavemen, apes and giant mammals and lizards
30 Undead Land full of graves, tombs, haunted houses and crypts roaming with undead
31 Troll Land with many species of trolls except the usual monster kind most expect. Hedge trolls, arcane trolls, cave trolls, hill trolls and even shapeshifter trolls in human form
32 Faerieland with all kinds of faerie folk, talking animals and sylvan beings
33 Gnome Land where all kinds of gnomes live in various villages
34 Dwarf Land with various dwarf clans living in villages, dungeons and inside a mine filled models
35 Dragon Land with all kinds of draconic beings who live here in peace breeding
36 Witch Land where hundreds of witches, goblins, familiars, devils and demons live
37 Tree Land where treants, dryads, tree spirits and various plant beings
38 Arcadia Land where sylvan beings like satyrs and nymphs celebrating with demigods
39 Paradise Land where angels live preying in preparation for the end times
40 Demon Land where a demon warband and their leader a demon or human chaos champion rule them and prepare for war or abuse a subject race 
41 Sphynx Land where cunning sphinxes quiz travellers to test them for worthiness to wield magic relics or know secrets
42 Fire Land of open lava and burning gas pits where fire creatures prepare to colonise other realms
43 Storm Land with fierce weather, cloud and air creatures prepare to expand
44 Rock Land is covered in great rocks and monoliths, mineral creatures prepare to migrate
45 Sealand is a salty sea with islands, aquatic creatures prepare to occupy other aquatic regions
46 Hell Land is full of burning buildings and torture apparatus scattered over a wasteland. Devils here prepare to face a invasion from the heavens and know they have no back up
47 Monster Land is a jungle with dinosaurs, ziggurat ruins and canibal tribes
48 Coast Land has a patch of coast with villages by a sea full of ruins some connected to undersea ruins
49 Dune Land is a sandy desert with ruined temples and pyramids, angry tribes live here and hate looters
50 Giantkeep Land a giant ruined castle where lesser degenerate giants fight over
51 Cathedral Land a giant ruined haunted cathedral crawling with undead and clergy trying to recail the complex

52 Dungeon Land is a colossal brick complex into hundreds of brick tunnels throughout the kingdom. The dungeon is magical and helps the creatures inside wage war and entrap visitors
53 Swamp Land where vile cultists live in a monster filled foggy marsh
54 Chateau Land where a mad wizard family manor is tainted by chaos as are the various immortal family members. Common folk outside the house deliver food
55 Crater Land is a grey wasteland with broken ground and strange creatures from some metal wreckage found in the biggest crater
56 Wine Land where satyrs and dryads and nymphs and centaurs frolic and drink. Occasionally they go wild and have a orgy or tear strangers apart in the wild ecstasy of their god
57 Treasure Land covered in piles of loot. Occupied by a large force of dragons who ask guests why they should be allowed to live. They may trade but dont welcome visitors. In the custom of the land everyone they let klive gets a gold piece
58 Trap Land is covered in bait, traps and treasure lures 
59 Torture Land where devils torment hundreds of victims in imaginative ways for the gods
60 Barrel Land has piles of barrels left everywhere some explode some have monsters others have treasture or common items
61 Chest Land has many chests left everywhere, some are monsters, many are trapped, some have treasure
62 Ruin Land is covered in ruins and remains of a former civilization with several dungeons
63 Tomb Land filled with undead, crypts, tombs and mausoleums
64 Brick Land where kobolds make bricks which they export for dungeons around the world through gates
65 Prison Land is filled with cages, sprawling prisons and ruined grisly forts staffed by orcs who drive slaves to mine and grow food. The less lucky are used for pit fighting
66 Crystal Land is covered in gem mazes and ruined quarts buildings and mineral creatures
67 Poison Land full of venomous and diseased plants, creatures and monsters
68 Stone Land where baslisks and cocotrices and other petrifying monsters dwell with treasure and thousands of statues of ancient heroes
69 Bone Land where skeleton people live in bone houses and live in bone people lives
70 Haunted Land where commoners live in fear from phantoms and ghosts
71 Spirit Land where tribal shamen deal with the invisible spirits everywhere

72 Swine Land full of jolly pig farmers but leaders are devil swine
73 Goat Land full of magic talking goats and some of their servants. From here they plan to destroy chaos demons and teach guest animals magic
74 Haunted Forest Land is a undead filled forest with scattered ruins and graves
75 Dark Forest Land is a dark elf kingdom with various monsters and a dark elf tower or tree fort
76 Farm Land is full of fat jolly farm folk with lots of children who like to count loudly
77 Elf Land where common elf farmers live in peace
78 Ogre Land where magi ruled tribes wage war and fight over treasure
79 Beast Land where talking animals, lycanthropes, animal spirits and beastmen live
80 Worm Land is a dark kingdom of worm monsters, mud, monoliths and cultists
81 Bat Land a cave filled world ruled by goblin tribes, batmen, vampires and giant bat monsters
82 Flower Land with giant bees and beemen who make magic honey
83 Bug Land where poverty stricken insect men live in a ghetto
84 Slime Land where revolting slime lords and jelly creatures rule over a lake of intelligent evil slime and demons like to visit
85 Wish Lands where various beings sell wishes for souls or favours or quests
86 Phantom Land where illusionists dwell and ancient illusions cover a desert wasteland with magic ruins
87 Iron Land a huge factory, mine and smelting operation operated by orcs and slaves ruled by a devil noble
88 Ever Living Land where quaint villagers never age and do best to stay the same. Settlers tend to adapt rapidly for immortality. Occasionally some move to a better imortal island if population grows too fast
89 Lizard Land full of giant bugs and cacti with hundreds of sleepy lizards on geothermal spring landscape with huge crystal deposits
90 Mushroom Land where a huge forest of mushrooms with faeries and goblins and gnomes and other creatures
91 Knight Land a kingdom of goodly knights who are loyal to a king and always questing
92 Temple Land with temples to all the known gods and even unknown ones
93 Spider Land covered in haunted old ruins, spiders and evil treasure

94 Death Land where undying necromancers come to study at a university and are served by undead and necromutants
95 Snake Land kingdom of snake men wizards and demons and gods
96 Strange Land where everything is lit oddly coloured lights and populated by mutants
97 Chaos Land where bubbling lakes of chaos spawn life and demons and other beings come to collect the best for servants and pets as they are born
98 Law Land where archons dwell in tower of light dispecing cosmic justice
99 Balance Land where a glimmering citadel offers rest and respite for champions of the balance
100 Wood Between Worlds Land where trees with ponds cover the island that can be used to travel to other cloud lands or planes or worlds

Monday, 2 April 2018

Overlands in the Sky Part 3: Wanderers




Future Cloud Land Sections
d100 encounters for cloud land areas
d100 magical ruins and remnants for cloudland
d100 strange magic mysteries found on cloudland
d100 magical hazards on the cloudlands

So cloudland turns out to be more fun than i thought. I get to mash up lots of giants, faerie and any planar stuff I want without the overwhelming absurdity of attacking an entire universe. I'm also liking the possibility of players colonising a cloud. As everyone you meet in the skyrealm is not a monster here are some strange folk that might help or hinder your adventures. I guess Im getting more tolerant of flying transports but not to be common in the lower lands. The gods and spirits actively hinder human flights to the upper realms with monsters, lightening or weather.

A options for this campaign might be to run it with zero level or children characters and minimize combat. Talking animals and other kinds of players or even faerie characters. Occasionally some bad boblins might need a few punches or a black hat shirtless gnome needs a beating. Perhaps reincarnate a party as treefolk or cloudland folk after a TPK.

d10 Cloud To Cloud Travel
1 Ferryman on a cloud raft
2 Sailor with a small boat will take travelers
3 Portal or teleporter pad to a preset location
4 Ropes use when islands pass for a limited time
5 Balloon or airship, dangerous but often luxurious
6 Flying mounts often for hire like griffons
7 Hitch a ride on colossus flying beast like a butterfly or bird
8 Ornithopter in shape of a winged animal with mechanical wings
9 Gliding, large kites, parachutes or other uncertain devices
10 Experimental flying machine mostly untested

d100 Wanderers of Cloudland
01 General Gleeson, lost war and a coup and now a wanderers landless but looking for somewhere he can become Napoleon like again. Some hitmen follow him
02  Brander Clune swashbuckling adventurer, wandered since a child and well connected. Has a featherfall ring and jumps onto lower cloud lands
03 Orlag Vugate former vampire servant escaped to cloudlands and looking for work without any undead overlords, older and meloncholic
04 Kleesar Fellthog town clerk escaped a dangerous cult and his communities destruction. Wants a literate good job and seeks a good master 
05 Vorsun Cleave former mercenary was recruited into a cloudland war and never gone back as the Earth is too boring. Has several pistols and some potions
06 Armelia Astarte led a expedition to a cloudland and is the last survivor. She is a aristocrat and treats others as servants. She is curious but also slightly blood thirsty wanting to dissect new creatures ank murder any who wrong her, she can be charming company if your worthy
07 Clementine Bower left her farm as a child and has adventured in the cloud lands and world tree since. She often has some kind of talking animal and or faerie folk companion and has lots of former friends who would rescue her
08 Tammy Patterson came with her father to build a alchemy lab in cloudland but everything went wrong. He and the lab were destroyed and since then she has been employed as a school teacher, a bandit, a grifter and a shopkeeper. She can still make some simple potions
09 Pettise Glazen with her giant intelligent goose companion Bill that can carry her short flights. She often helps people in trouble and travels for amusement
10 Leopold Velvet a foppish aristocrat in the finest clothes, agonizes about indignities and danger, offers money in gold jewelry to any who can rescue him since his experimental balloon accident that stranded him here
11 Fowler Gantz a ex mercenary servin hell and damned now evades them and seeks to betray his masters and help the needy
12 Lutipold Favazio a glamorous prince sent into the clouds as a curse and wants to get home and claim his throne. He always turning down marriage and fancy titles by the cloud folk for his royal demeanor and education in battle tactics and land management
13 Master Preston is a silly old wizard with his young apprentice pete. They have wandered as adventurers for years and pete wants to go home or settle down. Master Preston is fascinated and just wants another two or five years before reporting his findings to the university
14 Billy Maxwell is a freckled red haired 12 year old boy in a sweater from another universe. He hates this place but has got used to magical madcap adventures. He would like to meet up with some fighting types to teach him to be a mercenary
15 Sammy Haines is a girl from another world in a blue dress who smile always and is always hopeful Sammy Smiles some call her. She often has a elderly gentleman chaperone often a fairy or talking animal or faun. She would like to be a wizard if she is stuck here
16 Orson Cardwell is a large obese man who wanders the cloud realms looking for things new to eat and drink and because he overstays his welcome as a gorging guest. He feels it his right to expect large free meals and drinks to be his companion. He tells lots of witty stories about his escapes
17 Cordelia Cox has been living in the clouds eight years and is now a accomplished swordswoman with no interest in returning to mere mortal life. She dresses well and carries dueling swords and pistols, her manservant Benjamin is a mongrel man she adopted
18 Sparren Gouger a plucky farm lad who killed a giant and now looks for home. He is mostly lucky and quit witted and has a giant gold coin in his backpack. He has a sprite friend Licky he saved from a cat
19 Eidorf Manx a travelling doctor amazed at what he has seen on his travels. Has confusing charts of some cloudland seasonal travel charts. Kings are always trying to keep him as staff and he is always fleeing. He carries a pistol and small sword for defence
20 Vodel Kraft is a lucky thief who has robbed many cloudland nobles and lost his money as easily. He has a few exotic assasins after him. Convinced he lives a charmed life and the luck goddess loves him 
21 Kirra Yarden has been exploring for years trying to find a home or friends who can keep alive. She has been in several struggles and seen cloud kingdoms fall. She is suspicious and wary but a capable and sneaky rogue 
22 Tanya Rattenburg is a former gang member carried away to cloudland by a non human lover. She managed to end that affair and is now better off and well dressed than most of her life. She is looking for the next thing to do for a while or the next interesting lover. Her former lover does not want her to love again until he has recovered
23 Eamon Gallax former labourer was in a cart snatched away by a giant bird to cloudland. He thinks everything is a grand adventure and wants to take wealth back to his home to prove his adventures
24 Gollen Barran a bumbling drunk with a knack for being followed my angry magical creatures. Possibly his thieving abilities led to this condition. He is good at running, drinking and scheming. Occasionally he hooks up with a orphan child until they realize he is a threat
25 Captain Crozier had a ship swept into the clouds and all his crew were eaten by giants. He has made some maps and has a telescope and plans to escape by tying himself to hundreds of geese
26 Marnad Crollzegger is a cracky bitter mercenary who has escaped a giant prison after years of abuse. He will take any chance to harm a giant but also fears them. Would like a safe land to settle
27 Argranzio Cullenforth a composer gentleman whisked away by elves here. Has a violin and sheet music he has written while here, his best work. Otherwise he just has nice clothes, hat and handkerchief and a few copper coins. Would like to go home but more inspired here 
28 Galler Madon grumpy old ship hand used to serving others to survive will latch onto someone as a servant. Eats lots and vulgar but competent and loyal
29 Killian Dory a ex prate and cult leader will join any group then try and take over by any dirty tricks and sabotage he can. Tries to get new companions interested in banditry and canibalism
30 Birandi Callorn a wiley commoner who has had many poor jobs in the sky kingdoms and is always on the move to find where he could be perhaps a farmer instead of a  dirty job labourer. Has seen giants do apaling things while serving them
31 Fantogrel Glormdung is a giant in fine but soiled clothing who wants some traveling companions. He is greedy, bad mannered, superior and has a runny nose he wipes on his blue velvet coat. He is hard to get rid of and makes trouble. On the plus he is a giant and will eat enemies in battle
32 Hozor Glant is a lone devil swine driven away from the last town he ruined and now looking for friends. he will try and charm everyone until he is boss then will use to take over a village and feed him and serve him
33 Gnorden Velk a ex giant footman whose master had a terrible accident on some travels. Gnordon grabs whatever he can eat and steal and is keen to travel and find wealth to retire in some quiet town away from giants
34 Krillbar Trang a filthy old sailor lost in the skyrealms an carries a large load of ropes and supplies he hopes to get to another cloud with. Keen to find travelling companions to help him make a crossing away from here
35 Jimmy the Weasel a friendly weaselman in a coat offers rare goods and guide through creepier places
36 Loriad Ilmar a young elf boy who helps travelers. He will travel with good people for a while   
37 Borgnan Thistle a brownie who carries messages between magic kingdoms, good travel advice but in a hurry
38 Creatura Mandlebon a wizard who makes monsters especially beastmen when she can get in a lab. Will wander with adventurers and look for chances for body parts of exploratory unwanted surgery
39 Laura Branagan has wandered the lands and keeps having whirlwind romances with nobles who turn out to be terrible people or worse. She things she is cursed by a witch
40 Beatpot Bagarin is a kitchen golem with the bound soul of a chef, he mostly wants to cook magic food and give it away yet important people want him as a servant
41 Clune Muldave a lot assistant of a professor. Taken on this expedition then lost Clune has adapted but feels resentful to his old master. Quite a gifted scholar and able to change. Has pile of books and notes in a backpack
42 Fanny Bargewhistle is a adventurer through the cloudlands but also knows about a secret magic canal system on the mortal world. She has several pistols and a small sword mostly prefering to backstab  and pretending to be useless
43 Dick Trumpet is a loud lad who has a magic viking horn he calls his viking beserker chums to his aid. He is good at offending everybody in a room so he often is hunted by mobs. He cant help but  adress everybody in a given area
44 Snotglub Meek a goblin will help strangers for food and follow them. Is an expert groveller and beggar and likes to follow adventurers and glean their leftovers
45 Knickleknock the kobold hero is a brage heroic kobold, reputed to be son of the kobold war god and is as mighty as a ogre. He is a impotent brat who wants to be king. He will join adventurers and try to use them to destroy the current kobold king 
46 Hstala Goldfang a serpantwoman changeling pretending to be a friendly sorcerer to join travellers
47 Elglen Svertvoldt a gnome who quests for exotic alchemy ingredients. Will offer to help adventurers and offered to identify potions, drugs, alcohol and other substances
48 Lorax V'tan a hedge troll who smokes cigars and has a knack for finding food and water even in dungeons and caves. Good tracker and knows what things to expect
49 Klietron Thune wizard of fire, looking for spells and fire magic items and has just lost all his followers to a volcano giant
50 Greegand Gnorbad hyena man who hates most of what he has found and will serve adventurers till he can join some beastmen
51 Erok Gnushdrawl orc dire wolf rider and archer who will follow adventurers until he can join some orcs

52 Karnak Ironblood a dwarf adventurer questing for dwarf relics and keen to follow travellers
53 Professor Koleburg and his assistant Stringbean looking for kaiju or ancient machines of the titans he can meddle with for learning purposes
54 Doctor Karlos Lichenman a older traveller and master assassin needs party as dupes to help cross borders and possible mooks to blame for hits by planting evidence, seems able and helpful until reaches target
55 Gregory Rabbit a fancy dressed rabbit man. He is a bit of a thief and attracts enemies but he is charming and very useful. He can help evade encounters, knows secret paths and who local meanies are  
56 Mr Philip Mole is a moleman wizard, he sometimes has pointers because he has poor long range sight but fantastic smell and hearing. He is well meaning and a bit scared at times but is loyal to companions
57 Ivor the Bear is a large drunken party bear who will follow adventurers to earn drinking money or capture enemies booze. Knows lots of songs and jokes and can keep any party going slightly longer than it should
58 Lucian Ram is a ram man magistrate who has come to doubt his law career and now roams questioning right from wrong, solving mysteries and locating criminals. He loves travel but pretty soon company notice the constant murders and leave him behind
59 Laura Doe is a reindeer woman archer who patrols the woods killing evil and helping travellers. She might travel with some strangers to see if they are up to survival
60 Rubian Toad is a elderly toad sheriff fired for drunkenness. Now he wanders suicidal taking on criminal gangs alone (although often people help him). He is friendly enough and will join travellers but will then be aggressive to bandits swearing by his life to kill them all which seems extreme
61 Rudolph Manpants is a frog dandy who wears fancy noble clothes including pants which he is proud of. He expects respect for his clothing. He will travel with others but mocks anyone met without trousers and provoke a fight. He will share his amazing gourmet picnic basket and wine that he creates with a spell daily granted by a nature god of wine
62 Zelleg Thwait
63 Mr Augustus Badger is a kindy badgeman with a sword and a blunderbuss who will help inept and clueless strangers he meets. He offers sound survival and travel advice and is suspicious of other strangers
64 Mr Cheeky is a red squirrel man who is a very crafty beastman thief. He only hates other coloured squirrels and is otherwise reasonable and charming.
65 Ms Megan Goat, a magic goat wizard on a mission to help animals fight chaos cults
66 Corky Slushdrake is a brown dwarf duckman or Duckling some insultingly call them. He is a veteran sailor and adventurer and is crafty. He does think everyone is out to get him and mistreat his race which can make him berserk
67 Bonny Loxley is a foxwoman criminal. She is mostly on the run and not actually much into killing more into tricks and stealing and fraud. She is also a bard and manages to charm lots into releasing her. She is soft hearted for a fox and others tease her
68 Dr Cornelius Goat is a goatman scholar looking to study various savage tribes of goatmen he has heard of from books. He hopes that poor ignorant uncivilized goat folk might be helped. Will travel with others in hopes of meeting chaos goatmen
69 Juniper Sheep is a wooly sheep girl in a violet peasant dress and looks quite sweet. She is a witch but only uses her powers to ruin the lives of those who cross her or her friends. She can magic up delicious meals and tea
70 Clover Honeyclops is a lady magic horse, she can adopt human form and will cast her druidic spells he help others. She does think everyone should be friends and try to use magic to make everybody happy
71 Glimgold Golem is a mechanical dwarf made long ago who wants a soul. He is currently helping dwarf religions and recovering relics some from the hands of giants

72 Oliver Flax is a farm hand totally lost when giants took him and he escaped. He has a pig he wants to get home safley
73 Jemima Pig is a helpful pink pig woman and wizard. She is wary some want to eat her so is wary of strangers and willing to use magic. She is very jolly and upbeat
74 Isaac Turtleman is a turtleman writer of some repute who is on a sabbatical for the last score years. He likes to wait for fights to end but will fight to protect decent folk and uses a crossbow and a spiked club under his cape 
75 Boolian Glibber fishman adventurer, loves the ladies but most scream in terror. out to put on a good face for fishman kind really a cultist of a demon octopus god. Famous duelist who wears best shoes and stockings (enough to make any fish jealous)
76 Sia Oakley is a lady tree spirit shapeshifter wizard who helps strangers and helps faerie folk
77 Gnor Raargan is a caveman hunter lost from home but learned some strangers can be friendly. Speaking is difficult for him. is a good hunter and sneaky
78 Princess Sparkles is a faerie woman who can shift into human form and knows some wizardry. She finds mortals adorable and quaint and tells them how cute they are
79 Rory Gloomhole is a miserable old ratman who travels with his case to see if their is anywhere nice to live. He will follow strangers who don't eat him and is good at traps and detecting ambushes 
80 Lorren Zaar is a young star spirit in human form who has fallen from the sky. She needs some help surviving and bad people would want to exploit them
81 Gorian Hurgle is a old gnome scholar and wizard who is on a quest for some spells for his collection. He will follow and help others and loves to swap spells
82 Kimber Twinkle a young sprite child who wants to follow interesting explorers before going home. Asks lots of questions an good at rescues
83 Corrigan Thimble is a halfling tailor who likes anyone with food and is hopelessly lost from home. He will repair clothes and shoes skilfully and is kind of talented at sneaking, traps and sneaky stabbing
84 Lurg Crushflesh a ogre who has been charmed and let loose with instructions to help strangers. Eventually will wear off and he will go crazy but in the meanwhile he flutters his eyes and does best to be friendly
85 Roland Goldhiem is a viking prince stranded here by witches overtaking his homeland. Wants to get home but good natured helpful companion but a bit inexperienced
86 Skel Kleinman is a amazon warrior long lost from home turned mercenary. Will be willing to try travelling with others and feels protective of the weak
87 Rodlever Klarsh is a cultist travelling as a merchant with bag of medicine, dyes and fine knives. He also smuggles cultist letters in code
88 Glimrung Horselump is a travelling ironmonger and tinkerer who likes selling stuff to magic kingdoms but will not share his secret of interworld travel
89 Cletus Russo a redneck swamp dweller from a degenerate clan who has become lost. He accepts all this magic stuff in stride and shoots at troublemakers with muskets and considers eating them
90 Moravan Lorr is a friendly young necromancer with his robed silent servant (or zombie), happy to meet strangers and help them but interested in vivisection of enemies. Otherwise seems ok and he is charming
91 Lillian Kalloran is a elven adventuring woman who enjoys sword fights and spell casting but she will not really risk her immortal life and tends to flee if her spells run out
92 Elga Splitskull is a dwarfmaid with luxurious long hair and huge muscles. She likes to smash things with her mighty hammer and likes to fight big people. Reasonably friendly and likes to drink and sleep with her new friends
93 Victor Klougher is a spy who has been lost since a mission involving flying went terribly wrong. Is quite modern and has several pistols and some black powder for bombs. Wants to escape but tempted by things that could help his cause or escape

94 Rebus Talon is a dragonling, a type of dwarf dragonman kind of hopeless at most things but sneaky. He knows all kinds of trivium and magical kingdoms 
95 Preston Fumblefinger a gnomish traveling smith with various tools in his pack and a small 10lb anvil and tiny furnace. Happy to trade repairs for food and travel with friendly folk
96 Billy Cranston was lost exploring his family mansion and fell in a trunk. Something creepy called the king in yellow is following him and he wants to get home
97 Gloriana Veritas a girl wizard with her pet magic talking dwarf pony. They are out having a fabulous adventure together and will join others until they do something creepy or bad
98 Clarissa Rosequeen a lady flower spirit in human form is off to see the world before she returns to her home garden to stay put forever. She is painfully good and she has plant armour with spikes and a living thorn sword
99 Lord Green a treeman knight in leaf armour with a grass sword visiting the world to smite evil and learn before returning home forever. Will join others if noble and decent and are nice to plants. Will say prayers over firewood
100 Titania a faerie queen demigoddess in disguise as a common faerie or sprite or brownie. If people she meets are kind and good she will reward them but any wicked get sent do a dungeon in the faerie underland

Sunday, 1 April 2018

Overlands in the Sky Part 2: Factions






















So next are some people for cloudland. Thinking more wharr fun this could be for higher level play. Lots of benefits of plane jumping fun but more controllable power levels and more in line with being opposite of the of the underland kingdoms. Master of Magic pc gamers should see the possibility of this and possibly where lots of high level adventurers disappear to. From this level of the universe you see mankind like bugs below and occasionally see gods and divine beings of the upper realms or servants of law.

Future Cloud Land Sections
d100 encounters for cloud land areas
d100 wandering strangers of cloudland
d100 magical ruins and remnants for cloudland
d100 strange magic mysteries found on cloudland
d100 magical hazards on the cloudlands

d10 Quick Common Factions on Cloudland
1 Giants with d4 pet types or servitor races
2 Remnants of giants, degenerate giant kin like ogres
3 Trolls, often long extinct civilized trolls long gone from the mortal world
4 Faerie folk or sylvan beings of the forest
5 Beastmen especially bird related tribes are the most common
6 Demi humans including elves, dwarves, gnomes, halflings of exotic tribes
7 Strange abhuman tribes kin of elements or other materials even cloudfolk
8 Overrun with monsters possibly even demons
9 Race of changeling spirit folk kin of animals, plants or heavens
10 Beings from the upper worlds like angels or archons, often distant worlds

d100 Tribes and peoples for cloudland faction
01 Tribe of hill giants live among some dolmen in a great wooden lodge with some caves underneath. 1in6 have pet bears 1in6 have some orcs goons
02  Stone giant clan rule from a stone house overlooking a quarry 1in6 keep gargoyles if evil or earth elementals if neutral, 1in6 have thrall humans and 1in6 have thrall orcs
03 Frost Giant clan rule from the coolest tallest spot and attract frosty winds. 1in6 with winter wolves or ice apes with 1in6 using vikings berserker cultists or zombies
04 Fire Giant clan have built a fort and possibly opened a magma seam to keep warm in a strategic location in a cave or fort. 1in6 have pet hellhounds 1in6 have orc or firenewt thralls 
05 Cloud Giants quite advance who can control the weather and steer the cloud (or could once) they are decadent and practice rituals of sacrifice but not all evil and sadistic 1in6 have a pet air elemental 1in6 have pet human thralls
06 Storm Giants live in a castle and consider the island belongs to them. 1in6 keep giant eagles and 1in6 have human servants
07 Forest Giants protect the woods and 1in6 have a pet treant friend and 1in6 have a elf thrall
08 Mountain Giants dwell in most hard to reach mountains mostly sleeping. 1in6 keep pet giant goats 1in6 have dwarf servants
09 Desert giant holds court in a wasteland it has created served by all manner of foul magic spawn 1in6 has a mummy 1in6 has serpentmen wizards 1in6 has lesser demons 1in6 has giant scorpions  
10 Band of ogres with a mighty chief related to a giant and has a magic item 1in6 have pet wolves 1in6 have some orc helpers
11 Band of ogres led by a hag who is the clans grandmother and considered holy 1in6 have pet giant boars and 1in6 have tribal cave men hunters who worship them
12 Ogre Magi with a clan of ogre followers keen to invade and raid others, 1in6 have pet hellhounds 1in6 have goblin and hobgoblin followers and hate bugbears
13 Ogre Magi clans determined to over throw a human kingdom in the name of evil 1in6 with giant bats 1in6 with hobgoblins and bugbears 
14 Formarian war band have soured a land with their filthy wallowing in filth and food and corpses in pits and gorging on everything 1in6 have pet shoggoths 1in6 have thrallmar humans as servants
15 Cyclops work to herd beasts and catch fish and grow vines and occasionally eat humans. They 1in6 have giant sheep or goats and 1in6 have human prisoners and servants and 1in6 of having a band of cyclops orcs
16 Redcap live in hiding near a victim village where they kill and rob and murder travellers. They also protect their human village. 1in6 with wolves 1in6 with human thralls 1in6 with evil gnomes 
17 Ettin lord with his clan. Hideous two headed man eaters and pretty moronic. 1in6 with pet giant boar 1in6 with orc thralls.
18 Giant men mutant hybrids most are hideous freaks but not yet as chaotic or terrible as formarians. 1in6 have mutant dogs 1in6 have mongrel men abhuman servants 
19 Titan dwells here d4 1=in country villa 2=in chains 3=bound to burning rocks 4=in a cage often with a guardian monster 1in6 have human cultists and 1in6 have a giant follower
20 Kaiju colossal monster mostly sleeps 1in6 covered in some giant vermin who parisitise the monster and 1in6 have a humanoid or beastman cult
21 Remnants of trolls living in haunted ruins of their destroyed civilization. Savage survivors are chaos worshiping and insane who only eat animals not keep pets and some keep slaves and eat the poor quality ones 1in6 have human slaves
22 Clan of hill trolls with a burrow complex, close knit civilized family with several troll god patrons. Hate the chaos mutant common trolls. 1in6 keep trollbeasts of some kind and 1in6 keep a lesser race of hedgetrolls as servants
23 Clan of troll changelings turn into humans if mortals appear to assess them. All are highly magical wizards 1in6 have a animal pet 1in6 have a hedgetroll friend
24 Clan of moronic cave trolls aggressive and demand respect. 1in6 keep pet cave rhinos or cave walrus and 1in6 keep regular chaotic trolls in chains as fighting beasts
25 Ancient troll wizard with his servants dwells here in tower with students. 1in6 have a invisible land spirit companion 1in6 has a hill troll bodyguard or servant
26 A troll nighthag lives here with her hill troll sons. They 1in6 keep regular dumb wild trolls on chains as pets and 1in6 hobgoblins as goons
27 A troll shaman lives here with hunter followers. They have been isolated for aeons and if they feel threatened will take potions turning them into the horrible chaos cult trolls. 1in6 keep a savage troll in chains and 1in6 have hill troll followers 
28  A troll sorceress ancient and wise hides with her people inside a hill or fountain. Various troll folk live here in a mixed community (but none of the famous chaotic trolls). 1in6 keep a animal pet and 1in6 has a hedge troll or halfling
29 A clan of wizened old troll mages might teach worth human magic for helping them start a colony. 1in6 have elemental pets 1in6 have human apprentices and guards
30 A clan of ice trolls have made a Ice Palace and frozen the area. 1in6 have winter wolves 1in6 have frost salamanders 1in6 have a ice toad
31 A colony of dancing faerie folk drinking merrily often with a guest from other local factions and many races of faerie folk 1in6 have a pet werewolf 1in6 have goblin militia
32 Thousands of flower faeries dwell in area and keep giants out mostly 1in6 have nymph for a goddess 1in6 have a unicorn 
33 Wood elven enclave watching area for the elf nobility and to opress giants. 1in6 have sabre tooth lions and 1in6 have human or halfling savage
34 Hairy wild men having a festival of drinking, feasting and fornicating with pagan ceremonies dedicated to faerie cults 1in6 has a wolf 1in6 has a feral halfling
35 Colony of tree changeling spirit folk , live in secret unless threatened, 1in6 have pet giant owls and 1in6 have a colony of halflings to do the gardening
36 A colony of elf virgins and their unicorn pets 1in6 have atracted a band of elf knights
37 Leprechaun clan live on top of a mineshaft they keep their gold in. Unimpressed by rainbows marking their horde, 1in6 have woodland vermin serving them like finches and squirrels that act as a swarm 1in6 have dwarf mercenaries guarding them
38 Colony of sprites, pixies, brownies and other tiny fey folk living with talking animal folk in a mushroom village 1in6 have a pet wyvern or drake 1in6 have gnome mercenaries
39 A sacred pond where nymphs, dryads, satyrs, fauns tree spirit folk and elf maids dwell. 1in6 have a pet faerie dragon and 1in6 have elf knights
40 A faerie hill fort or tree fort where a court of the elf folk of the bright or dark sort dwell hidden from prying eyes 1in6 have griffons and 1in6 have goblinoid troops
41 Hawkmen or Falcon men clan defending the area aggressively and demanding respect. 1in6 have giant bird companions 1in6 have thrall humans
42 Vulture men live in a cave practicing dank magic. 1in6 have pet undead or demons and 1in6 have human necromancer students
43 Owlmen Wizard scholars live in a treehouse library complex 1in6 have familiars 1in6 have human apprentices
44 The great and terrible phoenix nests here and aggressively keeps mortals away 1in6 have lesser pheonix guardians and 1in6 have eaglemen knights
45 A eaglemen colony where they guard a relic for the sung god in their monastery 1in6 have giant eagles and 1in6 have human monk pilgrim warriors 
46 A goatmen tribe good druidic or chaos and evil tribes. 1in6 have giant goat pets 1in6 have human druids or witch coven to aid them
47 Crowmen colony is very curious about new lands and visitors but like to keep own secrets hidden. 1in6 giant crow pet and 1in6 have human thieves guild who distract strangers
48 Tribe of spider women witches 1in6 have demon pets and 1in6 have dark elf pilgrims sent to aid them
49 Clan of ape men living in ruins they claim from their past 1in6 have carnivorous apes pets 1in6 have dogs and 1in6 have horses
50 Tribe of wolf men who hate mortals and serve the demon chaos wolf of the underworld, 1in6 have pet dire wolves and 1in6 have some werewolf guests
51 A halfling village well defended with moat and wall and tunnels 1in6 have pet giant beavers and 1in6 have pet dogs and 1in6 have goats

52 A gnome hill complex who follow druidry. 1in6 have pet giant moles or squirrels or robbins or rabbits and 1in6 have giant badger colony
53 A tribe of gnome mechanists 1in6 with security golem or automaton and 1in6 with human mercenaries with guns 
54 A tribe of bad gnome magicians 1in6 with gargoyle pets and 1in6 with a bound spectre 
55 Dwarf fortress with strict mountain dwarves who shun dealing with other races mostly 1in6 with giant boar and 1in6 with a golem operated siege weapon on wheels
56 Hill dwarf trade town stockade with friendly dwarf merchants 1in6 with human employees and 1in6 with halfling servants
57 A nasty dwarf foundry of war smiths dealing arms and weapons but spiteful to humans who want their secrets. 1in6 giant raven pets and 1in6 living statues guards
58 A village of elves led by the oldest noble 1in6 goblin servants 1in6 with pet wolves or lynxes 1in6 with hobgoblin militia
59 Dark elf village of giant fungus, 1in6 with goblin servants and 1in6 with bugbear assassin's and 1in6 with hobgoblin infantry
60 Orc village with tribal chief in log fort led by a chief and a shaman. 1in6 have giant boars or wargs 1in6 have boars or wolves and 1in6 have goblin slaves
61 Rockmen tribe living among giant megalithic stones 1in6 pet rock bears and 1in6 have dwarf visitors allied for aeons
62 Magmamen village near a volcanic vent 1in6 have pet fire toads 1in6 have fire newt allies visiting
63 Mistmen secretive tribal killers who's territory is covered in magic fog. 1in6 have a fog giant hero and 1in6 have human mutants who have fled humanity
64 Icemen live in a frozen glacier hub riddled with caves. 1in6 have a arctic wolf and 1in6 have pet white apes
65 Treemen tribe live in secret in their woods guarding them but others probably know to leave their trees alone. 1in6 have a treant elder and 1in6 have elven archer allies
66 Mushroom men mostly live in caves or fungi forests. 1in6 have a giant mushroom man elder (as a treant) and 1in6 have dark elf allies with them
67 Mixed colony of insect men of various types who live together in a shanty town, poor but happy and playing music all night. 1in6 have giant manis guards or 1in6 have giant stag beetles and 1in6 have giant carnivorous fire beetles
68 Hideous worm men sorcerers perform blasphemous rights with 1in6 with pet giant leeches and 1in6 with a giant worm
69 Slimemen village built of decaying jelly masses 1in6 have ochre jellies 1in6 have gelatinous cubes and 1in6 have a greenslime pit
70 Crystalmen wizards building a complex crystal garden for some reason, 1in6 crystal beast pets and 1in6 have a pet crystal ooze
71 Demonic horde of lesser demons with one powerful leader in decline without support 1in6 have a mutant pet and 1in6 have human cultists

72 Demon lording over a cultist clan 1in6 with undead servants and 
73 Demon cult 1in6 with a pet shoggoth and 1in6 with a demon
74 Elemental cult with 1in6 with a elemental and 1in6 with a elemental beast or abhuman
75 Clan of wise sphinxes 1in6 with human scholars and 1in6 with faun servants
77 Dragon lair with 1in6 with draconian servants and 1in6 with human cultists
78 Fishmen spy base watching upper worlds 1in6 pet giant octopus 1in6 with a plesiosaur living in their pond
79 Centaur clan 1in6 with pet war hydra and 1in6 with human thralls who fight for them
80 Chaos horror unique monster swells here with 1in6 cultists or 1in6 with lesser mutant spawn
81 Realm of beastlords where inteligent giant talking animals rule 1in6 have druid house guests and 1in6 have some elves staying over for tea
82 Home of one of the stars of heaven who lives here with their servants and court by day and at night goes to battle among the stars defending the moon. They may pretend to be human nobles. 1in6 has a fabulous monster like a dragon or sphynx and 1in6 has a race of centaurs or beastmen servants
83 A hundred armed giant dwells here with his cyclops servants. He has titan like powers but is more of a brute has been exiled here forever 1in6 has a captured human royal heir 1in6 has a large bandit gang and uses them to raid the surface world
84 A village of spectral haunts pretending they are still living protecting the lands they had when alive until new humans can replace them and do not need help 1in6 with a spectre and 1in6 with a ghost
85 Outpost of heaven where many spirit folk changelings come to study martial arts and philosophy most in human form, 1in6 pet dragon 1in6 human servants
86 Doppelgangers pretend to be friendly villagers so they can eat villagers 1in6 have poltergeist aiding them and 1in6 invisible stalker guardian
87 Citadel of conspiring devil hybrid changelings receiving training before going to mortal world 1in6 have a pet hellhound or a hellcat and 1in6 have a imp
88 Unicorn spirit shapeshifters live close to heavens 1in6 have regular unicorns and 1in6 can call an angel to aid them if needed
89 Settlement of cloud spirits who like to live as humans 1in6 have pegasi and 1in6 have fog elementals
90 Winged men shapeshifters living in palaces in service of the gods, 1in6 have giant eagles 1in6 have a protective djinn
91 
Expedition of strange uniformed humans from another world with advanced guns and explosives 1in6 have a aerial recon drone with a SMG and 1in6 have a ground drone with a grenade launcher
76 Angelic encampment with angel leader and a band of clerics and knights in a tower sworn to guard something. 1in6 have pet kirin or phoo dog or dragon 1in6 have a healing well
92 A crystalline pyramid of law occupied my a arkon with a group of lesser modrons made of luminous polygons, 1in6 have a time elemental and 1in6 have a greater modron ally
93 A tower of lesser devils with a superior leader 1in6 have hell hounds 1in6 have a greater devil on call to aid them in their secret schemes

94 A elemental race of abhumans are here with 1in6 pet elementals and 1in6 dragons in service to elemental gods
95 Undead horde with necromancers 1in6 with a lich 1in6 with a vampire 1in6 with a mummy out to help the necromancer way
96 A night hag has been releasing bizarre beings from the dream and nightmare realms 1in6 with nightmare and 1in6 with shadow mercenaries
97 A great idol of the elder gods is here worshipped by howling cultists for aeons 1in6 have servitor daemons and 1in6 their god will appear or send a demon representative if needed
98 A lesser god or petty god is living here with followers and they do not want interruptions 1in6 have some bizzare servitor beast and 1in6 have a alignment appropriate entity or elemental appear to aid them
99 A god has a estate here and their servants care for it 1in6 have a guardian monster and 1in6 have the god or personal servant lesser god defend the estate. Petty mortal servants will do their best
100 A lesser god is living here but pretending to just be a wealthy noble prince. Will greet travellers and might elist aid or trade with them. Only reveal divinity if attacked and insulted. 1in6 will have a major domo who will interact with all guests and help all get along 1in6 will have a willful divine child overly interested in mortals 

Saturday, 31 March 2018

Overlands in the Sky Part 1



Jack and the beanstalk is the obvious example. Cloud and storm giants in DnD we are told live in cloud castles. These are a few scenarios featuring this environment. The magic faraway tree by Enid Blyton has the various cloud worlds that are temporarily accessible from the treetops. If you visit too long you can be trapped. I like this last approach especially as I have made  a cosmic tree related to faerieland already. I guess you could find a gate or a magic mountain or just fly up too. SOme cloud lands wander into contact with other planes even the lower or elemental planes. Some are copies or remnants of various heavens and paradises but often flawed or deceptive. Giants are fairly common encounters here but fairies and gnomes and other creatures might live in the forests on cloudland. Some cloudlands have ruins remnants of giant civilization from when they were smarter and more supreme. Clouds sometimes crash or collide with fragments of the abyss that that also float around the multiverse usually full of demons. Some beings close to heaven might dwell here for some reason usually because they are close but not quite on point with elastic dogma. There are angels for example who are not willing to return to their kingdom and disagree with home order.

So this is a bunch of tables to generate a cloudland to adventure on with some local life and other details. On one note In my setting dragons and even gods tend to attack balloons and airships. Human attempts to fly with apparatus like tying geese to your chair or jumping off a mountain with fake wings tend to end in failure. Beings in the upper world often use chariots pulled by griffons or other magic animals and some have magical ornithopters, golem like mechanical winged creatures.

You can run amok using various bridges to the sky lands and exploring the upper realms. You can taste what its like to invade another dimension or world but with limited foes and a chance of winning. Heroes from earth You could even colonise a cloud land.

Cloud lands in a world over mobile cities in the lower world would be bonkers. Perhaps burrowing cities in the deep and giant submarine mobile cities. Only dead cities sit still.

Clouds might collide which creates some good adventure opportunities. This could be war or disaster. Once you control the helm of a cloud you might try and annex some smaller cloud lands or give up on bothering with the mortals world on the surface.

Sky people call mortals of the surface groundlings, mortals, earth folk, midlanders, centrelanders, middlemarchmen, groundhuggers, children of earth, those from below, earth grubs, smallfolk and other derogatory names.

Could expand terrain table to have d12 entries each or something like my other terrains


Future Cloud Land Sections
d100 tribes and peoples for cloudland faction
d100 encounters for cloud land areas
d100 wandering strangers of cloudland
d100 magical ruins and remnants for cloudland
d100 strange magic mysteries found on cloudland
d100 magical hazards on the cloudlands

d10 How Big is the Cloudland?
1 Smaller than a sports field only a hundred yards or less (One faction one features)
2 Size of a oval 300 yard or so  (One faction one feature)
3 Half a mile across  (One faction two features)
4 One d4 miles across  (d3 factions two features)
5 Group of d4 x 4 mile hexes  (d3 faction three features)
6 Cluster of 3d6 x 4 mile hexes  (d4 faction four features)
7 Small kingdom of ten times d4+2 lots of 4 mile hexes   (d4 faction four features)
8 Medium kingdom of ten times 3d4 lots of 4 mile hexes  (d6 faction five features)
9 Large kingdom of ten times 4d6  lots of 4 mile hexes  (d6 faction five features)
10 Very Large kingdom of hundred times d4+2 lots of 4 mile hexes   (2d4 faction six features)

Quick Common Factions on Cloudland
1 Giants with d4 pet types or servitor races
2 Remnants of giants, degenerate giant kin like ogres
3 Trolls, often long extinct civilized trolls long gone from the mortal world
4 Faerie folk or sylvan beings of the forest
5 Beastmen especially bird related tribes are the most common
6 Demi humans including elves, dwarves, gnomes, halflings of exotic tribes
7 Strange abhuman tribes kin of elements or other materials even cloudfolk
8 Overrun with monsters possibly even demons
9 Race of changeling spirit folk kin of animals, plants or heavens
10 Beings from the upper worlds like angels or archons, often distant

d10 How do we get up there?
1 From branches of the cosmic world tree that touch clouds (seasonally)
2 Find a gateway or teleporter pad built by ancients and learn to activate it
3 From top of a holy magic mountain where clouds come in contact (yearly)
4 Find magic stairs that go to a cloud kingdom, possibly inside a tower or into a hill
5 Find a rope or ladder or anchor chain or something hanging from a low cloud
6 Grow magic beans which latch onto a cloud (live d4 days)
Through a fairy ring gate (Once a year)
8 Through an ancient stone gateway (once a month)
9 Have a wizard or magician or use a magic item send you there

10 Find visiting creatures or beings from cloudland and hitch a ride

d10 How Mobile Is the Cloudland?
1 Wanders aimlessly to new adventure constantly
2 Follows winds and can be predicted circle each year around world
3 Orbits the world tree interacts with other planes seasonally
4 Their is a ruined structure that operated as control and propulsion system
5 Their is a magical helm control room in the cloud but lost or secret
6 A faction control a hel and sort of understand how to use it but with problems
7 A helm is guarded by ancient defences like a dungeon complex
8 Intersects with various mountains every year
9 Spends part of the year in the lower realms fending off demons or invaders
10 A powerful being drives the cloud to some secret plan and others dream of siexing it

The land has a dominant or several competing terrain types on each hex.

d6 How Many Terrain Types in a Kingdom

1-2 One dominant terrain type
3-4 d3 terrain types but one is dominant
5 2d4 terrain zones but two are dominant
One hex of each type at least and a d6 most common


12 Quick Common Hex Terrains on Cloudland
1 Mountains often with snow capped peaks
2 Grassy hills and meadows and woods and hedges
3 Thick wild forest with scary animals
4 Well kept woodland with magic animals
5 Rich grassy plain with some lakes and ponds
7 Rich jungle and wetland swamp thick with dangerous life
8 Windy ice swept plateau
9 Desert of coloured sand or salt, some scattered or hidden oases or lush canyons
10 Water, fresh or sweet with islands and possibly underwater secrets
11 Fluffy cloud mass and fogg banks
12 Magical terrain something exotic and strange

A feature might be surrounded by it's own bubble of terrain of varying size up to a hex


d100 Exotic Features of a Cloudland
1 Luscious rich forest often with long extinct plants and animals
2 Fluffy edible clouds of manna decent from heaven to feed creatures
3 Rough rocky terrain with gorges, canyons, mesas and butes
4 Cloud material is workable like stone and easily carved
5 Cloud material is edible and nutritious
6 Ancient cave paintings and stone ruins from ancients
7 A rich garden once ordered now increasingly out of control
8 Single huge cavern inside the cloud hides a dread secret
9 Ruin covered from ancient giant civilization
10 Honeycombed with caves and room for a hidden faction
11 Glacier of ice with a cave system within
12 Volcanic smoking with mineral hot springs and visible lava flows
13 Mountains of skeletons, graves and ruined tombs possibly all giant
14 Geysers and mineral springs leaving increadible crystal deposits
15 Agrarian farmland where common folk in villages work, possibly vassals
16 Area has a town and numerous villages
17 Area has a citadel possibly inhabited possibly in some state of ruination
18 Area has a large town or small city and numerous towns and villages
19 Area has a castle or fortress or more for various factions
20 A structure from which the clouds were controlled from once
21 Dungeons are fairly common within the clouds
22 Fungus forest of mushrooms and slime and possibly goblins or faerie folk
23 Crystals over the area in formations, some possibly magic or valuable or living
24 A great crumbling ancient library possibly hidden or desired by factions
25 Has ladder, anchor chain or remains of some contact with the surface
25 A flying monster species likes to roost and breed here possibly locals use them
26 Storehouse of the gods with some kind of monster guardian or even a race
27 Gateway to the borders of heaven, the celestial city or one of the upper worlds
28 Palace of some supernatural being like a star or elf noble a giant or a dragon or angel
29 A sleeping kaiju lays here awaiting the prophecy
30 Gentle grassy hill country with wild flowers
31 Pleasant wetlands with lakes of water lillies and sweet water
32 Remains of ancient walls surround and possibly divide the cloud
33 Fortified mountain possibly abandoned or crawling with monsters
34 Area where landmass covered in flesh and living meat and strange creatures
35 Foul primal bogs with oozes and slimes and simple life forms
36 Pleasant forest of fruit and nut trees, with some magical fruit trees
37 Pleasant grassy meadows and fields with a few streams and ponds
38 Many haunted houses and cottages and other ruins
39 Remains of a great magical engine which once caused chaos long ago
40 Stone monoliths, lines of menhirs, stone circles and other ancient monuments
41 Giant trees surrounded by rich forest
42 Living forest, many are tree men or tree spirits or dryads or treants
43 Huge craters from some explosion or starfall or volcano or disaster long ago
44 Cursed sleeping beings here awaiting freedom form long ago
45 Cloud has a spirit and some awareness and history and possibly can appear in a mortal form
46 A deity often stays here and has a house which is off limits to mortals
47 Numerous petty gods come here often and easy to find one
48 Sleeping titan possibly overgrown or chained or in statue form
49 Imprisoned being of evil chained here and possibly tormented by venom or lava or monsters
50 Giant edible plants wild from some giants garden, possibly giant bees and other creatures
51 Ancient gate complex difficult to operate or understand
52 Weather control pylon often built in tower or temple at giant size
53 A great vault with sleeping race awaiting some event in the future
54 Corpse of a god or ancient being possibly mutant creatures living off remains
55 Inflicted by chaos with strange auroras, alchemical pools an blasted terrain
56 Huge burned areas from some ancient conflict possibly dangerous remnants of some war
57 Pleasant snowfields plains possibly higher than other areas
58 Foul swamp tainted by evil long ago
59 Area rich in minerals, precious metals and stones in veins unseen on surface world
60 A huge statue built long ago possibly hollow or with some adjascant buildings
61 Plateau area frozen with strange creatures and ruins
62 Plateau with jungles and dinosaurs
63 Plateau with ruins and monoliths and tombs from some ancient civilization
64 Gravel covered region of crumbled rock possibly a crushed civilization or glacier path
65 Giant fossils of ancient life turned to stone and killed in primordial wars
66 Multidimensional garbage dump where filth rains from gateways over the filth pits
67 Gigantic pits of filth with formarians wallowing and abusing mortals
68 Glass castle with faerie folk inside partially in another dimension
69 A race of golems in a citadel who replaced their creators aeons ago
70 Sacred pool surrounded in magical sylvan beings and guarded by unicorns
71 A magic tree with divine fruit reserved for immortals guarded by kaiju or colossus
72 Magical animals sacred to a god live here with magical guardians
73 A great dragon with lair lives here possibly with some offspring as followers in own lairs
74 A mighty colossus was made for war aeons ago and makers long gone but it remains
75 A great stone table with giant chairs where giants met long ago
76 A giant castle of powerful giant nobles who see the whole island as property but seldom intervene
77 Shimmering rainbow on a faerie outpost where great treasure is protected
78 Sphynx sages give riddles, important sage lore and eat the unworthy here
79 Huge stone monumental construction like a pyramid, ziggurat, colosseum,, tomb, temple or wall
70 Great tree which can be used to access the cosmic world tree
71 Gateway to human city on the mortal world in some cupboard or the sewers or a palace
72 Gateway to the underland caverns near a great trading city
73 Gateway portal to hell in form of a monsterous devil face or buttocks
74 Gateway arch to paradise require right alignment to operate
75 Gateway to faerie land with giant standing stone faerie circle
76 Gateway to the dreamlands with dream creatures, illusions and phantoms
77 Gateway to the nightmareland with dream creatures, shadows and terrors
78 Gateway to pure null force and darkness attracting necromancers and undead beings
79 Gateway to land of light the source of life, a great healing shrine guarded by the good
80  Elemental node of metal with a gateway and various metal beasts
81 Elemental node of lightning with a gateway and various lightning beasts
82 Elemental node of magma with a gateway and various magma beasts
83 Elemental node of fog with a gateway and various fog beasts
84 Elemental note of radiance with a gateway and various radiant beasts
85 Elemental node of crystal with a gateway and various crystal beasts
86 Elemental node of ice with a gateway and various ice beasts
87  Elemental node of earth with a gateway and various earth beasts
88 Elemental node of water with a gateway and various water beasts
89 Elemental node of air with a gateway and various air beasts
90 Elemental node of fire with a gateway and various fire beasts
91 Dimensional fortress with outpost of archons or angels keeping look for chaos and evil
92 Dimensional fortress with outpost of lizardmen with dinosaurs patrolling the time zones
93 Dimensional fortress with outpost of giant nobility of a more advanced tribe
94 Dimensional fortress with outpost of demonkind guarding a portal of chaos
95 Dimensional fortress with outpost of hell with a petty noble of hell as a commanding officer
96 Dimensional fortress with outpost of serpent men wizards from another plane or time
97 Dimensional fortress with outpost of psionic eldren void knights from another plane
98 Dimensional fortress with outpost of knights of the cosmic balance here to rest and heal
99 Dimensional fortress with outpost of undead overlords led by powerful intelligent horrors
100 Dimensional fortress of primal chaos crawling with shoggoths and alien architecture