Friday, 11 March 2016

My old colouring book...



My old coloring book - Urchin books might have some and I have a few

Have art done for a new dungeon theme one i just need a scanner If only I hadnt done this before colouring book craze... Most of the art in here was requests from my tiny masters while i was supposed to be looking after them It is slightly subversive

Thursday, 10 March 2016

Hells Plague Lands 1



I had been wanting to do this and this dude beat me to it cold
http://wizardthieffighter.blogspot.com.au/2016/03/d57-table-plague-stalks-these-lands.html

Plague based apocalypse is something I like allot (Dragon did a good article on this 70-120 ish). I read a UK children's book about kid finding remains of plague abandoned village in forest. I guess here is lots of great UK kids horror fiction drawing on history and supernatural. Many often not much happens but suspense is built well with a supernatural pow at the end before normalcy is returned and kids holiday is over.

So idea of post plague apocalypse buried among woods has been in my campaign as the bone forest for a while, A whole country wiped out by plague then rapidly grown over by the forest (yes elves did it). Now full of haunted houses, graves, monster trees, ogres, and notably the bone elves and the bone goblins. They don't fit into either bright or dark elves and those elves are not even sure if bone elves exist. One party met underland elves that seemed related to the bone elves. It's still a mystery.

I have several posts in the wings for a break - something on witches and something on horrible new elves. d100 magic animals I might have to restart to be more like my d100 petty undead. Some more gothic NPC types like my hermits. I'm also trying to kill some of my old projects sitting in my draft box like mutant class with mutations arranged in levels and other half of my robot spells.

Currently I'm working on a new collab project with Alasdair Cunningham - a literary/art inspired hell pointcrawl sandbox setting/adventure. Which could be run so randomly you could play it again and again, possibly solo and on the fly with equally unsure as to outcome experience for the DM. Possibly a huge project. In some ways like my Dungeon Zones.

So anyway Plague Lands is a terrain type for hells base on the above painting and medieval art subject. It is of course panel painting by Pieter Bruegel the Elder painted c. 1562 probably best fantasy artist ever. It is a constant parade of death and horror.

Encounters, Wonders and Hazards tables for each terrain will provide events and a kind of portrait of the lands character. The hell is a pocket dimension unrelated to other hells, it's overlords unrelated to outside entities. The world is a series of lands destroyed by apocalypse and trapped in eternal torment.

Devils serve the authority of hell and belong to strict types and hierarchies. They don't have to like job but they act with certainty that they act with righteousness. Their victims deserve torment. Demons are more individuals, acting as bandits, criminals, exiles, freaks, mercenaries and freelance sadists. Devils will claim authority of heaven to torment, Demons you just don't know, they don't need a reason to be jerks.

I will probably stat up a generic devil and demon that can be of any HD and can be reskinned for every type of hell. It is important to not this spiralling pit hell is not connected to or part of the outer plains and entities with same names can exist in outer plains. The devils and demons here are independent and even in denial of outer world. Thy are prisoners also and only special cases or missions are sent out and they generally don't go far. A few generic beasts like cats, dogs and horses will be handy with custom hell type features to create local types.

The people in hell are mostly evil or at least did evil things. Even those trapped here have been led into wickedness such as cowardice, fighting over scraps of food, killing others to get to safetey and other damning actions. They either join the legions of dead or become demons or devils or are reborn as human or worse. You don't need to help the damned but making their lot worse might just earn your place with them. If rescued they generally go own way or worse hang around and demonstrate greed, cruelty, betrayal, lust etc.

In the plague lands there are undead aplenty but many demons have undead forms and may look skeletal. They may also have wings, scorpion tails and tools or hats that give them away. Many undead are after all have a form of demon or devil as the motivating force and is also why making undead lets evil into the world.

The plague lands are more home to undead than standard demons or devils, although mindless skeletons may be directed by skeletal devils. In some ways death is more neutral than evil but in Hell the gloves are off for mortals. Plague lands are just not wastelands of death. The breakdown of order from plague and death means without workers there is famine, with finite resources comes war.

Each Type of Hell will have four kinds of events

Dressings are mostly visual props and colour
Wonders are spectacles and mysteries to amaze
Hazards are non combat obstacles and difficulties
Encounters with mostly hostile beings with potential for combat

d100 Hell Plague Lands Dressings
01 A great pit of animal bones
02 A great pit of human bones
03 A great pit of animal rotting bodies
04 A great pit of human rotting bodies
05 Mounds of animal bones
06 Mounds of  human bones
07 Mounds of animal rotting corpses
08 Mounds of human rotting corpses
09 Pile of human skulls
10 Crucified skeletons and rotting corpses

11 Heaped up bonfire
12 Pit of burning corpses

13 Mound of ash with burned human remains
14 Eternal burning buildings or whole village or farm
15 Distant water body with burning hulks and shipwrecks
16 Burning distant towers
17 Quadrant of sky filled with smoke
18 Distant fire just over horizon making the sky glow red
19 Clouds of ash possibly followed by black rain
20 Cinders and sparks drift in breeze
21 Pond or river with floating corpses
22 Great cracks in the earth leaking stinking vapours
23 Yellow cloud of stinking vapour
24 Grey fog clouds roll across land
25 Marshy boggy soil with bits of semi visible rotting corpses
26 Burned tree stumps of former forest
27 Lone bare tree with broken limbs 1in6 with corpse
28 Body of water with great demon fish gobbling corpses peacefully
29 Plain of open graves some with bundled bodies
30 Eroded cliffs, hills and gullies
31 Sounds of screaming and begging in distance
32 Sounds of moaning and wailing in distance
33 Sounds of battle can be heard in distance
34 Sounds of funeral bells in distance
35 Sounds of funeral chant
36 Sounds of galloping horses or waggons
37 Sounds of distant explosions
38 Sounds blazing fire
39 Sounds of buzzing insects, almost to loud to speak over
40 Drums and trumpets of a military or funeral band heard
41 Barrels and chests of copper coins discarded by someone on run
42 Piles of broken an rusty weapons
43 A single coffin 1in6 open and body laying near by
44 Pile of coffins in a disorganised heap
45 Bodies strapped to waggon wheels on tall poles 
46 Gibbets or cages suspended from poles with corpses 1in6 chance of living prisoner
47 Staked corpses rotting on impaling poles
48 Gallows with 1in6 of having corpses
49 Assemblage of torture apparatus 1in6 with a corpse
50 Shrine or altar to a saint or religion of any possible alignment
51 Pits of maggots an huge worms gnawing on corpses
52 Swarms of flies or locusts darken sky
53 Stray skinless dogs fighting over a dying person
54 Waggon drawn by undead oxen or horses laden with corpses or bones
55 Burning horses or cattle or pigs screaming and running in terror
56 Stray scrawny dogs digging up a grave
57 Crows or ravens picking eyes from skulls
58 Undead vultures follow travellers from affar
59 Undead dogs follow from a distance 
60 Raven follows repeating a phraze or a name
61 Trenches with sharpened spikes and dead soldiers
62 Broken fortifications made from waggons, barrels and junk
63 Crumbling wall with battlements
64 Remains of siege weapons
65 Remains of a battlefield with corpses and weapons scattered
66 Executioners block
67 Crumbling tower, possible with dead trees and dirt on top
68 Dungeon door in a clip or mound of rocks
69 Crumbling remains of ill kept graveyard
70 Old tomb, crypt or mausoleum
71 Fresh corpse of rich person grasping at some petty treasure
72 Table of well dressed persons fighting over scraps at a feast table
73 Several village idiots fighting over something useless
74 Gamblers hurrying to finish game when they know doom is coming
75 Armed nobleman demands travellers assist and guard him
76 Drunken mercenaries looting corpses and laughing
77 Fleeing common serfs carrying children and meager possessions
78 Mad dwarf jester wants to tell jokes and make merry
79 Group of priests and soldiers burning a witch
80 Men hiding in hole or under broken waggon in terror
81 Skeleton fishing 
82 Skeleton dragging a corpse
83 Skeleton slitting wounded or plague carriers throat
84 Naked dead fresh corpse headless or back stabbed
85 Skeletons gathering skulls in baskets like farmers picking fruit
86 Skeletons chasing a crying woman
87 Skeleton executing man with axe, greatsword or scythe
88 Skeleton drowning a corpse
89 Skeleton pulling corpse from water filled pit with hooked pole arm
90 Skeleton dangling screaming man from cliff or tower
91 Man trying to offer undead money
92 Person struggling being groped by undead
93 Undead reaches from pit and drags someone down
94 Robed undead flagellants marching and chanting
95 Robed undead sitting on pole or dead tree preying
96 Undead busy robbing graves
97 Palenquin with undead nobility or clergy with lesser undead bearers
98 Undead cultists engaged in sacrifice
99 Skeletal devil with scythe driving undead horses on funeral wagon
100 Undead dancing in celebration with bone instrument band

d100 Hell Plague Lands Wonders
01
 A marching army of skeletons in the distance
02 A skeletal army battling losing human mercenaries in trenches
03 A skeleton army burning a village and rounding up prisoners
04 A giant coffin erupts from earth and skeleton troops march out
05 Skeleton cavalry chasing screaming humans
06 A procession of undead horse carts and ox wagons full of coffins and bones
07 A skeletal bishop calling skeletons to arise from earth and form ranks
08 Skeletons tormenting a king or bishop or rich merchants
09 Skeletons at a feast table devouring bound humans
10 A carnival of undead merrily dancing, drinking blood and singing horribly

11 A great bone juggernaut led by skeletons to a siege
12 A filthy 
weeping giant sitting while skeletons begin to hack him up
13 A field of humans buried up to necks while skeletal reapers harvest them
14 Skeletons splashing about and frolicking in a pool of blood
15 A distant blazing town, the fire forms a great laughing flaming devil 
16 A great seige with skeletons and bone siege engines attack a juman castle
17 A huge pit with diseased bandaged humans trying to climb over each other to escape
18 A military field hospital where inept skeleton doctors torment plague patients
19 Plague doctors with long beaked masks and hoods marching
20 A great hill of ruined trees with wailing humans trapped inside
21 A giant skeleton eating smaller fleeing skeletons
22 A force of skeletons with prisoners hurling them off bridge into flaming pit
23 A black ever burning castle
24 Skeletons riding broomsticks fly over head cackling and leaving foul odour
25 Hoard of undead trying to climb up a tree with a crying person on highest branch
26 A great pit of idiotic human headed maggots crying, being tormented by skeletons
27 A giant skull, inside is a tavern with drunken mercenaries served by skeletons
28 A great skeletal orgy 
29 A skeletal angel silently flies overhead looking down on travellers
30 Burning skeletal cavalry pursuing lone person
31 Skinless pack of dogs chasing a skeleton
32 A huge siege tower of woven bones being dragged by skeletons
33 A huge rotting giant being hacked up and parts loaded into carts by skeletons
34 A dragon flies in distance pausing to burn a building
35 A great living hellmouth guarded be demons releasing fresh humans into hell 
36 A ruined cathedral holding a mass for hundreds of preying skeletons
37 A forest of hundreds of gibbets or cages on poles with corpses and wailing near dead
38 A forest of impaled rotting corpses 1in6 are writhing undead
39 A forest of corpses tied to wheels on top of poles
40 A forest of gallows some with fresh twitching corpses
41 A living hellmouth in hill with skeletons throwing people inside mouth
42 A ruined castle of charred skulls
43 A bridge built of skeletons holding each other into structure like ants
44 A black tower with no doors where skeletons hurl screaming humans to death
45 A ruined temple with intact altar, could be of any possible alignment
46 A giant skeleton reaching inside buildings then eating handfuls of screaming humans
47 Skeletons army flailing skin off hundreds of victims and nailing hides to wall
48 A great dead tree with dozens of nooses or gibbets with corpses being picked by crows 
49 A giant corpse being picked by hundreds of crows
50 Open air court where devils serve as jury and guards to skeletal judge over humans
51 Skeletons playing ball with severed complaining head with screaming human fans
52 A great dead tree with cage door over stuffed with human prisoners
53 Devils rounding up outlaw demons in iron chains
54 Skeletons building a huge ruined fort or church
55 Buildings of village growing from soil of ash and bone meal before your eyes
56 Tower with ladders to top, people or skeletons fighting to get up getting nowhere
57 Huge pits of lime with hundreds of cloth bound corpses being hurled in by skeletons
58 Skeleton farmers planting skulls in ground with undead plough ox or horse
59 Dozens of blind people being herded by skeletons with shepherd crooks into pits
60 Hundreds of lamenting chained humans being herded by skeleton soldiers
61 Giant devil dog eating skeletons while growling, skeletons trying to hide among rocks
62 Humans being made to toil building ruins by skeletons with whips
63 A massive volcano erupting in distance fills sky with red light and ash clouds
64 A great flaming canyon with skeletons driving people over cliff
65 A hermit writing graffiti prayers in own blood on ruined walls or cliffs
66 Giant bound in pit being tormented by devils
67 Huge pit of snapping toads or snakes with tormented humans trying to escape
68 Skeletons tending cauldrons boiling human prisoners
69 Skeletons operating many large torture apparatus with wailing prisoners
70 Hundreds of diseased beggars in bandages follow travellers
71 Giant flies or vultures carrying people to some fresh torment
72 Skeletons horde force feeding dozens of victims vile food or coins
73 Skeletons forcing sobbing rotting victims to see selves in ornate mirror
74 Skeleton gang groping and stripping and abusing dozens of prisoners
75 Skeletons building huge unstable scaffolding structure from bones and sinew
76 Open air schcool where humans with dunce hats are forced to toil for skeletal masters
77 Giant with plague sores and filthy bandages begs to die
78 Skeletal midwives aid victims male and female endlessly give birth to huge evil toads
79 A rich merchant shitting coins into bucket then being force fed same coins by skeletons
80 Crucifixion forest where skeletons torment wailing victims with pitchforks
81 A giant head in pit with skeletons hurling victims into mouth
82 Mummy driving chariot leading skeleton troops to battlefield
83 Skeletons hurling victims into pit of excrement then forcing them under with poles
84 Skeleton wagon train taking cargo of human headed worms in cages to market
85 A skeletal market selling slaves, torture tools, weapons, blasphemous books and more
86 Skeletons climbing up bone scaffolding to empty funeral urns on huge ash mountain
87 Ancient armies of skeletal hoplites batting over worm eaten female corpse in coffin
88 Human mercenaries digging trenches, planting sharpened stakes and tending wounded
89 Village of skeletons living as normal humans but humans used as farm animals
90 A tattered windmill with skeletons jumping in to make bone meal for ogre miller 
91 Skeletal fishermen with rods and nets dredging rancid lake of corpses
92 Temple where skeletal bishop revives the dead who then beg for death
93 Skeleton winery where grape press crushes humans and skeletons drink blood wine
94 Huge wall made from rotting human corpses and garbage
95 A great lake of vomit and bile with skeletons forcing humans to eat it
96 Great smog clouds form skeletal or devilish faces
97 Colossus made of hundreds of corpses marches over wastes followed by necromancers 
98 A spectacular court of regal skeletons and soldiers listening to humans begging
99 A spectacular fountain of blood with beautiful sculptures of skeletons and nudes
100 Bone ziggurat with skeleton priests who tear out peoples hearts and throw bodies down stairs

Hazards an Encounters and a bit about skeletal and undead looking devils and demons

Wednesday, 9 March 2016

Lets make elves nightmares again



Inspired by these blogs
http://frothingmug.blogspot.com.au/2016/02/the-problem-with-elves.html

http://tenfootpolemic.blogspot.com.au/2014/04/tweaking-elf.html

Has been a few articles on keeping elves scary and not just for sake of a tired-for-Tolkien tropes mode. Probably ore inspired y fairy tales and mythology. I had attempted to keep elves a bit otherworldly and had options for earth born and other elves but this gives me interesting ideas to push the ideas more.

Snippets of Elves in Games and Fable
One book of elf stories (Modern writer i cant remember) had elves using werewolf hunting dogs, human slaves, changelings and using humans as toys which I like.

I kinda like Moocock's Eldren and Melnibonians as elves too. Apparently the Later DnD games had their version of Eldren become far more popular than elves which to me is breaking something core to DnD if your new thing is so much more preferable it surpasses a basic core of game.

One book of elf stories had elfmaids tease people with breasts to enslave them or use elf food to make humans adicts.

In some DnD books elves have spirits not souls. I don't believe in either so Im not sure what this means. In one RPG elves had no souls and that was supposed to make them scary.

Dryads and banshees might just be types of elf. I never liked half elves as a race.

In Glorantha elves are plants with own history and antithetical to stasis loving lawful dwarves. They are suitably aloof and alien.

I like Viking and Irish Myth. Elves could be a lost old pre human race or possibly degenerate gods who lost power as cults faded. Another version is that spirits of dead inhabitants of sacred burial mounds become elves. Thus a old burial hill of a older people now is regarded as being full of elf halls with feasts and court life. Possibly this is a intention of a culture's religion, to prepare dead in such a way they become immortal elves.

Spirit folk in oriental adventures especially tree spirits interesting. I guess I made my changeling race to be a more magical and flexible version of elves that could include animal spirits, faeries, and all kinds of magical beings.

One story a man tricks a fairy into being his wife. She gives him rules about seeing her undressed at certain times. They have several kids. One is a a savage brute with a huge fang. Other two are odd like mom. Anyway dad spies on her and sees she is a bat winged horror and snake from the waist down so she an the two ok kids fly away forever. The brutish one causes trouble for the whole kingdom till he is killed.

In my setting
Elves are aloof and distant with humans. At home they are warmer and prone to celebrations and festivals and dancing and orgies. They don't do this just for fun, it is a ritual necessity to maintain the universe. There are bright elves and dark elves (and some others). The king and queen of the elves are gods. The bright and dark elves have the same rulers but with more than one physical body and different forms. Older tribes of humans worship humanised versions (Frey and Freya). Elfland is mostly off limits to humans. A few druids and heroes are let in by invitation. Elves an Humans in a state of truce. The Baron of Shadelport and the Empire both have tried to make peace Elves and made it murder to kill a elf. Both states fear that elves would tip the balance either side. The elves are happy to let humans think like this and have had unicorn hunting as a sport almost finished. The bright elf land has a buffer land with few humans in between.

Elves uses goblins for all kinds of menial grotty chores. They establish elf and orc barrier states around them. Goblins plant glamoured babies on humans that turn into horrible goblins. The human babes they steal become slaves. Humans don't see elves often and most are in superstitious awe of them. Commoners are scared but unwilling to harm them because elves are very vindictive. One elf is worth a thousand humans or more. Elves don't breed much bu may produce goblins and faeries and brownies more rapidly. Elf women might bare these non elves if needed (or cursed or punished or breed with non elves) but human women slaves are preferable. Elves prefer human wet nurses and some elves are fond of humans as they remember their nurses. Grandmothers warn you not to eat elf food, accept their gifts, children or sexual favors.

Elves use addictive food and ointments to make humans their slaves. Slaves often are unclothed unless needed to survive or for work. Slaves are fed well and are fanatic and worship the king and queen of Elfland. Elves have a different relation to time and space. Elvish kingdoms have shrunk over thousands of years as humans have grown. But inside Elfland distances seem to expand. Inside a old sealed hill mound could be a elf village or small kingdom. Elves have access to other planes, their great retreats where dreams and spirits and the ever living ones all mix. Human sometimes are brought inside but mostly to be enslaved. Human slaves live longer in Elfland but are lucky to be treated as favourite pets. Certain fairy stones or mushroom circles or megaliths are places where worlds connect. Often these are yearly or monthly Accessible my moonlight. A plethora of faerie beings may come through such places to dance. Many elves on other side experience time faster.

A young child lke elf adventurer might be absent a few days an return looking taller and more adult as their power grows. They might live for years and and even have children on the other side. Adventures in human land are just a bit of a thrill on the side an don't detract from their duties in Elfland.

Lawful elves follow some code or order or ethos or purpose and are consistent. Chaotic elves change moods rapidly and can flux between fair and foul in a instant. Even their appearance will change depending on their mood. All elves may act arbitrarily and seemingly cruel. Caring about short lived breeds is like humans think of farm animals or pets at best.

As elves mature from young and perky to lean and serene their personalities change too. First level elves take the most risks and are more likely to hang about with humans. They are more fun at that age. As they make periodic returns home and mature they become more aloof and uncaring about worldly things. Many remain with humans for some secret purpose. Young elves are often only 5 foot tall but gain a inch per level easily.

Earthly born elves tolerate Iron and steel. Elves born from other worlds find it painful to touch but have the benefit of being able to plane shift with more ease. Otherworldly elves enchant other metals to be as strong as steel often referred to as elfmetal. They use bronze if they cant get elfmetal or El metal. Such metal armour and weapons are fine, ornamental and shine brightly. The most common "plus" weapons are old abandoned elf weapons, but human made weapons are becoming increasingly numerous.

Elves were made by gods to administer any functions of nature during creation. They mixed freely with gnomes, changelings of all sorts, beast folk, brownies , sylphs, dryads and many diminutive beings. Dwarves are more kin to giants and trolls but have mixed with the plethora of fey folk at times. Smaller nicer trolls found living in barns or behind stoves get along fine with elves. Bigger fiercer hungry ones that eat elves are a greater threat. Dwarves know their enemy races are part of the fey and might include elves in their hatred. Having lived so long side by side many traditional grudges develop. Gnomes are somewhere between elves and dwarves and get along with both. Hobbits are a humanised fey race willing to use technology for every day convenience and comfort instead of slaves. They prefer to live hidden near humans or even among them.

As elves have fighting spirit of men (not the resilience) as well as the arcane power akin to wizards and sorcerers they are powerful. They prefer to keep foes at bay and often use spells to demoralise enemies. Illusions are a popular choice of spell. They keep lesser races afraid with clever magic use. Bright and Dark fey use fear and beauty as weapons and many say the differences are skin deep.

There is talk of celestial elves who dwell in the sky and bodies of the heavens like the sun and moon and stars. There are bone elves who dwell in the bone forest among undead and plague ravaged ruins. They seem hostile to everyone and possibly came from the underland shadow elves. Blood Elves served chaos and used blood magic but they were killed and mostly forgotten aeons ago. Sea elves possibly dwell under the sea but most have become changelings, shifting into sea creature or plant or merfolk forms. It is more likely that there are otherworldly pockets that can be entered through certain bodies of water at certain times where elves can live with fish and even humans can survive. Certainly large and talking animals dwell in he other world accessible from land. Elven woods are rich in otherwise extinct, talking and magical animals.

I let elves use wizard druid or priest spells either as those classes or like sorcerers (points and less choice of spells and no ability to learn from books). Has not caused any harm.

When elves fight each other they mostly skirmish til one side is injured. Ambush and sniping preferred. They do fight if cornered or to chase off retreating foes but dislike evenly matched melee. When you see a fully armoured elf pike army you know they are serious. They kidnap wounded and take dead bodies. Elf champions might duel over a issue rather than have a battle and terms are discussed sometimes for days. In not fighting elves they are less concerned with honour or fairness.

So I FAILED....?

Suggestions for making elves creepier

So at the end of the day while my elves are a bit different and players are wary of interacting with them I don't find them quite as scary as I would like. I have considered making a specific spell list for them mixing wizard and druidry or creating new spells to reflect planar nature. Spells that drain stats and cause weakness and other spells that work through arrows or elf darts. Maybe just poison.

I think I will have to have elves do more strange and eerie things.

Possibly some fey land d100 lists.

More supernatural encounters, night encounters and seeing elves doing strange things.

Need to hear rumours of strange things, and locals afraid to go near or touch elf things.

This could escalate into accidental incursions into elfland where anything could be taboo for humans.

Possibly being trapped or enslaved or charmed might make them think twice.

Meeting victims of elves like former slaves or mothers who have had children stolen or village idiots who used to be a normal before they disappeared as children chasing elf lights in the woods only to return decades later as a moron.

My dark elves like to kill all life on farms near woods and make everything into undead. Evil farm animals vs low level parties are always fun.

You might come through a area with farms on the forest edge and then next year they are gone and overgrown with adult trees and crawling with werewolves.

I have druid magic that can change a seed into another or a unborn child into another species which elves use for mischief. Farmers find all their animals giving birth to wolves and women giving birth to goblins or orcs. Perhaps a cockatrice takes over the hen house.

Elves are vindictive so killing any will make you enemies with their nation and will do things to bug you like cripple your horses, make you impotent, spoil your food etc. Then fireball your favorite pub, swallow your manour with mud, and worse. The price of buying a truce will be very difficult. If you kill a dark elf the bright elves are still unimpressed and wary of you.

People disappear and nobody knows why or how. Turns out to be elves.

Snipers with bows or spells menacing travelers or lone people near woods.

Charm person or sleep magic is a kidnappers dream. A few elves cast sleep on a farm house and next day neighbors find everyone missing. Every night a house is emptied.

Elves are like grey aliens from modern mythology. People are fearful of alien elf agendas.

Changeling allies of elves infiltrate humans to spy on them and sabotage them. They may even breed with humans occasional to strengthen their bloodlines or make slaves. Elf sexuality might be a bit more flexible than most humans making intolerant humans more suspicious.

Possibly elf hunters might offer sham aid vs elves, stir up mobs and persecute people to grab their land.

Humans escaped or touched by elves could still be spies and will obviously be reclaimed with elven food.

Druids might be suspicious too. Human cults might sympathies with elf land and worship the rulers as gods. Even animals cant be trusted and could be elf land beast spies. Barbarian might regard elves as ancestral spirits and respect them more. Elves might reciprocate such respect and even have ancient truces with such humans.

Possibly some priests could turn elves as a option and specialize in neutralizing elf magic.

Many people are scared of elves and are happy to move away to more human lands. Possibly elves might make seasonal invasions and farmers lock up animals and families and put elf wards or symbols of appeasement on doors.

Elves have a host of natural spirits and even elementals that aid them and deal with magicians. All kinds of elf kin like goblins, gremlins, faeries, brownies, pixies, sylphs, dryads may act to restrict humans on the border lands.

Find villages where no children or goblins instead of children.

Some changelings specialise in baby and child forms and cast charm person on parents to live a easy life for years. If they get to charm whole village they might not bother to hide true forms.

Killing them is a option more trouble than it is worth. Better to make truces and leave them cakes and beer or milk.

I guess these are more promising possibilities and why humans keep away from them.

Please post more suggestions in comments.

Tuesday, 8 March 2016

Wondering about Witchcraft



An funny topic for International Working Women's day but here goes.
(Big thanks to Mum, the Inspiring women of my life and all the girls in gaming, comics and graffiti helping to make my world less of a boys locker room)

This is an expansion of what I commented here:
http://theotherside.timsbrannan.com/2016/02/the-witch-game.html

In my babylon game witches were magicians outside of the law and unsanctioned. Unlawful casting on a citizen against their will is witchcraft. Girra a fire god helps deal with witch crime (plus hearths, lamps, torches). Witches often thrown in river as form of judgement. The Tigris river god judges witches thrown into him

A big ziggurat might have a druid in the garden, priests running the show and sanctioned wizards and Sorcerers and seers and diviners might work within temple or with religion.

Other rogue casters using un sanctioned by the church or used to do evil to others are witches.
This could include sects and cults discredited by state and church.
possibly older cults and magic traditions might be suppresses or not supported by state with temples and big institutions. Other often older traditions might get ignored, pushed aside, maintained only by a minority or gender or age and could become forbidden if lawful clergy became jealous or monopolistic or just more domineering. A old marginal cult might eventually be banned and declared to be witchcraft. Especially if it conflicts in some role or profession. Even if not banned or persecuted witches might be marginalized, excluded, ignored, forgotten or hidden.

This has influenced my thinking a bit about my other settings

Ive considered that witchcraft might be the original magic style but dudes specialized and separated into wizards, priests and druids so giving witches access to any spell list is my current plan. Will include my Psionics/mentalist spells and possibly my alchemy list when i do that.

Probably instead of memorizing spells or rest they spend time creating fetishes, brewing ointments and potions. These are manipulated in casting of spells till spell or effect ends. Mostly these items can be recovered. I really liked the one in Dragon with the amazing elmore art (my favorite works of his).  I like many elements of that class but simpler. There is the option like many magazines did of doing as a monster - like a lesser hag which has the trashy appeal of 80s fantasy films. Still unsure if witches cast like wizards (Vancian) or sorcerers (Points). Or till I think up some other mechanism.

So I want to do a witch but I think I have other projects to do first. For now I will keep as a sect of wizards for organised ones and sorcerers for the loner or cult ones. I will do a d100 on hags shortly basically a match to my hermit table for outcast fringe dwelling possibly magic old women.

Haxan - 1922 great witch movie
https://www.youtube.com/watch?v=lF_HkDukkz8

Saturday, 5 March 2016

d100 Strange Hermits


As there was a talk about hermits of late I bumped this up my to do list.

The PDF's got about same interest as typical blogs - I did get nice letters of thanks and some offers of money and possibly a few new readers. One reader gave me tip to design stuff with room for ring binder holes. I put all mine in plastic sleeves but I think this is pretty realizable.

I assume most hermits are male here but feel free to adjust. I will do a hag table for the ladies later. When we are old we can all play Hags & Hermits. I had some entertaining research into sects which will bear fruit in later games. Ive also considered when I do my religion campaign notes I will present a ancient church with a pantheon of gods vs a modern version more like monotheism with pantheon head as supreme and other gods portrayed as angels or archons or Deva with saints instead of heroes. It will make interesting schisms and fights in game.

Hermits are mostly holy or pretend to be or thought of by locals as hermits at least. Some actually fraud and dangerous. Hermits often know things and are invaluable as sages or teachers. Some can be horrible villains. Good for source of adventure, training, aide, mentors and information.

also see this
http://dungeonofsigns.blogspot.com.au/2013/12/d20-random-lunatic-hermits.html

Some more stuff non fiction stuff here:
https://en.wikipedia.org/wiki/Hermit
Your churches need more schisms
https://web.cn.edu/kwheeler/documents/Heresy.pdf
Ah the good old days
http://listverse.com/2014/02/07/10-bizarre-early-christian-sects/

Format
Hermit Name, alignment, description including class if any
Teachings, each hermit has a specialty skill or wisdom

I use the first batch of tables to create my own hermits on the fly or ad extra info to the full d100 hermit table. Udually they are formed enough to not need all the tables.

d100 Where do I Find Hermits?
01 In a hole
02 On a pole
03 In a tree
04 In a bush
05 In a ditch by side of the road
06 In a tower 1in6 bricked up
07 In a well crafted cell
08 In a crude piled stone hut
09 In a humpy of woven sticks scrap
10 In a cave

11 In a grotto with running water
12 On a ledge on a cliff face

13 Under a tree
14 In a wild beasts lair
15 In a well
16 In a shrine
17 In a old tomb
18 In a ruin
19 In a forest
20 On a mountain top

D12 Hermit Livelihood (or roll D10 for common ones)

01 Donations from travellers and pilgrims
02 Fed by local church
03 Fed by local folk
04 Gathers food and goods in the wild
05 Gathers scraps from local farms for chores
06 Makes handcraft like baskets, shoes, wood goods to sell
07 Labours cutting wood or stone, carrying water or gardening
08
 Earns money as guide, watchman, porter or gatekeeper

09 Earns coin as a scribe, sage, artist or healer 
10 Animal friends bring food daily
11 Hermit uses magic to call divine food
12 Hermit no longer needs food or drink

D12 Hermit Dress
01 Stark naked
02 Filthy old loincloth
03 Clean loincloth
04 A scratchy hair shirt
05 A plain cloth shirt
06 A shirt and hooded cloak

07 Tattered moth eaten robes
08 Coloured robes 
09 Clean but coarse layered robes
10 Faded old worn Clerical vestments
11 Animal skins
12 Monk cossack

D12 Hermit dislikes
01 Local children or youths who tease him
02 Sinners who live unquestioning lives
03 Violence or those who live by death
05 Mainstream organised religion
06 Improper morals or alignment conduct
07 Anyone who disturbs hermits
08 Local gang, bandits or humanoids
09 Those who abuse gifts like beauty or magic
10 Supernatural spirits or phantoms or demons who taunt him at night

11 Unjust rulers or authorities
12 Displays of wealth and status

D12 Why a Hermit?
1 Atone for sin
2 Fled a tragedy
3 Questioned authority
4 Broke taboo
5 Sect decimated
6 Avoiding temptation
7 Lost a struggle for position
8 Questioned faith
9 Discovered blasphemous secret
10 Solace from other people
11 Orders from hierarchy
12  Had visions

d12 Hermit Secrets
01 Knows of a local dungeon
02 Knows secrets of local evil
03 Knows local comings and goings
04 Knows local version of legend
05 Knows of scandal evidence
06 Knows location of a lost thing
07 Knows a formula for potion or drug
08 Knows long lost truth of history
09 Knows of strange location
10 Knows why a location haunted
11 Knows a rare or unique spell
12 Know of other planar beings



D100 Strange Hermit Quirks (d3 each hermit)
01 Covered in caked on filth
02 Overgrown toe and finger nails
03 Long hair and beard on the ground
04 Painted all over with mud
05 Diseased skin
06 Face and hands painted with symbols
07 Tattoos all over
08 Missing teeth
09 A wizened staff
10 Holy symbol necklace

11 Collection of bead necklaces
12 Collection of skulls

13 Snakes, owls or some other small pet
14 Dog, goat, deer, mule or some medium size pet
15 Lion, Wolf, bear, horse or some large animal pet
16 Long Eyebrows
17 Shaved head
18 Vile smell of unwashed

19 A Idol or shrine
20 A holy book
21 Wine bottle
22 Calligraphy set
23 Old pot
24 Begging bowl
25 Pipe and stash tin
26 Fishing line
27 Lantern
28 Wide brimmed hat
29 Tattered old banner
30 Flail or lash for holy self abuse

31 Smell of frankincense, incense or scented oil
32 Holy water sprinkler for blessings
33 Fishing rod and bucket
35 Bag with bread,onion and cheese
36 Holy water flask
37 Gourd
38 Instrument, probably flute or bagpipes
39 Hand bell
40 Shepherds crook
41 Sickle
42 Scythe
43 Brazier
44 Fragment of old religious artwork
45 Item from pilgrimage to holy place
46 Basket
47 Ashes in funerary urn
48 Bundle of skeletal remains of predecessor
49 Stone Tablet

50 Religious Scroll
51 Scarified from war or torture
52 Scrawny with sagging skin
53 Apparently blind with white eyes
54 Blood shot red or brilliant blue eyes

55 Missing limb
56 Missing eye
57 Nose or ears cut off
58 Missing fingers
59 Exotic and foreign
60 Floral garlands
61 Ornamental piercings
62 Locked in manacles or yoke
63 A large vegetable
64 Surrounded by birds
65 Surrounded by vermin
66 Surrounded by flies
68 Smell of honey and flowers
69 Singing birds follow
70 Has no tongue or vow of silence, cant speak
71 Face covered by mask, hood or veil
72 Broken or old discarded templar weapons
73 Ring with noble crest seal
74 Humble tasty honey cakes or pies
75 Loaves of bread
76 Huge skewered roast honey locusts
77 Bowl of porridge or groats
78 Tea set with herbal tea
79 Talks to invisible friends (spirits or crazy?)
80 Pale or darker skin than typical 
81 Covered in freckles or spots or warts
82 Hunch backed
83 Club footed
84 Has palsy
85 Has terrible breath
86 Tempted by pretty young people
87 Tempted by vice
88 Foams at mouth
89 Sickly and seemingly near death
90 Stutters or lisps
91 Has great inspiring nobility
92 Knows a secret technique
93 Always jolly, laughing and knows good jokes
94 Protected by invisible entity 
95 Has a minor saint relic, hidden on person or in relic box
96 Weather seems to respond to hermits mood
97 Strange music sounds when hermit met
98 Does not sleep
99 Feels no heat or cold
100 Has a halo, different shape for each alignment

D10 Quick Hermit Types
01 Wild Men
02 Wanderers
03 Madman
04 Wicked cultists
05 Charltans
06 Holy recluses
07 Loner monks
08 Heretic
09 Prophets
10 Magicians


d100 Strange Hermits
Hermit Name, alignment, description including class if any but most priests
Teachings and beliefs

01 Balshebbar, Chaotic, Filthy Insane cannibal who hides grisly feasts in a old well
Teaches how to sustain self from cannibal diet, concealment and wilderness survival
02 Baraney Crungle, Chaotic, filthy crazy squirrel eater with squirrel cape
Teaches secret .language of squirrels, hundreds of recipes including a plague cure
03 Old Zeravny, Good,  balding bearded pauper who watches hills for bandits and worse
Knows the mountain trails and many of the humanoid dungeons and bandit hideouts

04 Kubal the wise, Neutral, A tattered robed old bearded man with mice and birds in hair
Knows many secrets of nature and animals,  bird friends tell him gossip from afar 

05 Lazlo the wild, Chaotic, a fierce wild man who flings feces at intruders in his glade
Knows secret entrances into secret dungeon and tunnel complexes

06 Zarb Bardabing, Chaotic, laughing madman who lives in a tree stump
His friends the trees know many secrets forgotten by younger beings historians 

07 Tulnab Dingle, Chaotic, robed forest philosopher with lichen covered beard
Knows location of secret magic herbs and the unicorn glades and secret elf outposts  

08 Fard Brinditch, Lawful, stern wild philosopher with his animal friends
Occasionally comes to fringes of civilization to preach against corruption of  humankind

09 Old Bear Grillson, Neutral, a wildman in a bearskin who prowls woods living as a beast
Knows many secrets of survival and hidden caves and lost things in the hills
10 Cardjad Frawlthistle, Nuetral, lives under a bridge and advises travellers about routes
Is fluent in ways of trolls as he was enslaved by them and some say he lives like one  

11 Krall Tinwhistle, Nuetral, wanders across land with but a staff, shirt and begging bow
Knows names and gossip of adventurers and murder hobos across the land
12 Pwrall Bugrump, Nuetral, travels across land examining mysteries of wells
Knows of subterranean water ways and strange wells across the land  

13 Zabab Graal, Lawful, wanders the land as a homeless old man looking for true heroes
Seeks heroes to train to recover a holy relic guarded by traps and moral tests

14 Nopka Thuze, Nuetral, ramble around country side gathering herbs and treating the sick
Happy to teach others herbalism and knows some secret recipes for strange ailments

15 Arden Truel, Lawful, wanders the land seeking gifted students to teach literacy to
Teaches reading, writing and the classics to poor, sometimes helps fund scholarships

16 Shamden Bogtrotter, Chaotic Good, a drunken jolly fatman who wanders tasting grog
Actually he is is looking to find wicked cultists and adventurers he can provoke to kill them
17 Zolran Trone, Lawful, a crazed old man looking for supposed long hidden evils
Looks for strange cracks in earth and long hidden places, also needs adventurers to search

18 Manderbrog Bafflegab, Lawful, is a gibbering wanderer who talks too much
Actually he seeks the truly wise by hidden phrases he can share his secrets with 

19 Jaleb Bharji, Chaotic Good, a strange foreign man who is tolerated as a tinkerer
While skilled in fixing things, secretly he searches for lost relic from his distant homeland
20 Banthra Karg, Chaotic Evil, wanders land giving dungeon maps to heroes
Actually he is paid by dungeon lords to send ill prepared unskilled adventurers to deaths  

20 Kybold Ming, Chaotic Good, lives in filth on fringe of village talking to self
Actually knows technique to see invisible things in spirit world and protects village 

21 Korben Lax, Chaotic Evil, was been on run for murder for years and keeps moving
Offers to teach students and lures to death traps, often uses bandits or humanoid allies

22 Mandiger Folx, Chaotic, former adventurer who tells rambling stories in return for beer
Some of his stories contain truth and he knows many dungeon locations in region

23 Olag Blag, Nuetral, likes to badly play crude instruments and busks for his daily keep
Actually is a bar and spy, often tries to manipulate adventurers to investigate humanoids

24 Borag Mog, Nuetral, collects cats and lives in filthy shack with dozens of them
Actually can teach how to speak cat and trained several youths in thievery

25 Plugly Gilthwapper, Chaotic, lives in shack in garbage heap making things from junk
Skilled at tinkering and many handicrafts, also kows movements of local humanoids

26 Plunkwhistle, Chaotic, drooling old fool who falls over and people pay to stay away
He knows common scriptures and many forgotten ones no longer popular 

27 Bobbit Crunktadger, Chaotic, has been locked up as public menace and keeps escaping
Actually he is a skilled escapologist and former agent of the high holy heirophant 

28 Zebran Draab, Evil, pretends to be harmless and helpful old fool
Spies on peoples comings and goings then performs horrible murders framing innocents

29 Brog Gelb, Nuetral, a hard working wandering labourer, shunned for his madness
Knows techniques for great endurance and long distance running

30 Polka Zin, a dancing old fool who talks to graves an carries a skull
Actually can speak to dead and tries to help dead resolve issues so they can rest in peace

31 Oolran Bor, Chaotic Evil, acts as a teacher and adviser to poor and down trodden
Actually recruits them into the embrace of the mad frog god cult

32 Master Zeringer, Lawful Evil, Wise holy man who helps who helps find hidden witches  
Encourages mobs to persecute women, pretends to be kind and reasonable, serves Hell
33 Barnaby Zellwien, Lawful Evil, Old man convinces locals to destroy "evil" pagan relics
In reality these relics and monuments have trapped evil beings he seeks to release 

34 Giles Cockleby, Chaotic Evil, helps farmers while introducing them to demon cults
Seems like a kind helper of common man, actually cult leader on mission from evil god

35 Master Kithreon, Lawful Evil, spends time indulging in luxury, vice and wickedness
Spreads corruption and vice with cash he gets from a local dungeon lord from Hell

36 Kalandor, Evil, a popular attractive healer who gives medicine to the poor
Expert in brewing addictive drugs, perverts commoners to join drug cults  

37 Modorian the Wonder Worker, Chaotic Evil, uses his blessed powers to help commoners
Actually a sorcerer who dupes pious into joining his inner circle a demon vice cult 
38 Fenwick Marsh, Chaotic Evil, a local marsh guide who sells fish and heals the poor
A fish cultist who charms women and offers to restore their virginity with his holiness

39 Karzan Brimble, Evil, Warns commoners of unhappy spirits and helps battle undead
Actually creates undead and cons people into making cash offerings to appease dead

40 Doctor Grimblebee, Lawful Evil, kindly old man helps many with personal problems
Actually he is desperate to buy souls for Hell in a deal to get his own soul back 

41 Gimble Thorn, Neutral, helps the poor with inexpensive healing potions he makes
Actually a fraud using narcotics to make dupes feel better, moves on if any suspicious

42 Paddra Thune, Neutral, This kindly healer sells charms to protect women
Actually he seduces them leaving a trail of illegitimate children, former baker from city 

43 Nunria San, Nuetral, Kindly advises local business men with his astrology skills
A fraud who manipulates commodity prices and cons suckers to buying them

44 Paldor Than, Nuetral, Collecting donations for a wondrous new church or monument
Actually a shameless con man who spends money on booze, gambling and prostitutes 

45 Tolun Nitron, Evil, Recruiting young men to join his merry rebel band in the hills
Instea of freeom fighting the victims are press ganged into being poorly paid bandits 

46 Zobra Tor, Evil, Travels about aiding farmers with his agricultural wisdom
Also encourages some to grow illegal drug crops and evil spell components

47 Old man Thorsby, Neutral, travels to help commoners with his livestock advice
Works with thieves who steal best animals in county after he moves on
48 karon Meldham, Neutral, sells lucky and charms an offers personal prophecies
A former trinket crafter from city who sells work to country rubes as magic

49 Illior Turan, Lawful Evil, Visits communities and has a knack for finding witches
Actually blackmails women for sex and tries to grab land of old women with little family

50 Loran Despule, Lawful Evil, Kindly old man selling city apprenticeships for children
Actually he sells kids to sweatshops and slave traders and cults

51 Sanpa Gnodstrom, Lawful Good, A once important cleric in hiding from church authority
Has knowledge of ecclesiastical scandals, regions ancient ruins, and fallen angels

52 Tozer Rundok, Chaotic Good, wild bearded scholar deep in mystic contemplation
Avoids distractions while trying to understand secrets of his holy clerical texts 

53 Kozak Braan, Good, prays in is cave for worlds salvation, avoids people but will heal sick Abstaining food and water and trying to prey self to death but angels keep restoring life 
54 Padrial Zemna, Good, wears faded patriarchal robes of banned sect but helps the needy
Teaches secret doctrines no longer part of modern church including new spells  

55 Porius Lecta, Good, former cleric adventurer now living in stone hut in hills
Will put on old armour to help needy or foolish young adventurers out of there depth 

56 Zamna Thorg, Good, guides road travellers and knows how to avoid bandits and trolls
Knows local bandit lairs, troll holes and other dungeons and caves best left alone 

57 Golrod Stang, Good, former judge from church court, locals still seek for judgement
Expert on church lore ans cunning extractor of truth from commoners, well respected

58 Salma Stern, Good, former priest of now rare sect destroyed by tyrant decades ago
Sect knew many secrets of cults and local demons an elder gods in the region 

59 Asran Varp, Good, Former teacher lives in isolation to prey and still offers advice
Retired due to temptation teaching holy virgin sisterhood, tries to avoid looking at women

60 Rolgan Thark, Good, former inquisitor who had innocents killed with weak evidence
Expert on atonement rituals and now dislikes judging others, will fight obvious evils

61 Brother Rolgar, Lawful, survived his orders destruction and now avoids humanity
His sect had known many secrets of cosmic law and the mysteries of overspace 

62 Brother Weltron, Lawful, failed his orders leadership challenge now dwells in a pit
Wise in the ways of medicine and natural philosophy which he scribes in his journals 

63 Brother Sannel, Lawful Evil, removed from his sect for wicked plots and theft
He secretly trains bandits in esoteric fighting arts while pretending to be a wise scholar

64 Brother Hroldar, Lawful, a jolly wine maker exiled from order for drunken revelry
He still makes wine in his cave but now it use ceremonial only, but he will teach others

65 Brother Dzelrak, Lawful evil, from a sect fallen to devil worship and burned by king
He now pretends to be a kindly teacher and tries to dupe heroes into finding evil relics

66 Brother Tralorn, Lawful Good, lives in ruins of his order, the last of his kind
Seeks new students but cant find truly disciplined ones but he keeps searching

67 Brother Latan, Lawful, hunts signs of chaos, corruption and  evil but is getting old
Tells tales of his old battles but villagers don't believe in the power of chaos now days 

68 Brother Phebus the lightbearer, Lawful, he guides nigh travellers and fights undead
Has knowledge in finding undead and the taint of their evil in graveyards

69 Brother Selinor, Lawful, living off nuts and berries living in a cave, tired of humans
Actually keeps a minor relic in cave and knows where there are several more in dungeons 

70 Brother Flaius, Lawful, seeks atonement for burning church building, helps travellers
Was a famous scribe and calligrapher, has been writing several books with his cat

71 Camus Faran, Lawful, exiled for unusual interpretation of holy texts, has pet snakes
Know the language of snakes and obsessed with their every mention in holy books 

72 Zoran Kerax, Chaotic Evil, wild man has written additional scriptures justifying murder
Lives in a cave full of skulls, writes on flayed human skin, kills visitors, deceived by demons 

73 Alleous Toran, Nuetral, lives in harmony with beasts, disapproves of church buildings
Speaks many animal languages and is superior animal doctor who helps farmers

74 Wallen Gorb, Good, was tortured by goblins now prefers solitary life in prayer
Knows goblin ways and underground tunnels through mountains, keeps set of goblin idols 

75 Talen Rael, Nuetral, sits on top of ruined column and fed by locals, fantastic long beard
Believes everyone should live like him and lived like this for decades, was a skilled healer 

76 Varran Klator, Nuetral, driven from church for seduction of youths and nudity
Preaches fornication and preaches in nude as god made him, locals throw rocks at him

77 Balrezar, Nuetral, spends time praying god unmakes the universe as it is a mistake
Expert on creation, dawn age and the elder races before man, seeks spell of annihilation

78 Tolrad Brathe, Good, exiled for arguing church give all money to poor, lives in ditch
Opposed to greed and property ownership, hunts bandits and thieves who rob poor

79 Erod Sunn, Chaotic Evil, spreads corrupted church beliefs and demon worship
Always smiling and works at corrupting local faith, killed several priests and keeps skulls

80 Marren Bor, Good, adopts orphans who live in stone huts preying and living simply
Local church leaders don't approve of his archaic doctrines about nature of divinity

81 Master Terran Vorr, Chaotic, dwells in stick hut having mystic visions, fed by locals
Having visions of apocalyptic changes to structure of the universe and cosmic threats

82 Zogorra Than, Lawful, in hiding to contemplate if the angel who gave him tablets is true
Composed a new potentially heretical book of prophecies and new insights into doctrine 

83 Horzel Mishma, Lawful, has been scribe of secrets told to him by possibly rebel angel
Has been keeping in hidden trunk all his writings with gold "angel" gave him for copying 

84 Paleb Drule, Nuetral, people pester him for future visions an he has had a gutful
Hides in mountain with animal guardians now, might share presight for great purpose 

85 Kural Pradshem, Good, currently hiding in wilds and tormented by demons nightly
Undergoing tests from the angels, forthright in all dealings, fears demons might hurt others 

86 Terewel Knorrad, Nuetral, hiding in woods having terrible visions about a local killer!
Actually he is a werewolf and is the killer, he is a fine poet but demons attack his spirit

87 Prawlogg Skren, Chaotic, spreads exiting new teachings inspired by angels!
Actually serves chaos frog demons of limbo preparing cult for a visitation of the frog gods

88 Horlog Blanb, has made a prophecy of the fate of the kingdom, some say he is just daft
he has had his doubts but now is sure angels inspired visions, everyone must get ready! 

89 Azrag Truell, Chaotic Evil, gossips about hidden enemies, betrayals and family secrets
actually a demon in disguise stirring up small communities and provoking murder

90 Curdmas Trey, Good, hiding in isolation in ruins in hope angel voices return
Has been given specific knowledge on demon and evil cults, they hunt him every night 

91 Simony Magaros, Teaching he is new incarnation of god from his cliff shrine
Actually a sorcerer into drugs and vice using spells and drugs to pretend he is a priest 92 Honoriad Trast, Lawful, former inquisition master now a quiet wandering healer
Aculay member of secret order battling planar intruders and finding heroes to fight chaos 

93 Calabus Corimm, Nuetral, well known and loved for aid to farmers and commoners
Actually a druid who avoids conflict with urban priesthoods to keep helping commoners

94 Marastad Galum, Lawful, actually a wizard but but strong in faith, lives in a treehouse
Working in his study and identifying evil beings in the area secretly up to no good

95 Zortell Madden, Lawful, a former templar who roams back hills hunting evil
Actually seeking to recover a relic entrusted to him and locating area dungeons and lairs

96 Korgax Ran, Chaotic, formerly a barbarian who converted and joined priesthood
Occasionally comes from hills to form a posse to exterminate local bandits and humanoids 

97 Sirriax, Nuetral, a helpful but shy hermit well liked by villagers for driving away monsters
Acyually they are an elf using a false bears to keep an eye on humans

98 Kozrax the Dwarf, a short angry hermit sick of people who lives in a hole
Actually he was a very short man, property of royal court and escaped, sick of big people

99 Morzigan Truel, Lawful Evil, a mighty hermit who has sealed many dungeons with spells
Actually helping dungeon lords on his faction and impeding those who refuse to join 

100 Korzarrim Skyrax, Lawful, a stern preaching philosopher who lives in bramble bush
Cynical of human good being able to save world, preparing own strange ritual to save world
Thanks John P on G+ for spotting something funny about 92 i fixed