Tuesday, June 29, 2021

10 Badass Spears

Why am I using the term "badass" here? Because every other list is going to just say "magic" instead, so who cares. It means the same thing. We don't have enough cool magic spears. It's always just swords.


10 Badass Spears
[1]
Edamame - 1d8+2
Named after a simple cooked seed dish, this spear is so named for its bright green pod on the end of it, edged with a sharp seam. Three times per day, the user of this spear can swing it and force the pod to magically open up; releasing a sudden burst of Entangling Roots in a cone. These roots also puncture and spread shoots through whatever is struck by it, dealing 1d6 damage.

Additionally, if this spear lands a killing blow on a creature of at least one HD, all enemy creatures adjacent to the slain creature must save or be entangled by a small explosion of grass and vines that shoot from the slain enemy's body. These roots are intelligent enough to avoid striking both the user of the spear and their allies; making this weapon very powerful.

[2] Love Point - 1d6+1
Spear whose bright metal tip is dipped in orange paint. Has a long dark gray shaft made of unusual, far-away wood that is stronger then oak. The spear has a sharp, flat head.

When the spear is gripped and pointed at a creature, they must make a save. If they fail, they will slowly walk towards the spear and be able to attack the spear user. Every round, they will get closer- until they will begin to impale themselves on the spear and walk into it, thus killing themselves. Assume it takes about three rounds to impale oneself on the spear from a general fighting distance. You can make being impaled lethal (perhaps a save vs death for the final round?) or just make it do maximum weapon damage each round they keep walking into it.

Love Point has a second ability. Whoever routinely feeds it their blood will be considered its "owner". As long as you are Love Point's owner, you are immune to mind effecting spells, and you can summon the spear to fly into your hand from a distance. However, if enough attacks are done against an enemy, it may "switch" ownership, thus making you vulnerable to having the spear taken.

[3] Fiendish Point - 1d10+2
Spearhead is a bright red metal, forged from unusual alloys. It was (probably) forged in hell. The weapon is immune to melting and corrosion, and its head is always warm to the touch.

Once per encounter/turn, the Fiendish Point can charge up a blast of flame and release it at a target you are pointing the spear at. This flame blast deals 1d6+2 damage, and can be fired at throwing range.

Once per day, the Fiendish Point can charge up a blast of hellish heat- and create an invisible field of super hot air. The heat is enough to fill 6 squares/hexes/equivalent in sq ft of space in any shape the caster desires, as long as they are all touching. Anyone standing in the heat loses -2 to their To-Hit and Damage from the sweat and fatigue. Any ice effects like weapons made of ice or people frozen in ice are thawed out in seconds. Out of combat; the intense heat can be used to dry an entire small campsite after a rain, steam up a sauna, or make a tent totally warm for a full night.

Once per owner, the Fiendish Point can be used to sign a minor magical contract with a devil. The owner of the spear simply needs to tap the butt of the spear on the ground three times, while saying "Let me talk to my lawyer". One soul (especially one as morally dubious as yours) can be exchanged for a few decent things, like seven years of good luck, a hearty sum of gold, or another magic item, but don't kid yourself. If you ask to rule the world in exchange for your soul or something the devil will just take the spear away and give it to some other sap.

[4] Walking-Spear - 1d8+1
This spear's dull end can be tapped on the ground to click and hide the spearhead into the shaft, giving it the appearance of a simple, sanded walking stick. This also allows it to be carried as a stealth weapon.

The first day you are in a new place, you get +4 to hit with this spear. For this definition, a new "place" is a general geographical area or locale with at least some size. So your "first day in a new town" or "first time explored the caves" would count, but not first time stepping into a building or wing of a dungeon, for example.

[5] Rainbow's End - 1d6+1
The entire spear looks like it is made of a slightly blue-tinted glass made from a single piece. The spear is just as deadly as any other, and no less durable then a normal spear, but anything that would break a spear or if a corrosive weapon effect is applied this spear would shatter in a million pieces and be lost for good.

The inside of this glass spear is hollow and within is a swirling pillar of colors. Once per day, the spear can be activated by its user to cast Color Spray, OR it can be used to create a single "wall" color from the spell Prismatic Wall shaped by the user in front of them. For both, the "caster level" of the effect is equal to the user's To-Hit bonus with melee weapons. This weapon recharges by being left out in the sun for a bright, sunny day.

[6] Horse - 1d6+2
Standard, dependable looking spear. Tassel wrapped around the head made of a horse's tail hair. If you tuck it between your legs, and pantomime running with it, it will fly a few feet off the ground- like a limited flying broom. If you try to ram the spear into something while riding on it it deals 2d6+2 damage on impact but sends you flying over top of your target because you forgot that you're not actually strapped in to anything.

[7] Taboo - 1d8+1
This spear has a shorter then average shaft, wrapped in purple cloth. It smells lightly of flowers. If you hold the spear's shaft in your mouth horizontally, no spell cast by a spellcaster can effect you. The moment you remove the spear from your mouth, every spell cast on you takes effect at once.

While this power means you can essentially become immune to magic, you can't talk (and cast your own spells), eat, or pass through small passages as the spear would get blocked. You also obviously can't attack with the spear, unless if you spin around and just barely scratch people around you- 1 damage at the most for an "attack" made this way unless you're a freaky martial artist master.

[8] Master & Apprentice - 1d10+2 & 1d6+1
This magic spear is actually two spears. They look identical; dark grain wood with shining silver heads, but one spear is significantly shorter then the other and has a head that is slightly smaller and less imposing then the first. The two spears are inextricably linked, and will always find themselves back together again once separated.

If you are holding the Master's spear, you have the more powerful of the two spears. You gain the power of a random Blade Art, which changes each time you draw the spear to a point at a foe. However, you have the burden of an apprentice. Each time the character armed with the Apprentice spear takes damage, you get 1 shame token. These shame tokens force you to drop the spear when you reach a number of shame tokens equal to or greater then your To-Hit bonus from your class and character's abilities.

If you are holding the Apprentice's spear, you gain the guidance of the master, and the flexibility of the apprentice. You can, once per round, strike at the same target that the Master's spear has successfully hit- you will automatically hit the target on the same roll or better on a d20 as the Master's spear hit the target. Your spear is also shorter, and thus better used in tight spaces.

The spears don't technically have to be used by two different people.

[9] Moon End - 1d12+1
Barely qualifies as a spear, as the long wave on its head makes it almost a polearm, but is still primarily a thrusting weapon. Whenever you miss a target with this spear, the edge of the moon-blade will still cut them with supernatural force, dealing 1d4 damage.

Additionally, this spear has the power to control darkness. You can cast Darkness once per day, or extinguish a single light source. While holding the spear, you have dark vision out to 20 feet. Your eyes glow a pale silver-blue.

[10] Uladide - 1d8+2
Named by the elf grand-master who once wielded it, this legendary grand weapon is of no small renown. It is made of a pale white-gold metal, with gold leaf designs flowing up the end of the shaft and "blooming" into the blade like an opening flower. The shaft itself is made of some kind of jade-metal-wood material that is flexible and strong. You could use this spear to pole vault over gaps, for instance, or use it to stop a ceiling-trap from collapsing down on a room a moment, though eventually it will be bucked loose from getting bent too far, it won't break from such rough treatment.

Firstly, this spear grants an extra spell slot to anyone who has mastered it. If you meditate with the spear during downtime, you can prepare an extra spell, the magical energies of the spear mingling with your own.

Second, Uladide is a thing of beauty, and a work of art. It invisibly guides its user to flow and to pose dynamically, creating an entrancing effect. Those of 1 HD or less cannot move or attack if they see Uladide in action; they are entranced by its motion, its shine, and its magical power. Essentially; stun everyone of 1 HD or less who is in the battle with Uladide. Those allied to the user of the spear are not immune, but can get a saving throw to avoid looking at it each round.

Because of its beauty and power, this is an Ego weapon. It will only serve a master who has at least a +4 to hit in combat and can cast 3rd level spells or higher. Or just make it so it will only serve someone who has a HD of 8 and is of Neutral or Lawful alignment. If one does not meet the requirements, using the weapon will cause the spear to bend wildly the first time you try to stab it into something, flopping itself away from you on the ground and being totally useless. Those who try to use a magical ritual or force to master the spear must save vs magic or have their bodies frozen into white stone.

Wednesday, June 23, 2021

Fantasy Race Generator

The Fantasy Race Generator 

This generator will allow you to create random playable or monster races for fantasy settings and worlds. To begin, roll 1d3 on the following table for the racial type. If you want to directly roll a random fantasy race;  Skip to the body-generator. Once your type has been rolled or chosen, start where instructed and follow from top to bottom, rolling on each table or category.

This generator is quite long and complicated, and can create some very freaky stuff. It can also create some very boring stuff. The ideal here is a generator that can make Tolkien orcs, Japanese style pig-orcs, weird final-fantasy esque versions of orcs, and Warcraft orcs all in one table. Many categories here uses at least two dice to create dice curves; making some outcomes more rare then others- this is intentional to keep a more believable baseline.

If you want to see it in action, here's the examples.

Racial Type Table
[1]
Humanoid. (Human, elf, dwarf, gnome, etc.) Skip to the physical modifiers section.
[2] Animal Person. Roll a Random Animal, then skip to the cultural modifiers section.
[3] Wholly Unique. Roll on the Body-Generator table below.

Body-Generator Tables

Roll on these tables to create the basic overview.

#

Basic Body Shape (3d6)

3

Serpent. Two arms, no legs, one head.

4 to 5

Quadrupedal- no arms, four legs, one head.

6 to 8

Tauric- two arms, four legs, one head. Roll on Legs subtable.

9 to 12

Standard- two arms, two legs, one head. Bipedal.

13 to 15

Devi- four arms, two legs, one head.

16 to 17

Tentacles- Roll on Tentacles subtable for limbs, one head, no body.

18

Disproportionate- Roll on Warped subtable.

#

Legs (d4)

#

Tentacles (d4)

1

Appropriate for Skin covering

1

Four tentacles; Appropriate for Skin.

2

Legs of a Random Animal.

2

Octopus / Squid bottom half. Suckers.

3

Change to Insect. Six legs. Roll on this table again with a 1d2

3

Roll 2d6 for number of smooth tentacles. Tentacles are a Random Color.

4

Change to Arachnid. Eight legs. Roll on this table against with a 1d2

4

Has arms; roll 1d3 on this table again for lower body tentacles.

#

Warped Subtable (d10)

1

Standard body, with one arm hilariously bigger and stronger then the other.

2

Standard body, with a tiny shrunken head.

3

Serpent body type, but no arms either. Just a snake-thing.

4

Orb body; No arms, legs, one head as a large floating ball.

5

Manspider body; 8 arms, no legs, on head set in the body.

6

Roll on Basic Body Shape table, no head.

7

Roll on Basic Body Shape table, add +1 head

8

Roll on Basic Body Shape table, add +1 arm. Comes out of center of the chest.

9

Roll on Basic Body Shape table; replace arms with tentacles. Roll on tentacles table. If no arms are present; roll again.

10

Roll on Basic Body Shape table, roll different skin covering for head. If it's an animal head or body, roll a second animal and make them different.

Skin Covering - Roll 1d8
Every race will have a skin or skin covering. The skin type determines other features of the creature which fit; for example, a tauric creature that has scaled skin would have the lower half of something like a komodo dragon. Skin types usually cover the entire creature, with coloration patterns and adornment as what would be found in nature; the exceptions are anything rolled on any table in this generator which contradict this. This skin-covering table also covers things like hair or other details.

#

Skin Covering

1

Skin. Human like. Hair.

2

Chitin. Waxy. No hair.

3

Feathers. Down, plume(s).

4

Fur. General fluffiness

5

Smooth. Slimy smooth skin; amphibious. Gil filaments.

6

Scales. Lizard or Fish. Frills or spikes.

7

Rocky/Bony. Cartilaginous pieces. Hair is spikes.

8

Thick-Skin. Dark, elephant-like skin. No hair.

Face Shape - Roll 2d6
This modifies the lower half of the creature's head, mostly the mouth, jaw, and nose.The diet of the creature can also be taken into consideration to design what its face looks like; for example a creature that rolls a short snout and is a herbivore may be more like a cow, where as a short snout creature that is a carnivore would be more like a bear.

#

Face Shape (2d6)

2

Alien-like human. No lips, smoothed, maybe eel-like.

3

Tentacle mouth leading to hidden inner beak. Squid, cuttlefish.

4

Long & Thin beak. Similar to Dolphins, Gharials, Hummingbirds, etc.

5

Beak. Use skin covering for a basis. Bird like, turtle like, flesh-beak, etc.

6

Short & Thick Snout. Pig, Hippo, Feline, Bear, etc.

7

Humanoid. Lips, jaw.

8

Long & Thinner Snout. Wolf, Horse, etc.

9

Probiscus. Mosquito, fly, tapir, elephant, etc.

10

Mandibles. Insectoid, or tooth-whorl like the Helicoprion.

11

Snail or Sea-Cucumber ish. Simple mouth hole, closed via flap.

12

Cromagnon-like human. Very broad jaw.

Eyes - Roll 2d4
Determines the general makeup and position of the eyes. Eyes try their best to be symmetrical.

#

Eyes (2d4)

2

Eyeless.

3

Two Eyestalks.

4

One large, central eye.

5

Two Eyes in the middle of the face. Humanlike.

6

2d4 Eyes of various sizes. If odd; one eye is centered.

7

Two Eyes; very large, bulging.

8

Roll 1d3 eyes. Random spots; tip of tail, chest, palm of hands, etc.

Physical Modifiers
Note:
If you are skipping here from rolling Humanoid, then your race has two arms, two legs, and is covered in skin. They have a human like face and two eyes. Roll every table from here on out.

Size- Roll 2d4
Size is calculated using height as a basis, with weight increasing proportionally.

#

Size (2d4)

2

Significantly smaller then a human. (2-3 ft)

3

Smaller then a human. (3-4 ft)

4

Shorter then human, but same weight. (3-4 ft- bulky)

5

Roughly human.

6

Taller then human, but same weight. (7-8 ft- spindly)

7

Bigger then a human. (7-8 ft)

8

Significantly larger then a human. (9-10 ft)

Tail Table - Roll 1d4 then 2d6
Table to determine if a creature has a tail or not. Animal people are assumed to have a tail, as they skip this section anyway.

First, roll a 1d4.
[1-2] No Tail.
[3] Standard tail. The tail is fitting for their skin covering and is at a length that is about 50% of their height, so it doesn't drag on the ground. Those with human skin have a cow tail instead of a gross pink flesh tail, to better fit the high-fantasy theme.
[4] Roll on the Advanced Tail Table.

#

Advanced Tail Table (2d3)

2

Has up to 1d6 tails. These grow out in number with age or experience.

3

Tail matching the skin covering. About 1.5x body length, prehensile.

4

Has the tail of a Random Animal. Reroll if the animal doesn't have a tail. In this context, you can count tail feathers or insect abdomens as “tails” a race can have.

5

Tail matching the skin covering. Only a few inches long; stubby.

6

Has a demon-like spade tail. Roll d20 on the Color Table for it's coloration.

Diet - Roll 2d4
Determines what the creature eats and its tooth shape. Could also factor into forms of aggression and/or bite attacks along with the face shape above, if rolling a totally generated race. Humanoids will still have more human faces, but may have unusual teeth and diets. For humanoids- you can roll a 1d3+3 for a more bounded result. If you want a more mundane table; you can roll 1d6+1.

#

Diet (2d4)

2

Reliant on one highly specific source of food

3

Herbivorous (grass and roughage)

4

Vegetarian (nuts, fruit, mushrooms, tubers, etc.)

5

Omnivorous

6

Carnivorous

7

Iron Stomach (Eats basically anything. Corpses, pond scum, feces, etc.)

8

Abstract. Feeds on light, magic, music, life-force of others, etc.

Special Body Features Table - Roll 3d6
This table lets you generate a special body feature for members of this race. Typically you'd only want to roll once per race to prevent them from being too overloaded with concepts.

#

Special Body Feature

3

This race has scythe-arms which come out from their back. These back arms have their skin covering, up to the blades which are made of bone. Like a Zergling.

4 to 5

This race has unusual hands. Roll a new skin covering for the hands, which go from the fingers to the elbow.

6 to 8

This race has unusual legs. Roll 1d2 on the Legs Subtable above. Roll a new skin covering if you get a result of 1; these only cover the legs.

9 to 12

No special feature.

13 to 15

This race has Horns. Roll on the Horns Table.

16 to 17

This race has Wings. Roll 1d3 on the Skin Coverings table to generate appropriate wings. Skin wings = bats, feather wings = birds, chitin wings = insectoid, fur wings = moth or butterfly wings.

18

This race has geometric stone/calcium growths in a part of their body. These are located on the (roll 1d4) Top of Head; Shoulders; Chest; Back.

Body Color - Roll 2d4
Individuals of this race tend towards this coloration; but can vary based on bloodline or other factors. There is no reason to assume a fantasy race can't have different ethnicities, as humans do.

#

Body Coloration (2d4)

2

Rainbow vomit species. Roll 1d8 on the Color Table for overall color and then roll 1d8+12 for their highlights. If you get similar colors, then they glow in the dark.

3

Brightly colored. Roll 1d6 on the Color Table.

4

Neutral, earth colors. As [5], but creatures will have a slight color tint to their entire body or coat. Roll 1d8 on the Color Table.

5

Neutral, earth colors. Creatures with skin will have humanoid skin. Creatures with fur will have brown, sable, or tawny, and so on. Colors are influenced by their Homeland.

6

Neutral, earth colors. As [5], but creatures will have a single very bright natural highlight. This could be a stripe down the mane, or the color of their claws. Roll 1d8 on the Color Table.

7

Monochromatic. Their body is mostly a one color; roll a "Monochrome" color on the Color Table. Roll again for the color of their hair, quills, body spikes, etc.

8

This species is albino and has no coloration. Roll d% for how transparent and thin their skin is; up to being able to see their internal organs.

Eye Color - Roll 2d3
Skip for eyeless species.

#

Eye Color (2d3)

2

This race's eyes are pure white; no iris. No loss of vision.

3

Roll 1d8 on the Color Table. Their eyes glow this color in darkness.

4

Roll 1d6 on the Color Table. This is the “most common” eye color, and individuals of this race can have colors adjacent to this color on the color wheel. For example, if you roll Yellow, then yellow eyes are most common followed by orange and green eyes.

5

Roll 1d20 twice on the Color Table. This race has a mixture of these colors as its primary eye color, with flakes or spots of these colors visible. Having eyes that are purely one of these colors is a recessive gene.

6

Roll 1d20 on the Color Table. They have no pupils or iris, it is one solid color.

Homeland - Roll 1d12
This is the preferred biome or ancestral climate that this race was either most evolved for or created to live in by the Gods.  While partially cultural, this can also effect biological factors, such as a furred race having thinner, light colored fur if their homeland is a hot savanna.
You can also roll 1d8 for purely terrestrial or 1d10 for natural only habitats.

#

Homeland Table (1d12)

1

Grasslands / Prairie

2

Forest

3

Bog / Wetland

4

Mountain

5

Desert

6

Tundra

7

Tropical / Island Hopping

8

Subterranean / Underworld

9

River or Lake (Amphibious or Aquatic)

10

Coastal or Reef (Amphibious or Aquatic)

11

Urban / Artificial

12

Supernatural (Crystal Mines, Mushroom Forest, Another Dimension, etc.)

(Optional) Stat Adjustment - Roll 1d30
This table can be used to give a race a stat adjustment. This table just features a positive and negative possible result for every stat. The rest of this generator hasn't given any mechanical backing to any of the special traits; so this is just there for flavor in case you want a jumping off point.

1

(+Str -Dex)

16

(+Int -Str)

2

(+Str -Con)

17

(+Int -Dex)

3

(+Str -Int)

18

(+Int -Con)

4

(+Str -Wis)

19

(+Int -Wis)

5

(+Str -Cha)

20

(+Int -Cha)

6

(+Dex -Str)

21

(+Wis -Str)

7

(+Dex -Con)

22

(+Wis -Dex)

8

(+Dex -Int)

23

(+Wis -Con)

9

(+Dex -Wis)

24

(+Wis -Int)

10

(+Dex -Cha)

25

(+Wis -Cha)

11

(+Con -Str)

26

(+Cha -Str)

12

(+Con -Dex)

27

(+Cha -Dex)

13

(+Con -Int)

28

(+Cha -Con)

14

(+Con -Wis)

29

(+Cha -Int)

15

(+Con -Cha)

30

(+Cha -Wis)

Cultural Modifiers
Note:
If you are skipping here from rolling Animal Person- Then your race is a bipedal, anthropomorphized version of your chosen or rolled animal. Any stats or special abilities of the race should be based on the animal stereotypes themselves; foxes are clever and tricky, but impulsive. Bears are strong, but lazy, and so on.

Society - Roll 2d6

#

Society (2d6)

2

True Democracy.

3

Anarchistic Clans.

4 to 5

Oligarchic Republic. Group of elites rule this nation, 1 in 2 chance they elect an Emperor as a figurehead; with all but legal assassinations if he gets too big for his pants.

6 to 8

Monarchy.

9 to 10

Despotic Heirarchy. You move up by defeating the one above you. “Defeat” doesn't necessarily mean kill, just outdo according to their cultural values.

11

Theocracy. Depending on the setting; their Gods may literally rule the nation as well.

12

Meritocratic Bureaucracy.

Religion - Roll 2d4
Religion may be shared or taken from other races or cultures in the setting; Monotheists may all worship Zulin, no matter how weird or foreign they are.

#

Religion (2d4)

2

This race worships a single type of powerful monster- Dragon, Beholder, Behirs, Giant Evil Spiders, Nature Spirits, etc. Cults spring up around local monsters.

3

This race worships demons or elder gods. This worship isn't out of genuine respect, and may simply be done in exchange for magic, to avoid punishment, or as slavish devotion to power.

4

This species is Monotheistic.

5

This species worships a Pantheon of Gods. The Gods look like them, share their cultural values, and may be the originator for their race. Generate a Pantheon.

6

They are pagans; worshiping nature, the elements, and wild animals. Their priesthood are druids. Regardless of their tech level, they hold nature in high esteem.

7

Animists.

8

Strangely Atheistic. Instead, they venerate an idealized singular ancestor of their species; all strive to be more like this ancestor. (Kral of the Shek, Talos, Cú Chulainn, The Founding Fathers, etc.)

Values - Roll 1d10 + 2d20
Roll three times on this table. The first roll is the highest and most respected value among this culture- rolled with a d10. The second rolls are d20s with these being secondary or highly valued, but not the most important, values of this culture. For a less gonzo culture, use d10s instead.

1

Honor

11

Profit (Monetary)

2

Mercy

12

Prudence

3

Justice

13

Nature

4

Love

14

Purity

5

Family

15

Cunning

6

Loyalty

16

Beauty

7

Strength

17

Obedience

8

Order

18

Ambition / Daring

9

Fairness

19

Craftsmanship

10

Reason

20

Hospitality

Tech Level - Roll 2d4
This tech level is designed to keep most cultures around a LotR-esque high iron age to early middle age levels of technology and metals. This is my preferred tech-level for fantasy worlds, but you can adjust it by rewriting the table with your own tech levels being in the center.

If this race is isolated from the others (lives under the ocean, in sky islands, on a far away island, etc.) Then the tech-level roll exists where it stands. If this race lives on the mainland or general continent(s) of the setting, then adjust the result to be one space towards the center, normalizing technology in this fantasy world.

#

Tech Level (2d4)

2

Paleolithic.

3

Neolithic

4

Bronze Ages.

5

Iron Ages.

6

Middle Ages.

7

Renaissance.

8

Early Modern. (May involve Steampunk)

Historical Events Table - Roll 2d6
Each Historical event rolled is a significant, major development in this race's lineage and history. Historical events can be rolled chronologically; one per "age" until the race has caught up with everyone else in the setting, or it can just be rolled and sprinkled into the background.

#

Historical Events Table (2d6)

2

Great villain of this race caused a major catastrophe, created a thousand years of darkness, or greatly reduced the setting in some way. This race has a negative connotation to most peoples in the setting every since, and many still have prejudice against them.

3

Plague, sickness, or curse unique to this species was created or appeared- killing off a huge number of their people. If this is the last or latest historical event you roll; then this is currently ravaging the population and killing off many of them.

4

Roll on the Tech Level table. This race was or will be one of the most dominant races in the world during the generalized time period of that tech level for the whole setting. If you roll the current time period for the setting; then they are currently powerful OR are at their peak.

5

This race has a subrace or a substantial minority. Perform a reroll or add an extra element on one of this race's Physical Modifier table results. The attitude of the main race towards this minority is determined by a d6 roll; with a 6 being total acceptance and a 1 being openly hunted for genocide.

6

This race once waged a bloody racial war against another power in the setting. First, randomly determine another race or faction in the setting, then roll a 1d3 to determine how much they were the aggressor. Finally, roll a d6 to see the result; with a 1 meaning this race was utterly humiliated by the other or a 6 meaning they nearly wiped out the other.

7

Roll again on the Society table. This roll was an older power structure that was overthrown to make way for the current, more righteous power structure.

8

Generate a Splinter Group for this species. This is a political group or rogue-kingdom. Only roll again on the Society table if they're different or strong enough to actually create their own government; otherwise they're just generic rebels.

9

Generate a Splinter Group for this species. This is a religious group; roll on the Religion table to generate a new religion for them.

10

Roll on the Weird Obsession table. This extra Weird Obsession has also become popular with other races; and has become a source of trade and prestige. For instance; Dwarven Alcohol.

11

Pick one of this race's Values or roll a new one. An influential, great thinker of this species or a new paradigm uplifted this value into great importance into this culture- they were uncivilized before this moment.

12

Great hero of this race ended a major catastrophe, or greatly advanced the setting in some way. Frodo carrying the ring, or Prometheus stealing fire, etc. This people is therefore granted some manner of respect, however begrudging, from most people in the setting.

Weird Obsession - Roll 1d50
This table is partially optional; but creates a specific motif or element that anchors the species into the rest of the fantasy world. You can think of a weird obsession as this race's "thing" that every other species in the setting thinks they are all obsessed with- even if the individual they are talking to isn't. Similar to a stereotype, but more broad. For example, humans are obsessed with roads, elves with trees, dwarves with beer, orcs with axes, and so on.

1

Swords

26

Magic (Bad kind; occultism)

2

Any weapon besides a sword

27

Magic (In General)

3

Horses / Riding Mounts

28

Glassworks

4

Gardening

29

Alchemy

5

Alcohol OR Tea

30

Specific animal as weird pets

6

Theater OR Dance

31

Trees

7

Jewelry

32

One Specific venomous pest; spider, snake, etc.

8

Gambling OR Banking

33

Mining OR Metallurgy OR Crystals

9

Luck & Lucky Charms

34

Hunting OR Map-Making

10

Cool sounding or rhyming names

35

Ghosts and/or warding ghosts

11

Furniture OR Ornate Travel Gear

36

Each individual having a weird talent

12

Divination / Fortune Telling

37

Family/Tribal Totems

13

Medicine

38

Talk with hands OR Respectful bows

14

Sex

39

Dye-Making & Colorful Clothing

15

Architecture / Great Works

40

Predatory Animals

16

Taxes

41

Collectibles

17

Astronomy

42

Dreams & What they could mean

18

One Specific piece of clothing (shoes, scarf, hats, etc.)

43

Sea Monsters OR Spelunking

19

Candles / Indoor Lighting

44

Mail and/or Mail Privacy

20

Secret Rooms or Passages

45

War banners & Heraldry

21

Really gross foods OR really fine foods

46

Weight Lifting OR Footraces OR Koans

22

Corpse Preservation / Relics

47

Specific fantasy drug; maybe legal

23

Torture Devices OR Traps

48

Grooming

24

Calligraphy OR Poetry

49

Martial Arts

25

Fine Art OR Sculpture

50

Music

Tuesday, June 22, 2021

4 Randomly Generated Fantasy Races

You want to know how I made these? Check out the generator.


[1] The Phalbaz
After centuries of volcanic eruptions, long black winters, occasional cave explorations the Phalbaz have learned how to go on without their vision. This race of smooth-skinned beings is a bit of an enigma; an eyeless race that lives in the treacherous mountains. Their bodies are squat, about as heavy as a man but shorter and more broad; similar very much so to a dwarf, with whom were once their greatest enemies. The Phalbaz are defined by their long tapir-like face to better grab leaves and other vegetation, their lack of eyes, and gravel gray color and striking red spots along their upper back and head. Truthfully, the Phalbaz don't actually lack sight; they can see heat through their spots, which is perfect for sensing the hot rocks at your back and the cold, open air that could signal a sharp drop off a cliff right in front of you. The Phalbaz also rely on other senses; hearing and directional senses are very important, but the ability for them to smell and taste are tantamount. The Phalbaz unconsciously release mucus everywhere they go, marking territory that makes them solitary creatures and keeps their skin from drying up.

The Phalbaz are herbivores, living in a harsh place, lacking all vision, and not even responding well to others- they are not especially social. But they are highly intelligent and have a long memory. This is an evolved trait. Knowing the best hidden spots to find fruits and tubers along the mountain slope, and remembering where they are each year for gathering is vital to survival. For these reasons this species have a very special courtship; mated pairs fall deeply, madly, and permanently in love with each other. The Phalbaz mate for life and have extremely strong romantic bonds- bonds to their children or parents are much weaker once the offspring reach adulthood. Since they view the world as locations and memories; having two individuals who can trust each other implicitly lets them share their "mental map" together cutting down the painstaking effort of mentally cataloging every step and change in elevation to one's own memory in half while living on the slopes and peaks of mountains.

Culturally; the Phalbaz are a very religious people. They believe that spirits exist everywhere in nature; but in their view it is truly water that is the spirit. Even though they don't see, they can sense that water flows downwards; life giving water grows the plants they eat, they themselves are made of water. They are animists who pray and call upon the powers of water; as water already makes plants, animals, the weather, shapes the mountains and crushes its foes with snow. Dirt and stone is inanimate matter to them- and this includes the bones and bodies of the dead once all the moisture has left it. The Phalbaz's leaders are religious leaders; communing with the waters found in serene, mirror-like mountain lakes or performing perilous rituals by wading into raging mountain fjords with only a bit of twine wrapped around their smallest finger. Such proof of divine power cements these shamans as the leaders of their people.

They value, above all else, Justice. The concept of Justice is the greatest force in their society; this moral right goes beyond the bounds of family or nation. Justice is delivered by none other then the Adjudicators-  religious holy paladins baptized by the water-speakers. They carry no books and keep no records; they instead memorize law and solve all disputes with exacting payments, tithes, and redistribution. The Phalbaz as a people are strangely obsessed with taxes, specifically tithes- as they do not form strong social bonds outside of their life-mates, most interactions are transactional. An insult or trespass into another's garden should be solved with an exacting gift of quality seeds or raw ores for a craftsman. Tithes to the church could involve moving ones burrow upwards on a slope or mountain if a priest requests to live where you do; as water trickles downwards, there is more prestige with living downhill of on a slope. Adjudicators may even design exact measurements; "If a handful of your mucus stains another's cloth, you will pay two chestnuts per handprint of cloth ruined."- further confusing and alienating beings of other races. To not obey these tax rules and laws or trying to avoid them is very uncommon; as obedience is something they value as well.

Because of their naturalistic religion; preserving nature is very important to them. Clean springs are the lifeblood of their religious doctrine, and their shamans and holy men pay their dues to the rest of society by keeping the water and land clean and free from taints. Priests of the Phalbaz are especially skilled at the magic of purification; and rarely do they interact with the undead, as the Phalbaz view the corpses of their people as waste once it has fully dried out; leading to cremation over burial. The Phalbaz view water as the source of all spirits- both for people as well as water itself; with more water together being more holy. The souls of men; with dry skin and prickly hair, are clearly lesser then that of Phalbaz. But even so; the soul of a lake is greater then a Phalbaz. The ocean of course is seen with immense spiritual importance; but the ocean is distant and as the water cannot be drank they see it more as the afterlife- the place where the watersouls go when they have ceased becoming rain, trickling down, and becoming life, dying, and becoming rain again.

The history of these people is fraught with a brutal war. After learning the hidden skills of iron-making from the dwarves, the religious leaders of the Phalbaz saw the dangers of these new weapons and armors to make conflict more and more dangerous. They viewed dwarves, who come from inside the mountains, as being nearly soulless being- bringing along the skills of the forge which evaporates the holy dew from ones hands or body. The dwarves are well known metal masters in the world, so it stood to reason that the more secrets they were told, the more soulless they would become, like them. In response to this, a secret council decided on a unannounced crusade, which killed thousands of dwarves who were living in and between the mountains. This bloody war concluded with the dwarves retreating into the mountains, with an unprecedented surge of growth and unity for the Phalbaz people. The dwarves, in response, waged a war on two fronts; one from beneath from the forces of the underdark and one from above from the Phalbaz, who they named the "Sweating Toads" and vowed to get revenge on them.

In this current age; the Phalbaz are at the peak of their strength. Having used the weapons of iron but forbidding advancement in any technology that is not based on water and the silent voice of water- the Phalbaz will only be able to hang on to their territory until the day when the dwarves, humans, or other races discover and produce steel and greater weapons- and will one day smash the great united spirit of the sweating toads and reduce them to obscurity.

Generator Results; 

  • Standard Body Shape (Bipedal, Two Arms, Two Legs, One Head)
  • Slimy, Amphibious skin
  • Proboscis
  • Eyeless
  • Short, bulky.
  • Herbivorous
  • Neutral colors; with a bright Red highlight
  • Mountainous Homeland
  • Bonus to Intelligence, Penalty to Charisma
  • Theocracy
  • Animists
  • Value Justice above all else; Secondary values of Obedience & Nature
  • Standard Tech Level (Iron Ages)
  • Historical Events; Currently at their Peak, Raged a bloody war with another race.
  • Weirdly Obsessed with Taxes

[2] Tjeker
Living in the sea under the waves, the Tjeker are a race of fish people. They live in depths greater then coral reefs, but do not go into the deep dark of the abyss below, instead living on shelves of land or, occasionally, in great "floats" made of seaweed and the bones of various leviathans. They are in the shape of a man, but live underwater and cannot breath air- despite this limitation, the Tjeker were once the absolute terror of the waves and beaches the world over.

The Tjeker are ruled by Kings; property and status is passed down from parent to child. However; inheritance is shared equally among all children, as per the ancient rules set by the Gods, and as such every generation of Tjeker is filled with wanting, improvised young ones who seek glory. The truth is that living underwater is harsh; surrounded by enemies and extremes at all sides, metal is scarce, food is hard to grow besides hateful bland algae (which perhaps explains this race's strange obsession with very fine and well made meals- difficult underwater) and luxuries or land is even harder to obtain and keep. As such- the greatest asset anyone has is their reputation and their glory. In that regard; the Tjeker value the value of one's name and the honor one can build with it as their greatest asset.

To accomplish their goals; young Tjeker have few means but to become explorers and warriors. But hunting leviathans is incredibly dangerous and battling against the merpeople in their coral castles only invites worse retribution against their people- this lead them to find one place to raid and pillage; the surface world above! Boats, fishing villages, coastal fortresses all became enticing targets. For a time, the Tjeker were the nightmare of any fisherman or lord ruling over a coastline province; raids came and went in minutes at a time, day or night, with men and womenfolk slain quickly and all valuables taken. Metals were especially prized with the difficulty of crafting underwater; but with skill and a bit of magic these people learned how to sculpt bronze into shapes- and the fact it doesn't rust means it is incredibly useful for an ocean dwelling race. The Tjeker would return with their goods and regale their tales; claiming how many air-breathers they slayed and the wondrous sights they saw of the inhospitable world above.

But how could fish, even bipedal fish, go on land without dying? They did so with helmets and armor made of bronze, filled with ocean water, they gave them a few minutes to breath from their tank of water, just long enough to raid- not enough to conquer and subjugate. They do not carry shields into battle, and the only weapon they use is spears and short swords- meaning the only ones who survive combat are the brutal, quick, and skilled. Of course, they rarely fought anyone who was ready for them- hence most combat was a slaughter.

These raiders paid most tribute to the Gods. The Tjeker are not a very religious people; but they do worship a pantheon of Gods. First and foremost of the Gods is the God of the Sun; because before warmth comes nothing else. Even though they live under water, they know the oceans would freeze without the sun, and as such he is the first and chief deity and the creator of the world who melted the glacial ice into the ocean where they live. The Pantheon is expansive, with over ten gods of various domains, though most forward is the war god, to whom the Tjeker decorate their armor with. A portion of their raided wealth is always thrown into the black depths in tribute to this god- who they believe comes from beneath- fighting with the fury of the leviathans that live in the dark depths.

From these riches and raids came prestige and growth in rank; with newfound nobility and titles granted to the young fish who brings back a half-boyant sea bag full of treasure to a King and receives one of his daughters in return. This only accelerated the raiding more and more. With these newfound riches and property, young fish were able to becomes lords and famous heroes under the waves; many spent most of their money on preparing for the life after this one- and to keep their memory alive. Of course, the rulers under the waves were still Kings who wished to protect their own power and prestige; but their culture highly values the ambitions and daring of the individual, as well as having a long history of valuing mercy- after all, do the Gods not grant us mercy by giving us the waters to live in? So despite the trouble they caused, these adventuring raiding fishmen were allowed to keep bringing in their treasure and grow in status and glory.

One way to protect their legacy was through building great structures; a pursuit that this race became obsessed with during the days of the warrior-kings. Grand memorial tombs were built on the ocean shelf out of stone and sands, corals, and beautiful shells. The Tjeker wanted to keep their treasures safe, and would outfit these tombs with sea urchins, built dangerous eel nests inside, and would be buried within upon their death surrounded by their treasures. The Tjeker are therefore the source of many underwater adventurers in the modern era- though less often raided because of the difficulty with breathing underwater, eventually some are finding ways inside and venture to steal back the treasure to the surface world.

However, the fish men are in decline. With iron having become the most common metal on the surface world, and with no way for the sea-peoples to adapt; warriors from above have been putting up more and more of a fight. While the Tjeker are still stuck in the bronze age, the people above the waters have moved beyond them, both in terms of metal and society. The people above fortify their shipyards, boats have become too big and well-hulled for a javelin thrust to sink them.

In recent years, the Tjeker have seen the rise of a second faction. Seeing the decline and decadence of the warrior kings; these Tjeker have replaced the idea of raiding the surface with controlling the seas. They are known as the Sea Tyrants- They are more hostile to outsiders then the original Tjeker, and have split from the original culture out of minor ideological differences- the idea is to rule the lands below the waves, not the lands above. While they treat the raiders with a sense of indifference, the Sea Tyrants focus their energies inwards towards the sea. Instead of decorating their armor and weapons and paying tributes to the God of War; they adorn themselves with symbols of the God of the Sun- the chief among the fish-gods, and wish to unite the world beneath the waves under their great king.

Generator Results;

  • Animal Person = Fish
  • Feudal Monarchy
  • Worships a Pantheon
  • Value Honor above all else; Secondary values of Ambition & Mercy
  • Bronze Age Tech Level
  • Historical Events; Splinter Group; Dominant During the Bronze Ages
  • Weirdly Obsessed with Great Works & Really Fine Foods

[3] Valisvoli
This small race of people dwell in the subterranean world. While they appear similar to humans, they have a hairy tarantula's abdomen. This is also where most of their body's fat is stored, leading to their bodies being very slim; and a full abdomen being a powerful sex symbol among their people. In both height and weight they are considerable smaller then a human; which suites them fine in the cramped conditions and scarcity of their ancestral home. They have silver eyes which glow in the darkness; this allows them to see in the dark. While their name is Valisvoli; a common name given to them are the Yellow Spiders, because mostly of their favorite pastime.

The Valisvoli as a people are known to be average in body, but rational beings. They are reclusive and are not very welcome with outsiders, but have deep minds and are excellently skilled in spiritual matters. Strangely; despite their otherwise wholeness of being, they are almost all addicted to a special type of drug. This deep earth material is like yellow marble or chalk. It comes in rock formations and is broken apart into smaller pieces. It generates heat on its own, and can even set fire to baskets if piled too high, so it must be separated out. The spider people are known to insert this drug, called the Haze, into their mouth; usually under the tongue or between the lips and gums. This causes a state of euphoria as it dissolves, but a gradual yellow staining of both the teeth and eventually the whole body. Otherwise, they have neutral, dark colors to fit where they live. While most scholars agree that abusing drugs or drink shows a lacking spiritual side; this race seems more in tune with the world then most others in the dark tunnels beneath the earth. For this reason many think that this race turning to a substance in such an otherwise harsh and dark world may actually be a fulfilling thing- giving their life a goal and purpose outside of basic survival.

As a race that lives in the underworld;  they take food where they can get it. They have iron stomachs; they are able to eat almost anything biological. Most common they eat giant insects or the residues they leave behind. Recycling their own spidersilk by eating it is common practice. Despite their relative advancement in technology- they don't perform agriculture or herding even in the scarcity of the underworld; possibly because of their unrestricted diets. The other reason for this expanded diet might also be so that the spider people can sacrifice proper food and drink to their spirits; powerful symbols in their society.

The Yellow Spiders are ruled by Queens. Queendoms otherwise act very similar to Kindoms on the surface world; often trading or fighting amongst themselves for more land or power. The Yellow Spiders have an interesting cultural quirk with this however; their wars are focused more on wars of the spirit then wars of weapons and magic. Valisvoli faith relies on belief in the spirits; the most common spirits invoked by their people are the spirits inside small objects; fetishes. These fetishes are almost always a collection of bones, personal items, or small crystals or shards of metal wrapped together in spidersilk. War between the Valisvoli is determined by the strength of a warrior's fetish moreso then their weapons or skill; enemies will not be able to get any sleep as they march to war, or they will see omens in the grain of the stone under the earth that hint at their coming defeat. Properly prepared fetishes will hiss or release smoke as they near an opponent; more vigorous displays of power mean a more powerful spirit- enemies will flee a fight against a powerful spirit without a weapon being drawn. These warriors rarely make these fetishes themselves; and are instead granted by the Queens and Princesses who command them- always temporarily. It should be said here that war between noble families and high-born ladies is rarely lethal; partially due to the superstitious nature of their warfare and partially because of a long cultural history of mercy; most captured or defeated enemies are simply given less prestigious holdings or ransomed back to their families. Only the warriors who fight other races or monsters that live outside of their relatively safe lands are known to kill.

As a feudal society, status and wealth is passed from parent to offspring; but the Valisvoli have important families that instead have ownership of powerful fetishes and the spirits within them. Mothers are the primary ownership class; passing on the fetishes they have created to their children. Inheritance laws and tradition limit each child to being given only one fetish from their parent- and only those in power can afford to create a empower a fetish. For this reason fetishes are highly personalized and are hotly discussed elements of their culture.

However, in recent years, a powerful new cult has risen among the Yellow Spiders. There is a religious cult that worships demons and outsider beings; trading away their souls and spiritual energy, which would otherwise go towards building traditional spirit-fetishes, and is returned in the form of dark magic, mutations, or forbidden knowledge. These cults have been cropping up among noble circles, the dark influence of these beings guaranteeing that wars will be one and their enemies slain- not merely reduced in status. In addition; they are more open to outside races and cultures interfering and trading with the Valisvoli; granting additional resources to nobles who join them. As such, these demon-worshipping cults are gaining power in the nobility and may soon become the dominant religion as the old ways are forgotten in exchange for power. These demon worshipers use the symbol of a burning hammer; the iconoclast-design symbolically smashing the fragile holy objects of the old ways.

Generator Results;

  • Humanoid
  • Smaller then a Human (3-4 ft)
  • Has an Animal Tail : Tarantula Abdomen
  • Iron Stomach (eats basically anything)
  • Neutral Colors with a yellowish tint
  • They have glowing silver eyes
  • Subterranean Homeland
  • Bonus to Wisdom, Penalty to Charisma
  • Monarchy
  • Animists
  • Value Mercy above all else; Secondary values of Reason & Craftsmanship
  • Standard Tech Level
  • Historical Events; Religious Splinter Group (Demons & Elder Gods)
  • Weirdly Obsessed with a Fantasy Drug (Used Magic Substance Generator to make it)

[4] Moonhorns
Few ever see the Moonhorns. They live in the deepest, darkest parts of the deepest darkest elven forests; no races other then the elves are known to interact with them. Many believe they are closely related; and it isn't difficult to see why. They are reclusive, intelligent, worshiping the powers of nature. Similar to elves, they love nature and beauty, and are somewhat physically frail. However, unlike elves, this race of beings has transparent skin. Ancient legends claim that their skin once glowed like fine silver, but was given away to the elves as tribute from the defeated- this legend is common stated to be the origin of the Elf-Craft of Glint.

Moonhorns stand at the same height of men and elves. They have four horns on their head- two on top and two to the sides, giving them a fearsome expression. They have a small tail, and only are vegetarians. They have blue eyes, with green or yellow being rare and uncommon eye colors. They live in the forests; many consider them to be just as the elves are, but only more wild and magic. You'll never find them out during the day; only at the night when their bodies sparkle and seem to glimmer with starlight.

Their society is very simplistic- they are ruled by a Stone King who gives forests to live in to his underlings, with peasants and freedmen below them. They have a Neolithic level of technology; stone and bone are their primary tools; though magic supplements their lack of technology; their bodies, weapons, and armor are simply poorly suited to it. Hence they rely on mystery and nature to keep away intruders. It almost seems as though the elves, who once defeated them harshly in a great war and seemed to force them into retreat into the deepest forests, are the ones who defend them now- their territory being a shield against outsiders. Some even believe that the elves did not value or sing to trees before this time; it was the Moonhorns who taught them this skill and taught them that trees could not only be a home, but a shield and a weapon against invaders. Their love and weird obsession with trees seemed to effect the elves fully; who are now such a nature loving race most associate them first with it above all others.

As nature worshippers; Moonhorn priests are also druids, able to commune with and call upon the powers of nature. Those who get to close to Moonhorn lands won't ever see them; you'll just run into harsh rains and floods, and then wild animals, and then a lightning strike will start a wildfire, driving you back and back before you ever see one of these reclusive souls. The final challenge will always be a word shouted from a treeline from an invisible body; a riddle. One who solves this riddle may pass into the forests beyond, but those who fail or do not try to answer the riddle will be swallowed by a mysterious fog. When, and if, they ever leave it they will have traveled leagues away from their destination. This final challenge is said to keep the dumb and savage away from Moonhorn lands; as they are obsessed with riddles.

The Moonhorns are said to be highly skilled with magic, perhaps even more then the elves are, and Craftsmanship is an ideal they value very highly. It is said that the Moonhorns, inspired by the way the stars dance along their transparent skin and blood underneath, are the inventors and created of Ioun stones; beautiful and bright shining stones which grant magical power to their users. Perhaps for this reason- the elves kept them around and let them roam free in the deepest forests of their lands; a shameful secret of high magic that they themselves cannot yet achieve.

Moreso then this however; the Moonhorns value Justice. Justice is at the core of their culture; and they believe all will pay for their transgressions some day. Woe be to those who enslave or take advantage of the poor, thin-skinned Moonhorns, for magic and fate are the tools to punish the guilty.

Generator Results;

  • Humanoid
  • Roughly human in size
  • Cow Tail
  • Vegetarian
  • Special Body Feature = Horns (Four Horned Sheep / Jacob's Sheep)
  • Albino - Skin is almost totally transparent
  • Most have Blue Eyes
  • Homeland is Forest
  • Bonus to Intelligence, Penalty to Constitution
  • Monarchy
  • Pagan Religion
  • Value Justice above all else; Secondary values of Craftsmanship & Beauty
  • Neolithic
  • Historical Events; Bloody Racial War, Extra Weird Obsession
  • Weirdly Obsessed with Riddles and Trees