Showing posts with label Elf Trickery. Show all posts
Showing posts with label Elf Trickery. Show all posts

Sunday, April 14, 2019

Random Pantheon Generation Example - Elf Pantheon

Here is a randomly generated Pantheon for Elves I made using my Pantheon generator. Follow the instructions here if the instructions in that were too complex for you.

First, I decided Elves would be pretty gender-equal, so I just rolled on the Appearance table to determine the Prime God. Then, I rolled a 1d8 for the Prime God creation story.

1, 1. Young-Adult male God who was born by a powerful primordial entity and usurped it take power. I decided to skip a step and just determine the God of these Elves would be the God of Beasts & the Hunt, perhaps being born by a cosmic entity of a powerful beast, and then killing it to overpower the monster with skill and archery. Works for me. Then, I generated a Young-Adult female companion for this God by rolling a 1d20 on the Domain table. She rolled a 7, so Love & Children. Pretty basic.

So, these two Gods will have 1d6+2 children. I rolled a 4+2 for a total of 6 Second Generation Gods. We've got a decent amount of rolling ahead of us.

For the secondary Gods, we roll appearance first;
  1. Roll 5, Roll 1. Androgynous Youth, God of the Skies & Storms. I've rolled a lot of 1s.
  2. Roll 1, Rolled 7. We'll reroll that since it's taken, got 4. Young male God of Harvest.
  3. Roll 5, Rolled 15. Androgynous Youth God of Assassins and Poisons. I'll pick snakes- we'll leave the Spiders for the Dark Elves.
  4. Roll 6- Unusual! It was a 6, roll again on appearance. It was a 6. So we'll roll again on Unusual. We got a 1, so a pair of opposite gender twins who are beasts. I decided on something appropriately elf-y for them and for their domain roll, which was a 16 again! We'll say they have poison fangs then; their real domain was 8, for the Forge and Craftsmen.
  5. Roll 1 again, Rolled 19. Young Male God of Madness. Our quirk roll was 5, so he's in charge of giving out judgment in the afterlife and he is insane. Maybe this is why Elves live so long. Maybe it's a religious metaphor for death being uncertain- so live a long time!
  6. Rolled 5 again- Good lord. At least this Pantheon is appropriately androgynous for the Elves. Rolled the domain of 11 for Ale and Revelry. Weird for a kid God but ok. In order to balance out the scales a bit, we'll say this last God is truly a female, just looks like a kid and is androgynous. She gave up her growth so she could make the first wine “grow” instead. Makes sense for her to shack up with the God of Harvest, since he'll tend to her Grove. If you know what I mean.
Now for the second generation of Gods. We only have one proper couple, the others being androgynous kids, and a pair of twins. We'll say the twins had a kid of their own, or “crafted” one using their powers, since they are ugly compared to the beauty of elves and wished they were more like their father. Perhaps the reason elves don't find poison dishonorable is because of these two; the young god of poison is more like poison in nature, but gave that knowledge to the crafter gods, so they could teach the hunter elf prime god to put poison on his arrows. Makes sense.

Now the God of Harvest and Goddess of Wine are the only normal gendered pair in the secondary generation. However both due to the age difference and the fact this Pantheon is getting a little large for my sample generation, we're just going to say they have a more platonic relationship instead of rolling on the relationship table. He harvests the grapes that she makes into wine, and she makes the wine which lets him relax after a hard days work (hard work for an elf, anyway.) We'll just make a 3rd generation God from the twins instead.

They rolled a 4, so an adult female elf. Nobody has been old/mature on this table yet except her, which works well for elves. I should probably mention that “mature” means a totally adult, where as young adult means in early twenties, since it fits better for Gods then being old. Her domain roll was 12, which is the Hearth and Spinning, so that works basically perfectly, at least for old Elves. We'll say she's the inventor of Glint, an old and very homespun type of elf magic. Maybe she's not actually old, but just wise, since Elves don't really get old. Depends on your setting, I guess.

So anyway, looks like we're done! This is the basic Pantheon. We could easily add a few more elements; let the God of the Harvest have a asexual reproduction event or match him with our Goddess of Spinning, or creating a demigod that could end up as a monster. We could also let the twin monster God/Goddess of the elves create more offspring or their own demigods, or maybe their own powerful Astras to represent their race. But hopefully this taught you how to use the Pantheon Generator, which is the post following this one. Hope you enjoy.

Wednesday, April 10, 2019

The Curious Elf-Craft of Glint + 20 Glint Items

Glint is a special material. It has a dark gray color with a silvery sheen, and is both very strong and also almost totally insubstantial. Things made with glint have the same properties; very good for their intended purpose but also very fragile.

Only elves make Glint, though a few very queer sorcerers of other races may dabble in the practice. In order to craft Glint, the elf requires at least 4 of the 7 listed materials below. In order to craft a large item, it takes 5 of the 7 instead.
  • Wings of a Dragonfly
  • Silver Scales of a Still-Living Fish
  • Maiden's Kiss
  • Pinch of Powdery Snow
  • Moonlight of a Full Moon
  • Gossamer Spiderweb
  • Baby Laughter
The ingredients have many peculiarities that Elf-Smiths know well to work their craft. Some are only available in certain biomes, and others only during certain parts of the year. There are also some substitutions that can be made using the ingredients. The Winds of a Dragonfly can be replaced with the beat of a hummingbird's wings, which requires a hummingbird be captured live and used during the glint making process; only professional glint makers bother capturing and raising pet hummingbirds for this purpose.

The Maiden's Kiss, blown with true intentions, must be “caught” invisibly in the air and held in the hand to be transferred to a bag, or if kissed in ink or makeup on a letter for example, could both be used in the glint making process. Mixing the kiss with a hair of a unicorn is said to greatly enhance the glint, making virgins who interact with the glint only have a 1 in 12 chance to break it.

The Pinch of Powdery Snow is a pretty easy one to collect, only requiring it to be the right time of year and very cold. However it can be hard to preserve snow out of season without magical or special storage techniques. The snow can also be replaced with a pinch of pixie dust- and while no elf would dream waste such a precious commodity on a simple Glint charm; any Glint item made with pixie dust has a golden sheen instead of silver and does not count towards encumbrance.

Moonlight is usually caught fresh during the crafting process; but in overcast places or in forests too dangerous to trek to a clearing on a full moon elves use bottled moonlight instead.

Finally; Baby laughter is easy enough to come by, either bottled or taken fresh (which is a tale as to why elves kidnap babies, besides replacing them with changelings), but items made with pure baby laughs are very childish and roll with a chance to break if they are insulted, if someone swears nearby, or not constantly given praise. As such, most glint makers add a bit of dust from the home of an elder (has to be stolen, elves don't get old) and some salt from the ocean (lets them tolerate swearing). Matured Glint is therefore much more prized and has a much better chance to actually be sold to humans and dwarves, who are very wary of poorly made Glint's temperament. Items gifted from elves are known to break or disappear just when needed most, further reducing other races trust in elf goods.

Glint Mechanics
Glint breaks easily. While for its primary purpose Glint is very strong, if not almost unbreakable, but using it in other ways or treating it poorly causes it to have a chance to break. For instance, a climbing cord made of glint will be long, ultrathin and almost invisible cord that can hold almost any amount of weight you could think, and grants a +2 to climbing checks. However, if you used the cord to tie up a prisoner it would have a chance to break when the prisoner struggles. Glint items like clothes also have a chance to break if washed incorrectly; most will only accept being washed in a natural stream where no human hands have touched, meaning washbuckets and soap will very likely destroy it.

Whenever a Glint item is stressed in this way; it has a 1 in 6 chance of breaking. Glint items that break turn into dust, dew on your fingers, and fall apart like a glimmer into shadow. Glint items made with all seven materials instead roll with a die one size larger. Glint items kept in a silver lined box at all times except when being used have a one size larger; Proper storage of Glint is very important for maintenance. Finally, a Glint item made by a true master elf-smith may have yet another die larger chance to break- but such craftsmen are only found in the greatest and most well protected elf cities. So a Glint item stored in a box and made by a master would have a 1 in 10 chance of breaking, where as a simple, neglected Glint item but made with all seven ingredients would have a 1 in 8 chance of breaking, and so on.

Glint Items Table – 1d20
Roll on this table to determine an item to craft or when you raid an elf's house, 1 in 3 chance they have an item made of Glint. Rich elves may have many more.

[1] Climbing Cord. Thin and silvery. +2 to climbing rolls and +2 to saves versus falls if you fall while climbing with it.

[2] Cape. This is a large project. Translucent, sparkling, barely weighs on the shoulders. Grants a point of magic resistance, or can block one 1st level spell per day. Some Glint-Capes are made for outdoorsmen and are more sporty- these furred cloaks grant a +2 bonus to stealth and hiding in shadows in nature instead, and let the wearer blend into natural scenes.

[3] Bowstring. Invisible until an arrow is nocked. Add ½ your level to your damage rolls on sneak attacks. If you're a Rogue, double your stealth damage bonus instead.

[4] Chain. Has a thin, locking clasp that cannot be picked or forced open by any means. The chain is delicate and can be easily cut, except for the prisoner that it is tied up for which it is unbreakable.

[5] Shoes. This is a large project. Also called magical elf shoes. They are gray normally but are often pained green, and make the wearer have silent footsteps. As such, it adds +4 to stealth to move silently. This ability is only to those who wish it, so normal elves put bells on their shoes to prove they are not thieves.

[6] Charm. Small twisted poppet, an immortal leaf wrapped in glint-cloth, a decorative twisted knot of an elf clan, etc. Grants +2 to saving throws.

[7] Ring. Thin, and well polished to give it a better shine. Never adorned with a a gemstone, as the insertion process would break the ring for sure. Grants +1 to reaction checks. Has a chance to break if the user performs any (useful) manual labor. Elf girls may wear these in their hair instead.

[8] Scabbard. This is a large project. Your sword or blade is silent when drawn, and add ½ your level to damage rolls on sneak attacks. If you're a Rogue, double your stealth damage bonus instead.

[9] Coinpurse. This is a large project. It can hold coins and gems; putting anything else in it will give it a chance to break. The first time a thief steals the purse- they wind up with an empty threadbare sac filled with wooden coins. Only a thief who you tricked once has a chance to steal the real bag.

[10] Instruments. These are large projects. Specifically, this creates the multiple cords or strings of different stringed instruments; like harps, lutes, etc. The music made by these is especially haunting and clear, but bawdy songs give it a chance to break unless the Glint is properly “matured”. The first Bard spell or power used with this instrument per day treats the Bard as one level higher. Musical Clerics can also use this to turn undead and treat their level as one higher as well, once per day.

[11] Saddle. This is a large project. Every time you ride a “regular” horse with this saddle, the saddle has a chance to break, because regular horses are much too bumpy and irregular a ride for an elf- elves ride deer or giant white tigers, everyone knows that. You get advantage to control the animal you're riding on, and +2 to saves to avoid being knocked off your ride. Also, using this with Glint Reigns (which is another large project) lets the rider and animal move in tandem, letting you add your attack bonus to your animals attacks or charges while riding and grants even better control and speed.

[12] Thimble. While Glint is usually spun or pressed into a soft form, it can be smelted into a more hard form in small quantities; the thimble is an example. Glint Thimbles grant a portion of elf craftiness in things like sewing. It's main magical use is for stitching shut wounds however; heals an additional +2 on healing for sharp wounds like from bladed weapons or beast teeth.

[13] Needle. Glint needles are hard to make, requiring a solid product sharp and heavy enough to deal damage on a hit- the Glint-Needle is a weapon and not a tool. This needle can be used to deal 1 point of damage to an enemy unaware until they touch the spot and feel the blood, or someone notices the tiny pricks- or if the weapon is coated in poison. If the weapon is coated in poison it is left in the body and breaks when removed (too quick and smooth of a wound to deliver the venom). This needle is yet another reason other races don't trust elves; more then once a forester has dropped dead after returning from an elf-wood with hundreds of tiny holes in their back they didn't notice until after they got home with a handful of wood, laid down to rest, and died.

[14] Waterskin. Glint waterskins can seemingly store more water then they should, or are just more efficient. And you read the correctly, water. They have a chance to break if filled with anything other then fresh spring water. Naturally, dwarves hate these especially among elf-crafts. Waterskins made with Glint store twice as much water, letting you survive longer in a desert.

[15] War-Banner. This is a large project. This war banner is a gray-green color and can only be painted with stylish runes or light silvery symbols and animals; brute symbols or “heavy” mascots like lions or dragons drawn on it will threaten to break it as they are spun. The war banner grants +1 to morale checks by troops fighting under the banner, but any warshout or reckless charge done by the group of soldiers have a chance to force the banner to fall and shrivel to nothing- as such, only elves and their focused silence use them in warfare. Naturally, retreating with this banner has no additional chance of breaking it, as fitting for the typical elf.

[16] Handkerchief. Thin and delicate, befitting a well born gentleman. Has no special qualities on its own despite being good at mopping up blood and messes, being easily washed out of the cloth when properly cleaned, but if the handkerchief is given to a fae of any rank they are instantly indebted to the giver and cannot harm them. Elves who travel near the realms of the fairie may carry these just in case they are met with an elf queen- who would much rather part with this Handkerchief then face whatever fate they would fall from her terrible whim. Elvish ladies and nobility also greatly respect anyone who gifts this handkerchief to them, but this is purely cultural and a sign of great respect. To grant it to someone's servant, or throwing it on the ground in front of them is a grave insult.

[17] Quiver. This is a large project. When reaching for a specific arrow in their quiver, the archer can automatically grab the right one every time. Additionally, the archer using it gains no disadvantage for firing into melee and won't hit allies even fighting just next to their target.

[18] Veil. The magic veil covers the bottom of the wearer's face, and is a well known accessory for Sorcerers. Charm spells have a permanent duration while wearing the veil, as long as the target of the spell does not see your face, and additionally all spells cast by the magic user have a -1 to opposing rolls who try to dispel or counter them.

[19] Athame. The athame is a Wizard's knife, and this one has a blade made of Glint. This is a large project. The handle must be made of a black wood, and the whole thing specially enchanted to work with magical woods and as a tool, not a weapon. Spilling any blood on this blade causes the blood to burn through the blade as though it was made of butter and the blood was boiling hot. The blade is very lightweight and sharp, and is supposed to be used to cutting wands from wood and for ritual spells; anyone using this athame gains +1 to magic rolls made with it, or spell-wands made with it gain an additional charge.

[20] Sails. Glint Sails are a very large project (requiring two consecutive large projects; failure to complete the second will waste the first). Glint sails are dull gray-blue and are very tempermental- they only like being used on calm lakes and very gentle rivers, and only at night. Elf skiffs using these are nearly silent and very fast, and the boat ride is the smoothest you will every experience. Passnagers blindfolded will assume they are still on solid ground while on the boat. Every hour they are used on open sea or are strained they have a chance to break. Despite the risks, some priates may risk using Glint sails for a short amount of time to get an advantage or escape from a foe.

Saturday, May 12, 2018

Small Elves are the Best + [Class] Elf

Forget everything you know about Elves. Any while you're at it, throw out dwarves, hobbits, and gnomes too. Mix them all together. This is now one race. Elves are no longer Legolas, they're Keebler elves, or Santa's elves now.

Elves are small, sneaky, magical, and crafty. In a more folkloric setting, they usually try to stay hidden from humans as humans might enslave them or use them to craft magic items for them. In a more high fantasy setting, elves can be found working all sorts of crafting and scholarly jobs that don't require much strength or height. Elves are immortal; at least from the ravages of time and most earthly diseases. Some Elves are as old as the trees, and some are even older.

All Elves wear hats. Some go with the classic red conical gnome hat, but many go with soft caps, pointy wizard hats, or feathery headpieces. Something like a hood or circlet can also work as a hat, but without a hat the elf cannot use their innate magical powers. If you manage to steal an elf's hat, you can force it to work for you. Elves can only have one “main” hat at a time but can create a new one if enough time passes and with the right magical rituals.

If your game uses race AND class, then Elf hats grant the elf their innate magical powers. While wearing the hat they get +1 to reaction checks with the creatures of the earth, wood, and sky. This does not apply to domesticated animals, which view humans as their rightful masters and are too separated from the wild to respect an elf. The most powerful ability of an Elf's hat is the ability to make the elf disappear. As long as they wear their hat, the elf can suddenly disappear from the location they are at, and reappear somewhere else nearby. They can do this the moment someone is not directly watching them, even blinking, flinching, or looking away for a split second is enough time for an elf to disappear. If they do not have their hat, they cannot disappear. Elves can also shrink while wearing their hat, and can change between 3 ft tall or the size of a mouse. Also, Elves are shit at fighting and get -1 to their to hit and strength due to their small size and are best suited to stealth or magical classes.

If your game uses race AS class, then here it is.

Elf + Fairy Companion
Elf
HD- d4
Equipment- Small, untrained. Daggers, short spears, light armor. Max AC is 12

Elves are small, fair skinned humanoids closely related to fairies. They live forever unless killed, and have magical powers. Most live in hidden forest glades in squat houses, underneath the hills or within the mountains, and some even live in hidden places in human dwellings. Elves are small and physically weak, meaning they get -1 to their strength modifier. While being physically weak; Elves can do fine with ranged weapons like blowguns, slings, and little elf bows. Elves are small and deft to compromise with this weakness, and get +1 to skill check rolls every level. If an elf wears their hat, they can safely interact with wild animals equal to their level or less in HD without it becoming aggressive or angry as long as the elf doesn't hurt it. This also allows the elf to do things like build homes inside of aggressive man-eating trees and such.

Elves have the power to disappear. As long as they wear their elf-hat, they can disappear from a place and then reappear within 5 rooms or a few yards whenever they choose. The maximum time they can disappear at once is up to their level in turns. Elves can only disappear if nobody is directly looking at them or they hide behind something for a split second. Once an Elf reaches 8th level, they can disappear at any time; such as right before getting hit by a sword swing. Elves can only disappear once per day. Elves can also shrink when wearing their hat; once shrunk they can do a maximum of 1 damage and only have 1 hit point per level. If their hat is removed while shrunk they return to their "big" size and cannot shrink again, but with their hat they can stay shrunk as long as they want.

Elves also have the power of craftsmanship. An elf can craft without their hat; which is why many elves are afraid of being enslaved by other races. Elves can repair or craft regular supply items and equipment much faster then a normal human. It only requires 1 turn for an elf to craft a pair of boots as long as they have leather, a needle and thread for example.

At 10th level, the Elf becomes an Elf Master. They can now forge minor magic items from scratch with the appropriate materials. These items are regular tools and equipment enhanced in some way over a standard version of that item. For example, an Elf Lantern may be able to be used underwater, or Elf Shoes may let you walk on thin tree-branches without them snapping from your weight. It takes one season to create a single minor Elf item, with more powerful items requiring longer or special reagents found in the woad.

The Elf Master can also create their own elf hollow; a secret place where they live. If they already have a hollow it is used instead. The hollow is automatically protected by magical enchantments and illusions that turn away and deceive anyone, making it impossible for anyone who is not also an elf or someone who has already been to this hollow to find it. The exception is a regular lost child, who can accidentally find the hollow if they aren't looking for it on a 1 in 20 chance. The Elf Master also attracts some lesser fae; 1d6 Elves, 2d8 Brownies, and 1d4 Fairies come to live with them.

Friday, January 5, 2018

50 Saving Throw Categories

Save vs Elf Trickery
Roll on this list 5-6 times. These are the saves in your game, base your campaign around them.

[1] Save vs Elf Trickery
[2] Save vs Projectile Volley
[3] Save vs Haunted Wailing
[4] Save vs Unerring Weapon
[5] Save vs Weather
[6] Save vs Insect Swarm
[7] Save vs Potion Side-Effects
[8] Save vs Poison
[9] Save vs Death
[10] Save vs Mutiny
[11] Save vs Stampede
[12] Save vs Origami Shurikens
[13] Save vs Soul-Destroying Humiliation
[14] Save vs Embarrassing Adolescent Memory
[15] Save vs Wands
[16] Save vs Paralysis
[17] Save vs Urge to Dance
[18] Save vs Addiction
[19] Save vs Greed
[20] Save vs Miasma
[21] Save vs Breath Weapon
[22] Save vs Spells
[23] Save vs Volcanic Eruption
[24] Save vs Extraterrestrial Taint
[25] Save vs Carnivorous Plants
[26] Save vs Superstitious Rumors
[27] Save vs Astral Parasite(s)
[28] Save vs Partially-Real Illusion
[29] Save vs Mnemonic Weapon
[30] Save vs Magic-Item Ego
[31] Save vs Elemental's Aura
[32] Save vs Musical Curse
[33] Save vs Getting Lost
[34] Save vs Stalking Predators
[35] Save vs Stubborn Pride
[36] Save vs Cave-In
[37] Save vs Oxygen Deprivation
[38] Save vs Exhaustion
[39] Save vs Poor Equipment
[40] Save vs Feudal Obligation
[41] Save vs Spiteful Deity
[42] Save vs Appearing Delicious
[43] Save vs Pregnancy
[44] Save vs Cannibal Shivers
[45] Save vs Pickpockets
[46] Save vs Overconfidence
[47] Save vs Dreams
[48] Save vs Psychic Backlash
[49] Save vs Glass Chin
[50] Save vs Poverty