Showing posts with label Races. Show all posts
Showing posts with label Races. Show all posts

Sunday, July 12, 2026

Warhammer 40k needs a "Furry" Faction + The Fensi

Yeah I said it.

Let's get real for a second. I think it's pretty obvious that this blog is kinda "furry". I consider myself a furry as well. Despite this, I have a sort of inherent dislike of things "trying too hard", the furry-fatigue saps my interest in a setting or piece of media. Things "too furry" ruin it for me; like a fantasy setting with humans, elves, and then ten different beastfolk race. I'm alright with humans only, I prefer a good mix, but I'm not alright with anthros only for fantasy unless it's for a very specific purpose. Stuff like Zootopia is fun for its visual gags and clever contrasting of species, but it's not really meant for high level worldbuilding. Beastars also gets a pass since its about its predator/prey dynamics and behavior with modern (Japanese) life. But stuff like Ironclaw I don't really gel with; I get the feeling like it's the most boring basic and low effort fantasy just with a furry coat of paint on top. (The artstyle doesn't help), but that's not really fair. It is 100% furry though; I just know it when I see it.

How do we define "furry"? The classic answer is anything involving anthropomorphic animals, ie; animals that walk upright and have humanoid features and usually talk or do behaviors outside of their normal natural behaviors, would be furry. But this isn't a sufficient definition; there are a lot of works of media featuring furries that are rarely considered furry. Redwall, for example, features exclusively anthropomorphic characters, but is rarely considered "furry" in itself; it is moreso one of the gateways into the furry fandom given its status as a children's book series.

There is a second shadow definition; roughly "would some fat guy jack off to this?". The more true you can see it, the more "furry" a furry thing is. But it's not really fair to write off anything because it's someones fetish, the Space Wolves Space Marines are 100% bait for a wolfaboo 40k enjoyer; but they're also still really fucking cool. So what it comes down to is a balance between the projected "self indulgent creator" something has, and the thematic value that can be extracted from its constituent parts.

But how "furry" is something and how can we create something of the right balance? It's not as easy as it first appears. There are tons of anthropomorphic animal people in fantasy and sci-fi fiction, but that doesn't automatically make them furry. In the same way you see a cool lizardman from Warhammer fantasy and can still say it's a little furry but it's much less furry then say a werewolf. "Werewolves are cool monsters though!" I know, but they're a "furry" monster. But a werewolf is still much less furry then a dog anthro, which is in turn less furry then a sparkledog. Part of this comes down to species, the presentation, and its role in the media work, story, or whatever else.

This is by no means an exhaustive list, but here are some traits I've narrowed down to signal if a anthropomorphic species, faction, or character is furry.

  • Mammals are more furry then other animal species. Canids get extra points.
  • More rare species are more furry. Such as a maned wolf being more furry then a standard wolf.
  • Unique coloration or markings; especially born with it. Heterochromia free space.
  • Hybrids or extra animal body-parts are significantly more furry then a regular baseline creature of its real world counterpart species. Ugly or monstrous mutations are less furry; ie Warhammer Beastmen are less furry then a winged fox-wolf hybrid for example.
  • Good aligned or at least positively viewed in its work. If they be subject to unfair treatment, then the audience is supposed to view it as them overcoming oppression/surviving being persecuted unfairly. They never deserve it. Overlapping trait with general Mary Sue profile.
  • Usually magical; and closely related to nature and/or moral power systems. You're much more likely to see a "furry" character practicing chi manipulation or elemental magic then being imbued with cybernetics or using dark necromancy spells, for example.
  • Cute, or at least drawn in a favorable way. Age range tends towards the young adult/author self-insert age, but almost never old/gray/haggard/scarred/etc. Disabilities, trauma, or other flaws are usually invisible or relegated to the aesthetic facial scar category.
  • If violent; high level of proficiency, though rarely aggressive or domineering. "Hidden Badass" trope. Speed & Skill is usually preferred over brute strength, but this is dependent on species.
  • Stereotypical traits of the animal species its based on, but rarely the more unsavory elements. ie; Bears are big, honest, love honey, and may hibernate but don't practice random infanticide for example.
  • Sexual or romantic profile exactly as author's home culture; usually modern 2000s leniency towards homosexuality & casual sex; with mutual consent being most important factor as opposed to natural mating behaviors of its species or a more traditionalist culture. High degree of fetish content is specific to sexual content/porn, not that common in "normal" furry creation.
  • Genders are almost always treated equally. Sexual dimorphism, if any, is regulated to appearance and is based solely on the host species.

So working backwards from this list, how do we create something "furry"? Well firstly, it must be adapted to its genre or host-work. Which leads me to part two.

Warhammer 40k & Faction Design
So 40k is a grimdark setting. Most of the races are engaged in genocidal wars with the other factions, meaning cooperation is very limited. While it's not "species = faction" given things like the Eldar vs Dark Eldar and the many, many human factions, but it's pretty close. The sole notable exception are the Tau, who are one of the few multi-species factions and are kind of meant to be the "tragic doomed good guy" faction in some ways. Even with this, some 40k fans think they're a bit toothless and don't fit with the general vibe of the setting; so our furry faction will have to be at least as bad as them, if not worse.

Disclaimer: I have never played or know anything about 40k besides what I read on wikis. So this entire exercise is just was wank as your own personal headcanon. If anything, maybe moreso, since there are probably other species or groups in 40k that deserve to be a faction way more then anything I could create; and that's valid. For this blogpost, I did at least do a little research, since the 40k game design element of this is what I'm least well equipped to handle in the "just making shit up" category.

Besides the grimdark element, each faction in 40k tends to have different unique traits. While there are many human factions that share similar aesthetics and technological basis, each Xeno species has a few traits across all of them that might work as a basis.

Species

Human / Imperium

Eldari / Dark Eldar

Physical

Humans

Elf (Better humans)

Tech

Ancient, Bulky, Industrial

Magictechish

Aesthetics

Iconography, Gothic, “Used Future”

Organic but not biotech

Gameplan

Varies (Diverse)

Fast & Mobile

Magic/Psionics

Chaos-susceptible, dangerous psykers

High emotions need restraint

Ideology

Fascist Empire w/ Theocratic tone

Independent & Conservative


Species

Ork

Tyranids

Physical

Green, Big, Brutish, Fungal

Insectoid; just Xenomorphs

Tech

Scavenged

True biotech & natural traits

Aesthetics

Scrap, Chaotic, Tribal

Limbs, splines, carapace

Gameplan

GO IN

Swarm (big monsters sometimes)

Magic/Psionics

Gestalt belief-field

Hive-Mind

Ideology

Tribal, “Might makes Right”

Survival/Animal


Species

Tau

Necrons

Physical

Various (Multi-Species)

Machine, Skeletal

Tech

Automatons, Cutting-Edge

Alienware Sarcophagi

Aesthetics

Mecha-inspired, sleek, utopian

Egyptian, Terminator

Gameplan

Ranged shooters

Tank Everything

Magic/Psionics

None

Rewrite reality, Matrix-code

Ideology

Real Politik, Communistic

Domination

Ideally, any new factions would want to have something that's different about them to all the other factions in each of these categories, while keeping in mind the medium they're being designed for. For example, you wouldn't want to make an army more hoard-y then the Tyranids; trying to fit any more pieces on a board then that would just be annoying. Likewise a faction of giant flying space psychic space whales might also be cool; but would be awkward in the context of a tabletop wargame.

Quick side note: Only now reading this do I realize how little of the "each species has one biome" thing 40k actually does. It's refreshing, because it's probably my biggest pet peeve in sci-fi. But at the same time, it'd be rather unique to do something like it, given the all-encompassing nature of 40k's races; that sort of flavor is mostly reserved for individual factions or space marine chapters and the like. 

Of course, the real answer of "what should the new faction of 40k be" is the myraid of unexplored factions and species already existent in the setting people have been wanting to see for a long time. They might be more deserving, and I'm sure your headcanon is more legitimate then mine. But this is just for fun; so what's a unique "furry" faction we could add distinct to the rest? (And if the Tau pissed off the neckbeards back in the day, oh boy).

The Fensi
Originating from their desert-dominated homeworld of Hassalude, the Fensi are a race of anthropomorphic canids similar in appearance to Fennec Foxes from earth. Their huge ears meant to help locate prey and cool off in the harsh desert conditions where they evolved are their primary distinguishing feature. After being born, Fensi kits quickly grow to a large size with long and disproportionately slender limbs, and die of old age in just a few short Terran years. However, due to a unique element of their culture, the Fensi can live much longer then their natural lifespan during which they slowly shrink in size. This confounds members of the other races, especially the Orks, but to the Fensi, the smallest among them are the oldest and richest, because of their access to Lux.

Lux is a unique substance cultivated by the Fensi. It's a type of specially processed water infused with psionic energy; farmed in special condenser farms and gardens by underclass workers. It can only be gathered on living planets, but seems to keep a store of all the psionic energy of beings who live within its water-cycle. Beyond being perfectly shelf-stable, drinkable, and resisting evaporation from the harsh desert wind, making it a trading currency to their early cultures; Lux is also known to infuse the drinker with an accumulation of psionic energy. While its original effects may have only been related to the health-benefits of good hydration, Lux has been so valued and singularly important in their capitalistic culture that it has become a vessel for value, power, and importance itself; the very drive to acquire Lux has made it more potent.

The Fensi culture is that of competition, hierarchy, and opportunity. While they have laws that protect individuals and private enterprise; their entire culture is about the accumulation of wealth (Lux) by the wealthiest that is often taken from the poorest. Because of their biology, young Fensi are the main laborers, using their big bodies to tend to the gardens and dig for insects to eat, eventually dying of old age in just a few short years if their lips never had a taste of Lux. Trade unions and mercenary armies make up the middle classes, to who which belong Fensi that are shorter and more stout in stature; similar in size to a regular Imperium human. Finally, the aristocrats of their race are the smallest of all, looking more like an upright talking fox instead of a powerful and dangerous Xeno. But this appearance can be deceiving, as these Fensi are the most powerful in their culture; with innate psionic protection and strength making them formidable foes.

Beyond their capitalistic traits, Fensi love art and luxury of all kinds. They prefer colorful clothing and dress, and even reflect this in their machines and military uniforms. Rare artifacts from other civilizations are traded freely and openly in Fensi bazaars and markets; with no regard for possible contamination by Chaos or restricted technology. While Slaanesh primarily gorges herself on the souls of the Elder; the much decadent Fensi upperclass may one day draw her eye.

Fensi tools, weapons, and even spaceships are all powered by Lux. This single-minded approach to resources has made their industry second only to the Imperium in grand scale. Unlike the Imperium however, the Fensi are very capitalistic. Their primary motivation to explore the galaxy and expand is profit and acquiring more Lux, first and foremost. Instead of exterminating another species on sight, they'd much prefer to barter and trade with them, but always to the benefit of whatever Fensi struck up the deal. Their power structure is colonial and imperialistic; establishing colonies on many worlds to suck up their "living water" using private mercenary armies and underhanded tactics to try and make a profit. They are willing to cooperate with many species in the galaxy, but only for the pursuit of wealth.

Fensi Factions
Whipsands Trading Co.
This corporation prides itself on being the largest and most expansive entity in Fensi space; creating monopolized worlds and many exploitive colonies on many foreign worlds. It is defended by its own private army; though it much prefers to expand through trade contract and hostile takeover over direct force whenever possible. It's most powerful members are the board of directors, who are the original founders of the company still alive since the very first of their race left their planet to explore the galaxy and gain profit from it.

Fensi Scouts-
Light infantry sometimes found on foot or on the back of a younger long-limbed Fensi. These scouts are simultaneously skirmishers and skilled wilderness surveyors and prospectors, looking for watery oases in desert worlds or being bundled up to explore ice worlds.

Scout Gyrocopter- Fensi Scouts positioned in a flying machine, used for surveying the battlefield and taking weak, low damage potshots at enemies within a very long range. (I don't know 40k flying unit rules so I assume this would just be annoying and not OP)

Fensi Infantry- The standard Fensi infantry are middle-aged Fensi; shortened and stocky closer to human proportions. They wear elaborate costumes and fight in long line formations with their one-shot Lux Muskets. While not very mobile and not strong in melee, their mass shooting can be very deadly and they are well disciplined to be paid to keep order for the company.

Fensi Cavaliers- More heavily armored middle-aged Fensi with multiple carbines for a draw-and-fire approach. They ride on the back of large, younger Fensi.

Fensi Artillery- Powerful cannons using a variety of ammunition types. I imagine this as literally just a Napoleonic wars era type artillery cannon.

Cannonback- Artillery pieces put on the back of young Fensi, who carry them around to either fire a single inaccurate medium range explosive shot or can run into enemies to perform a kamikaze attack.

Fensi Grenadiers- Young Fensi wearing military dress and colorful uniforms, armed with shovels, axes, grenades, and Brewster style body-armor. Meant to break through enemy fortifications and act as a slightly heavier infantry. When each one is killed they drop live grenades as a small trick, taking out their own as well as enemies in melee range.

Bladetank- Large tanks powered by flywheels and Lux-devices; the entire outside is adorned with spinning blades and spikes. Primarily used as a method of breaking up worker revolts; it is a devastating vehicle made for melee combat and rushing into enemy infantry.

LuxWell- Large hovering shrine containing a large amount of Lux with many watering cans and urns besides, marked with company insignia. Designed as a sort of support unit that buffs nearby units (especially Elder Fensi). Kinda meant to be like a Tyranid Brain unit, but vulnerable if attacked directly.

Fensi Elder- Tiny Vulpera sized fox sitting on a self-propelled throne. (I like to imagine them in powdered wigs and frilly outfits, but anything regal and expensive will do). They are expensive in points and are usually named characters. They don't attack physically instead using psionic powers or telepathic suggestion to destroy opponents. Similar to the theme of slow but strong units reliant on positioning; the Fensi Elders would have turning rules but be extremely strong in close combat, having a death cone of attack in front of them you don't want to get funneled into. 

Worker Union
Because of the Fensi's capitalistic culture, the majority of their population exist within an exploited underclass. With short lifespans and tech-enforced monopolies on all trade and property; a growing resistance is brewing in the Fensi's lower and middle classes. While much poorer then the Whipsands corporation, the newly created Worker Union attempts to make up for it in numbers and cooperation. In the grim darkness of the future; there is only class warfare.

Fensi Burrowers- Fensi prefer to live underground in burrows; some little more then a hole in the ground and others elaborate subterranean palaces. The first step to all are burrowers; shovel-wielding very-young Fensi given limited armor and no training or expectation of survival. These Fensi can be used to create emergency cover or tunnels on a battlefield, or thrown into the enemy as an expendable shock troop.

Farmer Militia- Small land-owning farmers who can only create a meager amount of Lux, constantly pushed to sell their properties or in competition to larger corporations. Armed with simple flintlock Lux guns and machetes used for cutting vegetation now act as cheap but flexible infantry.

Arsonists- Those who burn factories and plantations of the wealthy classes; repurposed as a regular unit. Luxfire hits a zone on the table and stays for a long time, but can be instantly snuffed by the controlling player as a sort of unique area-control tool.

Abolistionist- Cool Elder Fensi riding a motorcycle (maybe a monowheel or old timey-bike with one big and one small wheel), who is a much more mobile but less powerful version of the Fensi Elder. They'd move around the battlefield getting to do AoE blasts around them in a small range each turn, prioritizing hit and run tactics or maybe they could "reverse polarity" and suck enemies towards them making them really good when matched with artillery, which are of course way more expensive for this faction or you need to pull enemies into Luxfire, or something like that.

Species

Fensi

Physical

Anthromorphic Animal-People (Foxes)

Tech

Retrofuturistic, Hand-Crafted, Hydraulic

Aesthetics

Desert Traders, Military Dress, Steampunk, Fantasy-Bazaar

Gameplan

Area Denial & Defensive Depth

Magic/Psionics

Wealth is Power

Ideology

Capital Exploitation & Colonialism

Design Goals
Basically I was trying to make something a little different but still fit in the world of 40k. I don't think it fits very well into 40k in my opinion; too much like a historical fantasy and not sci-fi enough and without the brutal grimdarkness. Notice how most 40k races have at least some kind of conversion or massive survival tactic like Necrons being unkillable machines or Orks having a fungal lifecycle. The Fensi are perfect as one of those xenos the Imperium wiped out centuries ago at least, don't really know if it has the "juice" of a full fledged faction. They'd probably just be a Tau side-species if anything.

Design wise? I don't know enough about 40k factions to say what kind of gameplay is unique. But I think a faction focused on slow and restricted units (like flintlocks who have to reload for a turn, or area-denial artillery and so on) that are strong but very clunky to use are interesting in the context of modern firearms, psionic spells, hovertanks, and other 40k-ish staples. This could totally already exist in the game though and I just wouldn't know any better. Overall, I don't think it's very good, but was fun to come up with.

Wednesday, February 4, 2026

[Vagueposting] Wugs are my new favorite

So recently I did something I normally don't do; and that is look at indie RPGs coming out. Lands of Eem was one such game. Personally, I don't really vibe with the overly nice, colorful, or "cute" type of games like this based on art style and approach, but I think the design of some of the creatures and races are cute. Nothing too remarkable; UNTIL I got to the Wug.

I fucking love Wugs. Just the name is perfect for what it is. But there is another reason. Archetypal fantasy races tend to fall into categories. Elder Scrolls Elves and Tolkien Elves are very different from each other but still feel "elvish" due to a similar overlap of commonalities and cultural traits. Same goes for Dwarves, Gnomes, and a few others. But what about "that" creature?

I don't think it's at all the creator's intention; but to me the "Wug" is kinda the perfect, archetypal name for this "kind" of fantasy creature. The intelligent, usually good natured race of kinda dumb, big, kinda animal person that isn't a furry but isn't an enkidu-type hairy beast man creature. It's that final last category you really see on the "Big Five" table of races; the "gentle giant" types who oust the human as the tallest and strongest race, but tend to not be as capable of agility or spellcasting type of things. Sometimes Half-Orcs fill this role too, but it kinda has its own specific baggage.

It's hard to describe, hence why this is a Vaguepost. I'm also going to be excusing myself at crediting the artists, because there are just so many pieces of commissioned artwork and AI shit I have to sift through to find what I'm talking about; sorry.

This archetypal role is often named something else, but the names never fit perfectly. Sometimes they're Bugbears but I hate that name, both for the weirdness of being goblins but big(?) but not being green??? And they aren't part bear or bug at all??? I know fantasy games have tons of folklore names turned into species which don't make sense but for some reason I just do not like this for "bugbears" at all.
Sometimes people call them troll/ogres but that's usually a monster. And if you make them dumb and lovable it takes away a lot of the mystic wilderness that a big scary troll (that's smart and can talk but just lives under a bridge and eats people instead of working a job and paying taxes).
Sometimes they are firbolgs, but firbolgs have their weird different mythological connotation and doesn't really roll off the tongue as well.  Plus you got that one weirdo who is like "firbolgs aren't cow people they're scottish giants!!!" as if a single fucking person EVER had the specific intention to use a "firbolg" in place of a generic giant encounter in their game ever in the history of D&D other then because it had more hit points.
Sometimes they're Goliaths but Goliaths are weird D&D invention and usually more humanoid.

We need a name for them. The issue with making up new weird fantasy names is they have no cultural background. That's why it's easier to make your own elves and orcs and goblins, but if you make yours too weird they cease to be that fantasy archetype and fall into the scrimblo-bimblo worldbuilding discourse. It's not that you're not allowed to do that but nobody else will want to interact with it on face value because they have zero cultural overlap with your vision. But this "kind" of creature I feel is just right for the cultural overlap zone; just iconic enough with enough examples and relevance it could be codified into a "thing", like when kobolds went from little men sprites to yappy doggish things into little dragon-minions and before they became a sex thing; they went from this vague soup of "have your own interpretation" into "everyone draws them like this now". Critical Roll tried with its Firbolgs but I don't think it was super successful.

Now I want to make it clear I'm not delusional enough that my own ideas for Wugs, nor do I think "Eem", have the cultural staying power or memetic potential to overhaul this entire fantasy archetype the same way kobolds did. But I feel like there is something to this archetype that is still in its larval stages; All Elves are Legolas, all Dwarves are Gimli, all Wugs(?) are... Torbek?

The hairy, tusked, big-man who is not an orc and is connected to nature but is not a troll or giant or god forbid a satyr; perfect to fill the spot of "human but stronger" without being an off-shoot orc or stepping on the toes of dragonborn with their dragon and elemental aspects or orcs and their "dark mirror to humanity" aspect or gnolls and their savage beastfolk aspect which is also not a furry but has elf ears and shows up all the time in fanart as some weird thing? 

What is this stupid fucking kind of creature called!??!? It's a WUG! It's PERFECT!

Sunday, January 1, 2023

The Great Temple of Mozz

Standing over the enchanted fields and farrows, the great Temple of Mozz once was the crowning achievement of the last great people. The Mozz were bird men, with the powers of flight, who lived and worshiped closely with their powerful pantheon of Gods. All who saw the temple once were struck by its splendor, and the bird-men of Mozz showed it off to all beings of the earth, as a sign and symbol of their great strength. Now, it still stands, but in decay and ruin. The land surrounding it, once the land of plenty for the bird men, is now uninhabited and desolate; except for the enchanted stream from the temple's own feet.

The temple towers over the land. It is more akin to a temple complex or even a small city standing upright. Long cut slits along its height allowed for both light and Mozz to fly to and from the temple; as a window and door are one in the same to the bird men. Now, they are possible points of entry, but also peril, to those who wish to plunder this ancient tomb.

Yet even though the oldest elves have only the most vague and ancient of memories of the people of Mozz; there are tales of their great wealth and riches still stored within that temple. These stories inspire young adventurers to make the dangerous journey into the badlands towards the place where nobody dares go; to plunder the riches of the ancient temple. Even on approach one could be killed; the issuing forth of baleful light which slays even the most brave of adventurers. It is this peril most of all that inspires those to seek it; as it is said to come from the most sacred treasure at the core of the Great Temple of Mozz...

Friday, May 13, 2022

Whale People & Their Magical Hotsprings

In the frozen cold north, the people who live there are whales. Big, bipedal whale people. They can hold their breath for a long time, and are excellent in the cold, but are big and fat and clumsy on land as anyone would imagine a whale to be.

The Monads are whale people. They look like Belugas or Narwhals. They live in tribes with semi-permanent fishing grounds. You can't grow anything up here, so they survive pretty much just on fish. No wood, so they just use bones and metal for everything. But to supplement their health- they have their magical hotsprings. Also, some of them are magic. You can play as one if you want.

Monads
Base AC- 11
You are large sized.

  • Generate Strength & Constitution as 2d8+1d6
  • Generate Dexterity as 2d6
  • Generate all other stats as normal
  • You are Resistant to Cold. (Take half damage from cold attacks or spells)
  • You can hold your breath for two exploration turns (20 minutes)
  • When you reach 3rd level, you have a 1 in 6 chance to grow a Horn. The Horn grows out of your head, and can be used as a Holy Symbol. You don't get anything if you don't grow a horn, but hey, at least you can fit through normal people doorways without craning your neck and can wear hats.

Monad Culture
Highly nomadic and sociable, the Monads live in loose groups and fit in well in almost any culture, including human and other foreign races. They can be found in almost any port town or sleazy pirate haven. Even an inexperienced Monad is likely to get hired if just for their size and strength- and not to mention their inherent abilities in the water.

Monads tend to gyrate between extremes; they want all the physical comforts and luxury in the world and to be surrounded by company in one moment, and in the next, crave solitude in a very cold or very barren place, as though to test their own limits. Part of this spiritual desire for hardship and self growth may be the result of their magical horn. Monads subjected to many life experiences may end up falling more towards the side of spirituality, and grow a horn.

The horn is a symbol of potency and wisdom among the Monads. It is their witch-mark, though for the whale people, it is a purely positive connotation. Because the horn is only in a small number of their population and it has an inherent use as a Holy Symbol, those with it are often promoted to higher ranks among their society- usually mystics or priests to keep watch over the dead.

Of course, those with horns are free to be adventurers if they so chose. But one should know that a Monad's horn makes for a very fetching prize in many kingdoms as a magical material or aphrodisiac. As such, Monads with horns are more distrusting of outsiders- else they get harvested for their ivory.

Magical Hotsprings
The Monads live in the north. While many camps and places there are within glaciers and ever-frozen ice flows, some of the places there are sparse, green covered arctic lands. While the land and water is cold, the space between the earth may be very hot; the energy underneath the earth churning magma or gas. Upwards it rises to create geysers, pits of burning tar, and more comfortable hot springs.

The Monads use these hot springs as gathering places and holy sites. As they are more comfortable in the water then on the land, these are their "thrones" to where the most comfortable among them may sit. Most homes are built over a hot spring or pool. But deepest inland and most secretive of them all are the magical hot springs; water from the earth enchanted with ancient magic that gives its waters a unique property.

These hotsprings have magical potency when drank or spilled over the body. However, the magic of the hotsprings loses its potency as it cools- only a fraction of it remains once removed from the pool. Due to the difficulty and cost of traveling rapidly depreciating liquids; little industry exists around these hotsprings except for the adventurers within the local area. As long as one has not offended the head-horn around these parts; a quick dip for a guest is never out of the question.

Each tribe of Monads will have one magic hotspring- roll on the table to find out what it does. The "Hot" Effect happens only if the water is still warm from the spring itself; one turn if you soak in it and get out, one hour if carried in a waterflask, and a constant effect if you're in the spring. The "Cool" effect is what the water does once cooled off- has unlimited shelf life.

Magic Hotspring Table - Roll 1d6
[1] Toughness Spring
Hot Effect:
AC of 16 to all wet.
Cool Effect: Adds +1 AC for one combat encounter (turn) if dumped on a person, protects wood or cloth equipment if soaked from a single Destruction effect or until dried.

[2] Sidhe Spring
Hot Effect:
Charm Effect (to anyone not in the Spring)
Cool Effect: Adds +1 Charisma modifier for one roll if mixed in with makeup- usually lasts about a day until it is sweat away or cleaned off.

[3] Healing Spring
Hot Effect:
Restores +1 Hit Points per Hour Soaked
Cool Effect: Can heal a minor wound (stubbed toe, cat scratch, etc) that it is poured on. If you drank a barrel of this it would act like a minor health potion.

[4] Cleansing Spring
Hot Effect:
Reverses 1 Day worth of disease progression per day soaked. Curses are put on hold if you bathe here at least one hour per day.
Cool Effect: Can be splashed on one undead creature; creature is Turned for 1d4 rounds.

[5] Arcane Spring
Hot Effect:
Allows the Magic User to prepare a spell one spell level higher then their highest possible. This spell is prepared for up to 1d6 hours after leaving the Spring.
Cool Effect: Drink a beer stein's worth to recover a 1st level spell.

[6] Prophetic Spring
Hot Effect:
Advanced knowledge of who will appear before the spring to whoever is sitting within. Can see the next result on an Encounter table.
Cool Effect: Adds +1 or -1 to your next roll, declared before you make it.

Wednesday, August 11, 2021

Blatant Fetish Posting- Genderbending Kobolds

When it comes to fantasy worlds, I think exploring non-human races and cultures is very interesting- biology and magical/supernatural elements means these beings can be very different from our baseline "human" experience, which adds both roleplaying potential as well as game potential for things like rules and background for a game world.

Recently, in some modern D&D lore supplements, the idea of Kobolds being able to switch gender was introduced. This, in my mind, was a very interesting way to make kobolds distinct from other races and humans, and actually makes a lot of sense given the setting- I always imagined kobolds being a bit androgynous in the first place, both in terms of height/strength/looks so it fits that it wouldn't be too destructive or difficult to accomplish in terms of a biological transformation. (I've even written about this before) Kobolds are usually depicted as a bit more lizard-like, who are much more capable of performing a transformation like that compared to a mammal. Kobolds are also often depicted as being highly communal, and the importance of the individual is usually placed underneath the importance of the tribe- both of these would also make sense as cultural elements of a species who can shift and change sex. You give up your own original identity for one that keeps the population of the tribe going even after a disaster. And that final element also ties into it- Kobolds are weak. They are minions or sometimes food for greater monsters, and they die a lot. Evolution shows that creatures with short life expectancy tend to have lots of babies, it's a more r selected species on the sliding scale of quantity and quality.

This leads a lot of doors to potential for interesting character development. My favorite interpretation of this is that it is not a willing or choice to transform, it happens naturally. If you play as a male kobold in a party of mostly male adventurers, your kobold will turn into a girl. It isn't some weird sex thing either, simply being in the presence of males means there is more testosterone in the air then estrogen- this triggers the change to begin. For the character itself; this could lead down a lot of interesting roads. Perhaps they don't really care about the transformation at all, it's a normal part of life for them. Maybe the character is angry or lashes out against these changes, especially if they were raised in a society where the innate ability to change sexes isn't normal, leading to drama.

But there's a bit of a problem with this. Let's get real. There is a group of people, we'll call them those people, who have those politics. If you can't handle spicy political opinions, don't read on.

Is this a boy or a girl?
Art @ecmajor (VERY NSFW)

Basically, some people like the idea of gender shifting or changing stuff in fantasy as a form of wish fulfillment, or worse yet, a intentional political addition. These are inane opinions. But the idea behind genderbending kobolds is still cool- but it doesn't have any bite to it.

See, in my opinion, switching your sex is a big deal. Even in fantasy where magic can be easy or painless; there are so many knock on effects to sex. Sex is an inherent part of what people are; and while most RPGs and video games making a character's sex a purely cosmetic choice, in the fantasy milieu it doesn't really need to be this way. I would find it much more interesting if a character changing sex was a profound thing that really messed up their whole life- and part of this is the fact that kobolds are a bit too androgynous for this to work!

Imagine if you, a female creature, spent your entire life and career as a ammoral vagabond that goes into tombs and explores around as an adventurer. You are skilled at picking locks and mending wounds. Suddenly you begin to bulk up, growing taller and less able to fit into small places. Your hands grow large and hairy and so unsanitary; fingers that once wrapped bandages around your wounded allies are now replaced with large digging and fighting claws- used by males of your species to compete for mates. Suddenly you find your attention span greatly sapped, finding the careful craft of making medicines or repairing machinery impossible or very very difficult. It's a profound part of a character that changes everything, in how they dress and act and are viewed by their society. To simply chalk it up as an "oopsie you're a girl now! :^) " with no mechanical or roleplaying depth makes it nothing more then a pointless cosmetic choice that means nothing.

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