Wednesday, September 8, 2021

Those Faiths Which Bind -- a Religion generator.


"Give me that old time religion,

Give me that old time religion,

Give me that old time religion,

It's good enough for me." - The Fisk Jubilee Singers


        In most D&D settings the existence of the divine is usually a given. While I can think of a few exceptions—namely Dragonlance and Dark Sun—the rule is generally that clerics derive their abilities from the patronage of a deity, or from some sort of philosophical path. Though clerics are a standby of modern fantasy fiction, the number of beliefs and the ways in which they are followed can be endless. While most settings are focused upon gods, there are numerous alternatives in the form of animism or more abstract paths to spiritual wellbeing. 

        As a brief aside, while this generator is fairly similar to my one focusing on Cults, I feel the distinction between the two is one of generalized acceptance by a society at large.

        To use this generator, simply roll 4d8 and then consult the relevant tables below. I have done my best to not hew too close to magical explanations.

d8

What sort of faith do they hold to?

1

Monotheism. Only one god is thought to exist, all others are false.

2

Polytheism. Many gods, many temples. Worshippers flow freely from deity to deity, priests do not.

3

Henotheism. Many gods may exist, but the supreme god dwells above all others. Why worship a lesser power?

4

All is of one nature and substance. Any perceived divisions are merely illusions.

5

Atheism. The gods may exist, but their divinity is denied or their worthiness questioned.

6

A path of Enlightenment. Less of a traditional faith, this is a means to transcend the travails of daily life.

7

Animism and/or Ancestor worship. There are spirits everywhere. They dwell all around us, and we are merely a section of existence.

8

Syncretic. Roll twice after this result—the first roll represents what the religion is presented to outsiders as, the second roll is the truth to worshippers.



d8

What is their church like?

1

Hostile to other faiths and eternally proselytizing; conversions can be willing or by the sword.

2

Insular and passed only along family lines. They may trace their roots back to a common ancestor or tribe.

3

It simply is. Everyone in the region possesses the same beliefs. To question them is seen as bizarre or upsetting.

4

Passive and proselytizing. Worshippers may see themselves as martyrs, or simply trying to rise above the violent world around them.

5

Secretive and practiced only in private. Perhaps it is practiced alone, or in secluded locations.

6

The faith is based upon blood, pain, and sacrifice. Such sacrifices may be viewed as maintaining existence itself.

7

Preoccupied with morbidity and death. The faithful see themselves as having one foot in the grave already.

8

Revealed through prophecy, visions and other forms of divination. Beliefs are mutable, and ultimately open to interpretation.



d8

What kind of afterlife do they believe is awaiting them?

1

Gloomy and grey, a mere shadow of what life was.

2-4

A paradise. The garden of delights is opened upon death.

5-6

Much like their old existence. Farmers farm, warriors make war, and life merely goes on.

7

It is not seen as important. Life is for living, death will wait until it comes.

8

The place in the ever after must be achieved. Those of virtue are sent to a paradise, the wicked are sent to a place of punishment.



d8

How is this faith honored?

1-3

Through word and deed. Support of other worshippers is required.

4-5

With large civic ceremonies. Magnates may oversee the process, but it could just as easily be hereditary in nature.

6

Small groups led by charismatic individuals are seen as ideal for the cultivation of the soul.

7

An austere faith, asceticism is seen as the highest virtue.

8

Ceremonies are led by a traditional head of household, whether that be an elder or a favored gender.

    Thanks for reading folks! I really appreciate it.

Monday, September 6, 2021

Wooden Ships and Iron Folk -- A watercraft generator

 


"Twas a wonderful craft,

She was rigged fore and aft, and oh how the wild winds blowed her,

She stood several blasts, she had twenty-three masts, and they called her the Irish Rover."


    Why stay on a single continent throughout a game? There's royalty to save, treasure to plunder, and piracy to be done. Without a sea-worthy vessel, how can any of this derring-do possibly be accomplished? From biremes and triremes, to sloops and schooners, the variety of ships, and the purposes they serve are vast. Whatever form they take, these ships and boats can find a home in nearly any setting.


    To use this table, roll 4d8 and consult the relevant tables below. As per usual, I have done my best to keep the results general in nature.


d8

How big is it?

1

Tiny. Perhaps just a canoe, faering, or dinghy. Piloted by a "crew" of 2-6.

2

Small. This vessel could be a war canoe, knarr, or dhow. 6-30 crew.

3-4

Mid-Sized. A longship, cog, junk, or sloop. A crew of 30-120.

5-6

Large. The craft could be a frigate, treasure ship, or galleon. A crew of 120-350.

7

Huge. A vessel like a 1st or 2nd rate ship of the line, freighter or battleship. 350-900 souls are required for a ship of this size.

8

Titanic. These behemoths encompass ships such as aircraft carriers or super freighters. A veritable floating town, more than 900 people are necessary to crew it.



d8

What is it used for?

1-2

Trade.

3-5

War.

6

Diplomacy.

7

Exploration.

8

Roll twice and ignore this result. The combination is the vessel's purpose



d8

What is the crew like?

1-2

Salty dogs. Practically a parody.

3-4

A pack of thieves, pirates and ne'er-do-wells.

5

Press-ganged into service. They are miserable and their officers strict.

6

A family, community, or other close group with shared intimacies.

7

Hard-bitten, serious soldiers. Even if they are not on a warship, they are likely in the navy.

8

Incompetent and out of their depth. They could have stolen the ship, or are refugees.



d8

What is unique about the vessel?

1

The vessel is accursed. Perhaps the crew are undead, or damned to never leave their ship.

2

A legendary ship, it's reputation causes hope or dread by sight alone.

3

Something of staggering value is being kept in the hold.

4

The craft is carrying some important personage or the crew is aware of some vital fact.

5

Blessed by a sea god or darker power, the ship cannot sink no matter how damaged.

6

The crew is from some distant or lost land. Their motives and tongue are a mystery.

7

It was crafted by some being(s) of great power, and it will never lose it's way.

8

It is adrift, the crew vanished and no signs of violence upon it's hull.

All art is the property of it's respective owners and will be taken down at their request.


As always folks, thanks for reading!

Sunday, September 5, 2021

Guess Who's Coming to Kill You? -- An Assassin Generator

 

Source is Sergey Krutskikh

"'Cause at the end of the day, as long as there's two people left alive on the planet, someone is going to want someone dead." - The Sniper, Team Fortress 2


        There's always a need for lurking threats in any game. Players tend to step on a lot of toes and make a lot of enemies in the process. Some will undoubtedly wish to hunt them down and try to kill them on their own, or hire others to do the job for them. While their methods may have broadened due to being in a fantasy setting, there's still not ever a shortage of people willing to murder others for a petty reason or a paycheck.


        To use this generator, simply roll 4d8 and consult the tables below. As usual, I have tried to do my best to keep these tables as general as possible in order to support the broadest amount of setting I could.


d8

What did the PCs do?

1

Wrong place, wrong time. They saw something they shouldn't have.

2

Nothing. They are being targeted for kicks.

3

The survivors or victims of wrongdoing on their part are getting even.

4

Spoke up about some hot button issue and offended some local elite.

5-6

Stood in the way of someone enriching themselves.

7

Became the subjects of some prophecy. Their deaths will supposedly stop or fulfill it.

8

This is a case of mistaken identity. Roll again, ignoring this result. The second roll represents reason for the target's death.



d8

What's the killer like?

1

A consummate professional. Methodical, deadly, and fully embracing dirty tactics.

2

Barely restrained in their rage. They favor brutal ambushes and attempt to spread terror.

3

Doubting their course in life. While skilled, their heart isn't in it anymore.

4

Seemingly incompetent or harmless. They use this to catch their targets off-guard.

5

A butcher. Violence isn't just a tool, it is pleasurable or amusing to them.

6

Dead-eyed. There is nothing here. Just a vehicle for dealing death.

7

Fanatical. They kill for a higher cause, real or imagined.

8

Cheerfully amoral. It is as if this is all a sort of sick game to them.



d8

How do they carry out their killings?

1-4

Old-fashioned violence, whether that be conventional or magical.

5

Poison, disease, or other indirect methods.

6

Summoned or enslaved creatures.

7

Traps, in the form of mechanical devices, or "accidents" using the environment.

8

Curses, hexes, or other dire enchantments that cause bad luck.



d8

What is unique about them?

1

They hail from a distant or distinct culture and are more obvious as a result.

2

Whether simply proud, or unable to stop themselves, they leave calling cards behind.

3

The killer is an undead, or some other unholy creature.

4

Their reputation precedes them. The PCs may find it more difficult to find aid.

5

There isn't only one assassin, but rather a small group.

6

Some mystical ritual or enchantment binds the killer to the PCs. They know where they are.

7

The assassin has bribed locals to quietly observe and report the PCs comings and goings.

8

An oath has been sworn. The killer cannot break it and must be relentless.

All art is the property of it's respective owners and will be taken down at their request.


Thanks for reading folks!~

Friday, August 20, 2021

The Old Tower, Isolated and Ominous -- A Wizard's Retreat Generator

 


        "...Warlocks exert little influence in our politics. They rarely leave the confines of their 'House of the Undying'--a pompous name, but I admit, a strange and dark tower. It is said that none who enter ever leave." -- Xaro Xoan Daxos, Game of Thrones


        Mages like towers. It probably has something to do with being fearful of torch-wielding mobs, a desire for privacy, or maybe due to the frequency of their experiments escaping their control. Much like how a Ferrari or Maserati would be seen as an aspirational item in our world, perhaps spellcasters see towers similarly? Whatever the case, the lonely, isolated tower is a standby in fantasy fiction of all stripes. Some aren't even towers. The only true requirement for a place like this is that the beings who originally built it intended it as a redoubt or hermitage to practice a mystical skill of some kind.

Oops.

        To use this generator, roll 4d8 and then consult the tables below. I've purposely tried to leave some of the answers vague for use by individual referees. Unsurprisingly, this table is of limited use for low or no-magic worlds.

d8

What form does the structure take?

1

Some sort of vehicle, such as a...1: Walking hut, 2: Ship, 3: Caravan or Wagon, 4: Floating Castle.

2

A series of tunnels hewed into a mountain or cave.

3-5

A classical wizard tower. Tall, spindly, imposing.

6

A monastery, school, library, or some other open place of learning.

7

A castle, manse, or other opulent abode.

8

Simple rustic house.



d8

Who lives or studies there?

1

A powerful wizard, like an Arch-mage

2

A Guild, College, or some other educational organization.

3

Completely abandoned.

4

Seemingly abandoned—roll again on this table, ignoring this result or number 3. The new result is hiding or somehow cloaking themselves.

5

No one. A watchful group stands guard near by to ensure it stays that way.

6

Nobody. The monsters who moved in, or the experiments who escaped murdered everyone.

7

A group of scavengers or looters have moved in, and are attempting to plumb secrets they cannot understand.

8

A powerful mage or group of mages have moved in and taken the structure as their own. The rightful owners may be dead, ascended, or alive somewhere else.



d8

What was meant to be studied here?

1

Necromancy.

2

A specific school, other than Necromancy. Roll 1d7 to determine the school.

3

Whatever struck the fancy of those who built the place.

4

Temporal or dimensional manipulation.

5

The creation of strange chimeras such as Owl-Bears or Displacer Beasts.

6

Immortality, or some other means of escaping corporeal death.

7

Magic bent to military purposes.

8

Communion with the gods beyond the stars.



d8

What sort of defenses or quirks does it possess?

1

It can move in some impossible way, whether that be teleporting, traveling to other planes, or existing simultaneously in a number of places.

2

It is bigger on the inside than the outside. The place is so large inside that it is easy to get lost or endlessly turned around.

3

There are no entrances or exits of any sort. Magic is the only way in.

4

A ferocious guardian lurks somewhere within, or nearby. This could be a golem, elemental or some other dangerous arcane creature.

5

It is shifted out of time or space in some way. It may appear only during certain times of the year or day, or time may flow strangely within the place.

6

Made out of some obviously dangerous material like broken shards of glass, chunks of impossibly cold ice, or crystalized agony.

7

Surrounded by a beguiling and maze like forest, desert, lake, or seemingly normal terrain.

8

It is in some impossible location, such as upside down on a cliff face, within a volcano, or simply floating above the ground.