Monday, March 3, 2014

Playing instead of GMing

The last month or so I've been on break from GMing which, as it turns out, is hellafun.  I don't get to play too often and I think it is partially because I'm kind of a crappy player.  I spend so much time in the GM seat, it is hard to let go.  As a player I've taken a bit of a leadership role within the party but I'm not sure if it is because it is the right thing or, as a bossy pants, I'm just declaring things as fact.

Either way, it is a damn awesome game.  We are a band of halfling freedom fighters in a world where demi-humans are pretty much all slaves (current, former, or potential).  While there is a vein of "free the oppressed" in the party it seems to have mostly turned into a bloodbath.  Serious full-on murder hobo style.  My halfling thief has killed more unconscious and "innocent" folks in the name of "good" and "freedom" that is remotely reasonable.

Also, I'm the party mapper.  This is a job that is vastly under appreciated.  It kind of sucks, but is necessary.  I'm also acutely aware of the "left or right" dilemma of dungeon exploration.  Without any context of what left or right may mean or what kind of impact the choice would have it becomes a crap shoot of irrelevancy.  This isn't anything against our current GM (who is doing a great job), just an observation and something I'm going to try and eliminate from my game.  Choices are meaningless (as in it could be a coin flip or die roll to choose) unless they are made with some insight.

Once this game is wrapped up I'll get back to the GM chair and I've got the campaign recap ready to go.  I thought I'd share:



Since the last session ended ...

The winter months passed quickly in New Hope and spring brings the warmth of the sun and a seemingly endless light rain to cleanse away the thickness of winter.  The Legion of the Phoenix Guild House is a constant bustle of activity.  New recruits were flooded the halls as preparations for the grand mission were laid out.  You each have been briefed in excruciating detail on the situation; but even with this it is obvious that much knowledge has been lost when the sundering took place.

In the heart of the cosmos lies the city of Sigil.  It is where all planes of existence touch and until recently it was at peace.  Many of you have fleeting memories from the City of Portals - visions of the great tor, of smoking stacks and streets crowded where humanity mingled freely (if cautiously) with things from the other worlds.  Many of you recall other incarnations of yourselves here on Zintharas, also called Sursumen the prison, and called Eradu the Egg of Life.  Each of the threads led back to a true self in Sigil that was waging the war here where the true enemy lies.

An ancient race of being known as the Xinthian once marauded across the cosmos and multiverse causing mayhem and destruction.  The last of their kind was imprisoned in a great shell and an accord was struck that the Keepers, the Pathorgia, would keep the prison running and the Xinthinan diminished and suffering eternal agony for the crimes against all life.  There was dissent, of course, and politics being what they are led to numerous clashes in the skies and heavens above the prison world on which you now stand.

Those times are long past, and the guardianship has faltered.  The Xinthinan was to become known as the World God, one of the elders, and worshiped in accordance with twisted interpretations of old documents, now long since withered.  Those who once imprisoned it now worshiped the thing.  Magic bloomed as the ages past and the world of Susramen began to crumble and was infested and bore life to all manner of creature.  One of these are a force of demonic things, the Altrudian. 

They have a strong connection to both the Xinthinan and the Patchwork Kingdom.  These are the foul forces, that have begun to wage the war in the name of the world god, attempting to free him from his prison.  They are parasites and flakes of skin from the ancient beast imprisoned below your feet; bits of filth given a kind of life through the influences of the Patchwork.

The war in Sigil has nearly been lost.  Pockets of resistance still stand against these Armies of Chaos.  But they are not alone.  The foul Greyjax, beings from the far edges of the known realities, have some hand in this.  The forces are growing here as well - minions of chaos, creatures of magic, things that hate life, all manner of beast and man are being corrupted and we have precious little time.  The gates which are locks have been compromised.  If the Xinthian is released his rage and revenge will destroy not only Sigil but the cosmos as well. 

The Lady of Pain, Her Excellency the Lord of Sigil, has been found by one of our other bands of adventurers and is safe but unconscious.
The Lady of Sorrow, Her Magnificence the Defender of Light, is still lost and we believe is still holding a resistance in the Vendegarr.  The Lady of Misfortunes, Her Exquisiteness the Protector of Faith, has been slain.  Her death was not in vain, though, as her death curse has place a seal over the final gate.  This is where you must go.  You must follow the path of the heroes who have already gone - their actions were a prediction and map of the journey you must take.

From an ancient book, the following passages are read.

"The Founders of the Legion set their sites on the edge of the world.  They travelled across The Sea of Woe through raging storms to defeat the Great Storm Serpent Aluu; in the gnole-infested Plain of Broken Stones in the Wastelands of Forlor they took the Soul Gem from the Lich King of the ruined city of Magperia; moving deep into the Ogre Nations they emerged with the rarest of victories - a blessing and thanks from the Ogre Lords themselves; and through the howling sands of Ptocnik they came triumphant to the Endless City Temple of Al Arij'Khahat.

"The pilgrims and dervishes, the faithful and those looking for truth sat in the enormous windblown tents of Al Arij'Khahat to stare into the Erasure and ponder The Meaning, Wonder at the End of All Things.  Some entered willingly, simply fading away never to return.  Some achieved a state of nirvana and knowing looking into that endless void, telling others that it is their own soul they see when they peer deep enough.

"The Legion is strong now.  They are legendary even in this remote place.  This place where the lost go, where the Seekers dream of Finding.  The Legion has one last task before them.  One final achievement before they may rest.  In The Anvil, an area that is said to be as utterly desolate as the Erasure is completely without substance, it is a claimed that a fabled city known as Midian stands defiant.  It is a place of monsters.  It is a place of demons.  It is where the Lady's sacrifice gave a glimmer of Hope.

"To Midian they went. Never to Return."

The Council of the Legion, members you are familiar with; Manamir, Carlisle, Brother Chayne, and several more give you their blessings.  The resources of the Legion are at your command.  Three great ships have been readied in the port of New Hope to set sail when you are ready.  An army stands behind you, but it is you who will save the world.  It is you who must do these things.  Prepare yourself.

Saturday, February 15, 2014

The Dungeon of Lost Coppers

Dyson Logos is a fantastic map maker (Dyson's Dodecahedron) and he recently put together a contest to finish up one of his maps.  I whipped up a 3-level map.


Notes

Green: highest level
White: mid-level
Red: lower level

Southwest Caves: home to some gnarly slugmen that harass and generally cause problems for visitors to the dungeon.  They continue to be a problem because most adventurer types can't get into the entrace.

Northwest Aerie: A vulture infected with the Patchwork has grown huge and bloated.  it comes out only around dawn and dusk to hunt but the smell of the hollow thing, rotting from the inside, permeates the entire area.

Northeast Caves: Clever whitecap kobolds have set up an outpost to worship their strange mushroom god from on high.  They don't know about the secret entrance but are incredibly territorial.  Of course, they can be bartered and negotiated with because they'd prefer to let their fungal god do the fighting for them.

High Level, North: A long hall that opens into a gallery, ancient hall with intricately carved pillars that constantly shift uncomfortably, and a weak floor that will fall away into the lower level temple.

High Level, South:The western portion is the lair to a harpy of some sort that has a deal with the vulture.  The east has a bridge over the arena and a living statue that guards the door to the lower depths.  The grate across the central corner has long rusted shut.

Mid Level, West:  The lair of a young mind wizard that has a half dozen false men enthralled as slaves.  He collects various bits of lost culture and is creating a construct in the lower level that will seduce the unwary with promises of gold, sex, and extreme violence.

Mid Level, South: A strange structure that was once an arena.  The southern chamber is a large room with a fighting cage.  The north holds several cells, but there are no direct entrances to this location or ways to open the cells.  The northern walls of the corridor have ancient glyphs inlaid with long-ago looted metal and no longer function.

Mid Level, East: A grotto that leads to the temple and to unknown lower depths.

Lower Level: The mind wizard's construct is in the western chamber and the eastern cavers in a temple of sorts, more a shrine really, but definitely a place of dark worship for a two headed monkey god that appears to have spawned from Ktuth (in place of arms and a tail is has hashing barbed tentacles).


Summary

That was fun ... I think I might post up more maps moving forward.  Also, I entered the OSR Superstar Contest over at Tenkar's Tavern.  I'll post my magic item up after the contest.  Hey - anyone want to do some artwork for my magic items? 

Tuesday, February 11, 2014

Combat: Cinematic not Tactical (mostly ranty)

I love a good combat.  Fantasy adventures without combat can be fun (I've been told).  But laying waste to a host of goblin, swinging from ropes to fall upon your enemies from above (blades flashing and hammers mashing) is a damn exciting time.

Because combat has such a central role, it tends to get a lot of rules in the modern games.  Special powers, movement details, all sorts of things that help "enhance"the combat or make it more "realistic".  For the most part I say fuck that.  Tactical war games are fun - I like a 10,000 man battle set in the second Punic War as much as the next nerd (or space orkz firing malfunctioning wakkarokkits into the blithering idiots of the Imperial House of Wankeroo), but when it comes to role playing games, I don't want all those detailed rules.  They make for slower combat and turn it into a discussion of moving 5' or not.  I don't give a damn if you move 5'.


Want, Not Want

What I don't want are my players to get bogged down in what kind of combat posture they are in and exactly how far they can move.  What I do want are crazy ideas.  I want the player to stop sulking that he isn't good at combat (because his character isn't good at combat) and start doing things like throwing a grappling hook round that giant skeleton's legs and running in circles trying to trip the thing up (because that is awesome). 

I don't want to have my players say "I attack with my sword ... again" and be bored because they think that is their only option.  I want them to declare they are going to climb up the dragon's leg and try to stab him in the throat.

How do I do this?  First thing, get rid of as many combat rules as possible.  Some need to stick around for the feel of things (like wearing no armor increases your initiative die), but others get to go (give ground and defensive stance).  If a player wants his character to slowly be backing away from an attacker, he should just say so and not get all bent out of shape about the rules that govern this type of activity.  Consequences should be determined in the moment!


Uh Oh

This last sentence is what seems to get quite a few people up in arms about things being fair and the GM having a power trip issue.  I'm GM because I wrote the adventure and I'm running things.  I have players because while they don't always like the outcome, they trust me and ... wait for it ... have fun.  Yes!  FUN!  I feel like so many people have forgotten that this whole thing is about fun.  Losing a character to a 10' pit can be fun (and often hilarious to the other players).  Failing miserably and having to retreat with 75% of the party dead and the main NPC being mobbed by enraged kobold can be fun - oh the stories to be told about that battle!  Winning is fun too, but it isn't winning or losing it actually is HOW YOU PLAY THE GAME.


To Sum Up

1) While we use the new Hackmaster, I still run an OSR game
2) Less Rules = more creativity = more fun
3) Winning isn't everything ... in fact it is usually the most boring thing
4) If you aren't having fun, you are doing it wrong

Friday, January 31, 2014

Some magical items found in Eradu

Permanent magic items in Eradu are rarely all beneficial.  The binding of spells and patchwork essence invariably brings with it some (usually) unforseen side effects.  Here are a few examples.


Casimiro [+3 hard steel longsword]

A longsword with outstanding damage capabilities and a temper to match.  Casimiro speaks and cheers on the warrior who wields him - "excellent strike!", "spill his fetid blood upon the ground!", and so on.  When a damage die penetrates, roll two penetrating d8s instead of just one.  The GM should note each time this happens.  When the wielder rolls a natural "1" on attack, Casmiro will punish the wielder by causing the next attacks to strike the wielder (cas d20+3 attack, wielder d8+mods defense) causing damage equal to 1d8+ the number of bonus damage dice from penetration.  This will be accompanied by taunts and general distainful remarks - "You have the finess of a boar!", "You disgrace your people!", and the like.  Once the punishment has completed, though, Casimiro will apologize and cajole and continue to battle on.


Crown of Bone and Flame

While anyone could conceivably wear this, it is designed for mages and other arcane casters.  It is the twisted spine of some Patchwork creature (although some claim it was forged from the bones of a Mind Wizard) that is terrible in form and deceptive in purpose.  If worn, the crown will drive deep into the skull of the one who wears it becoming a permanent thing (-3 to Charisma or Looks, but a +20% chance of actions based on intimidation).  Any spell cast by the bearer of this crown has a reduced spell point cost of 10% but at a 15% reduction in any Experience or Karma gained.  As the first spell is cast the crown will erupt in flames (magical, some light, no damage, won't set things on fire) that last for 10 minutes per level of the spell (cumulative).

The mage can increase this reduction in SP cost (in 10% increments) up to 50%, but the experience and karma loss are alwats 150% of the SP reduction.  In addition, all spells cast with this SP reduction have a chance (1% at 10% reduction, 5% at 50% reduction) of a mishap as the power of the Kingdom surges through their body.  Also, creatures from the Patchwork Kingdom are drawn to the flames.


The Wand of Terrible Keys

Said to be carved from the thigh bone of the Jaquray Hydr, this wand will open any lock!  Of course, each time the wand is used there is a cumulative 1% chance that the door opens to the Patchwork Kingdom, the Machine Core, into a Dungeon (or different Dungeon), or somewhere else that isn't really at all where the party wants to be (at which point the count resets).  Doors that open in such a manner have a 50% chance of having something unpleasant waiting on the other side, likely ready to cause woe and destruction.

The Wand of Terrible Keys will usually have 1d6p+6 charges when found.  It can be recharged (to 1d6p+6 charges) by being submerged in the blood of a hydra for 24 hours.  Legend has it that the wand can be used to unlock the soul stone of some dragons and may even be able to open the hearts and minds of those who have shut themselves off from the world.  Hope and pray that such individuals are not made unwilling victims of possession by things most foul.


Ogular's Magnificent Horn

When the sun sets and the darkness begins to creep over the land in the far distance the sound of a great horn echoes down from the rugged mountains that are the Towers of the Moon.  Those that live in the foothills know that the horn, made from solid platinum extracted from the bones of the ancient dragon Karlmuth and encrusted with gemstones stolen from the ogre-infested ruins that were once the Halls of the Dwarf Lord Kragsmar Thunderhammer, is let lose each night to summon the guardian spirit to keep the wizard's manse of Sutterholm safe from prying eyes and malicious intent.

If the a player character managed to get their hands on this fine device, they could sound it each night to offer unbreakable protection from the foul things that stalk in the night.  Those within the sounding radius (which is rumored to be controllable) will be undetectable by any means until the next sunrise.  Of course each night that one sleeps under such protection allows for their dreams to be invaded by strange ephemeral creatures and over time a deep paranoia sets in at all times.  At first this can be healthy for adventurers (-1 to initiative) but in the long run their social maladaptation will not allow them to even consider speaking to another soul - and the best way to ensure that is to  get the horn for themselves at any cost.


Thursday, January 30, 2014

Spell Examples from the Spell Inspiration Guide

Using the Spell Inspiration pdf from a  previous post I created a set of 10 spells for various totems.  I rolled 4 words for each and picked one or two as inspiration.  Where appropriate, I used an actual HackMaster spell and added some specific flavor text (I'm not lazy, I'm efficient).  If anyone else throws together a few spells, add them to the comments - I'd love to see what other folks get up to.

Spotted Pelt of Warmth [Level 1, Bobcat]
 Casting Time: 2s Range: Touch Area of Effect: 1 person
 Duration: 15 minutes / level Saving Throw: n/a Boost: increase duration 1 SP / minute

With the uttering of this incantation, the fine hair grows thicker to cover the caster with the fine spotted pelt of the bobcat spirit.  This spell will protect the caster against frigid cold weather (deep winter, but not arctic levels of cold) such that they are comfortable as a pleasant spring day.  In addition, it will protect against any cold-based attacks providing 1 DR, but that protection will cause the hair to fall out and dissipate the spell.  Quite often the pelt will leave hair and whiskers well after the spell has expired.


The Affirmation of Course [Level 2, Goose]
 Casting Time: 6s Range: Self Area of Effect: caster
 Duration: instantaneous Saving Throw: n/a Boost: additional location 35 SP

As the goose will fly south each autumn and return north in the spring, this spell allows the caster to concentrate and summon the sense and knowledge of his totem to understand true north in any circumstances (at least those that circumstances in which north is a direction which exists).  The caster will also know the direction (although not necessarily directions) of a specific location known to the caster such as the entrance to the underworld or their favorite room in the cozy inn tucked into birch woods of the Bleeding Glade.


Occlusive Condensation [Level 3, Water]
 Casting Time: (as Bedazzle) Range: (as Bedazzle) Area of Effect:(as Bedazzle)
 Duration: (as Bedazzle) Saving Throw: (as Bedazzle) Boost: (as Bedazzle)

A column of mist erupts from the air itself in the target area.  The water vapors condense on the targets causing blindness (water over the target's eyes) or stunning the target (from the shock of sudden water condensation). This spell mechanically works exactly like the 3rd level mage spell Bedazzle.


Screeching Calls of the Greedy Suitor [Level 4, Harpy]
 Casting Time:4s Range:60' Area of Effect: 20' diameter circle
 Duration: 1 minute / level Saving Throw: mental negates   Boost: range 5'/SP; area 5'/2 SP; duration 1 min/ 10 SP

With an ear splitting screech, the mage channels the harpy's cry and let's loose with a strange song that causes those within the target area to become so greedy that everything outside of their sudden desire to have the caster (and all that that implies) as their own.  The targets will fight amongst themselves and attempt to destroy all other suitors.  If a suitor gets close enough to the caster terrible vile things may be attempted, and those will need to be dealt with.  When the spell ends, however, the targets of the spell will be utterly disgusted with the caster and themselves, which has potential consequences as well.


Bone-white Smile of Precarious Trust [Level 5, Teeth]
 Casting Time: (as panic) Range: (as panic) Area of Effect: (as panic)
 Duration: (as panic) Saving Throw: mental, backfire Boost: (as panic)

With a terrible grin, the caster enchants his own teeth such that the spell will cause those affected to suddenly trust the sorcerer because of this amazing charming smile.  The targets will allow the sorcerer to pass unharmed and even potentially protect him from harm.  However, those who make their saving throw will target the smug caster with everything they have, even so far as ignoring danger to themselves to quench their hate.  When the spell wears off the targets are left feeling uneasy.


The Awful Cacophany of Honey'd Feathers [Level 6, Owlbeast]
 Casting Time: (as viscous webbing) Range: (as viscous webbing) Area of Effect: (as viscous webbing)
 Duration: (as viscous webbing) Saving Throw:  (as viscous webbing) Boost: (as viscous webbing)

The owlbeast wizard performs a strange dance where feathers from his totem creature appear swirling in the air.  Once the growling begins, though, the sticky sweet honey that the bear aspect of her totem desires also begins to seep from the feathery mass.  This spell mechanically works exactly like the 6th level mage spell Vicsous Webbing.  However, the mage must also make a saving throw against the spell (d20p+level+bonus vs. d12p+level) or be affected by the delicious mess and move into it.  Insects (such as deadly Ilkori Fire Ants) and other creatures may be attracted by the honey.


Bellow of Ersatz Spite [Level 7, Minotaur]
 Casting Time: (as induce fratricide) Range: (as induce fratricide) Area of Effect: (as induce fratricide)
 Duration: (as induce fratricide) Saving Throw:  (as induce fratricide) Boost: (as induce fratricide)

With a mighty roar and stamping of feet, the rage that fills the minotaur flows visually into the targets of this spell as a trickle of deep red blood that flows from the caster's mouth, nose, ears, and elsewhere and into the victims who will turn on the nearest creature to beat, bludgeon, slice, and otherwise mutilate the target. This spell mechanically works exactly like the 7th level mage spell Induce Fratricide.


Shuddering Aura of Viscous Paralysis [Level 8, Slithering Tracker]
 Casting Time: (as paralysis)  Range: (as paralysis) Area of Effect: (as paralysis)
 Duration: (as paralysis) Saving Throw:  (as paralysis) Boost: (as paralysis)

The slime gods that support this wizard allow them to expel form their very skin a thick puddle of thick goo.  Any who step into this sticky mess are likely paralyzed. This spell mechanically works exactly like the 8th level mage spell Paralysis.


Impressive Thunderclap [Level 9, Peacock]
 Casting Time: (as preemptive retribution) Range: (as preemptive retribution) Area of Effect: (as preemptive retribution)
 Duration: (as preemptive retribution) Saving Throw:  (as preemptive retribution) Boost: (as preemptive retribution)

A huge plume of peacock feathers made from the energy of they sky crackle a warning to all who would attack the mage.  When set off, the spell inflicts 2d8p damage on the target but also let's loose a tremendous thunderclap.  That thunderclap will cause all within 20' of the mage to make a morale check or be stunned by the impressive discharge (pause action for 1d4 seconds).  Other than the spell damage and the thunderclap, this spell is mechanically identical to the 9th level mage spell Preemptive Retribution.


Portentous Call of the Sunrise [Level 10, Hawk]
 Casting Time: (as fly) Range: (as fly) Area of Effect: (as fly)
 Duration: (as fly) Saving Throw:  (as fly) Boost: (as fly)

As dawn breaks the great hawk will soar into the heavens to view the landscape, wings filled with power and promise warming on the rising sun's morning rays.  This spell works all the time (not just the dawn) and is mechanically the same as the 10th level mage spell Fly.

Saturday, January 25, 2014

Arcane Magic in Eradu

Magic in games is often too academic and too much like science.  The mystery and weirdness is gone.  Using clever names helps with the tone somewhat, but how magic is portrayed in the setting as well as how the game mechanics work is important for really letting players know what magic is all about.  In Eradu those that have the gift and choose to play are a strange and foolish breed.


The Patchwork Kingdom

All magic originates from a place outside of Here and at a different time than Now.  The Patchwork Kingdom is a place of strange uncontainable energy that twists and bends the fabric of reality.  It is a place of monsters that defy imagination and are often hungry for the flesh and souls of those who dare to peek into their place.

Some say that the dungeons of the Underworld are places where the Kingdom has pushed through and into this world.  Some speculate that the demons that wander the terrible changing landscape are the source of all the ills in the world.

One thing that is known, though, is that the Patchwork Kingdom is where spells originate.  If they are born, crafted, discovered things from an age long gone, or manifestations of desire and intent is continuously argued over by those that care about such matters.


What A Spell Is and Is Not

A spell is not a universal formula that can be copied from a text, memorized by a clever fellow, then cast in an identical manner by each and every wizard, sorcerer, and mage.  Spells are patterns of mind-bending energy from the Patchwork Kingdom.  They are manifestations of will and well outside the bounds of mortal reality.  Spells are supernatural, some are living (unliving), and some are sentient.

Wizards are constantly treading on the edges of the Patchwork Kingdom - finding weak spots between that place of unrelenting power and the real world.  They dig up clues, find hints, and in their nightly dreams or from waking fevered sessions of consciousness altering tinctures, potions, and herbs they eventually find a spell.

Each spell is personal and aligned to the sorcerer who birthed it.  They hold it trapped in their mind and eventually release it into the world.  Once cast, the sorcerer can feel the pattern burnt into their veins and each casting becomes easier than the last.

Spell cannot be taught, but they can be stolen.


Spell Books: Grimoires of Dark Passion

When a new spell is found a wizard makes notes and lists and detailed incantations to refine the spell they have.  Going on gut instinct alone requires more energy that going through the same methods and patterns when the spell was first produced.

A mage will guard his spell book with his life.  If another mage happens upon his dark grimoire and manages to decipher the cryptic writings, they can attempt to take ownership of the spell.  The mage who first brought it into this world will feel an acute loss that is often so traumatic as to outright kill them.  The spell's new parent and master may now wield it fully.

An adept's book of spells is also a catalogue of their research and adventures and pacts.  This information can be used by the unscrupulous to do all manner of terrible things to the adept who lost the book and those who he has written down as friend, ally, thrall, or slave.


Totems

Every caster of arcane art has a totem that they use to help make sense of magic, spells, and the Patchwork Kingdom.  While most often associated with physical things such as animals or natural phenomena there are others.  

Hoola the Shadow Mage, the Adepts of Hate, and Caine the Lord of Uncertainty all have uncommon totems and therefore particularly uncommon magic.  All spells that a caster finds will be channeled through their totem, the metaphor helping to ground the otherwise untenable insanity.

Specific totems are left up to player discretion and GM approval.  Totems should be in line with the play style of the character.  A Mouse Wizard isn't going to be blasting everyone with great balls of fire, nor will Julex the Eternal Bear tend to do a lot of stealthy sneaking about.  Failure to work within your totem aspect will cause problems (like EP or Karma hits).

Magic Items

All wizards have the potential to create magic items - things imbued with the power of spells.  Doing so can take a terrible toll on the wizard, so only the most powerful or desperate will do so.  Most magic items are temporary - eventually the spell contained within will escape or be destroyed slice by slice.  Only the rarest of items are forever.

Holding the physical manifestation of a spell has consequences as well, especially for those not used to the arcane power of the Kingdom.  Nearly all magic items that have more than a single use (such as potions, powders, or scrolls) have some backlash associated them.

For example, the legendary blade Moonbeam was (is?) a short sword made of hard silver that could attack with the speed and power beyond that which a normal man could muster.  Unfortunately for those that choose to wield it they are filled with an unbridled anger that appears when they themselves take damage.  At this point, friend and foe are equally targets until the blood lust is sated. 


Discovering New Spells

When rolling for a new spell, the player should roll 1d1000 twice and consult the spell inspiration guide. To get a pair of words that inspire the creation of a new spell of the appropriate level look at column 1 and then column 2 (based on the rolls).  If nothing crops up, roll 1d1000 again and 1d6 (1-3: column 1, 4-6: column 2) and weave that into the narrative.  The spell should be named and geared toward the character's totem.

For example, Calix the Phoenix gets a new spell.  He rolls 1d1000 twice with results of 442 and 839.  Those two words are "infallible" and "snow".  After thinking a bit the player determines that Calix has the ability to cast a spell that will causes a flurry of ashes (phoenix fire results in ashes which are like snow) that will blind his enemy allowing for an infallible escape or attack. The spell is named Calix's Infallible Ashes of the Phoenix.

When determining the specific spell effects from a games mechanic standpoint, look at other spells of the same level and work out some details and a spell point schedule. If this were a 6th level spell for Mr. Calix,  it would seem to line up nicely with "Inflict Temporary Blindness" - so use those spell stats for simplicity.

You can grab the Spell Inspiration guide I put together from this link.


Metal Weapons and the State of Civiliztion

Just an Idea

Not sure if I'll include this or a version of this in the Eradu setting, but I like the basic concept here and have been thinking about it for a while.  Any thoughts would be appreciated.


The Chart

 Base Mod   Far City  CityTown Rural   Wilderness 
 Stick-31------ 1  1 - 3
 Stone-22 - 10 1   1 - 7   2 - 27  4 - 57
 Copper-111 - 20 2 - 7   8 - 71   28 - 79  58 - 88
 Bronze+021 - 33 8 - 65   72 - 91   80 - 95  89 - 96
 Iron+134 - 56 66 - 83   92 - 97   96 - 99  97 - 99
 Steel+257 - 89 84 - 92   98 - 99   100  100
 Hard Steel+390 - 97 93 - 96   100   ---  ---
 Hard Silver+498 - 99 97 - 99   ---   ---  ---
 Black Steel  +5100 100   ---   ---  ---


Oh the Places We'll Go!

Settlements of different sizes have different chances of being more or less "advanced" when it comes to "technology".  Of course, there may be a Stone Age Village next to a Black Steel Age City, which means that the folks are likely just incredibly poor and not necessarily savages.  The GM will have to get clever to make every die roll make sense.

Wilderness Village
Small villages in the middle of nowhere.

Rural Village
There might be another village or possibly even a town nearby.

Town
Also considered by most to be a really big village.  The people that live in a town often think of it as a small city.

City
Walls, filth, and all the vice a copper penny can buy.  This is where the fun stuff is.

Far City
Just like a city but really far away from what you think you know about.



Civilization Through The Ages

The "ages" are generalized based on the primary material used for weapons.  These are vaguely historical in nature (up to a point), but should not be taken as absolute gospel.  Use them as a guideline.  Based on the type of settlement, roll 1d100 to determine where the peoples fall.  Of course, once a settlement has been "established" by the dice, nearby locations will generally be similar.  Of course what nearby and similar mean are up to the GM - or that advice can be utterly ignored.

Stick Age
These are some seriously primitive savages - clubs are the height of their technology and fire is a new and fancy thing.  This doesn't mean they are not intelligent, nor does it mean they don't live in a complex society.  What it does mean is that some lamp oil can burn down a village and most everyone else will kick their ass and take what few things of value they do have.


Stone Age
Spears with flint tips!  Axes that can cut things!  Stone age peoples are not cavemen, but like stick age folks they are probably a bit on the savage side.  With stone tools comes the ability to work with stone ... meaning bricks and slabs and whatnot.  Heck, some stone age peoples even had aqueducts. 

Copper Age
Metal weapons and tool are essential to getting an edge over the less civilized barbarian scum who have the slightly better land over the hill.  Most of Eradu is somewhere in the Copper Age.  Considered the "least" of the non-ancient civilizations, copper age folks have metal weapons (shitty ones, but metal weapons), copper jewelry, and all sorts of other fancy things.  They tend to adapt more easily to more advanced things than those of the stick and stone ages. 

Bronze Age
Mix a little tin in with that copper and suddenly bronze hits the scene.  Harder than copper, these weapons tend to lay waste to the pitiful savages who use copper.  Most cities are in a bronze age and can manage to have towering structures, complex machinery (like wheels on a cart), and start getting a bit more complex in their ways of thinking.  Mind you, just because bronze is the height of what can be made now doesn't mean there isn't plenty of iron and other things about.  The infamous Aldsburg is currently a bronze City (although it was much higher on the scale in days long past).

Iron Age
Cold Iron weapons are the mark of things getting interesting.  The Fey hate iron weapons and members of an iron age society pretty much rule the roost.  Iron is awesome.  Buildings are made from bricks, everyone carries a dagger, and things tend to get seedy fast.  With so much more awesome metal around people can do some outstanding architectural things leading to more leisure time ... which means corruption, gambling, vice, and politics.

Steel Age
Steel is better than iron.  Armies with steel weapons are a terrible thing to behold.  When one things medieval fantasy with plate mail and long swords, this is the age.  The societies that have developed from this age are most common as the basis of what is afoot in Eradu, but as the world is crumbling the steel age is significantly less common than it once was.

Hard Steel Age
Rare, strong, and light - hard steel is amazing and, with that +3 bonus, going to seriously cause some havoc.  Hard steel involves some sort of complex folding of the hot metal and using holy water or the blood of the innocent.  Magic has worked its way into some aspects of hard steel age society but in subtle ways - everyone isn't a mage and sorcerers are still terrifying and often murdered on site.

Hard Silver Age
Not technically silver, but with many of the same properties (specifically when it comes to things affected by silver weapons) hard silver is a bitch to work with but makes a fine blade, incredible armor, and when traded with neighbors give a profit that allows a hard silver age city a level of merchant class luxury that makes the vices from the iron age look like lemonade stands.  A hard silver age settlement may also have ties to the old machine core.  This is also the age that invented khur (a terrible and addictive drug related to slavers and a strange cult about purging undesirables).

Black Steel Age
A little alchemy, a but of demon blood, a swatch of skin from a patchwork creature, a dash of hard silver, a pile of iron, and suddenly Black Steel is all the rage.  Of course by "all the rage" I mean "incredibly rare and valuable beyond the understanding of most folks".  Where a bronze longsword costs about $30, a black steel sword would theoretically sell for nearly $4,000,000!  Of course anyone who just happens to have a black steel sword isn't going to sell it.  Black Steel age settlements have some acceptance and grasp on magic, almost definitely have some connection to the Patchwork and/or the Machine Core, and tend to be wildly isolationist ... unless they are feeling aggressive in which case hide your daughters because the warrior mages wielding perfectly crafted blade of deadly accuracy are going to make a tarrasque attack look mild in comparison.


Cost of Goods

So how much does this stuff cost?  Good question. Here is the math:

n = age
P(n) = price of the item

For n>-1: P(n+1) = [50x[5^[n-1]]] + [P(n) x 10]
For n<0: P(n) =  P(n+1) x [0.8 x [0.9^[[n x  -1]+1]]

For example.  Base price in the bronze age for a bronze longsword is $30.  To sell that bronze longsword to a copper age settlement someone would probably pony up $350 worth of stuff.  An iron longsword in the bronze age settlement would go for the same price.  This chart gives the purchase price of a longsword (base of $30) of a particular age in a different age but keep in mind that lower level cultures tend to have significantly less money on hand and higher level settlements don't always accept "mooks and dregs" buying their things.  Mostly this is to give an idea of scale.  characters shouldn't be wandering around with black steel weapons any time soon ... unless they are from a black steel culture in which case the world is about to get razed for loot.

 Stick Stone Coppper Bronze Iron Steel H. Steel   H. Silver   B. Steel 
 Stick30  24  17  10  5.9  3.1  1.5  0.6   0.2 
 Stone350  30  24  17  10  5.9  3.1  1.5   0.6 
 Copper  3,750  350  30  24  17  10  5.9  3.1   1.5 
 Bronze  38,750  3,750  350  30  24  17  10  5.9   3.1 
 Iron  393,750  38,750  3,750  350  30  24  17  10   5.9 
 Steel  3,968,750  393,750  38,750  3,750  350  30  24  17  10 
 Hard Steel  39,843,750  3,968,750  393,750  38,750  3,750  350  30  24  17 
 Hard Silver  399,218,750  39,843,750  3,968,750  393,750  38,750  3,750  350  30  24 
 Black Steel   3,996,093,750   399,218,750   39,843,750   3,968,750   393,750   38,750   3,750   350  30