Wednesday, 4 May 2011

Names of The Taverns, Inns, and Alehouses of Bearoak

As everyone knows, all proper fantasy adventures begin with a random selection of PCs meeting in the pub. The following table is designed to generate the names of Inns, Taverns and Alehouses suitable for the country of Bearoak, and should may suit other "Merrie Ængland" type Dungeons and Dragons campaign setting.

Pondering a strange map over a jug of ale at The Royal Badger

Roll 1d100, take one word from the first column, roll another D100 and choose a word from the second column. It is up to the individual DM to decide upon the final arrangement of the Tavern name, with the insertion of an 'and' between the words, a possessive "s", pluralisation, or the addition of a 'The' at the beginning, these and other other small modifications may be made, which will undoubtedly maintain the theme and improve the over all aesthetic sense.


d100
1 2
1 Barley Apple
2 Black Arms
3 Boar Ash
4 Boy Badger
5 Bracken Ball
6 Braying Barrel
7 Brick Bear
8 Bricklayers Bed
9 Broken Bees
10 Bugle Beetle
11 Copper Bell
12 Crooked Billet
13 Cup Birch
14 Dancing Bird
15 Dog Boat
16 Duke Bog
17 Dwarf Book
18 Elf Bottle
19 Feather Bowl
20 Flaggon Bridge
21 Forager Bucket
22 Fork(ed) Candle
23 Forrester Cheese
24 Giant Chestnut
25 Giddy Clover
26 Glass Coronet
27 Gold(en) Crier
28 Green Crown
29 Grey Deer
30 Ha'penny Donkey
31 Halfling Dragon
32 Happy Drum
33 Hen Duck
34 Hound Eagle
35 Hollow Elm
36 Holly Fetlock
37 Homely Flute
38 Hooded Fool
39 Hops Foot
40 Horn Ford
41 Horse Fox
42 Hound Frog
43 Howling Gnome
44 Ivory Goat
45 King Goblin
46 Knight Goose
47 Last Hand
48 Leaf Hare
49 Leather Hawthorne
50 Little Head
51 Lord Hedge
52 Lost Herb
53 Magician Hind
54 Maid Hock
55 Malt Horse
56 Map House
57 Mask Ivy
58 Monk Loaf
59 Moon Lion
60 Moss Man
61 Motley Manor
62 Mouse Manticore
63 New Minstrel
64 Noisy Mushroom
65 Old Needle
66 Orc Noose
67 Pen Oak
68 Pipe Owl
69 Ploughman Partridge
70 Poor Pheasant
71 Prancing Pig
72 Prince Pipe
73 Queen Plough
74 Ranger Pot
75 Red Rabbit
76 Rested Retreat
77 River Retriever
78 Royal Robin
79 Silent Rook
80 Silver Rose
81 Sleeping Sheep
82 Smoke Ship
83 Snare Sickle
84 Snare Slipper
85 Star Spade
86 Startled Sparrow
87 Stone Spice
88 Tangle Sun
89 Thistle Swan
90 Thorny Tambourine
91 Thread Throne
92 Three Titmouse
93 Twisted Toad
94 Twittering Troll
95 Wealthy Trout
96 White Trout
97 Wild Tun
98 Wolf Unicorn
99 Wooden Whistle
100 Woodsman Wolf


What adventurer could not refuse an invitation to spend the night at The Rested Ship? or sample the famous cheeses of  The Ha'penny Chestnut or perhaps get into a fight at the The Orc and Toad, or pass up the opportunity to meet a mysterious half-mad Druid at The Braying 'Shroom?

Of course for Bearoak proper, the usual  Elf -> Eldarin, Dwarf -> Dverg, Orc -> Uruk,  Halfling -> Holbyta transformations occur.




Followers of the blog should find on surprise in the featuring of Beer as a core element of the campaign setting. The starting point was a list of local pubs that I have frequented over the years, alongside the inclusion of iconic fantasy tropes, pastoral imagery, faery-tale elements, hunting and brewing terms.

Saturday, 23 April 2011

The Spirit of Dungeonpunk '86-87ish

Ahh. Dungeonpunk Elves, courtesy of Mr. Jes Goodwin.

Glam, the Laughing Warrior  in Scarlocks Wood Elf Archers was the first Wardancer. Half pseudo-celtic beserker, half red-haired punk, released in 1986.
Glam the Laughing Warrior | Jes Goodwin | via Thantsants

Punk Elf

1987, just into the release of Warhammer 3rd edition, we saw the release of a wider range of punk elf miniatures, most sporting the trademark Wardancer mohawk hair-do, and occasional leather, studs and buckles armour. Full page advert in White Dwarf 96 also features a page of rules and fluff. Excuse the nasty low-res  phone-camera shots, but I'm too lazy to scan the page properly.

Punk Elf Wardancer with mohawk | Jes Goodwin (1987)

 Punk Elf Wardancer bondage gear | Jes Goodwin (1987)
Just to put this into some form of gaming contest, back then White Dwarf was still printing articles about Roleplaying Games, scenarios for Advanced Dungeons and Dragons had silently stopped 3 issues ago (WD93) but WD continued to support RPGs that Games Workshop published including Runequest, Stormbringer, Call of Cthulhu (all of course originally Chaosium) and their own Warhammer Fantasy Role Play and Judge Dredd RPG.

With the (by now) well established punk berserker Dwarf Troll-slayers, and the introduction of the punk berserker wood elves, and the anarcho-feminist drug addict punk berzerker Amazons, it seemed like almost every Warhammer race was to get it's elite bezerker punk units. In fact, from a purely symbolic point of view, 'punk' as an icon for the berserk works quite well.
Dungeonpunk Elf Wardancers | Jes Goodwin (1987) | via SoL
Science Fantasy Punk Elves | Eldar Harlequins (1988) | via SoL
What's good for WFB is good for W40K, so why not add some bezerker punk space elves into the mix. Actually if Eldar Harlequins were painted in more earth tones, they might just pass as Wardancers who have picked up some mysterious Power Weapons from some WFB 2nd edition ancient Slann monument. hmm...

On the other hand a few mohawks don't override the undeniably huge high-camp glam-rock influence.


1970's Eldar Harlequin cosplay
Oi, Bowie -where's ya Shuriken catapult?

Sunday, 17 April 2011

Grushna the Foundling [Iconic Character]

An iconic Orc player character from the Realm of Zhu, for 1st Edition style RPGs. Grushna the Foundling.

Grushna the Foundling

Class:Cleric/Assassin
Race:Uruk (Orc)
Sex:Male
Level:1/1
Hit Points:4
Alignment:Lawful Evil
Sec. Skill:Farmer

Str [ 17  ] To Hit:+1  Damage:+1
Int [ 12  ]
Wis [ 14  ] Magical Attack Adj:+0
Dex [ 14  ] React/Attack:+0  Defense:+0
Con [ 13  ] Hits:+0  Sys:85%  Res:90%
Cha [ 8  ] Reaction Adj: -05%

Height:5'4"   
Movement Base:12"(12")
Weight:172lb  
Carrying Capacity:1000gp
Thaco:19
Armor Class:7(8)

Languages: Common, Neutral Evil, Orcish, Cloud Giant, Kobold

Special:
Control Undead
Chance Of Killing Instantly
Ability To Spy
2 X Damage With Backstab
Infravision 60'

Thieving Skills:
Pick Pockets:35%  
Open Locks:30%
Find Traps:25%    
Move Silently:25%
Hide/Shadows:25%  
Hear Noise:15%
Climb Walls:70%   
Read Languages:0%

Spells:
Clerical Spells: 3

Turn Undead: Skeleton:10, Zombie:13, Ghoul:16, Shadow:19, Wight:20

Saving Throws:
Paralyze, Poison Or Death Magic:10
Petrify Or Polymorph:12
Rod, Staff Or Wand:14
Breath Weapon:16
Spell:15

Proficient Weapons:
Flail, Crossbow, Longsword

Weapon In Hand:Longsword (1-8+1)

Armor Worn:Leather Armor, Shield

Equipment:
Longsword, Crossbow, Case, 20 Quarrels, Leather Armor, Spell Components, Holy Crystal (Level1), Leather Backpack, Waterskin, Cloak, Rations, Leather Boots, Bedroll, Shield, Pocket Knife, Tinder Box, Torch

Money:
Platinum:4        
Gold:100
Electrum:54       
Silver:23
Copper:24

Background:
Grushna was found as a young Urkling abandoned at the gates of the Grey Monastery. There he was raised by the monks in the ways of their order, an obedient and sullen child cared for by the good people of that establishment. The friars found Gru a hard worker in the fields, tending the swine and beasts of burden with good humour and an occasionally over firm hand.

In the year 955, the deep cold winter brought forth Worgs from the north, they harried the livestock and took the lives several shepherds in the surrounding farmlands. The Brethren were called to heal the wounded, and  ambushed by the wolfkin, Gru took to arms. All the great Worgs were slain, but not before they had taken the lives the all the brethren that had ventured out to heal the needy. Gru gathered up the crystal soul-shards of the slain - the first time he had touched the sacred objects. He returned, bloodied and battered, mad with grief and the bloodlust of the kill. As Gru crashed through the door, there was a flicker of doubt in the Brothers minds, despite the long years of teaching and kindness that they had shown Grushna, had their foundling charge finally answered the call of his Uruk blood and slain their brethren?

In his blood stained hands, the shards that Gru held out to the Master had tainted obsidian. "...the wolves have come." Gru gasped, and collapsed. They held Gru at the table and fed him their meagre winter-stew of nettle and roots. In hushed tones they looked at the Holy Crystals, as they lay untouched and bloodied upon the table. Now they seemed to filled with a deep void, where once they had held a pale light, they held the sign of corruption forever tainted by an evil hand. It did not take long for the Brothers to find the slain, both men and wolves and see for themselves that story Gru had told them was true. At least, that is what the evidence pointed to.

A year passed in council, meditation and training before the priests decided that Gru was finally ready to take the Word and the Gifts of The Brotherhood out to world. Given the tainted shard once possessed by Othgard the wolfslain, as a source of power and of remembrance, an eager yet nervous Uruk wandered into the wider world.

And as Grushna left the monastery a shadow lifted from his home and the hearts of his brothers were at ease.


Design Notes:

Orcs as PC's isn't everyone's cup of tea. But then the Orcs of The Realm aren't quite like the Orcs of anywhere else. While there is a long history of conflict between the Uruks and the other peoples of the realm, by and large they are accepted as members of society, often finding work as guardsmen, militia and clerics in religious orders where their needs for order, routine and stability can be met, and the occasional violent outburst can be channeled into a wider purpose.

Clerics of the Realm do not receive their powers from deities. All clerics carry a soul-shard, which is a splinter of an immense crystal, the Kirkaskivi, which while extra-terrestrial in origin has been grown and manipulated for thousands of years so it remains a constant source of power. Through various vibrational frequencies the crystals resonate cosmic energies which can heal and have various necromantic powers. The colour of a crystal reflects the alignment of the Cleric, black being Evil, white being good and grey being Neutral. People tend to be quite pragmatic about knowing the alignment of a Cleric, and take the attitude that the results of a Clerics actions are more important than their individual motivations or view of the world.