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Showing posts from December, 2021

Setting: Tomb World

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This isn't a setting I expect to primarily focus on, but wanted to throw together some notes about it before forgetting.  The idea as been partly kicking around in my mind for awhile now, but was brought to the forefront by the πŸ’ΏπŸŽ on Twitter recently regarding the ethics of looting bodies.   Possibly something like this already exists, but I can't recall this exact view of it being brought up before. The idea of a vast necropolis isn't that bizarre, a few of my favorites are: Charn from The Magician's Nephew  by C.S. Lewis.  Charn is a dead world after Queen Jadis spoke The Deplorable Word . Necropolis: Brutal Edition - A fairly simplistic brawl and explore game taking place in a seemingly vast necropolis. Abarrach from the Fire Sea  book of the Death Gate Cycle by Margaret Weis and Tracy Hickman.  A world where the choking fumes and heat of an underground lava sea have killed off everyone who is not a powerful magician.  The remaining magicians use the animated bo

Owl Light: The Fey - Prodigal, Reformed and Iron Eld

In the Owl Light setting the "Elf" body type seems to have been some sort of standard template used by the gods and powers in ancient times to create lithe, skilled beings.  Elves from other worlds in many cases appear to have arisen over the course of aeons as part of natural evolution in those places, sometimes as precursors to humans or co-sentients on their worlds. But the crop of Elves (the Eld) currently predominant on Hypethra mostly originate from the Netherworld.  In this realm the dreams and thoughts of all sentient creatures accumulate, peopling the realm with every imaginable permutation of archetype and narrative, and sweeping the landscape with gradual but ceaseless changes as the whims of psychic currents dictate. Prodigal Eld The Prodigal Eld are those creatures fresh sprung from this tumult, still given over to the Netherworld's bizarre currents.  Free will is a novel concept to most Prodigal Eld, but their convictions are backed by the strength of worlds

Skill Option: Languages & Cants

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This is a supplement meant to refine and flesh out the idea of languages in an RPG a bit and expand the concept of cants (as inspired by D&D's Thieves' Cant ).  Most of this has been wrapped into the still nascent KROP game (a homebrew based on GLOG), but it should be relatively easy to adapt to other similar types of fantasy games. Supplement here. You can find more related info here: Earlier Stuff  - This supplement is an expansion of some of the ideas discussed in earlier posts: Languages: Cants (Thieves' and other) Languages: Monastic Linguistics & Unusual Tongues Thieves' Cant Thieves' Cant - Defined Thieves' Cant - Lexicon Other things of interest  - None of these were directly adopted into this work, though they were things partly in mind at the time: Back Slang  & Rhyming Slang 1337 - Hacker obfuscation jargon. Hobo Signs Polari - Cant used by a number of professions historically and notably mentioned in recent years due to it's use in