My Games

Wednesday, July 10, 2019

Aquarian Dawn: The Whitemare

The Whitemare is kinda-sorta the equivalent of Mordor for Aquarian Dawn, the realm of the Dark Lord, by way of Beetlejuice, Vampire Hunter D, and the Cancerverse. It also incorporates several of my ideas from the micro-setting Record of Machine Goddess, one of my four 10 monster settings, into Aquarian Dawn. I think that's a cool micro-setting in its own right, but thematically it seemed similar to what I'm already doing with Aquarian Dawn. Last but certainly not least, the concept of the Whitemare was heavily inspired by this artist, and specifically this piece:


It's rare that a single piece of art influences me so directly, but this piece is so unique and evocative that I just couldn't help but incorporate it into Aquarian Dawn! It reminds me of one of my favorite artists, Zdzislaw Beksinski.

Michael K could tell you I've probably spent way too much time thinking about all of the particulars of this idea, and I've also discussed it a bit already on reddit such as on the SWORDDREAM_unofficial subreddit, so I hope it's actually coherent and interesting, and not just an overwrought mess 0.o.

It also draws some parallels to some of the ideas I had for the anti-mutants in Phantasmos, but I don't quite think they're compatible. I had always wanted to come back to the anti-mutants, I thought and still think there was a kernel of a cool idea there but I never got to explore it as far as I'd like. Depending on how I feel about the Whitemare / Cancerverse down the line, I may come back to the anti-mutants eventually as well.


If you are a player in my current Aquarian Dawn Campaign, this contains SPOILERS! PLEASE DO NOT READ!!!


So with that:


The Whitemare

Beware the Whitemare.

Our legends are endless dead dreams. I awaken, and rest.

To die is to dream. May your dreams be ever pleasant. Sleep well.

What do undead dream?


The Machine Goddess Athena, The Dark Lord


Her skin is twilight like the cosmos, dotted like a ginger with the violet-hot light of stars and nebulae. Lines like shooting stars course over her skin, thinning and branching into symmetric fractal patterns, vein-like, violet-whiteness fading into her forearms and hands, and ankles and feet. She has three pairs of arms that move in tessellation. She is covered in metallic armor, smooth and seamless, with lines that reflect and refract in a geometric manner; chitinous. A series of violet-white tubes arch along her back, always bending in uncanny ways, appearing the same when viewed from any angle, appearing detached from space-time when she moves or when one moves around her, or like a dimension unto herself. Her hair is violet-white and composed of straight strands that split into branches, each splitting into self-same branches; frizzy, but in an unnaturally symmetric, perfect way. The upper half of her face is kaleidoscopic, like many shifting spidery eyes, each a reflection of her whole face in miniature, with kaleidoscopic eyes reflecting the whole again, ad infinitum.

Machines, undead dreams, fractals, cancer metastasization; infinite, recursive, unchanging life. Athena had intended to create paradise, designing crafts to better society, and brought knowledge to the peoples. Somewhere along the way she grew angry, resentful; disgusted with mortals, with what she was creating, and with herself, creating only in defiance. Or perhaps she had been sabotaged, her works twisted in unexpected ways by petty and short-sighted mortals, or other dark gods.

Whatever the case, the fomoire, the remains of her Unseelie Court, grow increasingly mad and wish to die, as do all in the whitemare. The beings of the cancerverse themselves, the mutates, pteraghuls, and so on, are like idiot godlings, even in their brilliance, overwhelmed by the genuine euphoria, beauty, and symmetry of infinite recursive existence. One could argue that with the cancerverse Athena succeeded in her goal, and really did make a better existence, and it's only the whitemare itself, her twisted nightmare dream of endless self-loathing, that needs to end. The cancerverse has a will to life above and beyond anything else, even the mortal world. Perhaps the cancerverse and the mortal world are compatible, different but containing a piece of each other.



Servants of the Dark Lord


Fomoire
Whereas the Fey represent the beauty, majesty, and wonder in things, an abstract "magical" force in the universe, the fomoire are like bestial proto-fey or anti-fey; representing that which is ugly, disturbing, painful; or mundane, defeating, or hopeless. They are fewer in number than the fey, but generally more powerful. Each is unique, as if to embody the torment of one person, except there are so few of them; a reminder that You are not special and neither are Your problems. There was once an Unseelie Court that served the Machine Goddess at the highest levels, but they were defeated or displaced in the last war against the Empire of the High Age of humanity. 

Firbolg
The marauding armies of the Machine Goddess, once organized under the Unseelie Court. While Athena rebuilds her forces in the Whitemare, remainders of her forces, who went into hiding during the peak of the High Age of humanity, have since resurfaced. The firbolg consist of fomoire warlords, drow, trolls, hobbs, machines, and denizens of the cancerverse. Firbolg are often mutated with cancerous growths and teratoma eyes, literally embodying the all-seeing panopticon of the Machine Goddess. They wear armor and weapons of blacklight stone, with linear and fractal patterns carved into their armor or on their skin; a Mandlebrot "eye" equivalent to a teratoma. Those firbolg hordes under the direct influence of the Machine Goddess carry her emblem; an aegis shield, within which is an interwoven multitude of ouroboros with repeating patterns on their scales replicating the pattern of the interwoven ouroboros.

Drow
The exact origins of the drow are uncertain, but it is believed that they are either an offshoot of elves who chose not to leave for the higher realm and instead joined Athena, or they are the natives of what became the Cancerverse, or a hybrid species. They have grayish-purple skin, black, white, gray, or purple hair, large eyes, long pointed ears, thick humanoid body hair, and prehensile tails. They mostly worship the Machine Goddess, representing her machines, lines, and fractals with spider symbology. The tsuchigumo are their divine-military mystic corps, who wear blacklight stone or psionic masks like a spider-face. Their scout corps are driders, who ride mutated or biomechanical spiders. Some have even been fused into their spiders. Oni are drow with a teratoma horn, like a psionic third eye. They contain massive raw psionic power, but over time their psyches unravel, and they split into two monsters known as Yoma and Ashura, usually ogre-like creatures, one red-skinned and the other blue-skinned.

Cyclops (Starborn Golem)
Massive giants of blacklight stone, with linear patterns and fractals carved into their stone skin. They are powered by a large blacklight stone eye in the center of their face, capable of projecting beams of blacklight energy that split in fractal patterns. It is unclear if they were created by or discovered by the drow, or the Machine Goddess, or were creations of the elves that later became the drow. They are revered as demigod constructs by the elves, who believe they were created during the High Age of the elves. The name "starborn" is a misnomer; although the elves believe they were created in the celestial bodies, they were actually created or summoned by the science-witches who found the astrological equations hidden in the stars, inadvertently divining the Whitemare.

Whitemare
Massive, spindly humanoid creatures that can move bipedally but often choose to move like a spastic quadruped. They move freely between the Whitemare fractal dimension and the cancerverse. It is not clear if the dimension was named for them, or they for the dimension; if they were created by the Machine Goddess, and if so, if she created them intentionally, or how much control she has over them. They have extra-dimensional properties; crawling, compressing, and gyrating through spaces they should not possibly fit. They generally serve the Machine Goddess, but don't seem to be innately malicious or have any discernible intelligence or motivation.


The Twilight Treasurer Black Tom, and the Twisting Terminus


Twisting Terminus 
The mind-castle of the Machine Goddess within the Whitemare. A gothic, psychedelic, symmetric, kaleidoscopic spacetime of lines and fractals. It is full of Athena's machines and firbolg, but also independently operating fomoire, denizens of the cancerverse, and numerous other beings of independent allegiance and unknown origins, lost as in limbo. One is always being watched in the twilight terminus; most at first modifying their behavior as in the panopticon, until they reach a point of madness in which they care not at all for their privacy, or for any allusions of decency or proper behavior. Even if one could escape the Twisting Terminus, they would find themselves lost in the dreary Whitemare, or the vast flesh-desert of the Cancerverse.

Djinn (Daemon)
The djinn are something "else", metaphysical forces like the Fey or Fomoire, but lacking an intrinsic "moral nature", or a material form. They are more like robots, things that can be programmed or manipulated. Servant djinn are sometimes referred to as daemon in ancient texts. The Machine Goddess has built biomechanical cancer machines powered by djinn energy. These daemons maintain her castle, the Twisting Terminus, and serve as its panopticon-wardens.

Black Tom
An extraordinarily powerful, mischievous, and arguably malicious or at least narcissistic leprechaun trapped in Twisting Terminus. He has been trapped for so long that none know his origins, not even the Machine Goddess, or Black Tom himself. Although powerful, he is quite mad, aimless, and has a tendency to get in his own way, and is seen by Athena as more of an annoyance than a true threat.

Those who meddle with Dark Lords in extra-dimensions may find a twilight token, a black coin with a four leaf clover on one side, and the face of a leprechaun on another. By rubbing together three twilight tokens in one's hand, a mortal may summon Black Tom to serve them. However, one often gets more than what they bargained for when dealing with Black Tom.



Friday, July 5, 2019

BONUS: My prompt is on All My Fantasy Children!!!

One of my "All My Fantasy Children"-style prompts was the prompt for this week's episode! It's episode 109. Sor Velfast: The Baseless Crest (after this week it won't be on the "latest" section of the front page but just subscribe it's a great show!). Check it out!!!!!

They used this prompt:
A world-weary lich decides to re-integrate their soul into their body, but finds that they are no longer in sync with their own soul. They must learn to love themselves if they truly wish to be whole again.
They used this world-building TTRPG, Ancient Stones by Jessica Osborne, to facilitate the prompt, so give that a look as well!

Phantom Limb from Venture Brothers, the conceptual reference they used for the Lich, Sor Velfast.

Wednesday, July 3, 2019

All My Fantasy Children-Style Prompts

All My Fantasy Children is currently one of my favorite podcasts. They focus primarily on their Fantasy setting, but they've taken a novel and interesting approach to how they develop it. They intentionally try to leave things abstract and non-specific, and leave openings to fill in details as they go, which is an approach I really appreciate. More than that, what makes the setting so fascinating is that rather than developing locations or concepts, they come up with characters, and then they build the world around rationalizing what needs to exist in order for that character to do what they do. It's a novel approach and makes the world feel rich and lived-in, almost right from the beginning. The setting is reminiscent of Adventure Time, exploring heavy themes while maintaining a mostly optimistic and whimsical tone. Also both Aaron and Jeff are clever and entertaining people, and the podcast is just a treat. I know that Actual Plays are all the rage, but I actually think this is an interesting medium for audio storytelling that deserves further exploration.

Anyway, with that in mind, here's a list of 1d20 "All My Fantasy Children"-style prompts:


  1. An "unknowable" Lovecraftian entity has begun to develop a humanoid consciousness.

  2. A world-weary lich decides to re-integrate their soul into their body, but finds that they are no longer in sync with their own soul. They must learn to love themselves if they truly wish to be whole again.

  3. An artificer-wizard going through a mid-life crisis has built a bachelor pad within a person-sized bag of holding.

  4. After witnessing an adventurer steal from their pot of meager savings in plain site, a stunned villager has chosen to go on a quest to find this adventurer and make them answer for what they've done.

  5. Through some shenanigans, a powerful warlock has accidentally made a pact with an angel or "good" deity. The pact may only be broken if they meet some very specific and personally challenging requirements.

  6. A ranger or druid has developed major allergies to the things in nature.

  7. An inn known for its extraordinary ability to heal wounds overnight. The inn is managed by a former hero cleric.

  8. A cleaning service run by a former adventurer. They have a trapped gelatinous cube, and use the digestive enzymes of the cube as a cleaning agent. 

  9. The elder dragon that has terrorized the kingdom for ages has mysteriously died. It has bequeathed it's entire treasure hoard to the kingdom, but the dragon's family challenges the legitimacy of the will. The dragon's family takes the will to court, and over the course of the proceedings, much is learned about who the elder dragon truly was.

  10. A machinist with humble origins and no wizard training has created an easily producible and affordable new technology that makes magic available to the masses. The wizard's guild is attempting to suppress this technology.

  11. A peasant turned fighter wanted to go to wizarding school but never received any positive reinforcement. They're exceptionally bright, but their anxieties and self-doubt make them slow to respond to intellectual challenges and appear dimwitted. After years of applying to wizarding school and being rejected, they have finally been given a chance. However, their fighting career has just started to take off, and everyone in their life is telling them not to throw away their future.

  12. Torch Boy the hireling has had enough of the disrespect and abuse from adventurers. After years of dungeon-running while carrying a heavy load, and nothing but a torch to defend themselves, they've become exceptionally quick and clever, and they deserve equal treatment. They've founded the Torchbearer Hireling Guild, and host all-hireling dungeon runs to show what hirelings can do. The dungeon runs have become something of a phenomenon, and it is not uncommon for festivals to break out around a dungeon-site.

  13. A Dark Lord and the nearby kingdom have been in "conflict" for ages. However, nobody has ever died or been seriously injured in these conflicts, and it's become more ceremonial than anything else. In fact, DL is something of an icon in the kingdom, and DL and their hordes are regular members of society and contribute to the economy and well-being of the kingdom. Of course, the adventurers who just strolled into town aren't aware of any of this...

  14. A baby mimic hatched in front of an adventurer and imprinted on them, and the adventurer spared them. The mimic now wanders throughout the kingdoms, doing the best it can to be an adventurer, but it doesn't always quite understand what it means to be an adventurer, or a member of society, for that matter.

  15. An undead creature has inexplicably found themselves with a new soul. It's definitely not the soul they had in life, and they're not sure what to do about it. It's all very confusing for them.

  16. A  "monster" village far removed from the affairs of the world exists in peace and isolation. One villager decides to journey out and explore the world, but they are often driven out from the places they discover. Every once in a while, they find a place that doesn't reject them on-sight, and they've made all sorts of friends and positive experiences in  those places.

  17. The Dark Lord vanquished the kingdom's armies and reigns as the new king. As it turns out, DL has some good ideas and seems to genuinely want to do right by the kingdom, and the quality of life for the average citizen is actually getting better under the new leadership.

  18. A city druid known as the Rat King has been engaging in peaceful protest against the kingdom's treatment of wildlife in the cities. They have become something of a folk hero (or menace, depending on who you ask).

  19. A cleric has suddenly lost their connection to their deity and divine magic, and they have no idea why. They set out to continue to do good in the world, even without their deity.

  20. A roguish "gentleman thief" has been captured. Instead of prison time, the rogue has been offered a position as Chief of Tactical Security for the kingdom; devising new means of thwarting thieves, tracking counterfeiters, encrypting vital messages, and so on. They feel surprisingly good about doing honest work, but also yearn for their former life as a rogue and adventurer. 

Saturday, June 29, 2019

TNT Subtypes

In addition to the Mystic Type, which is mechanically very unique, I thought it might be cool to introduce some Subtypes. These are just slight tweaks to the normal three types, that are intended to provide both utility and flavor.

As with basically all of my TNT hacks at this point, these have not been tested, although I'm less concerned with these than I am with the Mystic, which I desperately need to playtest! The eldritch knight is probably the one I'm most concerned since they have an ability that adds to their action economy, even if in a very limited way. It was inspired by the Magus class in Pathfinder.

Unless otherwise noted, assume these subtypes have all the abilities of the main type.

EDIT: 7/11/2019 I overhauled the Paladin subtype, and I think this version makes a lot more sense. It's much more defense-oriented than the normal warrior, but functions mostly similarly.

EDIT: 7/16/2019 Removed the rule for Eldritch Knights that gets rid of the combat adds reduction that regular Wizards have. Prior to this edit, I realized they were basically a better Rogue (minus one talent). This way, since they can't deal as much raw combat damage, Rogues aren't obsolete. I also removed the limitation that casting a spell and attacking simultaneously had to be with a melee weapon.


Paladin (Warrior Subtype)

  • Rather than Warrior's +1d6 combat dice per level, paladins receive 1d6 holy dice per level
  • Holy dice are rolled alongside combat, but not added to the opposed roll
  • If the paladin / party loses the opposed roll the holy dice can be used to mitigate damage
  • If the paladin / party wins the opposed roll the holy dice can be used to recover any lost CON points.
  • Against undead or other unholy creatures the paladin may choose to use their holy dice either as warrior combat dice, or as paladin holy dice, but must decide each turn before rolling

Eldritch Knight (Wizard Subtype)
  • Cannot use a focus
  • Can cast a spell and attack simultaneously eldritch level times per combat encounter 
    • Must be cast through a weapon
    • The spell only affects the target(s) of the attack

Ace (Rogue Subtype)
  • Cannot learn spells
  • Start with one more talent than a rogue
  • Add ace level to SRs when applying a talent (in addition to normal +3 bonus)

Monday, June 24, 2019

Mechs & Monstrosities TNT: Mechs

This is the second post for my Mechs & Monstrosities Hack for Tunnels & Trolls. The first post was solely for Massive Combat. This second post is about how to add mechs to your game! I generally prefer games to be as rules-light as possible, but there's just something really satisfying about customizing a mech, so I wanted to do something to make mechs a little more than just re-flavored PC types, so hopefully this is successful in that regard.


Escaflowne is a great fantasy mech anime

TNT Mech Mechanics


  • Treat mechs as Massive Creatures using M&M hack (link above)

  • Mechs have three scales 

  • PC mechs should probably all be at same scale, with higher or lower scales being for NPCs or have specific practical use-cases so that lower-scale mechs aren't strictly inferior to higher-scale mechs. Lower-scale mechs could be significantly cheaper, require fewer resources to build / repair / operate, or be able to maneuver in environments that larger scale mechs can't.

  • Monster / enemy mech stats are doubled per MR at massive scale 1 (as massive combat rules post), they're tripled for scale 2, and quadrupled for scale 3.

  • In combat between mechs of different scales, the mech with the higher scale gets advantage (always deals their Adds as minimum damage).

  • OPTIONAL RULES: If the mechs in the setting are supposed to be heavy or slow: 
    • Ranged attacks against a mech of the same scale always bypass opposed roll. 
    • Melee attacks against a mech of the same scale involve two SR rolls. Roll a strength SR to determine if PC damage bypasses the opposed roll, and speed SR to determine if NPC damage bypasses the opposed roll. Level of the SRs is the number of combat dice by MR (e.g. MR 0-9 = level 1 SR, 10-19 = level 2, etc.). Some mechs may count as higher level for the purpose of strength or speed SR. 
    • While these rules may slow down the rolls by requiring more SRs, it also speeds up the combat by increasing the amount of damage mechs take, reflecting the slow but devastating power of the mechs. It also potentially places greater emphasis on armor / damage reduction, which seems appropriate for mechs.

PC Mech Stats


  • Treat mechs as regular characters. Most stats can be conceptually mapped as-is. WIZ can just be the technomagical energy of the mech, IQ is the sophistication of the operating system or engineering necessary to contain certain advanced modules (i.e. spells). Mechs can be warriors, rogues, or wizards (or mystics), and a character's type does not need to align with their mech's type. All characters can apply a relevant talent bonus to SRs in their mechs, but otherwise mechs use their own stats, unless additionally noted below.

  • Warrior characters can add their own warrior damage dice to melee attacks with mechs, and also use their damage reduction ability with the mech. If the mech type is also warrior, triple rather than double the damage reduction. Warrior characters in wizard / rogue mechs can cast the mech's spells using the mech's WIZ.

  • Rogue and wizard characters can cast their own spells through their mech. Characters and mechs can each only cast spells that they know, with their own WIZ (i.e. a wizard's rogue mech can't use its WIZ to cast a spell that only the wizard knows).

  • Mech Gear Slots: two legs, two arms, two shoulders, head, back, and torso. These can affect terrain maneuverability, provide armor, add melee or ranged damage, or provide other special abilities. Arm and torso gears can be modeled after regular weapons and armor. Examples for other gear provided, but not an exclusive list.

  • In combat, a Dex SR can be made to do a gear attack, targeting specific gear slots, but unlike with ranged weapon Dex SRs, if the SR fails, the attack is a miss
    • If an NPC makes a gear attack (or PvP), if the attack is successful, the recipient must roll a luck SR to see if their gear takes wear (as regular wear and tear rules for armor), in addition to normal damage.
    • If PCs make a gear attack against an NPC, either the gear breaks automatically, or can take MR level hits (e.g. 0-9 MR can take 1 hit, 10-19 MR can take 2 hits, etc.)

Gear List

I'm terrible with logistics like cost, which is probably obvious given that I don't provide direct rules for mech cost (at least not yet). Having not tested any of this yet (>.<), I'd say let starting mechs take one arm and torso gear (weapon and armor respectively), and two additional gears of any kind. This gear list in general could probably use some work and is more of a proof-of-concept, but feel free to do your own thing with it.

Arms

  • These can be adaptations of regular weapons, shields, or gauntlets

Torso

  • These can be adaptations of armor

Shoulders

  • Light shoulder-mounted weapons: These are lighter-weight / lower damage weapons. 
  • Heavy shoulder-mounted weapons: These are heavier-weight / higher damage weapons.
    • Heavy weapons require both shoulder gear slots, even if only on one side.
  • Scout drone: A drone rides on their shoulder that can be deployed for reconnaissance.
  • Satellite apparatus: A radar dish or some other apparatus used to send signals to a satellite with some single purpose (reconnaissance, communication, orbital weaponry, etc.)

Back

  • Jetpack: Short-range dashes, high or far jumps, dodging (+1 speed).
  • Wings: Medium to long-range gliding, if starting from sufficient altitude and acceleration.
  • Shell: Basically another shield slot.

Legs

  • Advanced Legs: Legs have the proportional strength and flexibility of real humanoid or animal legs (+1 speed).
  • Treads: Slower (-1 speed) and not amenable to difficult terrain (additional -2 speed on difficult terrain e.g. environmental factors, bumpy, etc.), but sturdier (+3 con) and can't be the target of gear attacks.
  • Wheels: Faster than legs (+2 speed) but suffer in difficult terrain (-1 speed) and are prone to going flat (minimum wear & tear SR level 2)


Monday, June 17, 2019

Aquarian Dawn: Fey of a different yet familiar sort

Fey and fairies in myths and fantasy are generally loaded with symbolism, usually about nature, both in its majesty and in its danger. Older stories, in a world where nature was still a threat, tend to focus more on practical morals, whereas in modern fiction, fey tend to represent the majesty of nature and the struggles of nature as humanity takes its resources and destroys the environment. In Aquarian Dawn, I wanted the fey to still represent that "magicalness" of the world, but in this case, they're more so a representation of the "magicalness" of human ingenuity, creativity, math, and engineering. Especially in a world where humanity has seemingly "peaked", they carry forward humanity's legacy in the coming age. That is, of course, assuming a fatalistic end for humanity...

Fey is a broad term for a range of creatures in Aquarian Dawn. The setting is all about the fantastical High Age of humanity transitioning into the Age of the Aquarians, so in such a world, what does it mean to be fey?

Fey are present in Howlston, the setting for my current campaign.

There are several other "traditional" fantasy species in Aquarian Dawn that also have a bit of twist to them, such as elves and dwarves, and then there are of course the titular aquarians.

Fey are quasi-mortal. They are inherently magical beings, both physical and metaphysical. They are not magic in the sense of some quantifiable arcane energy, but in the sense of wonder and awe, and the implausible. Towards the end of the High Age, humanity lost most of its magic, hunted most of the magical beasts to extinction, tore down the majestic forests to build their roads, and forgot how to work their wonders, and so the fey did diminish for a time. However, with the expansion of the aquarians, they are beginning to thrive once more. 

But their manifestation is not quite like before. They're in a transitional phase. They resemble the fey of old still, for the most part, but their magic is not one of nature and the exploration of places, but increasingly of engineering, economics, and mathematics; of the nature and exploration of the mind and of systems. It is not quantitative magic per se, it is the magic that comes from the eureka, the je na sais quoi, that comes from understanding the application of math, or systems theory, or physics and chemistry, or mechanics.

Goblins

A general term for a set of fey, usually halfling-sized or at most human-sized (although some are significantly smaller or larger), such as the goat-faced puca, goat-legged satyr, pig-faced orcs, the fungal, mutagenic trolls, and many others. Most goblins are hedonistic, playful, pranksters. They are intelligent, with a natural affinity towards mechanics and engineering, but not especially creative. They are able to build mechanical things that should not be possible, and only work to the extent that one believes in them. For as amazing as their mechanical contraptions can be, most fall apart quickly under the ownership of mortals, who usually cannot maintain their faith in the mechanism, or who try and fail to reverse engineer it.


Hobbs 

Human-sized goblins (sometimes called hobgoblins), usually with gray, black, green, or yellow, leathery skin. It is said that they were created in heinous experiments by a Dark Lord of a prior age, descending from the orcs and some say even elves and humans. They are hierarchical, authoritarian, disciplined, and aggressive, generally considered both too orderly and too unsociable for human society. They are quick to fall under the sway of authoritarian rulers, sometimes even serving under human warlords, and it is believed that several kingdoms towards the end of the High Age relied primarily on hobb mercenaries for their armies. In the current era, not even the "empire" is powerful enough or cohesive enough to organize the hobbs, and so most wander the countryside as warlords and mercenaries, however hobbs living in fey or human society is not unheard of.


Leprechauns

Halfling-sized fey coming to prominence in the dawning age of the aquarians. Their skin shimmers opalescent like a rainbow. They grow thick beards of iridescent hard-light, of any or all colors of the rainbow. They have a deep understanding of business, finance, economics, and politics, as well as being crafty engineers. Unlike goblins, their creations seem to follow real scientific and mathematical principles, and they appear to have creative inspiration, albeit derived from something like an interdependent muse-like relationship with humans and other mortals. 

They also have the closest thing to traditional arcane magic from the High Age besides magically-inclined espers, although their magical aptitude is dependent on their wealth. Each leprechaun is tethered to a pocket dimension, contained within a pot, where they store their personal wealth. They can produce a rainbow from within themselves as a signal to the location of their pot. The pots are magical and cannot easily be destroyed, but if their pot is stolen, they are at the mercy of the thief.

Friday, June 14, 2019

Neural Network Fantasy Creatures

I know I'm hardly the first person to do this, but anyway now there's another one out there! I wrote a neural network using Max Woolf's textgenrnn, which trains on a corpus of fantasy creatures from the pathfinder d20 SRD, and generates new fantasy creature names. I'm still playing around with the parameters (and you can as well!), but I'm reasonably happy with the current output. Below are 500 fantasy creature names generated from the model! These were trained with 200 epochs, but the default for the model is 100. You may notice some repeats, or some direct reproductions from the dataset, again the model could use some tweaking, but there are definitely some gems in here.

Also, the database from PFSRD was updated only up to february 2014, so if anyone knows of a more complete database for pathfinder, or for bestiaries from other fantasy games, I would like to add those to my dataset so please let me know!


Here's a mech dragon because why not :)

EDIT: u/LupNi on reddit gave a nice little writeup demonstrating how one could put these creatures to good use:

Adventurers! You must venture forth and slay the Very old quued beetle flob in the mountains before it's too late! But beware, the beast's influence has attracted swarms of Young adult creep mumbles and Bloib gargoygeres. You will need help in your journey. Fortunately, the old wizard has built an entire army of Adult golems. Let's... not talk about why they're called Adult golems. The old wizard gets lonely.

Old green dragon
Sealer
Migricine
Parga
Banner
Octoc
Shakoif
Great swarm
Aspi
Very old dragon
Death' azecad
Grayter swarm
Adult golem
Bores
Tendam
Very old quued beetle flob
Addus
Deep hunter elementalche dragon
Ancush
Ingy elemental
Adult shackling bourd
Young roncer popita
Giant positive energy elementaugher beetle
Cilatr swarm
Shira wolk of torm green dragon
Fire worman
Giant lightning sea snakker
Giant black dragon
Spath
Sangus mast
Greater elemental
Hawler
Taspling oaze
Part
Warer
Ancient squais wyrm black mast
Margita
Ghowlew
Young creep mantom
Giant elemental
Cran at
Marrasu
Giant blood manged emetat
Irclew
Shadow hunder
Mahure
Batste dragon
Theller devil
Large negative sephall elemental
Ice swarm
Timmon cuat
Stoimotan
Juvenile colota
Polsae
Mammoth
Kort
Dragon
Lilgungus
Shadow wolf
Alding marma
Lerger golem
Elder swarm
Warer
Shagari
Cise gray dragon
Vercap
Greater elemental
Shind brass dragon
Giant sea serpent
Acorpiker
Oct
Slaug
Keranggaller
Sark
Deliolequ
Thing winp
Cerstom
Mythic elemental
Adult red dragon
Nechwang bronze
Clood ooze
Very old creeper
Torvering blue dragon
Stole
Elcer
Giant mud elemental
Young elemental
Ock dragon
Thring crab, spider
Aldino
Urder
Adult sea sea serpling golem
Banthy
Stopositive spider whetle
Draconadaemon
Dire gylulus
Giant swarm
Kales
Tirder serpent
Juvine
Tant spider
Mythic mernon
Souandasu
Lesser dragon
Storm dragon
Raven spike red dragon
Deve
Juvenile copcangient
Giant bladodaemon
Seaher giant sea scorpion solak
Frork
Huge steerapeir
Trona
Shadow worm
Tightning elemental
Margu
Clockwork spawnes
Conar dragon
Death shask
Young olb dragon
Blood urch
Fire gargoyle
Frost dragon
Greater swarm
Mythic watergaanter barra
Ord
Giant amble
Very ooze
Lythic crab
Flases
Korps
Star crobon
Sea serpent
Adult golem
Undead
Greater horring
Raval
Phasous
Shipper dragon
Giant wight swarm
Shadown
Oross swarm
Great cyyppolid
Wilvone okas
Oll green dragon
Borelach dragon
Elder night
Giant ant sea serphe troll
Captintanf
Crimm
Hellow bese
Hengea
Greinger swarm
Marlor
Kunl
Silvere
Fire golem
Slarle
Carly blue dragon
The swarm
Thite swarm
Darcershaen
Sea sea swarm
Old blue light
Dreg warr
Lurar
Mond dant
Hangorm
Adult bragmy elemental
Adult golem
Manire elemental
Ancient molouc banromon
Large leegar
Vog
Belaem stor
Lerantud
Cave minotair elemental
Albing dragon
Adult green giant scabo
Rava
Medium spawner
Fudan
Devil
Phalider
Karabar ooze
Cuvemilictecitin
Jinx
Monstral dragon
Charing cattan
Young vyry brask dragon
Skig
Spider
Danwialterphinx
Small obri
Ancient hond
Juvenile sea serpel dragon
Henss
Wyrklider
Cloddeman
Wyrmligan
Dire stomairth noma
Young copper
Shadow wraitan beedle
Moner
Demon
Large leeph
Carniae quasi
Fasma
Medium oaze
Lick dragon
Barch
Kalto sard
Frost dragon
Stone budder arzosid bear
Small obazor dragon
Natiuer armon
Hunger crow
Blood mud elemental
Mah-thal
Parrack
Ircrant witchar
Conne golem
Zombar stor
Imprey
Slamprall
Lehantom armosiyn warpectre pat
Small spider
Stone skakaim
Dermagher giant oms
Witcer
Dowing
Giant swarm
Adult white swarm
Theling of titan
Small giant
Bog stuned
Mongosaurus
Nightning energy elemental
Young adult creep mumble
Greater elemental
Great wyrm bones
Chire lizard
Adult devil
Janing elemental
Ligir
Stakon
Flest dragon
Funguspider
Chore
Larre drake
Monset
Young bris
Ancient brass dragon
Shikon
Spider
Phrelisl
Juyn arch
Ligit cuser
Train ooze
Rablis
Strightning elemental
Clockwork span
Kerbank
Medium babe troll
Abers
Carele
Spinten spider
Cave moont
Nerra
Giant crawler
Dire elemental
Mythic fring bronz
Pherchon
Devil
Idule
Tixe
Stral candalion
Fere
Greater borg
Ancient bone of spider
Nald
Kalester
Adult white whate thollo
Pleel golem
Shaghael
Huge gray dragon
Wareripore gravity elemental
Wargoyle riget culas
Ancient soldier
Istardaanterdiend sea
The yra worm
Clobeatt
Beland
Elder ant swarm
Elder rora
Giant flen
Borest dragon
Juvenile elemental
Giant viper
Iran pudding
Hell magmit
Mamic cand
Thrram
Wyrmling righting seat wyrm black dragon
Hagant
Fanthon
Warewon
Ancient swarm
Urdralk
Sheant
Lorge
Ancient centto dragon
Chang
Huge dragon
Thengiter crowle dog
Adult stor
Hatut swarm
Deagh
Torting devil
Thone
Timming of spider
Phoran
Undead swarm
Kille drakei
Lergite
Ware
Than
Cathic faaceleswork dragon
Wyrmling hound gray dragon
Mythic hunter earth devil
Shard
Valpaen
Giant sea serpent
Manur
Formilacras
Witer
Lesser walr aroch swarm
Bater corbian quasi
Anose swarm
Shark
Kalus
fagwh
Creveer
Large gravity elemental
Carpiang monterl
Halk elemental
Greated frog
Old bree elemental
fire hag
Mosse
Young black dragon
Juvenile of therium
Shackain
Telran
Raval
Loran
Piter
Ooze
Small condation
Warer dragon
Phoar
Boue ountju skell
Graven spawn skoleftite dragon
Certous
Bagrind
Young olbera
Young brine old dragon
Young skur
Bernon
Cama demon
Large wasp
Adum
Shadow rone golem
Brass dragon
Trebinterous giant spider
Farphet spider
Aphierfal-nakd
Funche
Chole
Blood dragon
Adult whis
Eddler
Giant flecher
Craych dragon
Hanuner
Barponati
Young hart devil
Thetil
Huge mastrakk snake
Marden head skole
River dragon
Rake
Pant
Urder ight
Small obsidian
Nightning crow
Mythic miphie
Carsian dragon
Domonstronge
Plast man
Formion
Archer
Young dunger beetle
Young greater swarm
Verblosk
Giant pend
Phoric faling elemental
Funid
Giant sea dragon
Night
Reddemla
Great horsinkin cist
Trigan
Garda
Dracodaemon
Min sea sea treantl
Corre
Navous
Mardian dragon
Mythic fia
Winsllaus sea wasp
Train arch
Witch
Leant
Gray devil
Foras devil
Sea servadle dragon
Deant
Bone of scel gaant adult blie
Old grim
Phawl
Trenzioner
Giant creater slarge meer
Fire spider
Giant marma
Clockwork spirian
Medium bangover
Hell black dragon
Dark stee
Haven lat
Ravone golem
Juvenile lign dragon
Juvantling
Spice elemental
Jolin
Borble swarm
Nenision cyplotz carosh dragon
Clockwork dragon
Plastoden
Raven hostidar
Giant sea serpent
Ancient beetle
Adult suln
Medium mastiggai
Great dragon ooze
Charan
Grey snille stag beetle
Hanged gasp
Night
Manid
Kerm
Bloib gargoygeres
Staggath
Very of snake
Planter
Luster
Clow white dragon
Morkernite
Ice golem
Spire
Plicer bebal
Seaner
Nigat
Hound swarm
Giant bones
Giant rotan
Shadow white
Satal sea serpent
Tir gurcubius dag
Marto dragon
Cargoyle guard
Skential scair
Ancel pravant
Bleater borg of sky swarm
Spind anter linnorium
Very ypin
Omated erem
Dark dragon
Pathan
Scorbsning earth gylasin queentie
Devourforne devil
Giant crow
Monstoak
Chore coly ctil
Night
Borbery
Livith man
Magmot
Worm oca