Monday, August 31, 2020

Weird Genders and Sexes for Fantastical Races

One thing that has forever bugged me about science-fiction is how almost every single alien basically follows the same sex and gender dimorphism as humans: females are smaller, males are larger and rule everything, blah blah blah. If you're especially unlucky you get the trope where the guys are all monsters and the girls are all super hot. If you're double especially unlucky and you have the misfortune to be reading Ringworld you get the trope where the men run society and all the females are off-screen the whole book.

Anyway, here's some reproduction methods and gender roles for your wacky alien species. I've tried to take sexual roles from real-world organisms and try to extrapolate how that would work culturally. I've included multiple cultures per species, since obviously people have loads of different gender roles despite all having the same reproductive strategy.

1. Swamplings: Time-Based Protandry
Swamplings live in wetlands and kind of resemble frogs with bio-luminescent anglerfish lures and five eyes going all the way around their heads. They practice Protandry: they are born as males and remain males through adolescence and adulthood. Upon reaching a venerable age, they turn into females if un-mated, becoming more hardy but less physically capable. They reproduce via sexual reproduction, and the females lay eggs. 
a. Northern Swamplings: The Northern Swamplings are nomadic, travelling around the Great Blue Swamp. Their men are seen as expendable and used as warriors and hunters, while the women are responsible for taking care of the children and serving as rulers. Monogamous pairs are formed with one older female and one younger male; when the older female dies the younger male will change sex and eventually take on another mate. Homosexual behavior (but not "marriage") is considered normal for males, since there are always more men than women, but unacceptable for females.
b. Marsh Swamplings: The Marsh Swamplings live in reed huts, keeping fish as livestock. In their tribe, polyandry is common, with most women taking multiple males as husbands. Marsh Swamplings believe marriage is for life, so men who have been married are not allowed to marry again after becoming female. Because of this, first-born children will usually not marry until old age. Husbands are expected to do almost all of the child-rearing and farming together with their brother-husbands, while Wives mostly handle politics and make art. Homosexual marriages are legal only for older women, though some families will look down on it.

2. Ratfolk: Hermaphroditic
Ratfolk look like six-limbed rats with no eyes and long tentacles on their nose. All ratfolk are hermaphroditic, capable of both becoming pregnant and impregnating others.
a. Mountain Ratfolk: Mountain Ratfolk have a very traditional culture that emphasizes respect for one's parents. Their culture practices arranged marriages. It is traditional for the child from a higher-ranked family to be the one to get pregnant, since the traditional book of Rodentism claims that the child will have the soul of one of it's mother's ancestors. Ratfolk are interested in human gender norms as a cool exotic trend, and deliberately mimicking the dress-style matching one's current sex has become somewhat of a fad. 
b. Hill Ratfolk: Hill Ratfolk deeply value wisdom and learning. They believe in equal marriages, and take turns being the one to be the mom. Hill Ratfolk find the human concept of gender incredibly alien and do not understand it.

3. Elves: More than Two Sexes
Elves look like tall, ethereally attractive humans, with strange eye colors. While humans have only two sexes, elves have five: Up, Down, Strange, Charm, and Effervescent. Each sex is capable of mating with one of the other four. The sexes are distinguished by a complicated combination of eye and hair color. Elves don't naturally have external genitals but are easily capable of growing male or female genitalia compatible with humans at will, explaining where half-elves come from. Elves don't need to lay eggs or give birth, instead doing some weird bullshit magic thing that makes new babies grow out of flowers. Humans are terrible at telling elf gender, instead usually assuming they are men or women and using pronouns based on that. Elves can easily tell which human gender a human is, but use the same pronoun for all humans that they use for especially ugly animals and certain fungal infections. 
a. Valley-Elves: Valley-Elves have strict gender roles for all five genders. Laws on marriage is exceedingly complicated and makes little sense to anyone from other cultures- marriages are allowed between certain genders of elves but not others, and in some cases Valley-Elves may take multiple partners. All of this is the result of thousands of years of culture, tradition, and religion. For example, a Strange Elf with a Charm Wife may also take an Effervescent wife or a second Charm wife, but a Strange Elf with an Up wife may not take on any more lovers. Same-sex marriage is prohibited. However, Valley-Elves in the past have been granted the legal status to identify as a different gender than their birth sex, inheriting all the legal rights as such. 
b. Wood-Elves: Wood-Elves are largely gender-equal, though there are still expected gender roles and stereotypes. Same-sex marriage is legal.

4. Hobkins: Bidirectional Sex Changes
Hobkins, also called "Desert Goblins," are short humanoid creatures with scaly skin, large eyes, giant dog-like ears, and long, prehensile tongues. Hobkin determine sex based on characteristics, rather than the other way around. In any group of Hobkin, the largest 50% will switch to being Female, growing beautiful red and green scales around their necks. The smaller 50% will spontaneously switch to being Male, growing camouflaged skin-colors . "Large" seems to be somewhat cultural but is a combination of height, mass, and strength. Hobkin who leave their tribes to live amongst other folk often find themselves much smaller than everyone else, resulting in the majority of Hobkin wandering the world being male. This has led to the perception among the uneducated that Hobkin are entirely male
a. Desert-Hobkin: The most common type of Hobkin. As you might expect, Desert Hobkin have a female-dominated society; males are not allowed to own property or hold political power, and their only role is to marry a woman. If one of the couple switches sexes, the marriage is annuled, and the individuals are allowed to re-marry, but otherwise divorce is outlawed. The dominant religion, Jershonism, even teaches that a male's afterlife status is entirely determined by his wife's position in the church.
b. Rock-Hobkin: Rock-Hobkin live in caves underground, and make their money off digging for gems. They don't have a concept of marriage or of inheritance; mating is something to be done casually, and all resulting children are raised communally. 

5. Ornix: Facultative Parthenogenesis
Ornix are diminutive Skeksis-looking birds with three legs and a pair of wings, who have opposable talons for holding tools. Ornix have two sexes, female and male, which are determined by the environmental temperature rather than by chromosomes. Ornix are capable of sexual reproduction, but female Ornix are also capable of producing eggs on their own through asexual reproduction. In order to do this, female ornix will engage in mating behavior with other females in order to stimulate ovulation. Some humans see this as a "virgin birth" and believe that the Ornix are thus holy, and will seek them out for religious wisdom. 
a. Mountain Ornix: Mountain Ornix live on the tops of mountains. They have small villages that are entirely female, and the females of a tribe raise all the children communally and grow crops for food. Male Mountain Ornix are expected to leave their home when they become adults at age 27, after which they become nomads, hunting for their own food in the wild and travelling from village to village and mating with the females there. Ornix women will often form lesbian "couples", though their society has no concept of marriage or sexual pairings as different from close friendships.
b. Jungle Ornix: Jungle Ornix live in the canopy of jungles, and mostly subsist on prey they can hunt from the jungle undergrowth. They have strictly independent family units consisting of a mated male-female or female-female pair and their children, who rarely interact with others.

Friday, June 26, 2020

Redwall-Inspired Campaign - Sessions 1 and 2: The Burial Mound of Gilliard the Owl

So my Redwall campaign only ended up lasting two sessions, but here's a write-up of it anyway. Maybe someday I'll get to try running it again.

Resources used this session:
Burial Mound of Gilliard Wolfclan, a simple one-page-dungeon I based the adventure on
One Hundred Hexes
Mausritter, used for inspiration and settlement names

The Principal Cast:
"Peaches" a Weasel knight with black fur and a skeletal body. Very strong.
Hawthorne Black, a Weasel bard (chosen because "Weasels like to dance" with silky black fur. Surprisingly intelligent.
Dil Danger, a lumpy-faced mole thief, stunningly attractive.
Sigurd Ericssson, a snake wizard with a scarred appearance, an eyepatch, and a wizard hat.

Yes, we started off with two black weasels. Two players both really wanted to be weasels and rolled "black fur," and neither of them wanted to switch colors even though I don't think there are actually black Least Weasels.

As a side note, all the characters rolled terribly for their HP, despite me bumping up the Hit Die from Old School Essentials, with Dil Danger having a single hit point. The highest HP was 4, rolled on a d10.

The party started in the town of Acorn Hill. Their supposed goal was to rescue a mouse named Warren, who had gone wandering off in the direction of the Burial Mound of Gilliard, a giant owl who had ravaged the kingdom before being slain by a group of rats and mice. He was buried on a hill about a day away.

On the way there, the party encountered an old mill, fallen into disrepair. Inside they found the dead bodies of three mole lumberjacks, all of them missing their teeth. In the next room, they managed to sneak up on the culprits: a group of tooth fairies, who had with them a pile of teeth. The group managed to kill one, scaring off the other two. Peaches collected the teeth and stuck them all in her mouth.

Finally, the group made it to the mound, where there was an old well. After some argument about whether to use Sigurd as a rope, they made it down the well. There they met a group of Weasel brigands, who were all drinking. With them was the missing mouse, Warren, who it seemed had quickly joined up with the group and was also quite drunk. One of the weasels, named Hogor, complained that a turtle named Skazic had taken over his small party and become the new leader.

The party bribed one of the weasels, named Fleaback, while Hawthorne used his magical music to charm two others, Grayjaw and Hisk. With the support of the three, the party convinced Skazic to let them join up with the group. Skazic agreed if the party would explore the rest of the dungeon and bring back treasure. He sent with them three of the weasels, including Hogor, who Skazic asked Sigurd to dispose of and make it look like an accident.

In the dungeon, the group fought off some centipedes with missile weapons.

They found the burial mound of Gilliard the Owl, an altar with two silver cups on it. The party got one of their henchweasels to pick up a cup, and heard a booming voice: "Who? Who disturbs my tomb?" The Owl asked for a delicious meal in return for letting the rest of them live. Sigurd whispered to Hogor "let's make a run for it," at which point nobody else in the party ran for it but Hogor. The owl descended upon Hogor and tore him limb from limb. Meanwhile, Dil danger used his stealth skill to sneak up to the altar and open it, finding Gilliard's skeleton. He broke both femurs which (as everyone knows) lay the spirit to rest and caused Gilliard's ghost to dissipate. Down one henchweasel, the party continued on.

After fighting off some green slimes and contending with a poisoned door trap, the party found a large group of fearsome skeletons. Rather than fighting them one-on-one they elected to run away, hoping to recruit the entire Weasel bandit gang in their fight.

Unfortunately, then finals happened and the group fell apart so we never finished our weasel adventure game. Oh well.

Total playtime: 3 1/2-ish hours

Saturday, April 18, 2020

Session Report: Two Into-the-Odd One-Shots

I originally posted about this on Reddit, but figured I'd post it here too. A friend of mine was visiting and wanted to play D&D with me. I figured this was the first time to espouse the virtues of old school play and run some Into the Odd. We rolled on the race table from Two Goblins in a Trenchcoat, since I figured people would get a kick out of that, and I gave them each an extra d6 HP to start with. I started off with a brief "OSR means rulings not rules, and don't try to fight things" intro and off we went.

Adventure 1
I ran Quintessential Dungeon, slightly altered to include some "OSR-style challenges" from Goblin Punch, and with some random encounters.

-The Characters:
Silence: a dim-witted skeleton filled with bees
Jilly: a prosthyletizing orc.

Highlights:

-The gang got past a group of goblins by bribing them with one of Silence's skeleton arms.

-The two of them went crazy in the room with enchanted food and had a bunch of potion effects; Silence got super strength, Jilly grew an extra arm, and then they switched bodies.

-The gang almost got killed by a group of animated clothing, the only foe they actually tried to beat in a fair fight. Jilly went unconscious (strangled by a shirt) but Silence managed to kill the last of the clothes as her HP was ticking down to zero.

-The gang found an enchanted fairy circle with two children inside, who begged them to enter it and fight the fairies keeping them prisoner. They figured out its trick (anything in the circle is enchanted and will do anything to get more people in) by sending in their dog. They lured the kids to the edge, then bludgeoned one into unconsciousness and dragged her body back to town to get the reward money. They gave up on the other kid and the dog.

-They came across a gang of orcs taking a hobbit prisoner. They promised to ally with the orcs to fight a dragon, saying that Silence was a magical skeleton and anything that harmed her would drop dead. They tried to grab gold from the dragon's hoard and leave the orcs to die, but Jilly got caught in dragonfire and was incinerated. The hobbit, a magician named Stilton, became the player's new party member.

-Stilton and Silence managed to find all the gems and escape with the treasure!

Adventure 2
This time was with a dungeon, randomly generated on the fly from tables in Into the Odd and Maze Rats. The dungeon was a series of weird eldritch tunnels they found in a library.

The characters:
Godwin, an ex-cultist ironclad elf
Balthazar, a ratcatcher rookling skilled at picking locks.
They were accompanied by their 2 hounds and Balthazar's packmule (they rolled a lot of animals in their starting gear)

-They found a lake full of acid that melted anything non-metal. They later found some steel twine they tied to a fish hook to fish up the treasure: an amulet that made you grow octopus arms and a potion of super strength.

-They found a brain in a jar on a pillar, which revealed itself to be Clovis, a janitor who had been turned into a brain to answer questions 200 years ago. All he wanted was to see the sea where he grew up again. To my surprise the characters actually pried his jar off and carried him around on a mule for the rest of the adventure. He ended up being a helpful ally, giving them hints about weaknesses of various enemies.

-They found a cult of old men guarding an arcanum, the Babble Book that lets you talk to anything. Using some fire, they scared off the old men and got the book.

-They met a mercenary who they hired to come with them, making an absolutely massive party.

-They came to some pods that combined anything put in them.They put in their two dogs to make a terrible mutant dog that was confused and afraid. Balthazar combined himself with Clovis so the once-janitor could again feel and see the world, and promised to take him to the sea shore, but developed face-blindness due to complications with the transfer.

-They found a hallway made of flesh, which they used the Babble Book to talk to. It turned out to be the decaying body of an ancient Sun God, who only wanted to see the sun again. They used a flare gun, Balthazar's starting oddity, to make a hole in the ceiling. The Sun God thanked them.

-They found the rest of the cult of old men. Their massive party easily beat them up and took their treasure, then escaped to the surface!

All in all both sessions went really well! I was impressed by how quickly the group started trying to think outside the box to get around things and resorting to trickery or plans to get past enemies. I was also impressed with how well randomly generating a dungeon on the fly worked in the 2nd session- the tables provided in Into the Odd and Maze Rats are great, and it was fun when not even I knew what would happen next.

Sunday, March 29, 2020

Redwall-esque Races for OSE

One thing I've been wanting to do for a while is run a Redwall-style campaign where the characters are all mice, rats, hedgehogs, etc. So here are some races, specifically written for Old School Essentials but compatible with any ruleset that has race separate from class. I've also written some notes on which common race each one can be used to stand in for when converting modules.

Sidebar- Size and Weight
For the sake of comparison, I've listed heights and weights of the different species, using "Woodland Feet" and "Woodland Stone." A Woodland Foot is about equal to one human inch, while a Woodland Stone is about equal to a Human ounce. You can use the stone with Delta's Stone Encumbrance system. Mostly this is just to make it easier to picture how big different animals are in relation to each other.

Mouse

Mus musculus
Average Height: 3 feet
Average Weight: 6 stone
Lifespan: 2 years
Kinda Like: Halflings
Mice are friendly and welcoming to outsiders. Few of them become great adventurers, instead tending towards simple, quiet lives.

▶ Ability Modifiers: +1 DEX, -1 STR
▶ Short: Mice are too small to use 2-handed weapons or longbows.
▶ Defense Bonus: Mice get +2 armour class against foes greater than human size.
▶ Stealth: Mice are good at sneaking and hiding. If using d6 thief skills, Mice get +1 stealth and have 5-in-6 stealth skill in the wilderness. Otherwise, Mice have a 90% chance to hide in the wilderness and have a 2-in-6 chance of successfully hiding in shadows or behind cover in a dungeon, exactly the same as a Halfling.
▶ Saving Throw Bonus: Mice get +2 to all saving throws against Wands, Breath Weapons, and Spells.

Rat

Rattus norvegicus
Average Height: 7-8 feet
Average Weight: 28 stone
Lifespan: 2 years
Kinda Like: Humans, Orcs
Rats are very social, and have a culture that emphasizes the greater good over individuality. There are many aggressive groups of rats, but there are just as many who become great heroes or leaders.

 Ability Modifiers: +1 CHA, +1 STR, -1 WIS
▶ Leadership: Hirelings and Retainers of rats gain +1 morale and +1 loyalty
▶ Climbers: Rats are good climbers. If using d6 thief skills, rats gain +2 to their climb skill. If using percent skills, Rats can Climb Walls as a thief of equivalent level. Rat Thieves add +10% to their Climb Walls skill.

Mole

Talpa europaea
Average Height: 6 feet
Average Weight: 12 stone
Lifespan: 4 years
Kinda Like: Dwarves
Moles are stubborn and practical. They live underground in their tunnels, where they have vast underground cities. Moles are almost totally blind, but have amazing senses of smell and touch, and are deeply in tune with their environments.

▶ Ability Modifiers: +1 WIS, -1 DEX
▶ Senses: Moles have extremely poor eyesight, and cannot see anything more than 30’ away. However, they can use their other senses to detect creatures as well as sight out to 60’, even in the dark. They can only attack targets with missile attacks within 60’.
▶ Detect Doors: Moles can use their senses, when actively searching, to detect hidden and secret doors with a 2-in-6 chance.
▶ Stone Sense: Moles have a 2-in-6 chance of detecting non-magical room traps when searching, or detecting new construction, sliding walls, sloping passages, and other such construction trucks.
▶ Digging: Moles can dig using their paws, and are capable of excavating 5 cubic feet of dirt per turn.

Least Weasel

Mustela nivalis
Average Height: 6 feet
Average Weight: 5 stone
Lifespan: 8 years
Kinda Like: Goblins, Berserkers, Vikings
Weasels are bold, reckless, and unpredictable. Many of them have a distaste for ordinary lives, and seek out adventures, quests, or blood feuds.

▶ Ability Modifiers: +1 STR, -1 INT
▶ Squeeze: Weasels can squeeze through any hole at least 6 inches in diameter
▶ Determined: When an initiative roll is tied, weasels act first, as if they had won initiative. If using individual initiative, weasels get a bonus of +1 to initiative rolls.
▶ Monster Hunter: Weasels get +1 attack bonus against monsters taller than twice their size.

Hedgehog

Erinaceus europaeus
Average Height: 9 feet
Average Weight: 30 stone
Lifespan: 4 years
Kinda Like: Friendy giants, mountain men?
Hedgehogs are pensive loners, towering over other species but rarely picking fights. Most live quiet, brooding lives, living off the land and watching the stars.

▶ Ability Modifiers: +1 CON, -1 CHA
▶ Spines: Hedgehogs are covered in prickly spines. Any foe rolling a 1 or a 2 on an attack roll against a hedgehog suffers an automatic d6 damage.
▶ Ball: Hedgehogs can roll into a ball, sticking their spines out, which takes one round. During this they have Armour Class equivalent to Plate+Shield, but cannot move or take any actions.
▶ Hear Noise: In a quiet environment, Hedgehogs have a 2-in-6 chance to listen at a door or hear sounds.

Pond Turtle

Emys orbicularis
Average Height: 7 feet
Average Weight: 100 stone
Lifespan: 50 years
Kinda Like: Elves
Turtles are careful and thoughtful. They are extremely long-lived, with the oldest remembering twenty generations of rats or mice. Their longevity gives them a ponderous, slow nature, and they can seem frustratingly patient to other species.

▶ Ability Modifiers: +1 CON, -1 DEX
▶ Slow: Turtles are extremely slow, and have a base movement of 90’ (30’).
▶ Swimming: Turtles can hold their breath for 6 hours underwater, and can swim at their normal movement rate.
▶ Defense Bonus: Due to their hard shells, turtles have a natural armour equal to 13. They use this as their base AC unless wearing armour that grants a higher AC.
▶ Lore: Turtles naturally accumulate knowledge throughout their long lives. They have a 2-in-6 chance to know useful details about locales, notable persons, or even magical items.

Lizard

Podarcis muralis
Average Height: 4.5 feet
Average Weight: 6 stone
Lifespan: 10 years
Kinda Like: Tieflings, Half-orcs
Lizards are surprisingly widespread but often disliked, often making their way on the edges of society as merchants or thieves. Many of them follow their own religion, The Lizard Cult.

▶ Ability Modifiers: +1 INT, -1 CON
▶ Regrow Limbs: Lizards are capable of detaching their arms, legs, or tails freely, after which the removed limb wriggles around to attract predators. They can regrow a limb in one week.
▶ Missile Attack Bonus: Due to their advanced eyesight, lizards get a +1 bonus on attacks with missile weapons.
▶ Save Bonus: Due to their advanced eyesight, lizards get a +1 bonus on attacks with missile weapons.

Frog

Lithobates catesbeianus
Average Height: 4 feet
Average Weight: 12 stone
Lifespan: 8 years
Kinda Like: Creepy swamp people, Lizardfolk
Frogs are strange and suspicious of outsiders, forming close-knit clans in the swamps. Thou not altogether hostile, they have no cultural taboos against killing and eating outsiders who get on their bad side. Most travellers try to avoid stumbling onto clans of frogs, and for good reason.

▶ Ability Modifiers: +1 DEX, -1 INT
▶ Jumping: With a running start, frogs are capable of making a 10’ vertical or 20’ horizontal jump.
▶ Swimming: Frogs can swim at their normal movement rate, and can breathe underwater as well as in air.

Viper 

Vipera berus
Average Height: 30 feet long total, 6 feet standing “upright”
Average Weight: 5 stone
Lifespan: 15 years
Kinda Like: ??? Assassins without legs? Who knows.
Vipers are curious, ambitious, and fiercely independent snakes. Though lacking both arms and legs, vipers can hold tools in their mouths and have venomous bites.

▶ Ability Modifiers: +1 DEX, +1 INT
▶ Limbless: Vipers have no arms. They can hold tools in their mouths or tails, but take a -1 to their Dexterity modifier for any tasks requiring precision. They cannot use any weapons or shields.
▶ Armour: Vipers are oddly shaped and must wear specially-constructed armour, which costs twice as much.
▶ Bite Attack: Vipers have a bite attack that deals damage as a sword.
▶Venom: Once per day vipers can choose to inject venom when biting. The creature bitten must make a save versus poison or die. Creatures more than 2x the weight of the viper get a +4 bonus to this save. Creatures 3x it's size or larger are immune.
▶ Sneaky: Vipers are naturally good at sneaking. If using d6 thief skills, Vipers get +2 stealth. Otherwise, Vipers can use Move Silently and Hide in Shadows as a Thief of the same level. Viper Thieves gain +15% to both of these skills.
▶ Infravision: Vipers have the ability to see infrared radiation, and can thus see in the dark out to 90'.