Friday, 23 December 2011
[To Coin a World] Magic Weapons of the Friendly Sea
Magebiter
Believed to be one of the many malfuctioning magic items left over from the Mage Wars, this sword seems to possess a rudimentary, animalistic personality, and a burning hatred of wizards of all stripes, seeking their deaths above all other things.
The Revenant Dirk
The origins of the Dirk are unclear, but the work of a Necromancer would not be far-fetched as an assumption. So long as the blade remains lodged in a dead body, that body will be animated and attempt to kill all living beings nearby.
Bitter Frost
Forged by the frost giants as a peace offering to the dwarven king in ages past, Bitter Frost bears the numbing cold of the wastes where it was forged, freezing any water that it contacts. It is also said to speak, and lament its own existence as a weapon of war.
The Twin Flails of Chastity
Quenched in the blood of a rabid unicorn, these two light flails are specially effective against those who could be considered loose with their affections.
Mindshiv
Found in the dungeons under the ruins of Xylarthen's Tower, this greenish hilt-less sword is said to be able to speak directly to the mind of the wielder, and sense the hostile intent of those nearby. It seeks new experiences, and if bored, may sabotage the current wielder so that it may be looted by somebody more interesting.
The Four Orcish Pirate Axes:
given as a gift by some dark and unpleasant god to the (now deceased) mutant leader of the orcish pirates known as the Bloody Axes of Powerful Killing, they appear similar in design, but each bears a different power.
The Axe of Power
This axe is able to strike with incredible force, quite out of proportion to the strength of the wielder, but is draining to use.
The Axe of Blood
Victims of this axe find their wounds bleed more freely than would be expected, and are difficult to heal.
The Axe of Killing
This axe can sense when a being is near death, and unerringly seeks to deal the final blow.
The Axe of Axes
When swung, this axe creates duplicates of itself, allowing it to be tossed at enemies as many times as the wielder wishes. The duplicates vanish after a short time.
Friday, 9 December 2011
[To Coin a World] Our Dragons are... diffferent?
Dragons breath fire.
Of course, there's quite a bit of variation as to how they do it. Some create a high-pressure gout of flame a hundred meters long, some spit fireballs that explode, some squirt flaming liquid, and some exhale clouds of smog that they then ignite with an electrical discharge. So, while fireproof armour will be invaluable against any dragon, the fire delivery method it has can change other tactical decisions.
Occasionally something will go wrong with the internal furnace of a dragon, usually while it's growing up, causing it to exhale toxic sludge or blasts of lightning. Other dragons consider such creatures hideous degenerates and try to kill them wherever possible.
Dragons are NOT immune to fire.
Dragonhide is very tough, turning aside most weapons, and it is also magic-resistant, turning away a fair number of spells. But, while it is quite resistant to heat, it is not totally fireproof, so a dragon can wade through a burning building, but will still be hurt by the breath of a fellow dragon. Or a large pile of explosives.
Most Dragons LOATH water.
Possibly this might have something to do with the fact they're creatures of fire. Or possibly they just don't like getting water under their scales. Either way, they avoid getting wet whenever they can. This is, in fact, why most dragons have their lairs in caves or dungeons rather than places open to the sky - while being able to fly straight up would be a huge tactical advantage, no dragon is going to sleep somewhere he might get rained on.
Having said that, they're not allergic to it or anything. In fact, if a dragon can overcome it's dislike of the substance, their sleek shape, huge lungs, and vast strength make them excellent swimmers.
Their life-cycle is very uneven.
It takes a dragon only a month or two to grow from a two-foot-long hatchling to a small-house-sized monstrosity, a period during which they are constantly hungry, and will eat literally anything in their immediate vicinity that they can chew (which, considering how hard their teeth are, is basically anything at all). However, once they reach that size, they grow very slowly. As they age, they get bigger, smarter, and lazier. Thankfully for the people of the Coin, once they reach a certain size, the dragon's internal systems seem to become self-sustaining, and they refuse to actually wake up for anything less than a direct attack on their person.
They're Magical, but can't do magic
Dragons are very magical. That's why they can fly despite their weight, can breath fire, can grow scales as hard as steel, and so on. It's also why they have such a huge variation in physical construction within the one species. But, like most inherently magical species, they can't actually cast spells like a human wizard (in fact, it might actually be humanity's lack of inherent magic that lets them do that, but that's a theory for another day). They certainly cannot change shape at will.
Wednesday, 7 December 2011
Arrows of Dragonslaying
Setting aside converted siege weapons, asbestos-coated armour and the rare wizard both powerful enough to battle a dragon and crazy enough to try, the best equalizer are magically prepared arrows of dragonslaying.
Admittedly, the name is a bit of a misnomer, as they can't actually kill a dragon except by a truly lucky shot, but unlike normal arrows they entirely ignore the dragon's ridiculously tough hide, and cause debilitating pain quite out of proportion to the amount of damage they inflict. These features are what they're sought for. Being able to hit a dragon's armour and still cause it to fall out of the sky from sheer shock is a big help.
Perhaps ironically, they're quite rare due to the fact they're made out of dragon parts.
Before the magic spell that imbues the arrows with their power can be cast, the heads of the arrows have to be made from dragon claws (in case you were wondering, a given dragon has from six to twenty-two claws, depending on its physical layout).
The next stage, once the heads have been made and affixed to a suitable shaft is to soak the arrows in the still-warm blood of a recently killed dragon.
Because the claws are even harder than the dragon's hide and filing them down to the proper shape can take days, and the blood cannot be more than half an hour old, for every quiver of arrows, two dragons have to slain.
Which explains why they're so amazingly expensive.
Sunday, 27 November 2011
Blackpowder on the Coin
Friday, 18 November 2011
Other food and drink of the Coin
Gruznuk, or Orcish Death Spirit
Orcs are horrible cannibalistic creatures, and love alcohol, so it's probably no surprise that their most famous beverage is actually made from fermented internal organs, usually the livers of the brewer's enemies. The stuff is horrific, almost undrinkable to any non-orc, and even for orcs it can occasionally be lethal. The orcs see this as a plus, though. If a drinker is slain by a bottle of gruznuk, his internal organs are removed, fermented, and then poured back into the bottle, and the defeated orc's name is added to the label. Besting a bottle that has defeated all prior drinkers is considered a heroic feat by the murderous greenskins.
Dematerialized Food
An attempt by wizards to make light and easily portable rations for long journeys, this was once normal food that has had its very physical existence removed, making it a good deal lighter. In fact, it typically appears to be a completely empty paper bag. It is made edible by adding any kind of solid material to the bag, which turns into the specified kind of food.
...Usually. Live frogs are still technically food, right?
Monday, 7 November 2011
[To Coin a World] Giant Rats
The giant rats that can be found infesting anywhere liable to be explored by low-level adventurers are the result of a dwarven attempt to breed something big enough to supply a decent steak...
Sunday, 6 November 2011
The Icebone Wand of Arng-Duvool
Believed to have been crafted from the thighbone of a god or demigod, killed to free the world from the last ice age, the Icebone Wand of Arng-Duvool holds vast magical power, far beyond that of most mortal mages, and can be wielded by any being who possesses the will to do so, even if they are not themselves a mage or wizard. It would be the ultimate weapon, did it not possess a severe flaw: when its power is used, it saps heat from the user. Even a small manifestation of its magic can leave a wielder shivering and in desperate need of a warm fire, and any serious spellwork will cause frostbite and hypothermia, or even death by flash-freezing.
But for a lich, an undead abomination composed of only a skeleton, unable to feel winter's chill, the wand would be the ultimate prize...
Tuesday, 25 October 2011
To Coin a World: Genie Servants
Most adventurers know of Genies, how they are magical beings from another plane, and that they can be bound to serve mortals, even granting wishes.
Fact is, most adventurers outside Aratha have no idea how the nitty-gritty of all that works. They assume that genies are just like demons.
They're not. While a demon can be bound by magical circles, and compelled to perform services, either for free or in exchange for sacrificies, depending on the power of the binding wizard, genies cannot be bound by wizards at all. They can be summoned, but are under no compulsion to obey the summoner.
However, genies have rituals known only to themselves that can bind other genies, forcing them to serve whoever possesses a specified binding object, usually a lamp, amulet or ring. Genie lords often trade these indentured slaves to wealthy Sultans or powerful sorcerers on the mortal plane, in exchange for goods or magic that can't be found on the genie's home dimension.
Occasionally a noble genie will be bound to grant wishes. This is reserved for only the most hated enemies of those doing the binding. Wishes can only be granted on the mortal plane, and each wish granted tears away a third of the genie's very essence, with the third wish either killing the genie, or leaving it a withered husk. Understandably, these genies are bitter, and will twist the wording of wishes to cause as much pain and sorrow on the wisher as they can.
Friday, 21 October 2011
[To Coin a World] The Brotherhood of Sin Eaters
Due to their diet, the Brothers are universally gluttonous, and after a meal, will often suffer the dark urges the latest supplicant. At least until they partake of a holy digestive wafer.
Tuesday, 18 October 2011
A thought about local linguistics
Except for the names. The few locations I've actually given names that my players are aware of (the few-ness being a problem I need to fix...) sound like what they are: compound words, or purely made-up stuff. In both cases, chosen by somebody who can only speak English, and horrifically anglicizes any foreign words he comes across. What they don't sound like is Italian.
But maybe there's a (hastily ass-pulled) reason for this: they're "translated" to make them sound like they originated in the player's native tongue, much like in the game-world they originated in the character's native tongue and don't sound like they're "foreign".
Would you buy this explanation as a player? Have you used similar explanations before? Have I adequately explained my thoughts?
Sunday, 2 October 2011
Tooth fairies
Thursday, 1 September 2011
My Return to Minis: Part 3 - Fluffy Captains and Big Dwarfs
Fluff
I love fluff in games. In fact, I've always been more interested in the fluff of warhammer than the playing of it. So as I was browsing through the miniatures looking for warriors, I was already entertaining some vague ideas about background for my group. Half the warband is half-orcs or other half-breeds, so that would suggest a group of outcasts, the dregs of society forced into mercenary work through a combination of an aptitude for violence, and a lack of other options. They'd probably be lead by a human, if I can find one (see below), as he'd be the one who would talk to employers.
Some warhammer nuts in the audience (assuming we have any) might point out that warhammer doesn't have half-orcs. Of course, those pointing that out obviously weren't around for 1st-edition Warhammer Fantasy Role-play, which did. Along with Gods of Law, the one-eyed-mist-exuding Fimir, Khorne being shown to be a god of valour, Halfling Wizards, and all kinds of other stuff I find quite entertaining, and miss. So nyah.
Oh Captain, My Captain...
The Mordheim rulebook makes a bit of a point about the captain of your warband being, in a way, a representation of the warband's player. So really, you have to pick a model you really like. Which is making that selection a bit hard for me. I like all the models I've outlined for my warband so far, but none of them really look like leader material. Sure, most of the half-orcs look big and imposing, but this isn't an orc group, the leader isn't the guy who can beat everybody else into submission. He's the guy who has a plan. Being able to wallop those who aren't cooperative is helpful, but the plan is the main thing, so the model has to look somewhat imposing, and possibly a bit older than everybody else, to show he's a cunning old veteran.
Finding a model to those sort of specs isn't easy. Most of Reaper's range is either individual adventuring heroes, grunts, or grand generals. Or wizards. If I were allowed to have a wizard as my warband leader, I'd be set. But no such luck.
In the end, I've got a short list of models:
First, this guy is a "northern hero". On the plus side, he'd big and imposing, and seriously-looking. On the con side, he looks like the Arnie rendition of Conan, except with some actual clothing on. Cool, but more a crusher-of-empires than a leader-of-men. Looks a bit too young and in his prime, too. But I could model on some facial hair, maybe a cloak.
This chap is a bandit, according to reaper. That's a big pro to start with. He looks suitably rugged and bulky for the part. And check out that mustache. Cons: hair looks a bit... meh. but that can be fixed, made more wild with green stuff. Also, he's got a shield, which isn't the best investment in mordheim. Not a deal-breaker, but something to keep in mind.
A Pathfinder model, a fighter. He's not as bulky as either of the other selections, but he's far better equipped. Again, he looks a bit young, but some added facial hair can easily fix that.
I had a look at some other miniature producers, but nothing jumped out at me as a serious option.
But this guy (from Hassle-Free miniatures) makes for a great non-serious option. Maybe I should get a scrawny wizard to go with him and the carnivorous treasure chest, to amuse my inner Discworld fan.
These two (from Privateer Press) would make nice henchmen to match the sword-and-crossbow weilding half-orcs.
And a blunderbuss-wielding marksman (again from Hassle-free miniatures) wouldn't go astray, either...
Making Do with Tall Dwarfs
I also had a serious look at the models I have which I could use to make other warbands with as few additional purchases as possible. Turns out I have so many plastic warhammer orcs, I could probably make three whole warbands without breaking a sweat. So long as I like my orcs wielding swords, bows abd more swords, that is. But I do, so that's fine.
On the dwarf front, again, I have a passable number of models. Only problem is, they're from three different ranges, and as a result, are wildly different in their style and proportioning. For all that all dwarves act pretty much alike, they sure do manage to vary a lot.
The models I have are from three different sources:
First, a single reaper dwarf hero I got at a convention. He's got a "viking" style horned helmet and a shield with a complex squiggly celt-y type pattern on it. His eye-level is about up to the shoulder of most human models.
Second, four dwarves from WotC's attempt to revamp the Chainmail miniatures battle game. They've got Gimli-from-the-LotR-Movie style helmets, mostly, and their eye-level is about the upper chest of the human models, but they're noticably smaller in stature than the reaper model. They also have terrible posture.
Third, six dwarves from game's warshop's Marauder line.... so, quite some time ago, relatively speaking. Their eye-level is belt-level for a human, and they're the most disproportionate of the lot. In fact, they seem to match the shape and size of a current warhammer halfling to a tee, including the bulbous noses, even if the hair is in different places. They're also wearing Renaissance-style garb, exactly like warhammer Empire models do.
Now I could make a warband out of those models. But it would look ridiculous. Each of the dwarves looks just fine among its fellows and among human models, but when mixed together they just look weird. I can't convert them to match... it would be too much work. And if I'm going to buy models to make up the warband.... that presents problems. It's easy to get matching size/style models for the reaper dwarf, but that would mean I'd only have one model to start with, making the expense bigger. The chainmail dwarves got discontinued ages ago, and anyway, they don't look very nice. While the Marauder dwarves also got discontinued, I found one man on the internet who sells compatibly sized and styles dwarf models, at a fairly reasonably price, too. But while they're wonderfully characterful and distinctive, they're not wonderfully characterful of my personal image of dwarves...
Maybe I'm being too picky.
Friday, 26 August 2011
My Return to Minis: part 2
So I find myself making a Mordhiem warband. Hopefully without having to spend and arm and a leg to get it.
First priority is reviewing what models I have from when I gave up years ago: a pretty fair collection, as it turns out. Enough to make an orc and goblin warband out of plastic models (backed up by some squigs), and a dwarf treasure-hunter warband out of a few chainmail dwarves, some really old warhammer dwarves, and a reaper dwarf I picked up at a convention a few years ago. Plus an ogre and a Halfling hired sword.
Problem is, I don’t actually like any of those models very much. I don’t really like most of GW’s stuff, except their plastic gnoblars and river trolls, both of which are sold in minimum quantities far larger than I could ever need, and so are off the table. I’m still going to build and paint those orcs and dwarves, but just so my non-collecting friends can have something to use on occasion.
This leads me to decide that I’ll make a warband out of minis from other companies. A quick trip to the local gaming store reminded me that Reaper Miniatures makes the official Pathfinder minis, and I’ve always loved the character illustrations in Pathfinder. So the Reaper online store is my first stop.
Wow. They sure have a big range, don’t they?
After several hours of trawling through the catalog, I worked out the models I could get for a mercenary warband, or for a dwarf warband that I actually like the look of. I spent some time trying to decide which to go for, but in the end I picked the human mercenaries. I’ll only really be playing one warband, and I’m not sure I’d like how slow dwarves are.
Actually, calling my theoretical warband “human” might be a bit of a misnomer. Reaper’s copious catalog includes a fair number of half-orcs, and I love half-orcs, so they’ll be forming the backbone of my warband. They’ll count as a Middenheimer group, for the increased strength scores on the champions and captain.
A quick run-through of the models I’m planning on buying:
Henchmen with two-handed weapons. Some of the models have bows, so I’ll probably add bows to the rest as well. It might not be the best combination of weapons, tactically... I guess I’ll just have to see how it goes.
Henchmen with swords, daggers and crossbows. At least once I give the second one a crossbow. I’m thinking of having them as Swordsmen, for the extra bonus in combat... but again, swordsmen with crossbows might be a bit of a waste.
Two youngbloods. I was originally going to have one of the youngbloods be human, but I just love how gangly and weird that half-elf model looks.
One of the champions. I’m still tossing up whether that weird-looking sword should be a sword, or a two-handed weapon, rules-wise.
The other champion. Obviously some kind of mutant, I mean, just look at those huge great... horns. She’s going to be the one and only model in the warband with any kind of armour save, thanks to that shield. Seriously, armour in Mordheim is just uneconomical.
Annoyingly, I couldn’t find any models I liked for a captain. I’ll have to look further afield.
I picked out some hired swords, too: A warlock (who is excellent, but really needs a pointy hat if you ask me), Halfling, elf, and ogre.
And two different options for a dwarf trollslayer. One the one hand, the lady looked suitably angry to be a trollslayer, but on the other, the guy is really rocking the Tolkein dwarf-wearing-a-hooded-cloak look. Either way, I’ve have to convert them to be holding two axes, even the guy. What is that, a can-opener?
And lastly, I just love this thing, so I might buy it and use it as a wardog.
Due to reaper’s (comparatively) cheap prices, all the above models should only cost me about $160, approximately. Possibly plus postage, depending on how much it would cost to order them through my local gaming store, as opposed to ordering them directly from Reaper.
Next: searching for a captain.
Thursday, 25 August 2011
My Return to Minis (Part 1)
My reasons for quitting were several-fold:
- Games Workshop miniatures became too damned expensive.
- I grew to hate painting dozens of models.
- I sucked at strategy, which was exacerbated by the fact that 40k strategy seems to mostly be army list selection - and I could only field the small selection of models I had.
- the friend I would play with lost interest, and while I could probably have found people to game against, I like to have a circle of friends, some of whom I game with, not a circle of gamers, some of whom are my friends. Hmm, this sounds liek a topic for a future blog post...
Then, in the last few months I've made friends with a fellow nerd named Matt in my liberal arts classes who is really into miniatures. I went around to his house and we played a game of malafaux using stuff from his copious minis collection. I, again, enjoyed it. It's a good game, and I recommend it to anybody reading this. Skirmish games involve rather different strategy than huge 40k slug-fests, and that's strategy I can actually handle. I find myself momentarily feeling the urge to rush out and buy some minis for the game, which are quite reasonably priced. But I don't. Matt is pretty much the only guy I would play against, and he owns a copy of essentially every Malafaux model ever made, so there is no need. Besides, the models are cool, but they don't appeal as much as some other stuff I've seen out there. I vaguely consider buying other models and having them "count as" but that seems a bit pointless when I can just use the "normal" models that Matt has, particularly as steampunk minis are a little harder to find than some other genres.
Then Matt mentions that his gaming group is really into Mordhiem.
I tried to get into Mordhiem back in the day. Heck, it solved my issue about heaps of minis. But the problem was, I didn't actually LIKE any of the minis they released for Mordhiem. I got some Orc and Goblin minis to use for it, but I never actually acquired the rulebook, and so never actually played.
So suddenly I realize all the barriers to me collecting tiny metal and plastic men have been lifted. There are so many competitors to Games Workshop that sell miniatures I like more for far cheaper prices that getting together a dozen or so models won't be hard. I have glasses now, so painting won't be an issue. I have access to people to game with. And the rulebook for the game is free.
Looks like I'm back into miniatures.
Saturday, 23 July 2011
[Troubles & Treasures] Class Acts: The Archer
- Be one with your bow, not this namby-pamby nature shit.
- Strike from the shadows, hit where it hurts, and pepper your foes with arrows.
- Keep your distance from the enemy.
Friday, 22 July 2011
[Troubles & Treasures] Class Acts: The Hoplite
Hoplite
- Defend your allies and your city with shield and spear.
- Live as a free and honorable citizen-soldier of the Mynacean city-states.
- Be equally dangerous in hand-to-hand and ranged combat.
Thursday, 21 July 2011
[To Coin a World] The Tax Monks
[To Coin a World] Orgosh Khal
Great Orghosh Pass, in the Blackstone Mountains, is the only true gateway from the Worse Lands into Cisrhania and the wider Neuremanshreik. For centuries, it has been held shut against every army the Caesars of Waldorf have sent against it, guarded by the terrible black fortress of Orghosh Khal. It has ever been the weeping sore on the Imperium's fringe, leaking raiders, barbarians, and bandits into hubwards Cisrhania like pus.
It is not known from which dark void he sprang, or what terrible horrors lie in his past. All that is known is that a man clad in deep-black armour commands the gutterspawned legion of cursed mercenaries, black-hearted bandits, and manlike beasts that hold Orghosh Pass shut. For a century they have merely held open the pass at Orghosh Khal, allowing raiders and hordes from the Worse Lands to pour into civilized country while holding the pass tight against the Imperial Army when they seek retribution.
And yet now they are gathering strength for some unknown purpose. Beneath the steely gaze of the Antipaladin, a war-host is gathering on the Accursed Fields. From across the Worse Lands they come, gnolls and ogres and ratlings and rhinokin and a thousand other kinds of beast. The Imperial Reman League seems impossibly unprepared for an assault, as their princes and barons play at the game of crowns. If the Antipaladin's forces surge forth from Orgosh Path, all Spindlewick can hope for is a few brave heroes.
Tuesday, 19 July 2011
Sucker Punched: Violence is Boring
Monday, 18 July 2011
[To Coin a World] The Disenchanted Forest
Encounters in the Disenchanted Forest:
- A completely normal, non-talking, non-mutated animal.
- A rather confused lycanthrope that has become a completely normal man, at least temporarily. Probably looking for some clothes.
- A group of wizards doing research on the area. Their spells don't work, so they're carying ridiculous amounts of armour and weaponry to compensate. They're very jumpy, because they can hear off in the distance...
- A tyrannosaurus rex. It used to be a dragon. Now it's very stupid, and very angry.
Sunday, 17 July 2011
[To Coin a World] A Brief History of the Grand Reman League
[To Coin a World] The Elves of Yonda and the Downunderdark
Well, a few generations ago (which, considering the elvish lifespan, means quite a long time by most standards) that's exactly what the wizards tried. At the time, there were even more elvish wizards than there are now... but they still failed. Elves are actually rather bad at wizardry, taking decades to master arcane arts that the rarer human wizard can master in a few years.
While the elf wizards could do a whole slew of things that the warriors they battled could not, they in turn could not do a few things that the warriors could. Like wear armour. Or fight with a sword when they ran out of power. Or jog up some steps without getting winded. Ultimately, the wizards lost.
The survivors of the attempted rebellion were rounded up, and banished to the mainland of Yonda. While Yendys is a tropical paradise, Yonda is a sun-blasted, high-background-magic wasteland, infested with spiders and snakes and all manner of other poisonous monsters. Many of the exiles died, and those that didn't were warped and twisted. Their pasty complexions, the result of years spent studying indoors were burnt, their hair bleached, their eyes constantly irradiated by the arid climate and harsh sunlight. The magic of the land coupled with the peculiar biology of the elvish people meant that their descendants have obsidian-black skin, white hair, and sinister red eyes to this day. The survivors, after the first few years, got so sick of their prison continent that they took the desperate measure of burrowing and escape tunnel. Under the ocean. While this utterly insane idea was probably the result of extended sunstroke, it actually worked. The crust of the Coin is shot through with vast carven networks stretching from the Hublands all the way out to the Rim, and the "Dark" elf rebels took to these caverns, and mostly haven't returned to the surface since, so strong is their loathing of sunlight. They now have vast underground kingdoms, ruled by the best wizards among them, and have a long-standing hatred of their surface kin.
So, in short... the dark elves of the Coin are Australian Convict Wizards.
Thursday, 14 July 2011
[To Coin a World] Wizards in Elvish Society
Which is a bit strange, considering that these elvish nobles have no peasant class to support this lifestyle. There are no farmers, goat-herds, bakers, plumbers, or carpenters among the elves (excepting certain individuals who take up such lives as hobbies or artforms). So how does elvish civilization function?
A wizard did it.
Or more accurately, a whole bunch of wizards do it every day with a host of spells designed to do away with the underclass workforce. As a result elvish wizards are in fact treated as an underclass themselves. In a society comprised of beautiful socialites and athletes, the bookish magi are shunned and ignored, unless some spell has failed and needs replacing.
Understandably, some elf wizards are less than happy about this, and leave. Many elvish adventurers are wizards primarily because of this. They might be considered ugly and "common" by elf standards, but to a human, any elf is beautiful, and wizards are people to be given respect (if you don't want to end up as some type of amphibian). To a lowly elf plumber-mage, the adventuring life is like a dream come true.
[OuterZone] Krazon Traditions & Superstitions
- Bokh, the spirit of duty and honour. Associations: Dirt, the colour red, the number one.
- Kora, the spirit of bravery and strength. Associations: Stone, the colour orange, the number two.
- Pazh, the spirit of ingenuity and wisdom. Associations: Wind, the colour yellow, the number three.
- Mozha, the spirit of kindness and mercy. Associations: Water, the colour green, the number four.
- Hoba, the spirit of friendship and humour. Associations: Ice, the colour cyan, the number five.
- Mabh, the spirit of trickery and selfishness. Associations: Lightning, the colour blue, the number six.
- The Bokhan, the farmers and workers.
- The Koroz, the warriors and nobles.
- The Pazhan, the priests and holy men.
- The Mozhon, the healers and servants.
- The Hoban, the merchants and innkeepers.
- The Mabhan, the unclean and criminals. Foreigners, non-followers of Oblakh, and non-Krazon are traditionally included in this caste.
- To prove their worthiness for motherhood, pregnant Krazon females must hunt and kill a mother kroggar by hand before their child is born. If they fail, both they and the child will be declared Mabhan.
- In preparation for marriage, a Krazon groom must first defend himself against the sequential murder attempts of his father-in-law, his mother-in-law, and finally his bride-to-be, before embarking on a vision quest into the deep desert to seek wisdom and patience.
- To join the Imperial admiralty, a Krazon war-captain is expected to wrestle a sea monster known as the Orxan; a fierce, many-tentacled creature that lurks in the deep crevasses of Nokhan.
- A Krazon male is not considered of age until he can best his oldest male relative in single combat.