Wednesday, March 25, 2020

Weapon Degradation and Durability

Everything breaks with time and use - weapons being an obvious candidate for wear: their express purpose being to clash against one another and against unwilling targets. Here accumulated below are several house rules I've been privy to online discussion of or seen implemented in my or my friends' home games.

Triggering Event

Weapon breakage, in reality, was fairly uncommon - as most were made with longevity and effectiveness in mind. As such, weapon breakage should only occur occasionally - when a triggering event occurs:
  • Rolling a natural one on the attack roll (even probability)
  • Rolling a natural one on the damage roll (favors larger weapons)
  • Rolling to hit the enemy's AC on the nose (favors fighters or other characters with better THAC0)
  • DM rolls in secret whenever a player rolls; if the rolls match, the trigger occurs (even, dramatically reduced probability - but move involved)
Note, list elements are exclusive; that is, you should not use all of them - only one or two, as you see fit - lest you introduce unnecessarily accelerated breakage. In addition, however - if a player does something dumb with the weapon, like trying to hack through a stone door with a blade, it should constitute a triggering event regardless of your normal trigger.

Arbitration of Weapon Damage

Save vs Damage: Simple and Elegant

Save vs Damage
When the trigger event occurs, the player must roll a save versus weapon damage. The target number of the save should be based on the make and quality of the weapon:
  • Iron or steel weapons forged in a solid piece roll against an 8.
    Examples include swords, daggers, and etc.
  • Weapons on a haft or constructed of wood roll against a 10.
    Examples include spears, axes, maces,  and etc.
  • Weapons of simple make or constructed of flimsier stuff roll against a 12.
    Everything else - slings, clubs, etc.
If the save fails, the weapon is damaged. It suffers a -1 penalty to attack and damage until such time as the weapons is repaired. If the weapon is damaged a second time, it breaks.

Repairing a damaged weapon costs 1/3 as much as a new one.
Repairing a broken weapon costs 2/3 as much as a new one.

This rule is simple, straightforward, and easy to implement and track. Very little fiddle factor, no discrimination by weapon type. This is my house-rule of choice between the three here presented: as simplicity always beats simulation and play-ability always trumps plausibility when it comes to improving the quality of the game.

Penalty Ticks: An Accounting Solution

Penalty Ticks
When the triggering event occurs, the weapon acquires a point of breakage. For each point of breakage, the weapon's to-hit is reduced by 1 (or damage; or both!). A weapon is considered broken when the number of ticks equal the damage die - 8 ticks for a d8 weapon; 6 ticks for a d6; etc. A weapon which is not broken deals a minimum of 1 damage on hit.

Repairing a broken weapon costs as much as a new one.
Repairing a damaged weapon should incur cost fractionally by number of ticks.

When implementing this rule, you commit your player to remember the number of ones rolled - sometimes from session to session. It's simple and straightforward, no more difficult to track than spent ammunition, however a player is more likely to forget a penalty than they are to remember a bonus: in that sense, it's on you - the DM - to ensure the rule is followed.

Riding the Dice Chain

Dice Chain Durability
When the trigger event occurs, the size of the damage die of the weapon is reduced by one step - from d10 to d8, from d8 to d6, from d6 to d4, from d4 to d3, and from d3 to 1. If the weapon is reduced below 1, it is broken.

Repairing a broken weapon costs as much as a new one.
Repairing a damaged weapon should incur cost fractionally by number of steps.

I'm torn on this one, in terms of categorizing the fiddle. In the same sense that the player is required to keep tabs of a number of ticks, they are internally expected to translate that into a die roll - but from experience, players will tend to hold the dice they use most - or put them by the character sheet - meaning that they will simply swap them out when the damage occurs.

Magic Weapons

Generally speaking, magic weapons should be special. You may rule that magic weapons don't break - or that they require being used against magic of equal potency in order to experience breakage. Or they could improve their save value by 2 per point of bonus on the item. In terms of durability on magic items, though - they should feel special, and they are special: a player might be bummed to lose or to damage one. At the same time, though, going on a quest to forge Andúril from the shards of Narsil could be a fun wilderness adventure in and of itself.


Final Word

On that note, this implementation - with magic or mundane weapons - will depend on the tone of your game and what enhances the experience for your group.

Got better weapon durability rules? Share them!

And game on, everyone!

Sunday, March 22, 2020

07.07 - The Indigo River Lighthouse


Scale: 10ft
North is pointing to the upper-left corner; non-cardinal directions used below.
 

Main Compound

First Level
M1 - Atrium
The Atrium is an over-designed space 50 feet wide by 30 feet deep. A mosaic covers the floor with the image of a black live oak. Two stairwells lead up to M14; to either side of each stairwell is a large plant in a brass brazier. Characters entering through the Atrium will often meet Ianthe, a young female Elf with a cool-colored tattoo of a bird rounding one eye on the outside of her face and sub-dermal implants used to form a ridge running from her décolleté parallel to her collarbones to the shoulder - who has been charged with the role of Emissary to new visitors. This commonly amounts to simple paperwork and inn-keeping duty - but she is serious about it.

Exits are a double door at the bottom, opening onto a path to a small dockside.

M2 - Bar
This 40x40 tavern space houses booths along the bottom and left walls, round-tops in the center, and a bar running the length of the right wall. It is frequently open into the night, as it is a favorite place for sailors and explorers to drop coin, but periodically sees seekers of grits and coffee in the morning.

Flatware is rudimentary; cups and mugs are made of tin. The bar's stock typically consists of two barrels of ale - replacing any that run out during off hours - and under the bar can be found a dozen or so (1d12+12, on a given day) bottles in varying degrees of fullness of brandies and rums: value 2d6 silver pieces each.

The bar is tended by a female Halfling, Aglea, and her son, Paios. Aglea has an air about her - literally: she has a floral scent to her, always - which tends to put people at ease. Two other Humans help to maintain the bar - Gisela, a barmaid and a Warrior, who gets a fair (or unfair) amount of attention for her excessive curvature, but who is a former party member to Savaric and who is actively trying to get him back into an adventuring lifestyle; and Heminn, a hairless (read, bald) Robber posing as a bar "maid" who is aware of and hunting Millicent on commission - but does not know which other NPC is her target.

M3 - Staff Conveyance
Hallway, 10 feet wide, with a stairwell on the right wall leading to M15. Doors to rooms M4, M7, M2, and M6.

Crammed into corners and along the walls are barrels - some full, others used as storage trays - for the bar in M2. During the evening, these will usually be interchanges between the kitchen and the Cellar in M7; during the day, it will typically be a mess - slowly being cleaned until evening.

M4 - Gisela and Heminn's Bunk
This shared space has bunk beds and a small stone fire burner. Heminn stores, in a cheap chest of drawers, spare clothing and - 50% chance - a pouch containing a writ in cypher defining her mission; Gisela, who is working for the free lodging and beer more than the money, has a locked chest containing her cut of the last few adventures she had been on - a bag of gems work 1,500 gold pieces and an enchanted idol in the shape of an owl that, if carried, will bestow a +1 bonus against being surprised - and a suit of chain mail. Her sword and shield are mounted on the bottom wall. She tends to carry a dagger with her, but if she isn't, it will be lashed to the sword.

M5 - Paios' Bunk
This room contains bunk beds, one of which has had the bunk removed. Paios spends little time here and leaves nothing of value there, sans a suit of stylish clothing that he could wear to a nice event.

M6 - Empty Bunk
This room contains two bunk beds and a small, enclosed stone hearth, similar to other bunk areas, but it is vacant. This space is occasionally used to temporarily enclose particularly drunk patrons - but Ianthe is trying to keep it vacant such that additional help can be acquired for the maintenance of the grounds.

M7 - Cellar
Cooler than other spaces in the building - and darker - the cellar is 10 feet wide, 20 feet deep, and typically houses four barrels of ale. There are also spare liquor bottles - matching the collection in M2 - along a cabinet on the top wall: inventory between 8 and 12 unopened bottles destined to replace those used for patrons, valued at 3d6 silver each.

M8 - Treasury
The heavy door to this windowless room is locked. In it is kept the stow to keep the compound running. There are three chests, between which can be found 900 gold pieces, 3,600 silver pieces, and 1,200 copper. Safety deposit boxes also line the left wall - abound a cubic foot each - but no one is using them. Keys to the room and the deposit boxes are kept by Ianthe.

M9 - Ianthe's Bunk
This 20x10 space contains a small stone hearth and a shelf along one wall, hanging clothing underneath. In lieu of a bed, there is a round-based chair with no back. In the base of the chair is a hidden compartment containing a ring worth 10gp, a necklace worth 30 gp, and 200 silver pieces.

M10 - Study
This 10x20 space, originally a bedroom for the offspring of the previous Emissary, has been converted into a study. A desk can be found here, along with a bookcase containing several dozen volumes of differing challenge to locate in a book market. The chair to the desk has no back.

M11 - Den
Originally appearing to house a storage closet, this 20x20 space has been modified to form a den. In it can be found several hanging plants along the top wall and thick carpets on the floor.

M12 - Record Room
This 10x20 space contains a desk and two cabinets, filled with records for the goings-on of the compound. There is a potted plant by a window.

M13 - Barracks
The barracks houses security for the lighthouse compound: both from visitors and from the wilds. There are eight Veterans that reside here - along with their gear - plus one captain, a Dwarf Veteran named Chedomir. Among Chedomir's possessions include a hand axe, a shield, chain mail, 3d8 gold pieces, a set of Tarot cards, and a set of bones with runes carved in them that he claims allow him to divine truths or futures.

Second Level
M14 - Foyer
Two staircases lead down to M1 from this 10 foot wide hallway. The central space is open to M1, allowing unobstructed viewing. On the right wall hang four tall tapestries - 50 gp each - which depict flora and fauna of the Indigo River ecosystem. To the left, the entrance to inn style rooms - commonly rented by merchants or shippers inbound to Black Hammock, but more frequently by sailors who enjoyed the tavern too much.

M15 - Aglea's Quarters
This private, L-shaped space is the quartering of Aglea the tavern keeper. Paios once resided with her, but having grown, stays there infrequently these days. Inside are two bunks - one more used, one typically covered in laundry. Under the latter is a strongbox full of old letters, a flask of high quality malt liquor (15 gp). Along the left wall are shelves at approximately shoulder height for a Halfling - containing odds and ends, the only interesting piece among which is a jar containing 45 silver and 26 copper pieces. Clothing is hung along a rack underneath the shelves.

Inn Random Occupancy Table
D6Occupant
1-2Vacant
3-4Sailor (or pirate)
50% chance of hang-over
5Traveling merchant or merchant aide
6Adventurer or adventuring party
50% chance of multiple occupancy to cut costs

I - Inn
To house dignitaries, sailors, and merchants not yet permitted into the city, the inn is managed by Ianthe. Each room marked I is furnished much the same; a bunk large enough for two; or three, if arranged lengthwise - allowing feet to dangle off the edge - as well as a small stone coal burner. The inn rooms will be occupied as follows:
  • I1 is empty.
  • I3, I4, I6, and I9 roll for random occupancy on each visit.
  • I7, I8, and I11 likewise roll for random occupancy, but due to their proximity to Alard in room I10, don't stay that way - incurring a -1 modifier to the roll.
  • I2 is occupied by a representative of the shipper - a male Halfling Warrior, Otus, who appears to weigh more than he once did and who suffers from notable dandruff - who financed the Fette Tante, seeking information on what happened to the vessel. He carries a short sword and dresses in fine clothing - including 15 gp in gaudy bedizenment - but has leather armor if he needs to travel and a 200 gp stipend for his mission.
  • I5 is occupied by Savaric (detailed as part of the Kitchen entry, below). He had been renting it while still with his party, adventuring into the Bullywug Wild, but now is still living there despite somewhat depleted finances. In it can be found his spellbook (scribed with seven randomly generated spells, trapped that one who reads it without first placing a key he keeps around his neck into the spine will be exposed to a magical poison cloud), 16 silver pieces, a fine set of pens and inks (200 gp value), and a pouch of baubles for which only he knows the origin or use.
  • I10 is occupied by a mute swamper - a middle-aged Human, Alard, who makes his living hunting and skinning alligators. In the room he occupies can be found an array of scale-working tools; he puts others around him ill-at-ease and tends to do his skinning in the room he occupies. No one can vouch for why Ianthe has not done something about him.

Lighthouse

The keepers of the lighthouse are a retired Human adventuring couple - wife Milla, a Veteran, and husband Vanquelin, an Apprentice, who is notably (but not excessively) older than Milla - having met with the intent to seek fame, fortune, and status in the dark places of the world, they shortly turned to more traditional means as Milla fell pregnant with their first child, Carlomon. They have since had a second, Elias; who has a scar on his left arm from having fallen into a nest of bayonet plants while climbing in a grove of oaks to the north-west.

First Level
L1 - Tower
A single staircase leads up to L6; approximately 5 feet wide and rising at a 45 degree angle from the floor. The remainder of the room contains supplies to power and maintain the lighthouse. Inventory includes:
  • 2 weeks' worth of firewood (lamp fuel)
  • Dried foodstuffs sufficient to feed a family of four for 1 month
  • 4 barrels strong ale
Exits are down, though a double door, and to the right, to L2. 

L2 - Keeper's Foyer
Space is 15 feet wide by 10 feet deep - with a hall leading to the right. The space feels cozy, despite how busy it is - as what was designed to be a thoroughfare has been adapted into a family space. A fireplace is found on the top wall, the remaining space houses two comfortable looking chairs. A mechanical clock hangs by the door on the left wall.

There are many exits: one to the left, leading to L1; one on the bottom wall, leading to the courtyard outside; one at the end of the hall leading to L5, and two in the upper-right corner: the former leading to L4 and the latter to L3.

L3 - Keeper's Quarters
This room is 15x15 feet and contains sleeping accommodations for the Keepers' family. Two armoires house clothing of utilitarian nature. On the wall hangs a two-handed hammer: an heirloom to Milla's family. Unbeknownst to her, it is magical, +1, +2 vs spell-users.

One door on the lower-left leads to L2.

L4 - Keeper's Study

This 15x10 foot space contains a cabinet of records and a desk. The desk contains lined papers and writing utensils; most notes are mundane about the operation of the lighthouse. In a locked drawer in the desk can be found a necklace worth 60 gp alongside 120 gp and 46 sp in specie.

One door on the lower-right leads to L2.

L5 - Closet
Contains a rain cloak, a winter blanket, and tall, waterproof boots.

Second Level
L6 - Stair
On the right, a stairwell leads down to L1 at approximately a 45 degree angle from a platform. On the left, a stairwell leads up, 45 degrees again, to a second platform. From the second platform, a third stair - again, 45 degrees - leads up to L7, narrowing to just over 2 feet wide halfway up.

Both platforms have windows overlooking the surrounding landscape from an approximate 15 foot elevation. Light-blue areas are open - allowing a character to look down into L1.

Third Level
L7 - Overlook
Housing the grand brass reflection mirror and wood-and-peat fire light, the Overlook - during the evening - illuminates the coastline; during the day, it provides excellent visibility into the surrounding countryside.

Its balcony being 30 feet above the ground, a character there perched can see 7 miles on a clear day in any direction.

Periphery

The below is included, copy/paste, from March 8th's post, 07.07 - The Indigo River Lighthouse: Progress Point, as a convenience for reference.

B - Blacksmith

A permanent resident of the Indigo River Lighthouse compound, the blacksmith maintains the metal equipment required to keep the compound functioning as well as the arms and armor of the men at arms charged with its security.
  • The blacksmith is a male Halfling Swordmaster, Nicephor; he is lame in one ankle, which he earned in an ambush while traveling with an adventuring company years prior. His original intent was to return home - but he's since grown comfortable.
  • The blacksmith's apprentice is a female normal Human, Bertrude. She is young - younger than is typical for lone travelers - and frequently dirty. She romanticizes the concept of adventure, which is what drove her to the Indigo River, but has become grateful - based on company - that she is at least making an honest living.
The blacksmith's hut consists of three main spaces; an open 10x10 area with an anvil, a 10x10 foot portico, and a 20x10 foot enclosed cabin. Along the exterior - but in the cover of the portico - are found the blacksmith's trade tools and a chest of coal. Inside the hut can be found the personal effects of Nicephor and Bertrude; Halfling-sized chainmail and a sword hang proudly near the entrance.

Bertrude has a lock-box hidden in her bunk, near the rear of the space. In it is 40 silver pieces and a necklace of semi-precious stones worth 8 gold.

Nicephor carries with him typically 20-40 gold pieces - depending on business. In the evenings, he prefers to spend time at the bar in the Main Compound.

C - Courtyard

Light scrub-grass valiantly attempts to blanket this well-trodden, oft-grazed area. Near the Kitchen (K) is a chicken coop; on each side, enclosing the space from the exterior, is a post-and-wicker fence (dotted lines): constructed of posts every few yards and limbs of one to two inch diameter woven around them and nailed in place. The fence is four and a half feet in height. Near the exit by the Main Compound is an uncovered wagon - it appears to see limited use.

There are two exits through the fence. Beyond the gate between the Lighthouse and the Kitchen, there is a well-worn path heading towards a grove of live oaks in the distance.

G - Goat Pen

This enclosed space sits along a path leading towards a grove of live oaks in the distance. In it, there are a dozen or so goats of varying sizes. There are some construction materials - as though someone had started work on a tower for the enclosure - however there has not been much progress.

H - Hog Pen

Area in white is covered, but open to the courtyard. Area in blue is open to the elements. Inside is mud, a trough, a raised area in back with hay, and a dozen or so hogs of various sizes.

K - Kitchen

This outbuilding, kept away from other buildings due to the incessant heat, is used by culinary staff. In it is a sizeable collection of cooking tools - enough to feed the full contingent of residents. Inside, it feels cramped, as there are more utensils and pans than there are places to store them in addition to a sizeable washtub.
  • The head chef is a male Human, Gill, who seems always distracted, but is likewise always busy. He has two errand runners / assistants:
  • Millicent, a female Footpad who is secretly working as an agent of an old-world power seeking to ensure any industry on the Indigo River supports their own agenda as conflict looms.
  • Savaric, a male Seer who had been adventuring with a group set on making a fortune in the live-oak woods to the west; but in the interim had fallen enamored of Millicent. His party has since gone west without him and he, having worked through his adventuring money, is working for his keep.

Wednesday, March 18, 2020

Blades Shall Be Broken!

Shields Shall Be Splintered is a common house-rule to improve the efficacy of shields and likewise improve the survivability of player characters in old school games. Its ubiquity is likely a result of its age - linked is the oldest reference I can find to it - and of its simple utility: sacrificing your defense in order to stay alive. However, in a recent anonymous online interchange, the idea was presented that there is no corresponding rule to perform the opposite - sacrificing your weapon in order to kill something else! And thus, after some limited discussion,

Blades Shall Be Broken
A fighter may, upon successful hit with a melee weapon, opt to break said weapon in exchange for rolling double damage. Thus, a character striking a giant with a battle axe, the player may opt to have the soft iron of the axe head dramatically fracture, embedding shards of jagged metal left to rust in the giant's rib cage: in so doing, the player rolls 2d8 instead of 1d8 in determining damage dealt.

One of the selling points of Shields Shall Be Splintered was/is that it has a foundation in history. Specifically, in the article linked, references are made to Viking tradition regarding having a three-shield limit when dueling. Blades Shall Be Broken? Not so much - but it'll totally make a good forum story, won't it?

To speak to use and utility, I could see this ruling being useful when facing a large, high-damage foe - trying to take it down before it gets a chance to swing - or potentially against a spell-caster for the same reason. From the economic perspective, some weapons cost more or less than a shield: as such, splintering said shield to prevent damage might be a cost-effective (or cost-ineffective) mechanism to reduce the HP tax of the encounter on the party.

In the next couple of months, I have an Old School Essentials campaign lined up to start; I will aim to include both of these house-rules in it and report back here as to how it goes.

Keep gaming!

Sunday, March 15, 2020

500 Character Names

In that the sleep schedule of my boys has normalized a bit more in the evenings, and in that I've been drawing maps and adventures again, I am dead set on rekindling my game back up - tentatively no later than the 18 month mark since the boys' birth. To support this, I'm digging up my campaign world documents and tweaking the maps to reflect a new time frame - about 100 years prior to the start of my previous game in the same setting: a Phonetician-inspired archipelago dubbed Caan.

This post contains one of the resources from that setting: the lists I use for generating names for NPCs, based on race. I'll link PDFs first, for the benefit of the reader to knick them directly - as though I don't anticipate you'll use my setting, I do anticipate that if you're building your own and want to use one of the real-world cultures that inspired me to inspire yours - these lists would be helpful to set the tone and save some time digging for names.

PDFs as follow:

In any case, as always - anything on this blog is released under the DTST (Dude, Totally Steal This) license.

Bushellanders

Bushellanders, a fair-skinned race, hail from the clouded lands across the sea to the west. Bushellanders are skeptical of the motives of strangers - but at the same time tend to be superstitious, taking wives tales as fact until proven otherwise. They represent the typical D&D "human" in traditional settings - their name list is inspired, I believe, by primarily Germanic names with some Norse influence. In Caan, they tend to be craftsmen.

1d%
Male Name
Female Name
1d%
Male Name
Female Name
1
Aaron
Ada
51
Hardegin
Helewise
2
Ageric
Agnes
52
Hartmut
Heloise
3
Ailwin
Albreda
53
Hawkin
Heminn
4
Alard
Albree
54
Helyas
Herleve
5
Aldred
Annas
55
Herlewin
Hildegarde
6
Amalric
Arnegunde
56
Hervey
Ida
7
Anselm
Ascila
57
Holger
Ido
8
Ansovald
Audovera
58
Houdart
Ingunde
9
Aubrey
Auriol
59
Huneric
Isolde
10
Aymon
Autilde
60
Huward
Ivetta
11
Badgeis
Ava
61
Ives
Jivette
12
Baius
Avice
62
Jaromir
Kale
13
Baldric
Aylon
63
Leof
Katte
14
Bero
Bab
64
Leudast
Lanthe
15
Blacwin
Belina
65
Meginhard
Liutgarde
16
Burchard
Berta
66
Odo
Luciana
17
Cadell
Berthefled
67
Osbert
Mabel
18
Carlomon
Bertrude
68
Othes
Madelgarde
19
Chlodmer
Brunhild
69
Otker
Madge
20
Cuno
Caspera
70
Outis
Malota
21
Dagaric
Cassandry
71
Pepin
Margot
22
Dagmer
Cicely
72
Ranulf
Marsila
23
Dederic
Clotild
73
Rawkin
Maud
24
Elias
Dennet
74
Reyner
Milla
25
Engeram
Dodo
75
Rolf
Millicent
26
Engilbert
Dot
76
Saer
Moisent
27
Erebulf
Edelinne
77
Samer
Nel
28
Erluf
Elewys
78
Savaric
Nesta
29
Ernald
Ellin
79
Sichar
Pagana
30
Euric
Eowys
80
Sigeric
Parnel
31
Fordwin
Eppie
81
Sigismund
Rigunthe
32
Froi
Estrilde
82
Tancred
Roos
33
Fulcher
Evelyn
83
Tassilo
Rosamund
34
Fulk
Faileuba
84
Terric
Rosehmon
35
Gamel
Fame
85
Theod
Rothtrude
36
Garet
Gaunlay
86
Thurstan
Ruothilde
37
Garvald
Gerlinde
87
Thybaut
Sabine
38
Georold
Gersvinda
88
Tibault
Seloue
39
Gill
Gilia
89
Umfray
Sely
40
Gillow
Gisela
90
Vanquelin
Sueta
41
Gipp
Goda
91
Vulf
Swethya
42
Glybarde
Gretta
92
Walcheim
Sybil
43
Godomar
Grissel
93
Waleran
Taggy
44
Grimald
Gueva
94
Waltgaurd
Tilda
45
Guillemar
Guillemete
95
Warrin
Trude
46
Gunder
Gundrada
96
Wilkin
Unice
47
Guntram
Gundred
97
Wilmarc
Vuldret
48
Guy
Gwyn
98
Wyman
Wilmot
49
Hamm
Haunild
99
Wymarc
Wyf
50
Hammen
Hawis
100
Ymburt
Yfame

Caanish

The Caanish, an olive-skinned people united by a common language and a common love of adventure, make up the bulk of the Human population in Caan. They are inspired by the bronze-age Mediterranean, tending towards careers as sailors, equestrians, and tradesmen.

1d%
Male Name
Female Name
1d%
Male Name
Female Name
1
Abdhamon
Abirami
51
Herem
Lis
2
Addi
Adonia
52
Hiram
Lyda
3
Aderbal
Adrasta
53
Hylos
Maeja
4
Adonimen
Aglea
54
Hyrix
Malid
5
Ahiram
Agni
55
Iasos
Marah
6
Ahumm
Akala
56
Idas
Melet
7
Ander
Alekto
57
Irrus
Melit
8
Balhanno
Anat
58
Kador
Minta
9
Barek
Aoide
59
Kanmi
Mutun
10
Belos
Aretsaya
60
Kapyx
Mylit
11
Bendis
Arishat
61
Khillet
Natis
12
Bodash
Arsai
62
Kimon
Nemone
13
Bodemel
Asherah
63
Lamus
Nikkal
14
Brison
Asratum
64
Leandros
Nyx
15
Burris
Astartu
65
Leukos
Pachal
16
Carpus
Athirat
66
Lydus
Palas
17
Ceas
Balat
67
Mahar
Pasi
18
Charax
Balthi
68
Medon
Pdry
19
Chilon
Belit
69
Melquart
Persis
20
Cineas
Bernike
70
Memnon
Pidraya
21
Codros
Bishma
71
Miton
Polmnia
22
Cyril
Caelestis
72
Munazar
Quashu
23
Daetor
Chara
73
Myrto
Ramaya
24
Damon
Chrysanthe
74
Nester
Rhohd
25
Danil
Cyrix
75
Nicephor
Samaal
26
Danos
Dareia
76
Nikan
Sapas
27
Daphis
Deketo
77
Noam
Semel
28
Dares
Desma
78
Numa
Sharpash
29
Demas
Dido
79
Ochos
Skevi
30
Dexos
Dromache
80
Odius
Tanit
31
Dorian
Dromay
81
Ops
Tanyth
32
Dryop
Elat
82
Orcon
Tequit
33
Duris
Elissa
83
Orphon
Thenas
34
Eetion
Evgiin
84
Otus
Thenope
35
Elasus
Glyeka
85
Paios
Timo
36
Epenor
Gubu
86
Pallan
Tiope
37
Eryx
Hekab
87
Philos
Todeme
38
Eshman
Hyacinth
88
Pod
Umi
39
Eukles
Iok
89
Pyris
Vaskil
40
Eunor
Ishat
90
Sakarbal
Xandri
41
Euremon
Jez
91
Scalax
Xani
42
Faxias
Kades
92
Tabnit
Xene
43
Gaunes
Kallis
93
Tarchon
Xenobi
44
Gelon
Khryses
94
Tros
Yaba
45
Germal
Kippi
95
Tymon
Yashi
46
Glaukos
Koreh
96
Yaton
Ynta
47
Gyras
Kosharu
97
Yeuwil
Yone
48
Haemon
Lante
98
Yutupan
Zabib
49
Hagnon
Leda
99
Zim
Zona
50
Hanno
Lexyne
100
Zon
Zosmine

Demotics

Demotic men are a linguistic and genetic migrant group from the east; hailing from a region known to the Caanish as the Burning Steppe. They are inspired by dynastic Egypt - and the relationship between dynastic Egypt and Aegean peoples during the bronze age - and (in Caan) tend towards careers as merchants, diplomats, and philosophers.

1d%
Male Name
Female Name
1d%
Male Name
Female Name
1
Addaya
Aat
51
Nesamun
Ipwet
2
Ahmose
Abar
52
Neshi
Ipy
3
Amoy
Ahn
53
Padiaset
Iras
4
Anen
Ahset
54
Paimu
Iset
5
Bak
Ameniris
55
Panhes
Iset
6
Bata
Amuniet
56
Passer
Itet
7
Chanun
Aneski
57
Pawahre
Karpes
8
Chay
Ankhes
58
Pen-Hebet
Kasmut
9
Dedumose
Ank-Pepi
59
Pepi-Nakht
Kawit
10
Den
Aoh
60
Qemanu
Kem
11
Djau
Asenath
61
Rahot
Khama
12
Djedi
Ashait
62
Ramose
Khemut
13
Genubath
Ast
63
Renni
Khentawes
14
Gua
Atet
64
Sabaf
Khenwasti
15
Horo
Baketaten
65
Sabu
Khuit
16
Huya
Bakt
66
Saneit
Kiya
17
Iawy
Baktre
67
Sapir
Mayati
18
Ibe
Bernib
68
Sebni
Meryeta
19
Ikeni
Betresh
69
Senetmut
Meryt
20
Ipuwer
Bint-Anath
70
Sen-Nefer
Meryt-Amon
21
Maherpa
Bunefer
71
Setep
Nany
22
Mahu
Dedyet
72
Setka
Nebti
23
Ma'nakuf
Duathor
73
Siamun
Nefer
24
Mankhaf
Esemkheb
74
Simontu
Nodjmet
25
Mehy
Euri
75
Si-Mut
Nofret
26
Meketre
Fent-Ankhet
76
Sipari
Nyla
27
Meren
Gauteshen
77
Snef
Paaten
28
Merimose
Gilukh
78
Suro
Re
29
Merkha
Hahpi
79
Suty
Reonet
30
Mernepath
Hedjhekut
80
Teni-Menu
Senmonthis
31
Mes
Hemetre
81
Theti
Shesh
32
Min
Henet
82
Threshen
Sitka
33
Minmose
Hentaneb
83
Tiy
Sitkamose
34
Minnakht
Hentempet
84
To
Sponnesis
35
Mokhtar
Hentmire
85
Turo
Tabubu
36
Mose
Hent-Tenemu
86
Turoy
Taihery
37
Nabamun
Henut
87
Tuta
Takhat
38
Nahesi
Henutmire
88
Uni
Tamin
39
Nakht
Henutsen
89
Urhat
Tarset
40
Nebimes
Henuttawy
90
Wahib-Teni
Ta-Sherit
41
Nebwenef
Herit
91
Wahnemose
Taweret
42
Neferhop
Hetephes
92
Webaon
Tia
43
Neferu
Hetitat
93
Wenamon
Timat
44
Nehasty
Hipan
94
Wenfer
Tiry
45
Nehi
Iaret
95
Wonnef
Tjia
46
Nekau
Imi
96
Woser
Tumerisy
47
Nekaure
In
97
Yey
Wehnis
48
Nekonekh
Inhapi
98
Yuf
Werel
49
Nekure
Inihue
99
Yuny
Yamtisy
50
Nes
Iput
100
Zemonekh
Yem

Dwarves

Dwarves of Caan are clannish, preferring the company of kin and of close friends, and industrious: spending their lives mastering a trade or craft. Their name list is inspired by Slavic names - primarily Medeival Russian names - and in prior campaigns, had access to either Dwarf or Cleric classes.


1d%
Male Name
Female Name
1d%
Male Name
Female Name
1
Aleksi
Agnessa
51
Milivoj
Marina
2
Andrej
Akilina
52
Milodrag
Marketa
3
Athanasi
Alena
53
Milogost
Marushka
4
Baatyr
Alzbetya
54
Miloslav
Matrena
5
Bellich
Ania
55
Mirche
Mikhaila
6
Berislav
Avdeeva
56
Mislav
Militsa
7
Blazh
Avdot
57
Nikola
Miloslana
8
Bogdan
Baatyana
58
Nino
Miloslava
9
Bogumir
Betla
59
Oal
Minodora
10
Bolek
Bilyana
60
Oskar
Miroslava
11
Boleslav
Bogdana
61
Premi
Nastazia
12
Borislav
Bozhena
62
Premysl
Neonila
13
Borivoi
Bromslava
63
Pridbor
Ogeeva
14
Boza
Cvetka
64
Radomir
Ogrofena
15
Bozhidar
Danika
65
Radovan
Olekseia
16
Bozho
Daria
66
Saadak
Onisimova
17
Bratomil
Desislava
67
Samo
Orenka
18
Bromil
Doch
68
Sandru
Orina
19
Bronislav
Dora
69
Slavomir
Ovdotia
20
Chedomir
Dorota
70
Sobeslav
Petra
21
Chestibor
Doroteia
71
Sozot
Petrova
22
Chestirad
Dragoslava
72
Spalko
Polahia
23
Dalibor
Elena
73
Stanimir
Poloneia
24
Dalimil
Emilja
74
Svet
Proska
25
Danamb
Ermolina
75
Svetopolk
Radokha
26
Davor
Euprakseia
76
Tikomir
Radoslava
27
Desislav
Evdokeia
77
Tislav
Rayna
28
Dmitrei
Evee
78
Tomis
Samova
29
Dobrogost
Evkaia
79
Vabka
Shareva
30
Dragomir
Faina
80
Vasil
Simova
31
Dragutin
Fedorova
81
Vecheslav
Slavitsa
32
Drazhan
Fedosia
82
Velimir
Sofia
33
Edi
Fedovra
83
Vessi
Stetsia
34
Edomskoi
Fevronia
84
Vlachko
Tatiana
35
Fedor
Grusha
85
Vlad
Tenkina
36
Fusik
Iadvykha
86
Vladmiru
Teofylia
37
Gaafa
Irinka
87
Volodimir
Tislova
38
Genya
Iskra
88
Volodislav
Tomislava
39
Georgei
Jovka
89
Vonimir
Tomyla
40
Gostislav
Karabcheva
90
Votisekh
Uliana
41
Helimir
Katarnya
91
Vratis
Vabskova
42
Henryk
Katerina
92
Vsevlo
Varvara
43
Kazimir
Katerinka
93
Yarognev
Vasileva
44
Knut
Klara
94
Yaromil
Volkhova
45
Kobach
Krystinya
95
Yaromir
Vyshnevtsa
46
Kresimir
Ludmila
96
Yaropolk
Yaroslava
47
Kyrilu
Lukina
97
Zabav
Yotoz
48
Lyubomir
Lyudmila
98
Zbignev
Yotozyeia
49
Lyudmil
Magdalena
99
Zdislav
Zhena
50
Mechislav
Makrina
100
Zyeteslav
Zofeia

Elves

Elves are the long lived wood folk - believed by others to be the children of the Realms Beyond resettled into the lands of Men. In truth, they are more fey than man - race-as-class, they will use the OSE Druid - and their names reflect it, drawing inspiration from Gaelic names, with some minor preference to Irish Gaels.

1d%
Male Name
Female Name
1d%
Male Name
Female Name
1
Adair
Aggie
51
Donchad
Greer
2
Aed
Ailbhe
52
Dondubhan
Haeley
3
Aedan
Aileas
53
Donnach
Ianthe
4
Ailean
Aimili
54
Drest
Iines
5
Airril
Allansan
55
Drostan
Ina
6
Aodh
Babaidh
56
Drustan
Iona
7
Aodhan
Barabal
57
Dubh
Isla
8
Arlehn
Beathag
58
Dubthatch
Jamesina
9
Armadal
Beitris
59
Dughall
Jinty
10
Artagan
Bodacea
60
Eachain
Kaelan
11
Artair
Brianag
61
Eadan
Kenna
12
Arthfael
Cadence
62
Eamon
Kentigerna
13
Baines
Cairistiona
63
Earc
Kirsty
14
Baodan
Caitir
64
Elisedd
Ladonna
15
Baothein
Caoimhe
65
Eogan
Latharna
16
Beatan
Catriona
66
Eoghanan
Lilias
17
Biranan
Ceana
67
Faelan
Liusaidh
18
Blar
Ceanag
68
Fedelmid
Lorna
19
Boisil
Ciorstaid
69
Gable
Luigsech
20
Boyd
Climidh
70
Galchobar
Maeve
21
Bradan
Colina
71
Getorix
Mairi
22
Breanainn
Dabria
72
Guinnein
Malamhin
23
Bricius
Davina
73
Gwrethyrn
Malvina
24
Caden
Dearbhail
74
Hadwin
Marsali
25
Cadeyrn
Doileag
75
Haerviu
Marta
26
Cailean
Dolidh
76
Hagan
Meig
27
Cairbre
Dolina
77
Huisdean
Mor
28
Caireall
Ealasaid
78
Iodicael
Morna
29
Caiside
Eamag
79
Iurnan
Morven
30
Camran
Eamhair
80
Jiukel
Muireal
31
Caomh
Ebba
81
Jodoc
Nan
32
Caomhan
Edana
82
Judocus
Nannag
33
Caratacos
Edelmire
83
Loegaire
Nessa
34
Catan
Effie
84
Maedoc
Olsa
35
Cathal
Eibhlin
85
Mael
Peig
36
Cathal
Eilidh
86
Mathghaman
Rhona
37
Cathasach
Eilionoir
87
Mochan
Roes
38
Ce
Eimhir
88
Morcant
Searluch
39
Cesan
Elispidh
89
Nechtan
Selma
40
Ciaran
Elsperth
90
Ninian
Senga
41
Coireall
Fedelmid
91
Nullan
Seonid
42
Comhall
Fenella
92
Oengus
Sheena
43
Cormag
Fionnaghal
93
Sechlainn
Shona
44
Corraidhin
Floireans
94
Sechnail
Sinaec
45
Cunobelinus
Florag
95
Seisyll
Siubhan
46
Curadaan
Frannag
96
Sluagdhan
Slauneh
47
Cynbel
Galina
97
Suibhne
Sorcha
48
Cynwrig
Gillian
98
Teutoros
Tomag
49
Daan
Gormal
99
Tordelbach
Uillag
50
Dacey
Grawnia
100
Vercin
Una

The Night Land

 N-Spiration: The Night Land "[I]t is yet one of the most potent pieces of macabre imagination ever written. The picture of a n...