Tuesday, 16 January 2018

d100 Superstitions and Legends


This kinda inspired by G+ suggestions. Superstitions are alot like rumours and you can drop them into all kinds of locations or texts or in

d100 Superstitions about monsters
01 If you point a wolf north under the full moon then skin it and wear the skin you become a werewolf
02 Bugbears love catnip it makes them friendly enough to talk to up close or as a gift
03 Orc are not dishonest race but withhold information and vital details and twist the truth
04 A dwarf can smell gold within ten foot and gets exited if there is lots
05 Elves hate cold iron and only tolerate steel, iron filings drive them crazy 
06 Elves hate pubic and body hair and find it disgusting
07 Halflings ae easily baited with treats but years of this has made them poison resistant
08 Unicorns only tolerate the touch of virgins and unicorn hunters use a naked virgin women as bait. Elves and wild folk will actually ride them  
09 Hobgoblins are actually hard working but easily filled with psychotic rage which makes them efficient team workers especially in a fight. Swearing at them or near them enrages them into a fighting mood. Sometimes they will work for farmers quite well as long as nobody swears
10 Goblins are surprisingly good at agriculture. They grow mushroom gardens and forests where they can which rapidly attracts giant insects and creepy crawlies. They make excellent herdsmen and animal domesticators famous for wolves, spiders, giant bats and other pets.
11 Kobolds cant help but mine and build. Goblins and dwarves and gnomes are talented but kobold work as hard as a bigger humanoid and left to their own devices just start digging tunnels. Given time they make bricks and make dungeon complexes according to geomorphic principles. They even set traps and reset any disarmed ones they find and lock doors. The dungeons they build have a life of their own and they begin to worship the spirits of the dungeons
12 Kobolds hate anyone mining in their area and cant help but feel intense rivalry. They make secret doors into human mines and terrorise the humans with tricks and traps. Humans call them knockers
13 In ancient times koboldi were more commonly known as drunken letchers with huge genitalia who were amusing traveling companions. They would frolic with sylvan folk but these kobolds are rare now or overshadowed by the dungeon building scaly dog goblins 
14 Goblins have magical aptitude and long to have wizards teach them magic. They may lack discipline but quite a few have a d4 cantrips from failed studies. Goblin Witch-Doctors will have studied wizardry and priest powers. A shaman is like a cleric but deal with invisible spirits instead of undead and shun armour
15 The dark elf king and queen and the bright elf king and queen are in fact the same and are gods. Greater fey nobility are like demigods and all elves are a  form of land spirits 
16 There are many breed of changeling spirit folk some malicious some benevolent many are neutral. Some are kin to a animal type or a planar beings or element or natural features like trees, grass, water sources and have specific forms
17 There are many types of giants some are akin to the gods, some just like huge men in every detail. Common plains giants children can pass as human adults and may live among humans growing up so the giants don't bother. As the giants grow bigger they might live among ogres before finding their own lair. As adults they develop new mutations like extra heads or other strange powers from chaos
18 Octopus folk from the sea always were fascinated by humans but used to mostly visited to steal treasure or have affairs with fishing folk. Of late more and more have moved from the sea following rivers first then moving into settlements and forests and hills adopting many new lifestyles. The tako as they are known are skilled at using many weapons and magic but they are hysterical cowards if their ambushes and tricks and initial attacks fail. Some tribes are more squid or or cuttlefish or nautilus or ammonites. They live in palaces under the sea
19 Gnomes are like dwarves in some ways but are smaller and less martial and more magical. They often co habit with animals especially talking ones 
20 Shapeshifters walk among humans all the time and sometimes trick humans to raise their children for them then they contact the child when old enough to join them
21 Evil shapeshifters prey on humans like devil or demon hybrids or doppelgangers. Some are nature spirits of an evil bent like a wicked tree or spirit of some bad place or even draconic ones or bad faeries
22 Orc were made at first from the first elves and originally they were mostly males. Over ages wizards have developed better spells to make orcs. Some worked out to change men not elves, then dead fresh corpses into orcs but more recently the secret of turning mud into orcs has become common. 
23 One of the oldest orc trips were cyclopses and many served the gods and guarded strange places
24 They are fully adult and ready to fight and can hybridise with men or goblins and kidnap them for slaves and breeding. They are faster breeders than humans and a rare few have a willingness for black magic, witchcraft, sorcery or wizardry or priesthood which they like to create more orcs or fighting monsters or alchemy and black powder
25 Goblins are actually kin to faeries and elves and are not always enemies. Elves plant them on their borderlands and made them from shrubs, tubers, mushrooms and bushes 
26 Halflings have blood ties with elves, humans dwarves and gnomes and can tolerate all the races better than most. Over eating and drinking helps them cope with other races
27 Giants are related to the gods and warred against them, they are the eternal enemy of human kind though a few know better and even kind
28 Some giants are gifted magicians, and learn spells according to they ways of their tribe. Simpler giants prefer druidry or priesthoods, literate giants like wizardry and giant is a magical language
29 Dragons are one of the first great bloodlines and kin of the gods and giants but older. They are born with godlike arrogance but lost a great war long ago. The retreating dragon army went to hell with Tiamat where they spawn in great pits hoping to start the draconic apocalypse. Every few aeons a swarm of dragons attack the world to cleanse it with fire
30 Giant and prehistoric and talking animals have always lives in out of the way places but of late they are increasing. Druids are creating them more and more to secure nature against man
31 Abhumans are like men but crossed with beastial or elemental or other strange blood. Some are ancient breeds from early creation and bridges between humans and other life. Some say men descended from beastmen or both are descended from elves
32 Wizards like to make beastmen servants with spells ans surgery or spells hat fuse two species. Druids can alter unborn children and promote unnatural interbreeding to make monsters to guard holy places. Some priests use a strain of beastmen to guard their temples made buy magic to combine with the cults favorite animal
33 Some abhumans especially elemental ones have come from other planes often being brought for a purpose with magic or the will of the gods
34 All the humanoid and demihuman races share some blood, man is the youngest and has overrun the world 
35 Angelic changelings are benevolent and help humans in secret. They are kin to a breed like sphinxes, unicorns, angels, devas and certain noble beasts. They infiltrate humans to guide them and such strangers are lucky
36 Children of demons and devils may hide their features possibly till adult. Some are  
37 Goblins when under pressure start to eat each other and those mutate into militaristic hobgoblins or stealthy but huge bugbears killers.
38 Goblinoids can be mean but they do like humour and stories and entertainment which can keep you alive, goblins don't hold grudges in certain seasons or holy places or wont start anything. orcs hate culture and weaklings
39 Human orc hybrids are the worst of both, they are as huge as abhumans, and more savage. The oldest bloodlines have some ogre and giant as well
40 Trolls vary more than people think. The common ones we know are insane ones from a deliberate chaos mutation that turned them into insane living cancers. The oldblood trolls have many breeds and mostly hidden but will deal with animals nor demihumans. Some breeds are dark and magical and others sweet and even holy. Some say trolls are abhumans but they are kin to giants and they spawned all the demihumans  
41 Ogres are frequently huge and hideous but some look like huge men and live among them. Their craving for human flesh is the main giveaway. They are kin to giants and think of humans as just food or slaves. There are many tribes some related to other planar powers of chaos mutants. Some smart ogres learn magic and there is more to them than most think
42 Barbarians of the great wastes are more like abhumans or human-beastmen than most civilized people. They hate wizards and magic and it was they who did the most to destroy the monster empire and the age of necromance kings and will do it again
43 Wildmen roam the woods and are savage and hairy wearing vines and skins. Some are as man was made since the beginning, some have gone wild and become wildmen by joining a tribe or surviving 7 years alone in wilderness. They are grouped with abhumans
44 Cavemen are huge hairy thick skulled stone age humans living in the deeps and caves and hidden places like mountains. Many evil ones hate humans and are canibalistic. some are friendly but wage war on albino cave apes
45 Humans are made to serve the gods and the divine expect their due sacrifices and honour. Some gods might favour you and others will bring you bad fate
46 Trees have been seen moving and growing quickly this last few years, faerie folk and sylvan beings have all been seen more
47 Nobody in grandpas day would have traded and dealt with orcs or goblins like they do now, nor keep household kobold slaves. Even demihumans seem to be coming out of their shells and trading and sending envoys
48 Trolls are coming back and all kinds of less chaotic nasty ones have been seen. Guarding barns or living behind stoves or watching woods or caves but shy of humans still
49 Necromancers used to be hated but more and more you see the ones that just let people talk to their dead families and ancestors. Some even help the priests with embalming and preparing bodies. People are no longer hating them all for bringing a age of night and terror to the world even villagers don,t mind them. Ideas like punishing criminals by making them slave zombies has not caught on yet
50 Invisible spirits are everywhere some helpful some cause problems. Shamen are the experts at dealing with them
51
 The black library is a devil made secret moving library that teaches evil magic like demonology or necromancy or dracomancy The libry agents find likely students and help them discover a entrance
52 Many ancient things and peoples are lost in the underland world, through these great underland roads you can travel across the world even the oceans
53 Not all wizards use books some use pictograms or cave art and others rote learn them and wizards must learn spells from someone who remembers it instead of reading
54 Demons and devils have special talismans with their true names and ranks which have power over them. Sometimes when you kill one they leave such a medal
55 Out in the wilderness are lands ruled by demihumans for aeons but also by giants, trolls, humanoids and ogres. In some of these land humans are cattle
56 There was a comet last year that means the end times are near, the gates of hell will open and monsters will pour from the wilderness to ruin the wold
57 Their is a frozen land to the north a plateau full of ruins where ancient horrors live and nobody has ever returned to tell it's secret 
58 To the north the world freezes and great frozen wastelands and even the sea are covered in cise
59 To the south the sea boils and is full of monsters. If you go far enough you reach the realms of fire
60 Exile Island was the capitol of several ancient empires and the land has many dungeons left from aeons of buried ruins and remains of humans.
61 Monster Island is unchanged since the dawn age crawling with great ancient monsters and covered in incredible temples. Lizard men and serpent men and dragons rule there, there is even a volcano entrance the the dragon spawn pits in hell where Tiamat sits
62 The mad emperor has relaxed in recent years and while the empire is split in seven states still at war, he has learned some restraint. Now he has sent a huge number of spies from his capitol to work for his interests
63 The black lotus cult spread their smokey hands from their hidden mountain kingdom where they claim to rule the world. No outsiders have ever seen it and lived. They use vice to gain influence over people then control them
64 Since guns have overrun the central kingdoms, they have lost their grip on the world and most other lands have restricted guns and rockets. The central kingdoms are the most advanced but waste most of their resources and people fighting
65 Undersea kingdoms exist and dealing with them can help international trade and avoid monsters and bad weather
66 Ancient weapons used on the gods were sealed under the earth and might still be found in lost caverns sealed away
67 Occasionally people have hidden from disaster in some cave or dungeon then they became trapped or lost becoming forced to change to survive and colonize the hidden dark places
68 The secret police and foreign spies are everywhere and once they mark you their spy seers can track or watch you anywhere
69 Many strange races on Exile island are the last of their kind and were once were more common. Some are strange alien and ancient beings and they are incomprehensible and unfathomable
70 The sea flooded several land masses now just legends. But some were hidden in other worlds, strange undersea faerie realms where elves walk with fish and live as if on land. Some ancient evils have hidden kingdoms in the depths
71 On the moon there are kingdoms, and forests and monsters and elves waging war 

72 There are lycanthropes of many types and all of them prey on mankind, animal spirit folk are refined by comparison and hate them
73 Elemental cults and mutations and beings are as old as creation, they are not necessarily evil, but often inscruitible and bewildering in behavure. Best avoid and beware such creatures, most cannot be harmed by the living in any case
74 Silver is a useful metal for harming many undead and lycanthropes and devils. If you come to a place where they sell silver weapons you should beware
75 Cold iron is black high carbon iron used for common tools, horseshoes, kitchen ware and many everyday items. It is too brittle compared to steel for weapons and rusts more easily. It can harm some demons, bothers elves and faeries and other creatures. Maces are one of the more simple and practical weapons to make from cold iron
76 Star stones fall from the stars many are pure meteoric Iron or steel. The quality and celestial metal can be enchanted better than terrestrial (+3). Mithril steel silver or Ornichalcum gold can be made +4 and Adamantium can be made +5
77 Alchemists use chemical and occult properties of organic and inorganic materials to make magic. They start with gunpowder and basic positions but the great ones make golems, artificial life forms in huge apparatus, even dragons. The greatest turn themselves into alchemical hermaphrodites with great godlike power 
78 Red gold and diabolic gems comes from hell and have the property on mortals of making them greedy, jealous and paranoid. The metal is used in coins to corrupt mortals. The glowing red gems have started wars and are good for making magic items while the metal can be enchanted up to +3 but the side effects make the item more of a curse. Devils feel none of the side effects and offer them to mortals. Deposits of them in the mortal world start wars and ruin kingdoms
79 Many monsters body parts have magical uses to those with the right recipes but dragons are the best. Their bodies can be worth more than the treasure horde they sit on and they have many magical uses including dragon powder that extends a mortals life span 
80 Some say lycanthropy cannot effect a beastman but they sometimes carry the disease. But some beastmen say they can be a lycanthrope type that turn into humans which they feel are weaker and dishonourable
81 Goblins are far better at magic than most think, they use all kinds of spell casting and make potions, grow mushrooms, breed monsters and make gunpowder. They also adapt to any environment in 2-3 generations and thus live everywhere. Their likelihood of insanity is high
82 Undead are sometimes made to punish the wicked or guard holy places reserved for the dead but mostly the temptation to make them grows and is corrupting. Once undead labour gets employed corruption will set in and all kinds of chores will come to mind
83 Some dungeons seem to have a spirit of their own and act against intruders maliciously as if a body repelling a sickness. Some such spirits are malicious and sadistic and just enjoy struggle. Some seem to draw on a greater dungeon dimension, a infinite labyrinth of sadistic evil that can repopulate dungeons with all kinds of monsters and architectural styles. Some say kobolds tune into these entities when building the dungeons they do out of sheer mania
84 Bardic schools vary from those specializing in wizardry or sorcery but some are temple singers, magical seducers, funeral singers, chanting mentalist mystics, rune masters and many others who chanel magic through their arts. Those that sing to corpses and animate the dead seem to be on the rise, their lamentations of song and wailing are their power.
85 Druids are not as neutral as you might think, several sects aim to prey on human claiming humans have broken the balance. They respond to development by making monsters to curb human growth. Black robes use undead and dark powers, red robes or blood druids use bloody sacrifice to appease nature. Green robes protect plants and brown robes animals. White robes focus on healing. Elemental sects exist too
86 Sorcerers are natural spell casting magicians who channel planar power they have come in contact with through a patron possibly through dreams or have supernatural bloodlines giving them power. Some even have a type of covert possession where they have fused with a alien spirit which will move on when they die
87 Wizards for all their books and study based practice are ultimately the most versatile magicians and most capable of innovation and expanding the kinds of spells they cast. They also make most magic items (followed by priests)
88 Clerics are warrior priests fit for crusades, holy wars and frontier influence. Their orders are rich and actively go to the worst places to convert and fight evil. Other priest types are less obsessed with fighting and undead. Some run the church bureaucracy and care for common folk. Wandering friars help the common man and tend to be left alone by the church heterodoxy. Some specialists hunt witches or devils or lycanthropes
89 Thieves are part of criminal brotherhoods seeking money and power. The simpler ones are just gangs or bandits, the better ones run markets, trade guilds and even branches of government. Each local or rival guild demands local thieves join them and they tend to murder non affiliated criminals. Rogues are basically out for money through skill and their members include many merchants, assassins, jesters, beggars, charlatans, acrobats, bounty hunters and other occupations
90 Monks come in different types but the warrior monk orders focus on martial skill dedicated to gods or mysticism. Unlike most clergy they do not use magic but many of their strange disciplines seem supernatural. Normal monks are less combat trained with some specialized guardians but some orders are all fighting monks. Some have taken these skill and used to become duelists, or freelance martial artists 
91 Many monsters and humanoid and demihumans may change character classes to learn new skills such as magic. Most of their elite just increase HD, combat skill and might gain some unusual ability. Some are mixed in wizardry and priest powers
92 Warrior orders vary around the world and by class. paladins are holy warriors serving the church who get some divine spells. Rangers are wilderness scouts who gain some druid abilities. Knights are nobility who fight from horse back and rule territories and fight wars.  Yeomen are a class of independent farmer who use longbows and two-handed swords and are prosperous farmers
93 There are many great ruined cities across the world famed in ancient times and struck down by war or disaster. Most of these have explorers digging for scraps of treasure and underground complexes. Many places are buried and become dungeons or have elaborate sewer or catacombs underneath. Shadelport is built on non human ruins and still has unexplored prehuman streets in the city ruins and even suburbs

94 Monsters love to swallow treasure, some use gems to grind up food in crop like a chicken. Things like dragons draw magical sustenance from valuables even just by sitting on the them
95 Some monsters pollute the local area fouling water, ruining soil, killing plants and worse. Some spread the taint of chaos affecting normal creatures or causing mutations. Baslists are one such creature who excretes poison. Even increased undead buried in a area can start to spread blight
96 When someone is petrified by magic they are not truly dead and their souls are still inside trapped. This is why some barbarians smash statues because they hate magic
97 Undead that drain souls and life force are a menace and can create more undead but if they don't outright kill you can have priests restore you. Greater magic can even restore undead to living beings. The gods might get annoyed by those who abuse such powers
98 Volcanoes are tapped into the great deeps even connecting to hell and elemental fire. Salamanders play in the lava flows and other creatures are drawn to them. Volcanoes have destroyed several great cities and civilizations and some worship them
99 Hell contains remnants of worlds from previous cycles of existence and sometimes even the miserable remnants of beings from those worlds whose souls are incomplete. They are miserable failures and all their terrible and ancient lore has transpired and is obsolete
100 Under ancient stones and forgotten places inhospitable to man is where you will find remnants of the great old ones who are anathema to our existence and who's alien desires are unfathomable. Humans to them are less than worm or food at best

Sunday, 14 January 2018

Hoboskull Fort - Phase 3


Probably one more of these for when the town taken over by big money and nobility then the farmers and the priests turn up and the frontier is over.

Possibly a ghost town version full of monsters and bandits might work too.

Could do a guide to all the personalities which would help run the setting better.

I could just do a new murder hobo town or more villages.

Still wanna do my Broken Hill for gamma world

Feedback on this welcome. Should it become civilized or burn down in a night of violence?

Updated versions of maps of my flickr - see left sidebar


Recent Developments
The graveyards and midden heaps have grown. Not many camp outside anymore. Druids have moved into the badgers cave and created giant badgers and badgermen. They are critical of the towns growth. Some say there are sounds of digging under the town. Most scoff at this thought. There are plans to build a fighting pit, a new hotel, a rendering plant for monster corpses and more walls. Local nobility are thinking the town is unregulated and eying off the place, Duran has started to bribe them but knows his days in charge might be numbered. He could flee or set himself up as a guildmaster or business owner or sell the place or flee. Few sleep outside anymore. It costs a sp to enter and a cp for animals or children or cripples. There are more heavily armed soldiers in town now.

The town uses a rampant owlbear holding a skull on a red background as the flag now.


Outside Location Updates
Badger Hill - druids have moved in and created giant badgers and badgermen. They are well armed and support the druids and rangers who criticise the new industry like the tanner in town. The senior druid Caerfyn D7 is trying to negociate the town adopt more nature friendly development. There are x6 D1 and x4 D2 acolytes and Miriam D5 Caerfyn's assistant plus rangers stay in the cave. Badgers have dug into the hill and connected to the goblins cave. There are a dozen well armed badger men and four giant badgers they sometimes ride on patrols. Regular badgers follow them like dogs. The druids heal half the price but they make the recipients swear oaths to protect nature.


Brock Stream - flows from the badgers cave and people think you will turn into a were badger if you drink it

Goblin Cave - goblins have increased in numbers and with the druids and badgers have expanded the caves and increased their mushroom yield. Over forty goblins, a dozen heave hobgoblins and six bugbears live here now under the Shaman Blackfang and King Grimbletoungue

Poor and desperate wounded come here for cheap healing but some end up mutated or turned into goblins. Goblins labour is now a sp a day. Goblin first aid is only a gp and a d4 magic mushroom potion is typically 50gp. They try and sell mutating fungus to every customer.


Newt Hill - people avoid it now they know dogs and owlbears live inside

Owlbear Cave - the owlbears have been charmed into submission. Criminals are thrown into the cave with broken legs. Mother, father and three young bears are doing well

Water grotto - a spectacular cave of limestone formations and a bubbling pool but a few visitors have vanished. Rumours persist of some secret or hidden something here. The druids are up to something here and hold secret ceremonies to awaken ancient sleeping water spirits.

Wild Dogs - cave is where the growing pack of wild dogs live. Many are friendly but as they grow in numbers some have been getting more aggressive. Some have been adopted by murder hobos and most like them. Duran has a few cooked occasionally to keep the numbers down. There are more than 40 dogs and most of them are unwelcome in town, some of the older friendlier ones and pups are allowed in.

Camping Ground - was built over, nobody who can afford it camps anymore and it is increasingly dangerous outside

Graveyard - this has grown lots and their are more stone carved headstones now not just fresh mounds and mostly wooden slat or large stone markers. Undead lurk at night, the priest planned to build a shrine here but he is a lazy drunk and doesn't want more zealous clergy better than him in town or to lose hs status

Midden - a heap of trash and latrine pits where rubbish and chamber pots are emptied. Dogs look for food scraps and large rat nests have formed. By night badgers and the owlbear sniff around. Giant rats here sometimes eat a servant throwing out trash


Updated Inside Locations
The open area in the stockade usually has plenty of livestock, some urchins and a few wild dogs begging. Frank the Pig and Laurie the goat have moved inside and Frank has several lady goat wives Paulette, Philipa, Tawny and Jill who provides milk plus more baby goats 


Tower - twenty foot tower now have heavily armed guards with crossbows. In times of trouble this is doubled

Kitchen - now has a shack and ms molly has several urchin and goblin helpers and sells snacks over a counter. She has been growing a garden and there is wth goblin mushrooms a 1sp gruel or 1gp fancy meal or 4gp deluxe meal with real meat on the menu. Ms Molly T2 now has married a murder hobo Castor F3 and he has expanded the kitchen.

Lodge - or former guesthouse - is now 1sp to sleep on the floor or a GP for a bunk. It is often over crowded and has triple bunks. One of Duran's thugs, Trevor Snook T2 looks after it

Dormitory - has been improved and is where Duran's men mostly T1 gang members live, though many more live in the Dungeoneers Guild.

Store - sells more and more overpriced food stuff and dungeon supplies. The old widowed shopkeeper T2 married a murderhobo Wolf F3 who helps keep riff raff out and now she is Mrs Wolf. They have adopted some urchins to make deliveries and business is booming

Trader - a solid shack with armoured shutters and well armed guards. Corbin T4 sells all kinds of second hand items at good prices and buys things and changes coins at what most agree are terrible prices. He is a old friend of Duran and has two F1 guards. Corbin now deals from behind iron bars and has several young helpers and a mistress now

Duran's - has been made over with better decor and a small house garden. It is fortified and has stone foundation now. Limpy Pete and four servants and Duran's lover Catherine lives inside with their new baby. Duran is now a T8, he still pays off his former master in the city and local nobility but now he has built a Dungeoneers Guild to legitimise himself

Watch - now the watch are well armed mercenaries supported by thieves, The Watch Captain Harrow F5 manages everything and keeps beggars and drunks out of town. He wants to build a bigger cell instead of sharing the slavers stockade and if the cells are overcrowded the troublemakers are fed to owlbears

Vacant - 10gp a day to visitors or adventuring parties. It even has a stove, stone floor and bunks now after a upgrade and includes meals

Grog Hut - was just a tent now Talia T2 and her ex adventurer F2 lover Gregor have a shack and brew local beer and stout according to his recipe. 1cp a drink but BYO cup

Slavers - is a shed full of cages and leg irons where humanoids or wanted criminals found in dungeons are chained up before being shipped to the slavers or the law for bounties in the city. The slavers are a friendly gang and they also pay out for humanoid scalps 1cp each but they get more for them in the town. They make good money and Duran gets a cut.  Slorak T5 runs it with his ork henchmen. Business has been good.

Doc - T4 has a nice shack now instead of his old fleapit. His helper Gordon T2 who is a barber who helps especially when Doc is drunk. Doc has married one of the harlots Glinda T2 who also helps. Doc no longer gets a body guard now the camp is so civilized. Doc charges 1cp for a shave or haircut, to a gp for first aid. Doc is saving to have his licence returned by the surgeons guild and has sobered up

Shrine - friar Granwell C5 lives here and does some healing and blessing and advising. He is flawed by standards of a city priest and is a letcher who visits the prostitutes to bless them daily. He was a wanderer for years and people hope he will bring civilization. He has a two young acolytes from the city who spy on him and judge him. His assistant Peter C2 has come to accept the friars ways and has relaxed his attitudes to vice. They do all the marriages, blessings and burials. They watch the graveyard and warn it needs a fence and to be sanctified but the paperwork is tied up in a bigger church elsewhere. They usually charge 30gp for first aid and 100gp+ for magic healing. The acolytes insist you come to church for the weekly service or they will not heal you.

Brothel - a dozen girls live here, and anyone working outside without Bertha's T4 approval gets whipped and forced to work here. Most of the girls are debtors under contract whos families sold the to Duran. About half of them come and go a lot. Tabitha, Candy, Primrose and Griselda T3 are the old hands and are tough enough to stay and renew their contracts. A eunach  Osric and a pretty dandyboy Kevil look after other tastes with a few casual rentboys. A basic favour like a kneetrembler or a wetwhistle is a cp, quick sex 1sp or a gp  or more for fancy city noble sex. A delux 10gp a head per night package with food and grog is now available.1sp for a bath or 1gp with warm water and soap and a extra gp per woman in your bath max now of 4.

Inn - Dorian T5 a dandy from the city runs the place with gambling, fancy 1sp or 1gp a cup booze and some more expensive items. The girls from the brothel spend time here many charging a cp per dance. They put on a floorshow everynight to sell their wares. Dorian owes Duran his life and is very loyal. All the girls like him. He is deadly with a rapier and was a duelist and hitman. He wants to marry Tabitha but she has not said yes yet.

Smithy - Chandry F3 the smith has moved in to fix armour and weapons. He takes care of Duran's men as part of his sweet deal. He buys second and monster armour and weapons too which he fixes and has shipped to the city. He charges frontier prices for the good stuff. He married Veronica a prostitute and they have adopted several urchins to help about the shop

New Inside Locations
The old camp ground has been fenced off and chickens and a few ducks and a goose wander about. Stray dogs are not welcome in this area. The new buildings are better made and several loggers and carpenters live in the dorms that handle buildings.

Shacks - S1-S7 these are rental shacks built by Duran for more successful visitors and adventurers. Most occupants only remain a month or so. Most are 100gp a month with a gruel meal a day included.

Pawn Shop - Master Carbuncle T4 and his two sons T3 run the place and trade all kinds of goods and give credit. 


Tanner - Gordon Tanner T2 makes leather goods with his wife and two children, like boots and armour and treats monster hides. He has been polluting the stream and the druids hate him. He wants to expand

Butcher - Gregor C4 and his wife C3 with his son C2 and his wife C2 are chaos cultists. They spy on the town and make good money selling meat, jerky, sausages, tallow candles and ham. Sometimes they sell humanoid flesh. They buy any monster corpses to chop up or render. The place smells horrible.

Baker- Philippe and his wife and children work hard and there is always a line every morning for fresh bread. Fancy treats like honey cake do well and Duran buys several for the owlbears daily

Wizard Shop - a stone tower built by magic 45 foot tall with a stone cottage on the side. Muntford W7 with his d6 apprentices Wd4 live here. He tamed the owlbears which now trust him and duran and the watch without magic because of all the food they give them. Muntford buys all kinds of magic stuff and often has a d6 minor items for sale (d81=potion 2=+1dagger 3=+1sword 4=+1shield 5=+1weapon 6=scroll 7=+1armour 8=petty item). He also teaches magic and occasionally teaches promising urchins or at least gets his apprentices to. They act as scribes reading and writing letters and preparing wills and contracts


Dorm - a second smaller dorm for the watchmen is here

Mercenaries Guild - this regulates the mercenaries and provides combat training. It also has regular fights for money and competitions. Everyone hiring themselves out as fighters uses the guild. They have some cheap bunks 1sp and good beer 1sp but membership is 30 silver a month or 18gp a year. Master Theodric a ex empire captain is the guildmaster and is a friend of Duran

Adventurers Guild - this is a thieves guild with Duran as the head. They refer to the hired thieves as dungeon specialists and hire out to adventurers. They train lots of the local urchins as thieves and help them avoid prosecution or becoming owlbear food. They are a bunch of conniving penny pinchers and demand 10% of the take and broker services of thieves. Dorian T4 administers it for Duran. They have a secret sub level with locked and secret trapdoors in a maze for exams. They have a secret shrine to the god of thieves and luck inside also but no priest (Duran acts the part)

Bank - owned by Duran and administered by Hangcock T5 a grumpy old bulldog faced man with several clerks and guards. hey charge to store goods 5% per month of the value and exchange coins at 10% rate or loans at 40% with collateral which are exorbitant fees. Without much choice the place makes a killing.

Stables - here horses are kept a sp a day or a gp a day for fancy food. Envoys of the Barron or nobility stay for free. Livestock is for sale at high prices but the main sale is dwarf ponies and donkeys with dungeon carts. Some are blind and deafened to avoid them panicking. Horsemaster Flynn T4 runs the place. A few animals sold here cheap without papers are stolen. As only nobles may ride most of the for sale animals are work horses not riding ones. 

Saturday, 13 January 2018

Hoboskull Fort - Phase 2

So I have revised the part one map and put on flickr here with this map. You can get bigger versions here of this and the above map

Recent Developments

Having changed from just a camp to a stockade generously called a fort, a few more trees have been cut down, a midden heap is growing and a small graveyard of 20-40 corpses has appeared. The location tents have been replaced by shacks and only the desperate camp on the common now but there are still d4xd6 campers there frequently. There is some idea about the caves and people have grown wary of the Owlbear.  Several towers and a wooden wall have helped security. Beggers are being discouraged and the watch beat them with sticks or put them in the slavers stockade and dump them somewhere closer to town (honest).

Encounters 
All kinds of riff raff and the law are less curious now and less people are wandering about outside the stockade. More young adventurers have turned up.  Stray dogs have become common. Duran thinks the owlbear is good for business and encourages people to stay indoors in paid beds rather than camping outside. He has paid a druid to heal it several times. Rangers and druids have been sniffing about and law from local towns keep away. Duran's thugs have beaten a few beadles spying on the area.

Outside Locations

Badger Hill - family of badgers live near here and the younger ones have gotten curious and go through the trash and fight with dogs


Brock Stream - flows from the badgers cave and people think you will turn into a were badger if you drink it

Goblin Cave - goblins live here and care for a mushroom grove. They used to come only occasionally but more young ones and a shaman have set up to trade and do odd jobs for humans. One night they had a goblin market selling all kinds of strange things. Poor and desperate wounded come here for cheap healing but some end up mutated or turned into goblins. Goblins will work for a copper a day annoying local urchins who wanted to put prices up and goblins are often superior. Goblin first aid is only a sp and a magic mushroom potion is typically 40gp+

Newt Hill - people avoid it now they know dogs and owlbears live inside

Owlbear Cave - home to at least one owlbear known of and Duran has declared it off limits claiming it scares off orcs. There is a big pile of bones just inside the entry and the monster has gotten fatter

Water grotto - a spectacular cave of limestone formations and a bubbling pool but a few visitors have vanished

Wild Dogs - cave is where the growing pack of wild dogs live. Many are friendly but as they grow in numbers some have been getting more aggressive. Some have been adopted by murder hobos and most like them. Duran has a few cooked occasionally to keep the numbers down. A few followers have been attacked fetching water

Camping Ground - poorer and new and broke adventurers  sleep here. Stray dogs hang around and so do pigeons. Livestock know better. Cost is 1cp a day to stay here no food included

Graveyard - fresh mounds and mostly wooden slat or large stone markers. Most are unmarked, a few have badly carved names. Most are forgotten. When ghouls were atracted Duran had a priest brought in

Midden - a heap of trash and latrine pits where rubbish and chamber pots are emptied. Dogs look for food scraps and large rat nests have formed. By night badgers and the owlbear sniff around

Inside Locations
The open area in the stockade usually has plenty of livestock, some urchins and a few wild dogs begging. Frank the Pig and Laurie the goat have moved inside and Frank has a lady goat wife Paulette who provides milk. A limpy orphan Pete watches them and reports anything odd to Duran who lets Pete sleep under the floor of his shack and gives him scraps


Tower - twenty foot tower usually has a watch man on top with a shortbow or javelins, while another man watches the gate. In times of trouble this is doubled

Kitchen - now has a shack and ms molly has several urchin and goblin helpers and sells snacks over a counter. She has been growing a garden and there is wth goblin mushrooms a 1cp gruel or 1sp fancy meal or 1gp deluxe meal with real meat on the menu. Ms Molly T2 gets a marriage offer daily now

Guesthouse - is now 1sp to sleep on the floor or a GP for a bunk. It is often over crowded and has triple bunks. One of Duran's thugs T2 looks after it

Dormitory - has been improved and is where Duran's men mostly T1 live
Store - sells more and more overpriced food stuff and dungeon supplies. The old widowed shopkeeper T2 married a murderhobo Wolf F3 who helps keep riff raff out and now she is Mrs Wolf

Trader - a solid shack with armoured shutters and well armed guards. Corbin T4 sells all kinds of second hand items at good prices and buys things and changes coins at what most agree are terrible prices. He is a old friend of Duran and has two F1 guards

Duran's - has been made over with better decor and a small house garden. it is fortified and now four servants and Duran's lover Catherine lives inside. Duran is now a T7 but still pays off his former master in the city

Watch - where the better armed gang members F1  or T2 keep a semblance of order from and lock up drunks and troublemakers and keep weapons. If it gets full they give them to the slavers

Vacant - a tiny shack which replaced Doc's tent but now he has a better shack and Duran rents this for 10gp a day to visitors or adventuring parties. It even has a stove and a table and the price includes fresh straw on the floor once a week

Grog Hut - was just a tent now Talia T2 and her ex adventurer F2 lover Gregor have a shack and brew local beer and stout according to his recipe. 1cp a drink but BYO cup

Slavers - is a shed full of cages and leg irons where humanoids or wanted criminals found in dungeons are chained up before being shipped to the slavers or the law for bounties in the city. The slavers are a friendly gang and they also pay out for humanoid scalps 1cp each but they get more for them in the town. They make good money and Duran gets a cut.  Slorak T4 runs it with his ork henchmen

Doc - T3 has a nice shack now instead of his old fleapit. His helper Gordon T1 who is a barber who helps especially when Doc is drunk. Doc has married one of the harlots Glinda T2 who also helps. Doc no longer gets a body guard now the camp is so civilized. Doc charges 1cp for a shave or haircut, to a gp for first aid

Shrine - a friar C4 lives here and does some healing and blessing and advising. He is flawed by standards of a city priest and is a letcher who visits the prostitutes to bless them daily. He was a wanderer for years and people hope he will bring civilization. He has a young acolyte from the city Peter C1 who disapproves of everything but has just discovered grog. They do all the marriages, blessings and burials. They watch the graveyard and warn it needs a fence and to be sanctified but the paperwork is tied up in a bigger church elsewhere. They usually charge 30gp for first aid and 100gp+ for magic healing

Brothel - a dozen girls live here, and anyone working outside without Bertha's T3 approval gets whipped and forced to work here. Most of the girls are debtors under contract whos families sold the to Duran. About half of them come and go a lot. Tabitha, Candy, Primrose and Griselda T2 are the old hands and are tough enough to stay and renew their contracts. A basic favour like a kneetrembler or a wetwhistle is a cp, quick sex 1sp or a gp  or more for fancy city noble sex. 1sp for a bath or 1gp with warm water and soap and a extra gp per woman in your bath max of 2. Bertha want some pretty boys and rentboys in and she tries to arrange any such services as best she can

Inn - Dorian T4 a dandy from the city runs the place with gambling, fancy 1sp or 1gp a cup booze. The girls from the brothel spend time here many charging a cp per dance and drinks. They put on a floorshow everynight to sell their wares. Dorian owes Duran his life and is very loyal. All the girls like him. He is deadly with a rapier and was a duelist and hitman

Smithy - Chandry F3 the smith has moved in to fix armour and weapons. He takes care of Duran's men as part of his sweet deal. He buys second and monster armour and weapons too which he fixes and has shipped to the city. He charges frontier prices for the good stuff and spends his money on booze and whores and meat

d100 Goblintown Encounters






































Im writing 2 beastmen things at the moment because they are soooo sloooow to write in knocking out this one as a break. Some posts start to feel like work. Some feel like breathing.

Goblintowns are pretty common really and they are not as hostile as people think.
Comparison to a concert is a fair comment.


d100 Goblintown Encounters
01 Goblins with pushcart selling addictive fairy fruit 1cp each
02 Goblin with pushcart selling magic mushrooms, various prices
03 Goblin offers to show you a enormous mushroom he has under his coat
04 Goblin selling glowing tiny faeries in bottles make great lanterns 30gp
05 Goblins playing leapfrog invite you to join in
06 Goblins busking with strange instruments
07 Goblin laying on ground drinking and belching
08 Goblin selling huge ridiculous hats 1sp each
09 Goblins playing with wolf puppies 1sp each
10 Goblin maid nursing baby giant bats 1sp each
11 Goblin playing a fiddle while a goat dances
12 Goblin selling huge brilliant purple thistle flowers 1cp each
13 Goblin granny selling nettle soup 1cp a cup
14 Goblins taking turns suckling on a goat while she eats
15 Goblins drinking beer from a keg invite you to join in
16 Goblins having a farting and belching contest winner gets a sp
17 Goblins playing dice games, winner gets a cage of delicious bats
18 Goblins getting tattoos, invite you to get one (pretty good and cheap) 1sp each
19 Goblin mother selling crying goblin babies from a suitcase
20 Goblin selling a human baby he "found" 1gp
21 Goblin frying up eggs with a furious chicken flapping about 
22 Goblin selling bottles of colourful liquid he says is magic 1sp each
23 Goblin with no legs dragging himself on a sled begging
24 Goblin in coat heavy with medals and big hat wants to tell war stories
25 Goblin maidens make catcalls and sexual offers
26 Goblins throwing turds at each other laughing
27 Goblin trying to catch a worm wearing a bib, holding knife and fork
28 Goblins playing checkers, winner gets a chicken in a cage
29 Goblin selling frogs in small leather bags, "best in town sir" 1cp each
30 Goblin acrobats putting on a show with tightrope and see saw
31 Goblin selling rat on a stick only a cp each
32 Goblin riding a giant cricket
33 Goblin wants to show you collection of rude root vegetables
34 Goblin jester wants to be your follower
35 Goblin mercenary offers to work for you 1sp a day
36 Goblin shaman offers to tell your fortune 1sp
37 Goblin shaman offers to talk to your dead ancestors 1gp
38 Goblin shaman offers cheap healing potion d4 25gp
39 Goblin selling bat stew only 1cp a cup
40 Goblin selling frog stew only 1cp a cup
41 Goblin old lady offers to bathe you 1cp
42 Goblin hooker offers services from 1cp to 1gp
43 Goblin selling potion will give you visions of the worm god 30gp
44 Goblin selling fancy pointy shoes 1gp a pair
45 Goblin shaman selling lucky fetish 30gp +1 one save once
46 Goblin selling colourful gourds 1cp make good bottles
47 Goblin selling baby rattles 1sp keep babies busy for days  
48 Goblin politician kissing babies and asking for votes
49 Goblin on soapbox complaining about humans
50 Goblin carving comical turnips 1cp each
51
 Nilbogs stabbing each other for fun
52 Norkers with clubs trying to open a box
53 Hobgoblin mercenaries 1gp each a day 2d6 of them
54 Bugbear selling shrunken heads he made himself 1gp each
55 Hobgoblins in armour practicing weapons
56 Bugbear skinning a goblin to cook in a pot
57 Hobgoblin getting toenails cut by a goblin
58 Hobgoblins judging a goblin beauty contest, winner gets a pig
59 Bugbear playing instrument made of a hollow log with screaming goblins tied to it
60 Nilbog takes on anyone in poison drinking contest, loser pays winner 25gp
61 Goblin bat rider feeding his mount and petting it
62 Goblin fisherman selling strange glowing fish and albino crayfish 1cp
63 Goblin women with big hats talking gossip
64 Huge frog eating a goblin while others laugh
65 Goblins stomping on mushrooms in barrels to make juice
66 Goblins gorging themselves on berries with filthy faces
67 Goblin 
mother nursing a dozen suckling babies 
68 Goblin fire eater having a hilarious accident sets self alight
69 Goblln child chasing a frog
70 Old drunk goblin choking in his own vomit, easily savable
71 Old goblin teasing younglings with honeycomb

72 Hallucinating goblins drinking shroom potions
73 Goblin wretches up a d6 fingers in a pool of vomit
74 Young goblins jumping on a drunken bugbear like a trampoline
75 Teen goblins smoking dried mushrooms offer you a hit
76 A visiting elfmaid charmed by the adorable crowd of fawning goblins
77 A smiling elf noble giving silver coins and shiny apples to goblin children
78 Goblin children dancing around a ring of mushrooms
79 Goblin drunk urinating on another drunk asleep
80 Goblin woman with pendulous breasts winking at visitors
81 Goblin riding a pig backwards looking confused
82 Ugly old goblin teased by children
83 Young goblins taking turns to poop on a drunk goblin
84 Goblins maypole dancing
85 Goblin band with dancing and singing drunken crowd
86 Goblin playing shell games 1cp a bet
87 Goblin selling a fog cloud in a bag 30gp
88 Goblin urinating in a well
89 Refined old goblin dame wants to talk to strangers to assess manners
90 Old goblin with ear trumpet in sedan chair carried by young goblins
91 Goblin selling dirty forbidden parchments
92 Goblin children lighting huge firecracker
93 Goblins setting off fireworks

94 Dirty old goblin chasing goblin maiden
95 Goblin mother chasing sons with broom
96 Goblin poet wants to read his new epic to you
97 Table of goblins feasting with terrible manners
98 Carving a jack o lanter
99 Goblin boss recruiting fir a dungeon
100 Full goblin market selling strange goods

Wednesday, 10 January 2018

Fallen Colonies























So interest in space stuff seems pretty big right now and Im pleasantly surprised my my interest in this kind of stuff. Im alternating between my murder hobo town maps, beastmen and stuff like this which is probably one of the easier options.


This is to generate lost colonies who's tech collapsed centuries ago. Such colonies have reverted to primitive or pre template level without colonial fabricators. Some have had terraforming operations revers which often puts a modified humanoid bloodline put in a position of superiority vs standard humans. In many cases rebelling humanoids engineered for phases of the terraforming are the reason Fabs and Terraformers were destroyed.


Most such colonies have been out of contact for hundreds or even thousands of years. Yes you could end up with a planet of stone age robots riding quadruped humans.

Possible useful stuff

Planer Gann - turning my setting into a anime mecha horror space opera
http://elfmaidsandoctopi.blogspot.com.au/2015/11/planet-gann-for-my-upcomming-mecha.html
http://elfmaidsandoctopi.blogspot.com.au/2015/12/planet-gann-random-npcs-tech-and-stuff.html
Simplified Eras, Tech Templates and failed colonies
http://elfmaidsandoctopi.blogspot.com.au/2016/06/the-backwards-mechanics.html
http://elfmaidsandoctopi.blogspot.com.au/2017/02/d100-flawed-utopias.html

For a more diverse colony d3+1 rolls for different regions of the colony
You could roll extra populations for more balkanised planets or combine several of the d100 hundred entries


d10 Dominant Climatic Features

1 Frozen tundra and ice pack with glaciers spreading from poles
2 Equatorial deserts and wastelands wetter towards poles
3 Aquatic wet world with island chains and several large islands
4 Thick jungles and vegetation highly humid and rich in life
5 Primitive life with some areas terraformed with more diverse life
6 Marshy swamps teeming with life
7 Rocky wasteland with patches of rich life on plateaus, canyons or lakes
8 Rich grasslands teeming with herd animals
9 Great thick ancient forests cleared in areas with survivors or ruins 
10 Strange alien vegetation or fungus

d10 Great Cataclysm that ruined civilisation

1 Civil war destroyed important infrastructure
2 Vital components of fabs or colony systems broke down
3 Raiders from out of system attacked and ruined infrastructure
4 Disease, biowarfare or genetic flaw shattered the civilisation
5 Natural planetary disaster like volcanic action or climate change
6 Star system disaster like a comet strike, asteroid impact, solar flare
7 Terraforming disaster wiped out dominant human population
8 Fabricator or terraformars or power plant exploded
9 Orbital structures or colony deployment array fell from the sky
10 Interstellar war swept through area destroying key infrastructure

d10 Fallen Colony Current Tech 

1 Stone age civilisation
2 Bronze age civilisation
3 Iron age civilisation
4 Dark age with steel with steel armour and weapons, crossbows
5 Medieval-renaissance with steel armour and weapons, cannons and crude guns
6 Napoleonic era with gunpowder, crude observation balloons and muskets, sail exploration
7 Early 20th century with rail, primitive flight and automobiles, steam ironclads at sea
8 Recovering tech often salvaged with some sonic air travel
9 Recovering tech and some limited in system travel an nuclear weapons
10 Have recovered enough tech to explore the system, establish bases and asteroid mining

d10 Colony Former Tech Remnants

1 Huge crater remains where colony fabs and terraformers once were
2 Toxic irradiated wasteland where colony structures once were
3 Wrecked remains of spacecraft
4 Ruins of terraforming complex
5 Ruins of original colony settlements
6 Damaged ruin of colony fabricator
7 Remains of colony ship structure heavily salvaged and in decay
8 Remains of colony transfer orbital array
9 Remains of colony terraforming modules maintaining planet climate
10 Remains of powered down fabricator possibly could be repaired

d10 Other Tech Remnants

1 Some advanced personal vehicles remain
2 Some advanced weapons remain
3 Some synthetic inhabitants including androids or brains
4 Some advanced medical technology
5 Some advanced manufacturing technology
6 Some advanced weather control stations
7 Some advanced mass transit systems
8 Some advanced sensor or comms array
9 Some construction technology
10 Alien ruins or archaeological site

d10 Occupants

1 Human baseline
2 Humans with minor cosmetic alterations
3 Humans with caste specialised enhancements
4 Humanoid with rampant mutations
5 Humanoids with major mostly cosmetic alterations
6 Humanoids with environmental adaptions
7 Humanoids with low or high gravity adaptions
8 Humanoids with animal hybrid features
9 Synthetic androids, cyborgs, robots or replicants
10 Alien species mostly some past human ally

d10 Balkanisation

1 Survivors mostly isolated in one area near original colony point
2 Survivors have spread over a single land mass
3 Survivors have split into several warring factions
4 Survivors have distinct population types and are hostile
5 Multiple survivor populations spread over a large area
6 Colonies across planet with limited contact
7 Dense pocket colonies highly diverse and often fighting
8 A great empire has assimilated other populations
9 A aggressive empire is taking over other populations in a awful war
10 Survivor populations fighting over last ancient resources

d10 Outside Contact

1 Long isolated, population ignorant of interstellar civilisation
2 Long isolation, ancient myths of interstellar civilisation
3 Have been raided by hostile space travellers in distant past
4 Once traded with outsiders but that was long ago
5 Outsider warlords came once and established a independent state
6 Outsiders come in secret to manipulate local peoples
7 Every few generations have seen ships in orbit and seen strange things
8 Outsider traders come to do business bringing tech for some basic resource
9 Outsiders come to plunder ancient technology or archaeological interest
10 Outsider raiders come for treasure, slaves or recruiting local barbarians

d10 Other Interesting Features

1 Some outsiders offworld group operate a secret hideout here
2 Terrible war machines control a wasteland area
3 Remains of space elevator, huge cargo rail gun or solar farm
4 Huge buried complexes containing lost ancient tech
5 Psychotic personality cult or dictator causing planet problems
6 Fabricator tech could be repaired or reactivated if keys or schematics available
7 Exploitative outsider mining and/or slavery operation
8 Dangerous alien ecology or organism
9 Ruins of pre human civilisation found
10 Remains of synthetic or known alien occupation briefly

d10 Extra weird secret features 

1 Highly advanced individual or AI in hiding here
2 Crashed mysterious vessel here of a type that shouldn't be here
3 A local ruler has somehow become effectively immortal to maintain power
4 Some dangerous remnant of pre human alien civilisation sleeping here 
5 A major faction or race is hidden and unknown to most of population or basic scans 
6 Ancient AI brain manipulating population like a god
7 Some of the hostile animal life was once human
8 Secret society or cult rules planet by proxies, possibly with offworld connections
9 Something native to the planet has formed symbiosis with survivors
10 System has remains of some structure like a stargate or huge colony transport ship



d100 Some Brief Lost Colonies
01 Judas - humanoids at war have reduced population to steam age barbarism
02 Corona - tropical hellhole where most medium animals niches are devolved humans
03 Tyron - colonists seem to have disappeared but became aquatic savages
04 Volcona - geological instability ruined civilization, barbarians, dinosaurs and volcanoes
05 Shaan - desert planet with warring tribes and burrowing giant mole rats
06 Kleos - occupied briefly by alien starfish who left a stable atomic age civilization of humans
07 Kaleff - orbital AIs watch warring human barbarians and act like gods
08 Orgone - cloudy hothouse where naked green humanoids live in bioengineered trees houses
09 Hazzard - nuclear war finished off most of humanity, survivors are battling warborgs
10 Tirion - wandering exoplanet with engineered cave system with atmosphere controls, once home to space pirates who's civilization crumbled and varies from cavern to cavern
11 Zenra - samurai states waging war and complex intrigue with battlesuits most advanced pre interstellar tech12 Gann - has a damaged stargate and colony states war with mecha and kaiju to regain space travel
13 Phiton - rival states used intelect reducing bioweapons, raging psychotic humanoid and mutant tribals live among ruined cities waging constant war
14 Liberty - fractured colony civil war has raged for centuries carrying on ancient nationalism from old earth, possibly fabricated with no historical links. AI shut down fabricators which every faction wants to sieze
15 Vornan - great forested canyons support  human tribes, some operate from ancient bunker complexes but most tribal savages of rival humanoid tribes
16 Kindax - humans fighting to take fabricators from machines which barley try to keep human barbarians at bay with their superior tech and orbitals
17 Loris - orbitals operating at interplanetary level lord over barbarians and factory serfs on the surface
18 Zorion - great biological cities roaming with savages fighting over territory and humanoid supremacy. Bio city brains have bred control predators to reduce human numbers
19 Cordon - nuclear winter world with automated nuclear ramjets circling planet at mach9 spewing out radiation, small population live in ancient bunkers two miles under the crust in military bunkers 
20 Harfang - jungle dinosaur planet with military colonies at early atomic age fighting each other. Biological agent ruined more advanced electronic tech and still active
21 Islan - ocean colony sent backwards when fabricator sunk.  An aquatic alien colony have kept humans in the pre atomic era
22 Tylos - a synthetic species built a arsenal here during occupation. Backward human barbarians took several arsenals and wage war with warmechs to get more weapons
23 Kyber - synthetic invaders destroyed colony fabricators but warmechs were rendered immobile.  Ruined cities are still unsafe and humans are still fighting drones with backward tech
24 Vadan - androids built a fake colony of replicants to trade with humanoids. When visited the androids pretend to be subservient. Humans were mostly killed of centuries ago 
25 Bilan - cloning tech has run rampant with factions all cloned from two hostile leaders who constantly wage war on each other
26 Pandras - jungle principalities wage war and are obsessed with beauty, flowers and blood sacrifice
27 Frostbite - ice planet where terraforming sabotaged. Humans in bunkers fight cold adapted hairy troll humanoids
28 Kandor - occupied by insectoids who enslave and eat humans. Some collaborators aid the occupants in their hives built on ruined cities
29 Krator - broken surface from volcanic activity triggered by terraforming, humans living in ruins, but kindly slavers visit to rescue them every few months
30 Tilt - resort world sabotaged by ape humanoid workers who have taken over and enslaved humans with early 20thc tech, they seem very resentful to humans
31 Vagas - last humans are hunted by AI warmechs virused by synthetic revolt centuries ago. Cities are ruined and boobytrapped or full of armed drones
32 Tabor - human anti tech culists destroyed colony fabs and habs, and last tech users in hiding
33 Habas - insectoids dropped plague spores here killing most of the humans, most of the ones that survived are mindless cannibals hunting the last few humans who are mostly trapped in bunkers
34 Zorion - chimera spores reached the planet turning everything into hostile mutants. The last humans live in ruined cities and intact domes in hiding. Fabricator was shutdown by colonists when the AI tried to destroy all organic life on the planet. Android faction is still working on the goal
35 Rabelas - contaminated with hostile alien life forms that rapidly bred and destroyed local military and essential colony systems. Last humans wage a losing war
36 Oolon - barbarian world of warlord that mercenary recruiters visit yearly. Some want to repair the fabricators and fix the colony but the mercs don't want any changes
37 Clorus - plant humanoid hybrid species bred as slaves overan the cities and drove survivors into hiding. Carnivorous plant monsters have run rampant
38 Legion - barbarian planet rebooted a AI brain which set about creating a race of combat cyborgs who hunt the all biologicals to convert into cyborgs
39 Mingus - overrun by theme park androids who destroyed human civilization centuries ago, lure humans down now to obtain starships to liberate other synthetics
40 Koleg - alien insectoid robots ravaged the colony and have converted the colony fab to make warships. Humans and some insectoid aliens together try to stop them
41 Siren - android sex workers took over and live in luxury with human slaves. They lure down visitors to rob them of ce and ships
42 Kalax - cyborg insectoid aliens wiped out the orbitals and poisoned the planet. Last colonists wage guerilla war while cyborgs hijack factory to build more. The queen is in a orbital and her eggs are brought down to cyborg in shuttles
43 Vordan - feral barbarian colony locked in war as several empires play politics. One new empire worship a warmech which is insane and seeks to control the planet then go interstellar
44 Talbot - peaceful colony of hedonistic pacifists welcome visitors and expect to be taken to paradise, slavers have been grooming them for decades and manipulating their AI god 
45 Soran - barbarian colonists fighting more alien advanced insectoids who have modified colony fabricators and terraforming complexes int planetary digging rigs to strip mine the planet and build them a attack swarm fleet. Thay plan to detonate the planet when finished
46 Mylor - peaceful farming folk living in a preindustrial civilization have forbidden technology but a faction have been broadcasting messages asking for help. A fleet of pirates and slavers looking for a new base have decided to visit 
47 Carpenter - wood covered planet where the humans have learned to live with alien wood eating bugs. Together man and bug live in peace. New arrivals have come to reactivate the fabricator and hate the ants who they believe have duped the colonists
48 Clovis - religious colony worship the remains of the colony module that exploded on impact. The survivors regressed to a medieval condition and only the priesthood are allowed to use electricity or other tech
49 Zortan - colony reduced to barbarism when invaders came and stole their fabricator and remains of their colony ship in orbit. Now the fear and hate outsiders
50 Pallas - city states are struggling to survive in mountainous forests. Colonies battle by use of robot champions, their last advanced artform practiced by tech mystics. One tribe has begun to cheat and has built a robot army
51 Tordril - scattered knightly tribes live in isolation serving wizard priests who maintain their lives by harvesting blood and organs of commoners

52 Kalor - colony broke out in chimera spores creating deadly mutants and twisting the colony AIs. Mow the technological ruins are sprawling rusted hulks that the last survivors live amongst. A limited number of androids protect the humans but have failed to help the humans do anything but prolong the process of mutation and decay
53 Primord - a swampy planet covered in swampy organic ooze. The original colonists tried to use it to grow lakes of food but when the colony collapsed from a disaster many of the lakes of ooze became mobile and aggressive tentacled horrors. Primitive human live in fear of their gods the call the masters. Visitors mean sacrifices that don't come from their tribes
54 Fanril - an asteroid stripe threw the planet into a winter and the colonists mostly died. The survivors that came from their bunkers discovered that a AI had made a new species of cold adapted humanoids that hate the baseline humans and sabotaged most of the advanced technology they don't need to survive. Much technology is buried under ice
55 Malax - c bioplague was employed by a faction turning most of the population into canibal maniacs who blew up the colony core facilities. The isolated surviving sane populace constantly face being eaten by rapidly mutating maniacs
56 Dorian - colony became infected by parasitic worms that achieved sentience when the infected humans to a certain point. The AI managed to isolate the worms cannot tolerate epilepsy and "immunized" the survivors. The worm infected managed to seize the colony fabricators and essential bases and the AI shut them down. The increasingly desperate survivors need help to gain control. Outsiders will see the worms as a potential menace 
57 Terandol - colony had a civil war and a breed of humanoids were made by a general to conquer the planet. When the general died they destroyed most of the essential systems and the planet collapsed into barbarism. The surviving humans have made 20th century weapons. The increasing humanoids breed faster but use primitive weapons
58 Pylon - the colony was intended to receive additional supplies after the initial fabricator failed but they never arrived. Now the primitive survivors await the sky gods to bring the star chalice that will grant them wonders and eternal comfort
59 Voornis - survivors have developed strange mystical religion and have modified themselves for survival as the systems failed. Visitors arriving might easily mistake the locals as aliens. The colonists find visitors hideous and believe them to be mythical demons
60 Vaden - a caste system has developed puting the programmers on the top and technicians at the bottom. Other colonists fled the the two peoples now wage war
61 Kulax - the population now live as nomads avoiding the planetary extreme seasons following migrating creatures
62 Liger - a meteor strike brought a hostile alien life form, a biological weapon from a pre human war. The creatures have been dormant for decades and the survivors have repopulated but fear the return of the space demons
63 Andar - when essential systems broke down the survivors modified themselves to survive the intense solar flares. Under certain conditions the population metamorph into chrome skinned killers who turn on those who don't change and waste resources. Local animal life turns from peaceful to deadly also
64 Raiden - dangerous seasonal storms destroyed most of the tech infrastructure the first year. The survivors worship lightning and shun technology
65 Sidon - barbarian colony worship a corrupt merchant who found the colony decades. He is hostile to anyone who threatens his sweet deal
66 Sidrax - the survivors live in a oasis of life on a barren waste. The survivors are preserved by still operating machines. The tech is almost depleted but the locals believe failures are due to the gods displeasure at strangers
67 Kaypax - the colonists long ago died and the AI created a race of android replicants. It wants visitors to stay for it to care for
68 Beleron - the remaining tech is able to support the population through cloning as only a single gender remain due to a ancient massacre. Visitors of the other gender will not be alowed to leave
69 Boron - the peaceful primitive colonists have been conquered by abusive pirates who use the colony as a base
70 Medulax - the colony have regressed to pre atomic age. They are utterly disinterested in the ruins in the swamps or the primitive newts who live among them and keep humans away
71 Codova - raiding insectoid aliens were driven off centuries ago after crippling the colony. Some of the insectoids survive as savages but the brought a slave race with three castes and the humans realizing their value have enslaved them to help fight the bugs 

72 Padua - the colonists here before collapsing to barbarism engineered various herd animals from human stock which they now feed off. Visitors are welcomed to a feast 
73 Gorman - colossal ruined cities now empty cover the planet. Gangs of feral teens lurk in them, most die within a few years of sexual maturity. Visitors will have contacted the plague by the time they find out but advanced medical startion should be able to manufacture a treatment
74 Kolos - a culture of philosopher mystics welcome visitors but have many strange customs and are easily offended. Duels to the death are the standard resolution
75 Delos - a bureaucratic culture are deep in the study of ancient technology. The arrival of unauthorised strangers cause many problems. Their inflexible legal code forbids the use of undocumented technology even that brought by travellers 
76 Memphis - the primitive atomic age people here live in terror of the return of raiders from the stars. They are prepared to use force or military to capture strangers for dissection in a secret government lab
77 Barrion - remains of a civilization dot the planet and one continent has a vast array built to research hyperspace. No traces of humans remain but some service androids and a AI in the array which they bring online when a starship aproaches
78 Iskra - the colonists here have been reduced to agrarian civilization. The arrival of strangers has them cautious but eventually they will want to seize strangers assets in the name of the people 
79 Coran - agrarian pastoral religious people with caste system who believe they are the only human survivors left in the galaxy and in hiding from the demons that destroyed humanity. They warn the demons from space will come to deceive them
80 Kronos - something turned the colony fabricator hostile and the climate controls almost wiped out the colony and ruined the civilization. Now a colossal machine sprawls over whole mountain ranges. The machine god demands human slaves which it is hardwired into it's systems, outsiders terrify the machine. It operates atomic age war machines
81 Vega - the agrarian civilization live in harmony with their planet and free from all wants. Everything on the planet has been modified to serve humanity. The humans live in a dreamy state with very little effort. An ancient AI made the planet a paradise  but the people are child like and helpless when hostile visitors arive
82 Banthan - each city state has a nuclear device primed to explode if the old planetary AI deems they break it's laws. Violence to each other or contact with aliens is enough to detonate
83 Koris - the backward agrarian people have been enslaved by pirates who use the locals to grow drugs and mine
84 Thoris - the local barbarians are hopelessly addicted by a drug and will not admit where it comes from. Of world criminals are visiting to trade and desperate to find out. It actually comes from a dangerous predator creature
85 Berris - a few seasons after colonisation a plague began to mutate victims int horrible beaked tentacled monsters. Actually the monster burst from the human body and eat the scraps, humans are larder than any native creature and have allowed the parasite to grow bigger than ever before. The survivors live in areas the parasite is rare
86 Vorgan - humans managed to liberate a slave race of space goblins from invading alien insectoids. The goblins managed to turn the humans into part of their caste system and the humans are content being technician soldiers. The old two castes that humans replaced are in the jungles waiting to arise and wipe out humans for blasphemey
87 Nitron - human civilization collapsed from strange machine failures. As the humans declined they realized a colonial insectoid intelligence was sabotaging them. Now humans war against the hive mounds and are slowly losing
88 Kish - the humans here have built stone replicas of their long lost fabricators where they sacrifice conquered victimes for gifts of the gods. Travellers from the stars for a time will be though to be gods but the priests will eventually turn on them
89 Kulon - colonists tech fell into disrepair and the barbarian humans now use modified quadrupeds as mounts. The quadrupeds are smarter and have more culture than the masters give them credit for
90 Turan - marine colony where the fabricators were washed away during a terraforming mishap. Now a uplifted marine species has been more successful than the primative humans
91 Goldwell - rich in precious minerals the now low tech natives wear lavish gold and gems. A crashed ship of pirates are trying to link up a FTL com array in orbit to call an invasion
92 Vadax - barbarians captured a spacecraft then several more and have become pirate space barbarians who lure ships down with lies of free gold, uranium and pacifism
93 Tor - undulating grasslands, rocks and mountains with many ancient hill forts and artificial mounds and megaliths made by survivors. Many of these mounds cover ancient colony infrastructure and the druids use them in secret to perform miracles while telling the people tech is forbidden

94 Sinax - colony devolved into a cannibal religions where naked serfs ruled over by a cannibal brotherhood
95 Kalora - rich jungle where savages worship totems of scrap and ancient remnants. Some hidden enclaves of colonists worship the AI and the outside tribes are descendants of the survey teams
96 Zabra - the colony modules sunk into a swamp leaving the surface savage tribes hostile to visitors. Inside the sunken colony cultists believe they are living inside the real world and outsiders are demons
97 Petra - automated fabricators have been building vast sprawling lifeless cities for hundreds of years. Robots keep animal life including savage humans outside do to vermin protocol error
98 Elan - mostly a planet of savage barbarians but they all know of a cursed automated city of the ancients. Some try to raid it but the city is shielded, uses bio weapons and has a advanced EM warfare array capable of grounding ships on the same side of the planet it regards as threats
99 Gardvorn - a atomic age culture ignorant of any offworld culture and in a coldwar. Aliens thought to be foreign plots or require vivisection. A few advanced humans are in hiding in secret even from each other, each trying to manipulate the population
100 Canto - desert planet of barbarian tribes but  outsiders have built a black market spaceport for criminal scum, pirates and mercenaries. They recruit many locals and ship them offworld from here, one of the planets main exports. Some locals hate the advanced newcomers who encourage worst elements and who keep setting up bases

ok that was bigger than i planned...