A geomorph template to go along with the previous one. This time
hexes, triangle, rhombus and parallelogram that fit together with the
popular 10 x 10 arrangement for geomorphs.
Just
copy an paste what yuo draw inside a template to make sure everything
fits. No grid this time as all the shapes don't line up evenly on a grid
but edges fit together fine with standard squares and each other.
Saturday, April 18, 2015
10 x 10 Geomorph Template
Here's the template I used for my last geomorph with and without a grid. Feel free to duplicate and use as you will. Copy or Cut out the middle 10x10 squares the border details shown in the template are for quick reference for the popular geomorph scale of recent years. The grid is 1/8" grid and the image is 300 DPI.
Wednesday, April 15, 2015
Tuesday, April 14, 2015
Yoon-Suin, a Review
Yoon-Suin, the Purple Land by Noisms of the blog Monsters and Manuals is one of the more wonderful campaign books I have seen. Yoon-Suin is a distant and exotic land of vaguely asiatic aspect far from faux Middle-Earth but also far removed from the Dragon Monks, Ninjas and Samurai of drier less imaginative takes of the far east. I can easily imagine heroes from the likes of Burroughs and Howard finding adventure in the lands of Yoon-Suin but protagonists from the works of Lovercraft and Vance would easily fit in as well. The most wonderful part of Yoon-Suin is the book is written for the game master that likes to tweak a setting and make it their own, this is is a fabulous toolkit.
The book begins with The Journal of Laxmi Guptra Dahl where the setting is outlined and evocative details are provided. this is essential reading to the GM but would also be of much use to the sort of player that enjoys such background information. If I were moving established characters from somewhere else in a campaign to Yoon Suin I would split this section into a few scrolls to be found among the treasures in adventures prior to adventures in Yoon-Suin.
After the journal there is a section that explains how to use the remainder of the Yoon-Suin book. the author makes it very clear Yoon-Suin is meant to be crafted anew by each game-master and while parts may unfold in similar manner from campaign to campaign they will always be different depending on who is casting the dice. The guideline in this section covers how the author would recommend one tackles Yoon-suin for their game by selecting a region of the campaign and fleshing it out with the details provided in each section. This outline is useful and outline how to run any FRPG campaign fairly well.
Chapter One provides details for character generation giving options and details for playing Humans. Dwarves, Crab Men and Slug Men. The slug men details are very brief (almost absent) but after reading more I realize they would likely work best as a character option for players who have gamed a few sessions in The Yellow City. Crab-men are a fairly simple race as class with pretty fearsome pincers and a tough carapace but little else yogin for them, they are a good choice for someone who wants to play something different without having to absorb a whole lot of extraneous details.
Chapter Two is the bestiary of the setting providing stats and a brief description of the 40 something pages of monsters (maybe 100?) and how they fit in the campaign, The descriptions are delightfully brief and how they fit in makes more sense after skimming later chapters. There’s a fair amount of icky bugmen, odd races, and squamous things scattered about the bestiary that certainly give it a different look from other settings bestiaries. Here’s the stat line from one creature as example:
HD 3, AC 5, #ATT 2, DMG 1-8/1-6 (bite/tail slap), Move 90 (Swim 150), ML 7, Save As: F3, TT: B
Chapter Three provides The Yellow City and The Topaz Isles. This chapter like the others region chapters isn’t filled with long histories and encyclopedia entires for the region but instead provides the charts and tables for a GM to run adventures and create a campaign in that region. Charts in this section include: The PC’s Social Circle and further details each such social group in sparse but useful detail. After that we get table to generate Yellow City Personages (NPCS). there are rumors/adventure hooks, random locations, neighborhoods, and surrounding environs detailed in a lsuh variety of tables. Sample Hex Contents to be placed as th eGM wishes are provided. An interesting subsection in this chapter are exploration guidelines for Adventuring in the Old Town and extensive ruin not far from the Yellow City these provide a means to explore a big place without getting mired down in every 10’ and provides a couple charts to generate sites of interest, treasures, and groups within the ruins.
Chapter Four gives us Lahag and The Hundred Kingdoms a big rambling area of warring petty kingdoms. This chapter is similar but not identical to the previous chapter providing tables to generate a polity within the hundred kingdoms and the issues and a ventures that can flow from them. Lahag is a haunted jungle and adventure details are given for that area following the means to generate that polities of The Hundred Kingdoms.
Chapter Five provides the details for a setting and adventure within Lamarakh and Lower Druk Yul great wild regions meant for exploration and trade. Detaisl are given to generate a boat tribe (or tribes) and then much is given to generate the lairs of the region(s) similar to earlier chapters (but not in the details).
Chapter Six provides us with Sughd and The Mountains of The Moon a northern land of impenetrable mountains where abandoned dwarves citadels can be delved into, characters can become servants of a local oligarch or map the secrets of this remote and difficult region. Tabels are given to generate a starting oligarchy with it;s associated issues and assets, social circles (as in previous chapters). Tabels are given for remote villages, plantains and monasteries among other locales.
Each of the regional chapters as mentioned above serve to establish the region with a few paragraphs and sets of tables and does so wonderfully. The chapters are similar in arrangement but not identical in content, each region stands out on it’s own as someplace different. While each area is detailed mostly in tables there is still enough to get a GM going on creating adventures and making regions different from each other.
Folowign the previous chapters are extensive appendices that cover Poisons, Opium, Teas, Trade, and more. The appendices do a good job of covering details that may be similar from region to region and serves the GM well by setting these apart and not burying them in one of the region chapters.
There are a few maps provided with a hand drawn map that would serve well as a handout and a hex map of the same area for the GM. These maps are samples however and are more evocative and illustrative than authoritative. Therein lies the charm of this whole book while it opens a number of nearby regions for use by a GM to build RPG adventures within it does so by example and provides the DM with the tools to develop needful features that whiles certainly being within Yoon-Suin do not lock a GM into a specific fixed Yoon-Suin where canon has to be wrestled with and a player can spoil the fun by reading up on details ahead of time. Yoon-Suin is a wonderful work that both describe the setting and provides the tools for the GM to make of it what they will.
I read another reviewer say: Go but this and then read the review, I have to agree and would have bought this weeks earlier if I had the good sense to heed the advice. oh yeah before I forget: the art borders in spartan in overall use but is enjoyable and evocative. This book is well prices for the 320 somehtign pages it delivers as well. If yuo want a great example of a model to build a working camapign, an distant and exotic land to be explored by your friendly local murder-hobos, or a lush campaign to set all your adventures within Yoon-Suin is an excellent choice.
The book begins with The Journal of Laxmi Guptra Dahl where the setting is outlined and evocative details are provided. this is essential reading to the GM but would also be of much use to the sort of player that enjoys such background information. If I were moving established characters from somewhere else in a campaign to Yoon Suin I would split this section into a few scrolls to be found among the treasures in adventures prior to adventures in Yoon-Suin.
After the journal there is a section that explains how to use the remainder of the Yoon-Suin book. the author makes it very clear Yoon-Suin is meant to be crafted anew by each game-master and while parts may unfold in similar manner from campaign to campaign they will always be different depending on who is casting the dice. The guideline in this section covers how the author would recommend one tackles Yoon-suin for their game by selecting a region of the campaign and fleshing it out with the details provided in each section. This outline is useful and outline how to run any FRPG campaign fairly well.
Chapter One provides details for character generation giving options and details for playing Humans. Dwarves, Crab Men and Slug Men. The slug men details are very brief (almost absent) but after reading more I realize they would likely work best as a character option for players who have gamed a few sessions in The Yellow City. Crab-men are a fairly simple race as class with pretty fearsome pincers and a tough carapace but little else yogin for them, they are a good choice for someone who wants to play something different without having to absorb a whole lot of extraneous details.
Chapter Two is the bestiary of the setting providing stats and a brief description of the 40 something pages of monsters (maybe 100?) and how they fit in the campaign, The descriptions are delightfully brief and how they fit in makes more sense after skimming later chapters. There’s a fair amount of icky bugmen, odd races, and squamous things scattered about the bestiary that certainly give it a different look from other settings bestiaries. Here’s the stat line from one creature as example:
HD 3, AC 5, #ATT 2, DMG 1-8/1-6 (bite/tail slap), Move 90 (Swim 150), ML 7, Save As: F3, TT: B
Chapter Three provides The Yellow City and The Topaz Isles. This chapter like the others region chapters isn’t filled with long histories and encyclopedia entires for the region but instead provides the charts and tables for a GM to run adventures and create a campaign in that region. Charts in this section include: The PC’s Social Circle and further details each such social group in sparse but useful detail. After that we get table to generate Yellow City Personages (NPCS). there are rumors/adventure hooks, random locations, neighborhoods, and surrounding environs detailed in a lsuh variety of tables. Sample Hex Contents to be placed as th eGM wishes are provided. An interesting subsection in this chapter are exploration guidelines for Adventuring in the Old Town and extensive ruin not far from the Yellow City these provide a means to explore a big place without getting mired down in every 10’ and provides a couple charts to generate sites of interest, treasures, and groups within the ruins.
Chapter Four gives us Lahag and The Hundred Kingdoms a big rambling area of warring petty kingdoms. This chapter is similar but not identical to the previous chapter providing tables to generate a polity within the hundred kingdoms and the issues and a ventures that can flow from them. Lahag is a haunted jungle and adventure details are given for that area following the means to generate that polities of The Hundred Kingdoms.
Chapter Five provides the details for a setting and adventure within Lamarakh and Lower Druk Yul great wild regions meant for exploration and trade. Detaisl are given to generate a boat tribe (or tribes) and then much is given to generate the lairs of the region(s) similar to earlier chapters (but not in the details).
Chapter Six provides us with Sughd and The Mountains of The Moon a northern land of impenetrable mountains where abandoned dwarves citadels can be delved into, characters can become servants of a local oligarch or map the secrets of this remote and difficult region. Tabels are given to generate a starting oligarchy with it;s associated issues and assets, social circles (as in previous chapters). Tabels are given for remote villages, plantains and monasteries among other locales.
Each of the regional chapters as mentioned above serve to establish the region with a few paragraphs and sets of tables and does so wonderfully. The chapters are similar in arrangement but not identical in content, each region stands out on it’s own as someplace different. While each area is detailed mostly in tables there is still enough to get a GM going on creating adventures and making regions different from each other.
Folowign the previous chapters are extensive appendices that cover Poisons, Opium, Teas, Trade, and more. The appendices do a good job of covering details that may be similar from region to region and serves the GM well by setting these apart and not burying them in one of the region chapters.
There are a few maps provided with a hand drawn map that would serve well as a handout and a hex map of the same area for the GM. These maps are samples however and are more evocative and illustrative than authoritative. Therein lies the charm of this whole book while it opens a number of nearby regions for use by a GM to build RPG adventures within it does so by example and provides the DM with the tools to develop needful features that whiles certainly being within Yoon-Suin do not lock a GM into a specific fixed Yoon-Suin where canon has to be wrestled with and a player can spoil the fun by reading up on details ahead of time. Yoon-Suin is a wonderful work that both describe the setting and provides the tools for the GM to make of it what they will.
I read another reviewer say: Go but this and then read the review, I have to agree and would have bought this weeks earlier if I had the good sense to heed the advice. oh yeah before I forget: the art borders in spartan in overall use but is enjoyable and evocative. This book is well prices for the 320 somehtign pages it delivers as well. If yuo want a great example of a model to build a working camapign, an distant and exotic land to be explored by your friendly local murder-hobos, or a lush campaign to set all your adventures within Yoon-Suin is an excellent choice.
Saturday, April 11, 2015
Wizardawn Tools Back Online
Some folks may already know this but It's worth mentioning here.
The Wizardawn site and all it's really handy tools are back online thanks to the folks at And-Magazine site. Need a random geomorph map and keyed encounters for over a dozen different old school and house ruled campaigns and rule sets, check out Wizardawn.
The Wizardawn site and all it's really handy tools are back online thanks to the folks at And-Magazine site. Need a random geomorph map and keyed encounters for over a dozen different old school and house ruled campaigns and rule sets, check out Wizardawn.
Thursday, April 2, 2015
Hob and Brownie Class and Level Chart
A Class and level limit chart for Brownies and Hobs for use with Fantastic Heroes and Witchery.
Class/Level Limits Brownies and Hobs.
Class/Level Limits Brownies and Hobs.
|
Classes
|
Brownie
|
Hobwyn
|
Hobbart
|
Svarty Hobar
|
Higglewyn
|
|
Fighter
|
5
|
5
|
6
|
6
|
5
|
|
Ranger
|
-
|
-
|
6
|
-
|
6
|
|
Friar
|
-
|
4
|
4
|
-
|
-
|
|
Mystic
|
4
|
4
|
6
|
4
|
4
|
|
Thief
|
U
|
8
|
10
|
U
|
9
|
|
Acrobat
|
8
|
-
|
8
|
8
|
-
|
|
Assassin
|
-
|
-
|
-
|
11
|
-
|
|
Bard
|
10
|
8
|
10
|
6
|
8
|
|
Wizard
|
7
|
-
|
-
|
6
|
-
|
|
Wiseman
|
7
|
4
|
5
|
4
|
4
|
|
Fae-Mage
|
9
|
-
|
-
|
6
|
5
|
|
Illusionist
|
10
|
-
|
-
|
8
|
6
|
|
Folk Champion
|
-
|
U
|
U
|
11
|
U
|
|
Scout
|
6
|
8
|
U
|
7
|
9
|
Wednesday, April 1, 2015
Hobs and Brownies.
I myself tired of bog standard Halflings in D&D-like campaigns and added Brownies as a racial option instead for a recent campaign. I've gone a little further and brewed up a variety of "halflings" both familiar and new to fit in as player characters in a fantasy campaign.
Brownies
Brownies are a diminutive fairy race that lives along side mankind and other races and are seen as a industrious simple people. They are small and slight compared to mannish folk begin small as a 5 year old human (but of mature elfin features so they would never be mistaken for such). They keep their hair long and often wild and the beards of brownie men can reach down to their toes on occasion.
Brownies are hardworking and capable but not considered particularly industrious and focused to men and other folk. Brownies are not typically keen on coins and may find folk offering them large sacks of cash to be vulgar and offensive they prefer gifts and obligations of favor (that will be traded among their own kind); despite their general dislike of coinage they are still aware of it’s worth among men and other folk.
Brownies lair in all sorts of odd places but favor houses at the roots of trees when able, some consider an old barrel or a spot in the rafters of a mannish cottage their home but seem to care little else for the surrounding property.
Base Hit-Die: 1d4
Lifespan: 140 years
Base Speed: 20 feet
Attribute Adjustment: +1 Dex, -3 Str (or lowest ability score rolled may be swapped with STR score so long as it is not over 12). Max Str 15
Tiny Size: +4 to stealth, can usually find a hiding spot. Brownies are very small they may only use small weapons and even when doing so they will suffer a -1 to damage with those weapons (even hob-sized weapons) unless the brownie is already suffering a damage penalty due to low strength. They receive a +2 bonus to AC against all attacks from large creatures, and +4 against all Huge or greater sized creatures.
Dodge Missiles: If they are aware they are being targeted by a missile attack they are allowed a saving throw to dodge the attack so so long as it isn’t magical in nature (at the cost of any further actions beyond normal movement).
Magical in Nature: Brownies are magical in nature and aware of it’s presence and ways (now and again). Brownies receive a +2 bonus to saves vs Illusions, Sleep, and Paralysis. Brownies are twice as likely to spot a magical ward/trap than would be considered normal.
Break Enchantment: If they fall under sway of a long lasting magical effect they are allowed a new saving throw to shake it off each sunset (this doesn’t apply to curses placed on them by magic from foes of higher level/HD).
Seelie Charm: brownies are of generally favorable aspect to those inclined to be favorable toward faeries of the seelie sort. A DM can apply a +1 to +3 bonus to reaction rolls depending on the situation.
Fey Blooded: Brownies are considered Fey folk when the effect of magic would differ for fey folk.
Hobwyns
Hobwyns resemble plump humans of childish size and aspect with large feet. They are physically weak compared to mannish sized folk and must make use of lighter and smaller weapons if they wish to be effective in combat. Hobwyns are suspicious of outsiders but are not outwardly hostile to most folk leading cheerful and simple lives in pastoral settings when able.
The typical hobwyn lives out his to her entire life in a rural setting seldom traveling far from the domains of their clans and petty kings. they are a moderately industrial race in matters that concern the goods that stock their larders and in their semi-subterranean hillside homes. Hobwyn adventurers are decidedly uncommon as the brave among their folk tend to serve their people as borderers, warden, and warders against the dangerous wider world and as such do not wander too far.
Base Hit-Die: 1d6
Lifespan: 110 years
Base Speed: 20 feet
Attribute Adjustment: +1 Dex, -1 Str (Max 16).
Small Size: Hobwyns get a +4 bonus to stealth checks. They receive a +2 bonus to AC vs large humanoids and +4 bonus versus all foes of Huge size and larger.
Small Weapons: Due to their size and build Hobwyns may only use small weapons one handed, and medium weapons in two hands lacking the size to balance larger weapons. They may have Hob-sized weapons that function and similarly to mannish weapons to duplicate the roles and use some medium and larger weapons, such weapons will do one die size less damage.
Lucky: Hobwyn are lucky receiving a +1 to all saving throws (unless they have fallen victim to a curse).
Hobbarts
Hobbarts are a crossbreed of Brownies and Hobwyns from ages past when populations of their folk were bound together in slavery. A Hobbart appears to be a slightly thinner (maybe taller) Hobwyn of more feral and fey aspect with large hairy feet, the males don’t grow full beards but a respectable set of sideburns is common. Hobbarts are a simple folk prone to over indulge in drink and food whenever able, they tend to be a tad more wander prone than are Hobwyns or Brownies. Hobbarts tend to have a curious period early in their adulthood when they wander about and find themselves mingling with all sorts of folk; they are vernally accepted but people keep an eye on them due to rumors that depict them as thieves.
Hobbarts are shockingly loyal and not prone to betray any they have recognized as a friend or lord.
Base Hit-Die: 1d6
Lifespan: 90 years
Base Speed: 20 feet
Attribute Adjustment: +2 Dex, -2 Str (Max 16).
Small Size: Hobbarts get a +4 bonus to stealth checks. They receive a +2 bonus to AC vs large humanoids and +4 bonus versus all foes of Huge size and larger.
Small Weapons: Due to their size and build Hobbarts may only use small weapons one handed, and medium weapons in two hands lacking the size to balance larger weapons. They may have Hob-sized weapons that function and similarly to mannish weapons to duplicate the roles and use some medium and larger weapons, such weapons will do one die size less damage.
Stone Tossing: when tossing stones and any other hand thrown ranged weapon they may apply a +2 bonus to their chance to hit a short and medium range (their small build keeps them from applying their accuracy to greater effect beyond medium range).
Loyal: Hobbarts are +4 to save vs fear, charms, or Compulsion if it would cause them to turn or threaten a friend or lord.
Svarty Hobars
The Svarty Hobars are a black spirited and wicked race of Hob-kind. They served the slave masters against their cousins in ages past and continue to be downright unpleasant onto this day. They appear as Hobbarts but lanky and more feral with coal black skin.
The Svarty Hobars serve only their Bandit Kings and are roaming thieves and murderers, luckily most folk do not hold this against other hob folk. Svarty Hobars prefer to live underground much deeper than do other hob folk.
Base Hit-Die: 1d8
Lifespan: 110 years
Base Speed: 20 feet
Attribute Adjustment: +1 Dex, -1 Str (Max 17), +1 Con
Small Size: Svarty Hobbarts get a +4 bonus to stealth checks. They receive a +2 bonus to AC vs large humanoids and +4 bonus versus all foes of Huge size and larger.
Small Weapons: Due to their size and build Svarty Hobars may only use small weapons one handed, and medium weapons in two hands lacking the size to balance larger weapons. They may have Hob-sized weapons that function and similarly to mannish weapons to duplicate the roles and use some medium and larger weapons, such weapons will do one die size less damage.
Murderous strike: if striking behind (regardless of class) Svarty Hobars are +4 to hit and deal an additional die of damage on a successful attack,
Unwholesome Diet: Svarty Hobars have an unwholesome diet where they can stomach virtually anything organic and semi-organic, they are +2 to save vs poison and paralysis. They can survive of reduced rations three times longer than can other people.
Fey Blooded: Svarty Hobars are considered Fey folk when the effect of magic would differ for fey folk.
Higglewyn
The Higglewyn are a thin an awkward race of folk distantly related to Hobwyns that stand shoulder high to a typical human teenager. They have large hairy hands and feet. They are considered backward country bumpkins by many people and spend their lives herding goats, fishing along the banks of rivers and tending garden plots.
Higglewyn are not an ambitious or aggressive race but shouldn’t be considered cowards either despite their abilities to escape from a tight spot and elude capture.
Base Hit-Die: 1d6
Lifespan: 150 years
Base Speed: 30 feet
Attribute Adjustment: +1 Dex, -1 Str (Max 16).
Small Size: Higglewyns get a +2 bonus to stealth checks.
Higgley Wiggle: Missile attacks from long range recive an additional -4 to hit them.
Higgley Jig: Higglewyn are difficult to catch, any attempt to grab or confine them is made at -4.
Higgley Blink: Once a day a Higglewyn can blink teleporting themselves safely to any spot within 60’ they can see or have seen. Fey folk will notice the translocation but to others they will simply seem to vanish. This ability can be used by a player after a character failing to save vs a deathtrap (but still only once a day).
Slight Folk: due to their small size and slight builds they are unable to wield large weapons.
Spot Goblin Doors: Higglewyn can spot goblin doors and nexus points as well as elves can locate secret doors.
Fey Blooded: Higglewyn are considered Fey folk when the effect of magic would differ for fey folk.
Classes and Levels:
Level and class limits are even more campaign and rule specific than the above so I'm just makign suggestions here.. I'd allow Brownies to advance as fighter (poorly), thieves, and Magic-users. Hobwyn as fighters (of limited ability), thieves, and scouts (maybe some alchemists or druidish wiseman types). Hobbarts would likely have the best rangeof classes as they are an even mix of hob and brownie but seldom advance far. Svarty Hobars would tend toward fighters and thieves with the occasional illusionist sort. Higglewyn would make fair scouts or thieves a really cunning one may function as an illusionist trickster.
further Notes:
I developed these races with Fantstic Heroes and Witchery in mind so some of the specifics are ted to that but they could easily fit in other old-school fantasy rules sets with little trouble. Base speed for humans is 30 for those needing the point of reference.
Brownies
Brownies are a diminutive fairy race that lives along side mankind and other races and are seen as a industrious simple people. They are small and slight compared to mannish folk begin small as a 5 year old human (but of mature elfin features so they would never be mistaken for such). They keep their hair long and often wild and the beards of brownie men can reach down to their toes on occasion.
Brownies are hardworking and capable but not considered particularly industrious and focused to men and other folk. Brownies are not typically keen on coins and may find folk offering them large sacks of cash to be vulgar and offensive they prefer gifts and obligations of favor (that will be traded among their own kind); despite their general dislike of coinage they are still aware of it’s worth among men and other folk.
Brownies lair in all sorts of odd places but favor houses at the roots of trees when able, some consider an old barrel or a spot in the rafters of a mannish cottage their home but seem to care little else for the surrounding property.
Base Hit-Die: 1d4
Lifespan: 140 years
Base Speed: 20 feet
Attribute Adjustment: +1 Dex, -3 Str (or lowest ability score rolled may be swapped with STR score so long as it is not over 12). Max Str 15
Tiny Size: +4 to stealth, can usually find a hiding spot. Brownies are very small they may only use small weapons and even when doing so they will suffer a -1 to damage with those weapons (even hob-sized weapons) unless the brownie is already suffering a damage penalty due to low strength. They receive a +2 bonus to AC against all attacks from large creatures, and +4 against all Huge or greater sized creatures.
Dodge Missiles: If they are aware they are being targeted by a missile attack they are allowed a saving throw to dodge the attack so so long as it isn’t magical in nature (at the cost of any further actions beyond normal movement).
Magical in Nature: Brownies are magical in nature and aware of it’s presence and ways (now and again). Brownies receive a +2 bonus to saves vs Illusions, Sleep, and Paralysis. Brownies are twice as likely to spot a magical ward/trap than would be considered normal.
Break Enchantment: If they fall under sway of a long lasting magical effect they are allowed a new saving throw to shake it off each sunset (this doesn’t apply to curses placed on them by magic from foes of higher level/HD).
Seelie Charm: brownies are of generally favorable aspect to those inclined to be favorable toward faeries of the seelie sort. A DM can apply a +1 to +3 bonus to reaction rolls depending on the situation.
Fey Blooded: Brownies are considered Fey folk when the effect of magic would differ for fey folk.
Hobwyns
Hobwyns resemble plump humans of childish size and aspect with large feet. They are physically weak compared to mannish sized folk and must make use of lighter and smaller weapons if they wish to be effective in combat. Hobwyns are suspicious of outsiders but are not outwardly hostile to most folk leading cheerful and simple lives in pastoral settings when able.
The typical hobwyn lives out his to her entire life in a rural setting seldom traveling far from the domains of their clans and petty kings. they are a moderately industrial race in matters that concern the goods that stock their larders and in their semi-subterranean hillside homes. Hobwyn adventurers are decidedly uncommon as the brave among their folk tend to serve their people as borderers, warden, and warders against the dangerous wider world and as such do not wander too far.
Base Hit-Die: 1d6
Lifespan: 110 years
Base Speed: 20 feet
Attribute Adjustment: +1 Dex, -1 Str (Max 16).
Small Size: Hobwyns get a +4 bonus to stealth checks. They receive a +2 bonus to AC vs large humanoids and +4 bonus versus all foes of Huge size and larger.
Small Weapons: Due to their size and build Hobwyns may only use small weapons one handed, and medium weapons in two hands lacking the size to balance larger weapons. They may have Hob-sized weapons that function and similarly to mannish weapons to duplicate the roles and use some medium and larger weapons, such weapons will do one die size less damage.
Lucky: Hobwyn are lucky receiving a +1 to all saving throws (unless they have fallen victim to a curse).
Hobbarts
Hobbarts are a crossbreed of Brownies and Hobwyns from ages past when populations of their folk were bound together in slavery. A Hobbart appears to be a slightly thinner (maybe taller) Hobwyn of more feral and fey aspect with large hairy feet, the males don’t grow full beards but a respectable set of sideburns is common. Hobbarts are a simple folk prone to over indulge in drink and food whenever able, they tend to be a tad more wander prone than are Hobwyns or Brownies. Hobbarts tend to have a curious period early in their adulthood when they wander about and find themselves mingling with all sorts of folk; they are vernally accepted but people keep an eye on them due to rumors that depict them as thieves.
Hobbarts are shockingly loyal and not prone to betray any they have recognized as a friend or lord.
Base Hit-Die: 1d6
Lifespan: 90 years
Base Speed: 20 feet
Attribute Adjustment: +2 Dex, -2 Str (Max 16).
Small Size: Hobbarts get a +4 bonus to stealth checks. They receive a +2 bonus to AC vs large humanoids and +4 bonus versus all foes of Huge size and larger.
Small Weapons: Due to their size and build Hobbarts may only use small weapons one handed, and medium weapons in two hands lacking the size to balance larger weapons. They may have Hob-sized weapons that function and similarly to mannish weapons to duplicate the roles and use some medium and larger weapons, such weapons will do one die size less damage.
Stone Tossing: when tossing stones and any other hand thrown ranged weapon they may apply a +2 bonus to their chance to hit a short and medium range (their small build keeps them from applying their accuracy to greater effect beyond medium range).
Loyal: Hobbarts are +4 to save vs fear, charms, or Compulsion if it would cause them to turn or threaten a friend or lord.
Svarty Hobars
The Svarty Hobars are a black spirited and wicked race of Hob-kind. They served the slave masters against their cousins in ages past and continue to be downright unpleasant onto this day. They appear as Hobbarts but lanky and more feral with coal black skin.
The Svarty Hobars serve only their Bandit Kings and are roaming thieves and murderers, luckily most folk do not hold this against other hob folk. Svarty Hobars prefer to live underground much deeper than do other hob folk.
Base Hit-Die: 1d8
Lifespan: 110 years
Base Speed: 20 feet
Attribute Adjustment: +1 Dex, -1 Str (Max 17), +1 Con
Small Size: Svarty Hobbarts get a +4 bonus to stealth checks. They receive a +2 bonus to AC vs large humanoids and +4 bonus versus all foes of Huge size and larger.
Small Weapons: Due to their size and build Svarty Hobars may only use small weapons one handed, and medium weapons in two hands lacking the size to balance larger weapons. They may have Hob-sized weapons that function and similarly to mannish weapons to duplicate the roles and use some medium and larger weapons, such weapons will do one die size less damage.
Murderous strike: if striking behind (regardless of class) Svarty Hobars are +4 to hit and deal an additional die of damage on a successful attack,
Unwholesome Diet: Svarty Hobars have an unwholesome diet where they can stomach virtually anything organic and semi-organic, they are +2 to save vs poison and paralysis. They can survive of reduced rations three times longer than can other people.
Fey Blooded: Svarty Hobars are considered Fey folk when the effect of magic would differ for fey folk.
Higglewyn
The Higglewyn are a thin an awkward race of folk distantly related to Hobwyns that stand shoulder high to a typical human teenager. They have large hairy hands and feet. They are considered backward country bumpkins by many people and spend their lives herding goats, fishing along the banks of rivers and tending garden plots.
Higglewyn are not an ambitious or aggressive race but shouldn’t be considered cowards either despite their abilities to escape from a tight spot and elude capture.
Base Hit-Die: 1d6
Lifespan: 150 years
Base Speed: 30 feet
Attribute Adjustment: +1 Dex, -1 Str (Max 16).
Small Size: Higglewyns get a +2 bonus to stealth checks.
Higgley Wiggle: Missile attacks from long range recive an additional -4 to hit them.
Higgley Jig: Higglewyn are difficult to catch, any attempt to grab or confine them is made at -4.
Higgley Blink: Once a day a Higglewyn can blink teleporting themselves safely to any spot within 60’ they can see or have seen. Fey folk will notice the translocation but to others they will simply seem to vanish. This ability can be used by a player after a character failing to save vs a deathtrap (but still only once a day).
Slight Folk: due to their small size and slight builds they are unable to wield large weapons.
Spot Goblin Doors: Higglewyn can spot goblin doors and nexus points as well as elves can locate secret doors.
Fey Blooded: Higglewyn are considered Fey folk when the effect of magic would differ for fey folk.
Classes and Levels:
Level and class limits are even more campaign and rule specific than the above so I'm just makign suggestions here.. I'd allow Brownies to advance as fighter (poorly), thieves, and Magic-users. Hobwyn as fighters (of limited ability), thieves, and scouts (maybe some alchemists or druidish wiseman types). Hobbarts would likely have the best rangeof classes as they are an even mix of hob and brownie but seldom advance far. Svarty Hobars would tend toward fighters and thieves with the occasional illusionist sort. Higglewyn would make fair scouts or thieves a really cunning one may function as an illusionist trickster.
further Notes:
I developed these races with Fantstic Heroes and Witchery in mind so some of the specifics are ted to that but they could easily fit in other old-school fantasy rules sets with little trouble. Base speed for humans is 30 for those needing the point of reference.
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