What Scares You People? (Blog Carnival May 2018)

I often play with a younger set of players so most “scary” stuff is alluded to or made up like an 80’s cartoon villian. Playing against the character’s fears is not a big deal, but playing up the fears of the players can be a difficult proposition, so I tread lightly on those.

For my upcoming campaign, set in my own world, I have some ideas on how to distiguish races by some specific phobias and traits. For example, dwarves are for more prone to Agoraphobia and less prone to Claustrophobia which is why they tend to build in underground spaces. Check FearOf.net for details on these fears. Mania’s and Philias selected from Alphadictionary philia list and Alphadictionary Mania List

I may have my players pick a severe or mild phobia, mania or philia as part of their character description.

  • Humans
    • Baseline for the commonality of Phobia’s (Fears), Mania’s (Obsessions) and Philia’s (Loves).
    • Some of these can be imagined come from biology and others culture.
  • Dwarves
    • More Prone to Agoraphobia (open spaces), Acrophobia (heights),  and Astraphobia (thunder/lightning)
    • More Prone to Trichomania and Chaerophilia (Hair), Crystallophilia (crystals and glass) and Symmetrophilia (symmetry)
    • Less Prone to Claustrophobia (closed spaces), Gamophobia (commitment), and Chaetophobia (hair)
    • More prone to inner ear imbalances and migranes, a typically strong robust gut biome helps against poisons and indigestion.
  • Gnomes
    • More Prone to Disposophobia (getting rid of stuff), Apiphobia (bees),  and Enochlophobia (crowds).
    • More Prone to Altomania (heights) and Astromania (Stars), Osmophilia (smells) and Kainophilia (novelty)
    • Less Prone to Technophobia (technology), Acrophobia (heights), and Ligytophobia (loud noises)
    • More prone to ADHD and compulsion disorders, but more resistant to vertigo/nausea.
  • Halflings
    • More Prone to Taphophobia (being burried alive), Bathophobia (the depths), and Aerophobia (flying)
    • More Prone to Oenomania (wines) and Botanomania (plants), Logophilia (words) and Microphilia (small things)
    • Less Prone to Agoraphobia (open spaces), Entomophobia (bugs and insects), and Cacomorphobia (fat people)
    • Less prone to heart disease and more resistant to endocrine disruptors, leading to less diabetes etc.
  • Elves
    • More Prone to Mysophobia (germs), Autophobia (abandonment), and Thanatophobia (death).
    • More Prone to Choromania (dancing) and Ambulomania (walking), Mythophilia (myths or gossip) and Patroiophilia (heredity)
    • Less Prone to Glossophobia (public speaking), Nyctophobia (dark), and Aerophobia (flying).
    • Longer life but more likely to miscarriage and more pregnancy issues. More likely to burn in heat and the intense sun.
  • Tieflings
    • More Prone to Athazagoraphobia (being forgotten), Coulrophobia (clowns), and Photophobia (light)
    • More Prone to Xyromania (razors, sharp edges) and Vestimania (clothes), Thanatophilia (death and dying) and Phonophilia (sounds, voices)
    • Less Prone to Pyrophobia (fire), Entomophobia (bugs and insects), and Achondroplasiaphobia (midgets)
    • Unusual anatomical features and a wide range of odd physical conditions can affect them. Their horns or other devilish features are found to be assymetrical fairly commonly.
  • Aasimar
    • More Prone to Kinemortophobia (undead), Entomophobia (bugs and insects), and Nyctophobia (dark).
    • More Prone to Theomania (gods and religion) and Ophthalmomania (being stared at), Bibliophilia (books) and Chorophilia (Dancing)
    • Less Prone to Glossophobia (public speaking), Phasmophobia (ghosts), and Photophobia (light)
    • Glowing skin, so much they are more prone to narcolepsy and insomnia.
  • Dragonborn
    • More Prone to Anatidaephobia (ducks), Omphalophobia (belly buttons), and Allodozaphobia (Opinions about them)
    • More Prone to Musculomania (muscles) and Kinesomania (movement), Dikephilia (justice) and Hydrophilia (water)
    • Less Prone to Thanatophobia (death), Monophobia (being alone), and Metathesiophobia (change)
    • Scaly hides lend protection but are prone to mites and skin conditions. They are less tolerant of cold environments.
  • Half Orc
    • More Prone to Ophidiophobia (snakes), Achondroplasiaphobia (midgets),  and Catoptrophobia (mirrors)
    • More Prone to Lygomania (darkness) and Sideromania (iron/steel), Pterophilia (birds) and Ophidiophilia (snakes)
    • Less Prone to Ergophobia (work), Psudodysphagia (chocking), and Pogonophobia (beards)
    • Beefy but with less than standard melanocytes, this produces an increased chance of muscle cramps and tone deafness. Their liver processes alcohol faster, leading them to have a higher tolerance.

This month is hosted by Reckoning of the Dead


X, Y and Z are for Xystus, Yasu and Ziquan

In the A to Z  Challenge I will be describing parts of my fictional world I am starting to use for Roleplaying games. Most of this information is not known by my players, not to hide it from them, but because I think tons about a location that I won’t force them to sit through during gaming sessions.

Bleh, life is a pain at times. Back pain, allergies, tons of stuff going on. On the plus side we played for about 6 hours on International Table top day which was Saturday.

The Xystus of the Gymnasium of Cos

 The monastery of Cos, also known as the monastery of the Living Wills is just south of Huin in Tillman. It is run by a group of diverse masters. They specialize in protective fighting and the training of the mind and with the training of offensive magic. Eldritch Knights, Arcane Archers, Requip fighters and Monks with magic are often found training here. The most common weapon trained is a special form of glaive as it is the favorite weapon of several of the masters and trains both a military weapon but also techniques useful when using any pole or long stick that can be found.

The Xystus or covered long porch along the primary gymnasium courtyard is known as the Xystus of Games and is used when training the mind, with puzzles and games for logic and strategy as well as for magical training.

Disciple of Cos (5e Background)

Proficiencies: Glaive and improvised staff, History and Arcana (The glaive is a monk weapon if you are a monk)

Arcane Knowledge: Has learned one cantrip from the wizard or druids cantrip list that is not evocation.

The town of Yasu

 The town of Yasu in the Kingdom of Durain is notable due to its production of preserved foodstuffs. The town of Yasu makes many types of lacto-fermeted pickles and slaws. They are also the producers of the magic Preserver’s pot and Fermenter’s pot.

Preserver’s pot (uncommon)

The preservers pot is usually a round pot about 30cm (1 foot) in diameter with a flat bottom and lidded top. Anything placed in the pot will be preserved in its current state for up to 3 years. This includes living tissue, foodstuffs, or even small animals.

Fermenter’s pot (uncommon)

The reverse of the preserver’s pot. Anything placed inside ages a month for every day placed in the pot. Great for making long curing cheeses and some types of fermented cabbage. It will also grow mold to a toxic level is the foods aren’t really meant to be preserved. Things left long abandoned in such a pot can release a toxic smell than can incapacitate the one who opens the pot. DC 17 con save or fall ill and vomit  for the next 1d6 hours.

The town of Zoenit

The town of Zeonit in the nation of Ziquan is a great center for leather works, the dwarven nation also produces many types of studded leather and leather specially designed for durability on weapon and tool handles.

The leather emporium is an older family building that has been converted to store, sell and trade leather from all over Zeonit, much of it ending up in foreign markets. It it is leather you can find it here. The suede gloves, brightly colored and patterned bracers and even leather cloaks are popular with tourists and exporters. Due to the competitive market and being close to so much leather production all leather goods are 25% cheaper than found in most other places.

Recently a fad of color changing leather shawls has swept the market. Always guaranteed to impress and certainly priced to match their extravagance, some say there may be untold drawbacks in the process of mass producing these magic items.

W is for Weather

RPGBlogCarnivalLogoSmallIn the A to Z  Challenge I will be describing parts of my fictional world I am starting to use for Roleplaying games. Most of this information is not known by my players, not to hide it from them, but because I think tons about a location that I won’t force them to sit through during gaming sessions. This post is also my entry to this month’s Blog Carnival

Weather and travel are important in exploration in the world. Mechanically 5th edition is fairly lightweight on these rules. One of the difficulties I have found in running 5th edition is the granting of inspiration. Combining the two I have the following.

Based on Ryuutama I have the following travel rules in 5th Edition. Some related pages are in the Ryuutama holiday package. Link for DriveThru RPGminst-blog

  • Every day of travel the players make the following check: The Condition Check (this is a d20 roll with no modifiers), on a 20 the player gains inspiration, on a 1 the player gains a mishap of some sort (wing it for now).
  • Every Day of travel the DM rolls for weather (see DMG) and for Random Encounters.
  • If the path is in the wilderness the players will have to make a direction check to make sure they are going the correct way. This check is based on the DC’s (Difficulty Check) in the Ryuutama game as they translate fairly well (see below).
    • The outlander background granting good navigation or various ranger abilities can grant advantage as determined by the DM.
Terrain DC Weather Modifier
Grassland, Wasteland 6 Clear None
Woods, Highlands, Rocky Terrain 8 Hot, Cold, Rain, Wind Fog +1
Deep Forest, Highlands, Swamp, Mountains 10 Hard Rain, Snow, Night, Deep Fog +3
Desert, Jungle 12 Hurricane, Blizzard +5

Additional Difficulty Modifiers: Unusual magical Terrain +3, Unfamiliar celestial navigation +5, Intentional Misleading markers +3

V is for Vehicles

Things have been a bit crazy and I am behind.

In the A to Z  Challenge I will be describing parts of my fictional world I am starting to use for Roleplaying games. Most of this information is not known by my players, not to hide it from them, but because I think tons about a location that I won’t force them to sit through during gaming sessions.

nausicaanumeneraOne of my favorite fantasy vehicles is the mehive from Nausicaa. Recently in Numenera they came out with a version in that game. While I like Numenera and have purchased it and The Strange, I still prefer 5th edition mechanics at this time. Here are the stats for my world, if my players ever find one.


Speed 90ft, Carrying Capacity 540lbs, Cost:N/A The use of a Windwing is a dexterity check, it takes several minutes to get used to the controls and one can eventually gain proficiency in the check to use the Windwing. As it requires the use of both hands for easy control, using two handed weapons on this takes an acrobatics check in addition to any piloting checks made to prevent falling off.

In addition there is one known airship still functioning in the Land of the Violet Bellflower, the Dancing Diamond.

The Dancing Diamond

Length: 110ft   Crew: 7 people   Passengers: 12 people  Speed: 75ft

The Dancing Diamond specializes is luxury cruises and the transportation of jewley. As such it has two platforms where mages might cast defensive and offensive spells as necessary for protection. Typically the crew consists on the Captain Eyelon and his luitenant Naura, two wizards, a chef, the pilot and cabin boy. The Captain was formerly a warrior of renown and both he and Naura are known for their skill in battle, can fully capable of defending the ship. What most don’t know is that the halfling chef was once an assasin and just as dangerous.

Images copyright Monte Cook Games and Stuido Ghibli.

U is for Underwater

In the A to Z  Challenge I will be describing parts of my fictional world I am starting to use for Roleplaying games. Most of this information is not known by my players, not to hide it from them, but because I think tons about a location that I won’t force them to sit through during gaming sessions.

Undersea Map

So due to less vegetation in the deeper regions of the sea, most sea civilizations are near land in the 0-600ft depth range (or 0-200m range if you would prefer a very rough translation).

Several different regions of sea elves, merfolk and niads exisit. As well as the cruel Merrow, Saughain, Kuo-toa, and wild wereshark tribes. The deep sea Ooruk who never come above 300ft of depth, and the deep Abolithiar servitors round out the deep regions. Many rumoured sightings are had of  both a Kraken and Dragon Turtle in the north waters, and few boats venture far from land.

The southern Kuo-Toa empire stays well out of the way of land creatures. This is due to the water sorcerers of the Matron Mysterium, and the suspicions steming from the night of blazing waters.

I am not sure if my players will want to delve too deep in the oceans, but the hazards of water travel must not be understated. The glowing summer jellies are beutiful but deadly to the touch, and are known to clog waterways every few summers.

T is for the Towers of Stone

In the A to Z  Challenge I will be describing parts of my fictional world I am starting to use for Roleplaying games. Most of this information is not known by my players, not to hide it from them, but because I think tons about a location that I won’t force them to sit through during gaming sessions.

The Towers of Stone

The Towers of Stone are a human magocracy. They work tirelessly to restore the capabilities had prior to the chaos of a century ago.

Government and Society: The Mages council rules the islands that make up the towers of stone. Any master level mage is a voting member. This means that at a full vote they could have 350 different votes cast. At any given time, one mage is given diplomatic control as the Mage at Council and another military control as the Mage of Battle.

At the age of 12 all youth must take the test of the arcane, a weeklong trial of physical, mental and magical aptitude. Those who show promising skills are often offered apprenticeships with the various mages. Some learn both magic and physical disciplines and become Eldritch Knights or Arcane Archers.

TowersofStoneAnother hobby of the mages is the racing of flying creatures. The most prestigious race is part of the harvest festival, and takes place at the Castle of Gargoyles.

Architecture: As the name suggests, and as the rocky island terrain demands, towers are the most common style. In addition to the stone outbuildings for the non mages stone is used everywhere.

Food, Goods, Imports and Exports: Given the rocky terrain of the island, stone is a primary export and building material. Both Iron and saltpeter are found in the area as well and exported.

Education by the mages is highly sought and rich families from other nations may send their child progeny to study here. Often sending wood or discovered magical items as part of the payment for the education.

Wood and fruits are common imports due to the rocky terrain and lack of good forests.

Culture, Clothing and Holidays: During the harvest festival is the tradition of discarding used clothing on a reed raft that is lit on fire to carry away evil spirits. Afterwards by taking a wet bath and donning new clothing you can prepare for the winter. This is in contrast with the tradition of taking regular air baths instead of water baths. Most will only bathe in water a few times a year while the rest of the time they sponge bath or stand half-dressed in the wind for an air bath.

The planting festival in spring is a time of writing letters and sending copies of manuscripts or poetry. It is also the time of the great challenges where various competitions and demonstrations are made. These have included  themed magic challenges for example; who can create the most agriculturally significant spell (That year the award was given to Magus Clorinveil who created a spell to generate artificial rain for 6 hours over a three-mile area). Not all challenges are magical, as competitions of strength, cookery, and trivia area also common.

Common Races: Human, Half-Elves

Common Backgrounds: Sage, Noble, Soldier

S is for Shovamhon

In the A to Z  Challenge I will be describing parts of my fictional world I am starting to use for Roleplaying games. Most of this information is not known by my players, not to hide it from them, but because I think tons about a location that I won’t force them to sit through during gaming sessions.


ShovamhonThe halfling nation is a strong nation of warriors. While small in stature they have the best battle engineer and siege engines on the contient. After a lenghtly siege of Golim, a treaty was reached which made Golim’s Monarchy a dependency on the Shovamhon nation. With that acquisition, the Grand Counselor of Shovamhon controls the largest amount of land in the Land of the Violet Bellflower. Many fear the imperial aspirations of the Shavamhon Council.

Government and Society: Shavamhon is goverend by the Council of Green. The most senior of the council is granted the title of Grand Counselor and acts as the leader of the nation and manages the appointed generals. The Council is assisted and advised by the Celestial Beurocracy, a religeos organization devoted to the worship of natural animism.

Architecture: Their architecture is simmilar to Japanese architecture from earth. Wooden beam construction with the floor elevated to allow for air currents under the house (In winter the flow of air is slowed and coals feed warm air under the floorboards.) Popular in the region are also public saunas and baths.

Food, Goods, Imports and Exports: The mines of Shovamhon provide a steady stream of metals used for industry and export. The orchards and berry fields of the eastern region are well known for their abundance of delicious fruit.

While the mines are profitable, there is a lack of silver in the region so that is heavily imported for mirrors, silvered weapons and other goods. Grain, sugar and granite are also imported to support the design of fortifications and monuments.

Culture, Clothing and Holidays: The women and men of Shovamhon wear loose draped and clasped robes in daily wear. While the women prefer the use of multiple differing patterns, the mens clothing tends to be in single all over patterns. Formal wear is in blacks, off whites, a pale reds depending on the function and social position of the wearer.

The country of Shovamhon has a tradition of dancing, dances, and gambling. This is best seen in the spring festival of renewal. With ritual bathing, midnight vigils and all night dancing and gambling being indulged in.

The harvest festival of apples is a time of sacrifice of ones time to the recitation of thanks the the various spirits and gifts given to the spirits of the land. The women of the land officiate all the rites, processions  and recitations during this festival, and no man is allowed to touch a shrine without a woman present without misfortune for the next year.

Common Races: Halflings, and in metropolitan areas any other race.

Common Backgrounds:  Soldier, hermit, outlander, sage