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


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

F is for Fighters and Forests

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.

LandoftheVioletBellflowerTwo nations in the land of the Violet Bellflower are known as the Fighters of Wold and the Forest Kingdom of Tuathanan. Originally I was going to post on both of them in this article, but at 800+ words already I will save the Forest Kingdom of Tuathanan for later.

FightersofWoldThe Fighters of Wold


The fighters inhabit an isthmus to the western end of the continent. They have one of the most diverse populations on the continent, being a haven for the Ti’dadin or touched ones. Over a century and a half ago the birth rate of unusual mutations increased. These were considered touched by foul magic, and even today are ostracized. After the societal collapse, some of them banded together to carve out a kingdom where they would be safe from persecution.

Government and Society: The Fighters of Wold are true to their name. Only having been founded thirty years ago, they rule by militocracy. Each full citizen must spend time in the military and their social standing is determined by their rank in military service, even decades after retirement in service. Non Citizens are taxed more heavily than those who have performed military service and sometimes looked down upon.

The current chief general is Kvort Wold. He adopted the nation’s name as his own when assuming the title of Chief General from the previous general. With red skin and hair, he is able to summon fire to his hands at any time and is rightly approached with caution. He is eyeing a portion of Isocania’s territory for expansion as spoils of war help keep the military busy and satisfied.

Kvort is eager to gather strong Ti’dadin, both for physical and magical strength. The chief war wizard, Nin has begun working on reliable methods of constructing magic weapons more quickly and is fully willing to export the lesser works to other nations for a tidy profit.

Architecture: Of a necessity, the sparsely populated area is highly self-sufficient and incorporates food gardens into their architecture and city design, when not merely modifying existing buildings. Their houses are wooden, thatched and typically with few divided rooms. The city of Weldharbor is built on ruins of a much larger port city with diverse building styles.

The most important area of each town is the barracks which hold the offices of the government and administration.

Food, Goods, Imports, and Exports: The diet is most often stew with a mix of meat, fat, grain and seasonal vegetables. The raising of large bison/lion-like creatures named Nimmons for fur and leather provides much of their meat and leather for export. The wheat crop also grows very well here and traded for preserved fruits and vegetables grown elsewhere.

The wood in the region is hard and durable and the fighters are capable of fashioning tough handles for axes, pole arms and other weapons and tools. These are exported while all but basic furniture is often imported.

Linnen is imported as it is a favored cloth of the warriors during training due to its breathability.

Saltpeter is found in large supply within the territory of the Fighters of Wold, and is used extensively for creating the spark powder used in fireworks. Not only exported, it is being researched for possible military purposes.

Culture, Clothing and Holidays: The culture is very regimented and strict, with curfews and very regular expansion of space and maintaining of defenceability. Even though there has been no war in ten years, the constant talk of it reinforces the defensive stance. Linnen is preferred for exercising and casual wear. Usually worn pleated for men and gathered for women it is decorated with detailed embroidery and made to accommodate leather armor over it. All citizens retain their weapons and armor after discharge from active service. The leather armor is unique in that it is designed with adjustable panels to allow for changes in weight over time.

The memorial of the Spirit of the Different is one of the high holidays of the year. It is marked by the retelling of battle stories, contests of physical and martial prowess. It is almost always preceded by a speech from the local general or captain, usually on how the rules are important and diligence must never fail and to always remain alert.

The winter lights festival is marked with displays fo fireworks, ceremonies of awards of merit, and offerings to the spirits for success. It is also a time for youth to perform vigil initiations before entering into military service. Vigila are always started with marathon style races between villages.

Concepts Used: What if a group of people persecuted decide to become hard as nails in response and form their own government?