Saturday, March 31, 2018

Amazons and Androgons

Allaroundspaces

Amazons, the Happy Horsewomen


The golden plains to the east, where the lazy river Thermodon winds north to the Blackwine Sea, are a fertile land. Vast fields of grain and corn and countless herds of horses, bison, and oxen can be found there, as well as all manner of fruiting trees, nuts, and spices. At the river's mouth sits Temiskyra, and in her port all manner of boats travel here and there across the sea.

This is the land of the amazons; it is a land of peace and prosperity because no one in the world is fool enough to invade, and anyone fool enough to try is never good enough to get past the border.

Tales of their martial prowess are entirely true. The average amazon stands eight feet tall, and has been training with the horse, the bow, the spear, and the sword since she was old enough to walk. Amazonian men still taller and stronger than the average man, and are not the downtrodden slaves some would have you believe. Rumors of cutting off breasts are unfounded. Stories of their legendary hospitality and good humor are entirely true (why not laugh when nothing poses a threat?)

Otherwise, the following touchstones are important for travelers on the way to Temiskyra.

Damascene steel - The smiths of Temiskyra produce some of the best blades in the world (sans dwarves), through methods known only to them. The shimmering, swirling patterns have proven impossible to replicate by other men. Carbon nanotubes, y'all.

Barbecue - The wild boars of the golden plains are terrifying monsters. Hunts for both sport and necessity are common enough that they barely classify as news. This leads to a great amount of pork in local markets. Family-owned amazonian barbecue joints are one of the region's primary exports.

Lacrosse - It's like normal war, but nearly everyone lives through it so you can do it again. Often paired with barbecue. Used to solve disputes, mark holidays, or just for fun. Instituted in ages past as a way to avoid internal strife among the amazons.

Horses - Temiskyran horses are, as one would expect, huge. Large enough that it is next to impossible for non-amazons to ride them (and the reverse is true for amazons riding normal sized horses). Smaller horses are kept as beloved pets

Greatbows - The signature amazonian weapon. Even one skilled in its use must utterly root herself to the earth to draw it back.

The greatest warrior among the amazons is currently Sofi Scarbelly. She and her retinue are currently off fighting some sort of monstrous humanoids.

There is no link between the amazons of the Thermodon and the black amazons of the North, beyond naming conventions.

Amazon Character Class


Reroll STR and CON, take higher
HP: d10
XP: As elf
Saves: As fighter
To-hit: As fighter
Armor costs 1.5x the normal price.

Starting kit
  • Leather or chain armor
  • Spear and shield, sword and shield, or longbow
  • Longbow or greatbow
  • Quiver with 20 arrows or 5 greatarrows
  • A horse or a Fighter 0 hireling (usually a husband, son, or daughter-in-training)

5e Option: As Goliaths, replacing altitude acclimation with an additional +1 CON.

Tomas Duchek

Androgons, the Man's Men


In the days of the emperor Darvatius there was an entire legion formed of pairs of consecrated male lovers, sent out to pacify distant corners of the world and gain great glory for the banner of the eagle and bull. In the last days of the conquest the sacred band was sent past the Wall of Rhavian to subjugate certain tribes that had taken shelter with the Folk there, and there the record ends.

A few centuries later, when the world is still rebuilding from the global catastrophe of Darvatius' second conquest, a tribe calling themselves the Androgons descends from the lands beyond the Wall into the world at large. Scribes of the time considered them to be some new tribe of barbarians, but modern historians are quite certain they are Darvatius' lost legion merged with the tribes they had been sent to exterminate.

These Androgons (occasionally called the Gargareans, especially in older texts) are for the most part a wandering people: there are a few townships under their control, but most live in small bands of 20-200 individuals. They are quiet and isolationist: outsiders are not welcome in their camps, and their interactions with the greater world tend to be either succinct or violent. They make their living as soldiers of fortune, having no love of peaceful, settled lives. It is a hard life, but they enjoy it well enough.

Those who come into contact with the Androgons ought to bear in mind the following:

Virwyrd - lit. "the way of men". Androgons have strict pillars of manhood that they hold up: combat, camaraderie, practical handicraft, and stoicism. Public displays of emotion ought be limited to triumph over enemies or anger towards them - friendship is to be kept to the mess tent, and tenderness to the bunk. Sexual relations between Androgons are spoken of in near-businesslike terms outside of private moments.  

No Girls Allowed - Androgon reactions to women are mixed: ignorance reins on the whole, accompanied by bemusement, confusion, apathy, or hatred. Many competing theories have emerged, claiming that women are alien beings, misshapen or depraved men, demons, or most radically, human beings. The first and second attitudes are the most common. 

The Trailing Camp - War parties tend to accumulate non-Androgon camp followers. Having little in the ways of their own roots, they will often pick up Androgon customs and modes of dress. If there are any women to be found among the Androgons, they will be found here. Any children sired will be brought into the Androgon party to be raised and trained. The relations which bear these children are not spoken of. 

Battle-Thought - Philosophy and rhetoric are greatly valued by the Androgons, despite their warlike manners and lack of written history. There are great minds of Darvatius' time that exist now only as Androgon oral history.

Folk Arts - The greatest treasure among the Androgons are secrets given to them in their time beyond the Wall. Little study has been conducted of their Pathmaking and Bread-and-Salt traditions, and greater secrets still remain.

The greatest band of Androgons is that of the Ash Moon Banner. They are currently harassing the townships outside of Janashkut.

Androgon characters are fighters.







Saturday, March 24, 2018

Health, Healing, and Injuries

This remains a work in progress, and is as-of-yet untested. It has been cobbled together from multiple sources of inspiration, including Into the Odd, Logan Knight's flesh and grit system, and Skerples' Rat on a Stick GLOG hack.

Further modifications are certain to follow.

Health

 

Characters have Hit Points and Body Points (or Grit and Flesh). HP represents a character's ability to avoid taking serious damage, and BP represents a character's actual bodily integrity. If you have HP, you can take a hit; if you've lost BP, there are things outside your body that really need to be put back inside.

HP at level 1 is equal to your full hit die + your CON bonus. At every subsequent level you roll for your HP with no CON bonus. HP caps at 20.

BP is equal to your CON score. It goes up and down according to that score, or in the occasional magical effect. Any damage taken to BP will be subtracted from both STR and CON. Taking BP damage means you are now bleeding out, and will lose and additional 1 BP / round until stabilized.

When you reach 0 HP, you are incapacitated. Any damage taken beyond this point will be taken from your BP. If you reach 0 BP, you are dead. If you are attacked while incapacitated, you are dead.

Healing

 

HP is restored to full by a restful night of sleep and a meal. Other circumstances, (sleep but no food, food only, partial sleep, etc) you will only recover 1d6 + lvl HP.

BP is recovered through the following methods, and is done so in the same intervals it is dealt in (minor, small, medium, great).

Panacea potions
Save vs magic to resist addiction. Addicts make saves to resist at -1. If health restored equals or exceeds character's max BP, they will progress to the next stage (gain 1 panacea mutation, save malus increased by 1). Total transformation into a panacea mutant occurs upon reaching stage 5.

Surgery
Chance of infection dependent on the surgeon's level of preparation. This will be a larger worry for players when in the field, but a visit to the barber should go with only minor risk.

Heal Serious Wounds
R: Touch T: Creature D: 0
Restores [sum] BP. Biomancy of this nature (the kind that won't give you cancer) is a carefully-guarded secret among the fleshcrafter guilds. They will charge you a premium for it, but it's possible to undo lingering injuries through this method.

Healing crystals
Can heal max BP equal to die type x 2. Healing crystals repair injury through absorbing and storing it; they will not only be rendered useless upon capacity, but become radioactive as hell. They are thoroughly illegal.

Rest
A stabilized character at rest will recover 1d4 BP per week.

Additional Skills
  • Medicine - Setting bones, stopping bleeding, stabilizing the injured, identifying injuries, basic knowledge of herbs and medicines. Not a permanent solution, cannot recover BP.
  • Surgery - See barbers.

Injuries


If you take BP damage, make a CON save against your new score. If you fail, you will take a lingering injury. Roll for one on your favorite table, and if you don't have a favorite table, James Introcaso has a good one.

Broken bones are healed after 10 days of rest.

Missing limbs can be repaired or replaced, but advanced prostethics  and grafts ought to be treated as quest rewards.

Special Injuries


Certain damage types will always leave specific lingering injuries, as appropriate.

Fire damage will result in burn scars.
Unholy damage will result in anathema.
Holy damage will result in sanctification.
Corrosive damage will result in acid scars.
Nectrotic damage will result in fleshrot.


Final Notes


This whole thing was made to retroactively fit into the normal LotFP health system I've been using with my group. I'll be running it proper when Hot Springs Island No Allergy Edition gets going in a couple weeks, and see what needs tweaked there.






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Friday, March 23, 2018

Self-Indulgent Lore Garbage

This is in response to an old challenge of +Kiel Chenier 's that had resurfaced recently: ten pieces of setting lore that have absolutely no impact game-wise beyond flavor. I can totally do that.

1.  The hamsa is a common symbol of good fortune and warding off evil influence. It comes from the story of how Father gave up his eye for wisdom, and Mother held onto it out of love.

2. The most common written form of Manu-Babel uses the Deseret alphabet.

3. No one is permitted to possess anything of their own when entering the City Magpie - all belongings must belong to another, whether by theft or loan. This includes names, titles, and family members.

4. Angels and demons, like gods, are naturally created by humans and their actions. A laughing baby creates a legion of angels.

5. The known world is only one hemisphere: there is an entire antipode that lies beyond a burning meridian. This might be a lie promulgated by mapmakers, or a clever metaphor for a different plane.

6. The Necromantic Socialist Republics are actually quite pleasant places to visit, if you happen to like skulls. They're quite insistent on the skulls.

7. Saffron, white obsidian, red oil, and soul-pearls are all viable currencies. They are often accepted alongside the silver dollar and other coinage.

8. Old Acephavara collapsed under the strain of economic catastrophe, incestuous political corruption, and arcanonuclear war, but never seemed to get the memo that it no longer exists.

9. Troll-stones allow real-time communication across thousands of miles, though to actually accomplish that one must figure out a way to not be drowned-out by the ever-churning chaos of the Trollmoot.

10.The goblin kings went away to Parts Unknown, and the goblins eagerly await their return. Two of them are definitely Weird Al and David Bowe.