Showing posts with label wizard. Show all posts
Showing posts with label wizard. Show all posts

Saturday, October 3, 2020

Miniposts: Tower Wizards, Funeral Customs, Paracausality

This Place is Not a Place of Honor


Tower-wizards are the great weapons of deterrence. Any conflict that escalates to the point of releasing them is one where, at the very minimum, entire cities are going to have to be rendered uninhabitable. Simply implying that wizards should be used to resolve a conflict is considered a war crime. Not even the most amoral members of the Cartographer's Guild would welcome a wizarding war, though if any of them survived they would certainly become very rich in the aftermath.

Wizards (or more specifically, wizards that have reached the point where they have begun to build themselves a Tower) are paranoid, megalomaniacal, obsessive, and long ago threw away any ethical compunctions that might have once possessed. They will do unspeakably cruel things simple because the thought crossed their mind, and will abandon such fancies the moment another idea crosses their mind. The prospect of the horrific deaths of tens of thousands or more would not even register as an event, so blinded they are by their depthless and all-consuming hatred of all other wizards.

And so, for those nations that house Tower-Wizards within their borders, the goal becomes containment above all else.

Towers are placed far away from human habitation (or, rather, no normal humans would ever habitate close to an inhabited Tower), though not far enough away to weaken surveillance. Each is  surrounded by acres of hostile architecture - angular earthworks, enormous concrete spikes, fields of broken glass. Warnings of death written in ten languages or more are carved in monolithic stones along the perimeter.

The Tower's interior is combination private study, labyrinth, prison and playground, filled with their creations and projects. Space and time are malleable there - always bigger on the inside than the outside, stretching up far taller and digging down far deeper than its stone shell would suggest.

The best way to keep a wizard in his Tower is to keep him distracted - and the best way to do this is some combination of short-term dopamine feedback loops.

Petty arguments and pornography.

For the former; through the tireless efforts of skilled necromancers, a lobotomized spider-godling, and the entire priesthood of a god of communication, an incredibly elaborate means of scrying directly with the countless souls of the dead was created. Specifically so that the wizard might never run out of people to argue with, that the people he argues with are in no danger of death, and so that he is perpetually distracted from attempting to contact other wizards. It is an astounding success, but the countless souls of the dead have made it clear that they do this purely to prevent overwhelming the cthonic bureaucracy, and refuse outright to participate in a wider application.

For the latter, a thaumovore is used - a simple arcane parasite that feeds off of excess atmospheric orgone, and in exchange will provide the host with whatever visions and illusions will provide them with the most energy to feed on.

Many wizards will brag of their expansive succubi harems - these projection-manifestations are always the work of a clever thaumovore rather than any actual demonology work, and for that we should be thankful.

Should containment fail and a wizard go rogue, it instantly becomes an international crisis. Better have no wizards at all than be the nation that let one run amok and start conflict with another wizard. A single indication of a change in the wizard's behavior, even his mere contemplating leaving the Tower, is enough reason to kill the wizard. Containment breaches cannot be risked.

To do so, a covert insertions is necessary when - mobilizing an entire army would simply alert him faster. Small parties of specialists kept on retainer by the government responsible will be inserted through the exterior defenses in such a way that they cannot get out again until the Wizard is dead - an unfortunate but necessary precaution.

Common wizard's servitors found inside towers include:

  • Vigilant Sentries - The wizard plucks out one of their eyes and feeds it all of their paranoia and spite until it has become a bloated, raving, bloodshot guardian. It will wander the halls of the tower babbling conspiracies to itself.
  • Homunculi - Mandrake roots (a potent alchemical reagent), infused with semen (provided by the wizard) and fermented in a warm bath of humours inside a horse's womb. Why? Because they fucking can.
  • Animated Objects and Armor - A menial task of wizardry. Given simple "If–then(–else)" programming while the wizard waits for the kettle to boil, and then let loose in the house.
  • Imps - Wizards will often summon and bind minor demons such as these for single tasks and leave them collecting dust in their cages for decades. Eventually they escape, but without being dismissed they are forced to live in the walls like mice.
  • Gargoyles - Statues embedded with the spirits of the dead. Transmit recordings of events to outside observers.

Hill Country Funeral Customs

And Chonagah asked the heron "Is it true then, that you know the way to the land of my fathers?"

"Ah, yes, that way. A swift way, a dark road through a dark forest. It is not a way one can turn back upon."

Certain spirits are fond of unattended bodies, and so funerary customs around the world must take on a third responsibility: beyond consoling of the family and safe internment of the body,there is the prevention of dangerous undead. In the hill country, the process goes like this.

The town witch (or her apprentice) will be called to the home or the House of Departing as soon as the death has occurred. She will lead the preparation of the body - in her absence, family or other community members can still safely prepare the body so long as they follow the appropriate customs.

The deceased will be carefully cleaned and dressed in a funeral garment - in these parts, funeral shrouds are traditionally given as wedding gifts from parents to children. Fungal shrouds from Llaphedon are becoming a common alternative in these days of greater connection in the world, as is the bequeathing of bones to necromancers

Two copper coins are placed on the eyes of the deceased. They are stamped with a quartering cross, and the quarters are marked with four signs.

  • A heron, traditional psychopomp of the region
  • A sun crossing the horizon, marking a point of transition.
  • A river trout, leaping up out of the water, a symbol of travelers and journeys.
  • The North Star with attendants, symbol of eternity, stability, and peace.

If the body is to be cremated, a face veil will be used as a substitute and the coins added later, when the bones are interred. For unclaimed or unknown bodies, it is traditional to present them for cremation wearing a wooden crown, according to ancient hospitality custom - any stranger among you might be a honored person in their own land.

A vigil will be kept through the night, with the town witch and family members taking shifts. This is the most delicate time, where the body is most vulnerable to possession, but so long as at least one person is awake and sitting vigil, the deceased will come to no harm. If no family or community members are present (a rare occurrence), the witch will sit for the entire night.

The funeral will take place at dawn the following day, led by the town priest (if possible, a priest of a funeral god; if needed, anyone in the community can say the rites). The body will be cremated (typical) or buried (becoming more common with fungal shrouds). Bones and ashes will be interred in catacombs or otherwise buried.

From there, the funeral concerns itself with the living, and if all has gone well the danger has passed.

Should something go wrong, or rites not be performed at all, the appearance of an undead is not guaranteed, but is likely. The most common are:

  • Ghosts are the embers of souls, stirred into activity by the desecration of their burial sites or the mishandling of a corpse.
  • Ambulmorts are bodies that have been possessed by ghosts or minor demons. These are most commonly caused by improper preparation of the deceased or failure to maintain vigil. Most are incapable of much more than stumbling about, but those possessed by particularly potent ghosts or demons are much more active and capable of a great deal more, sometimes even speech. Possessed bodies will still decompose at the normal rate.

Commonly misconceived as undead are:

  • Ghouls are humans that have contracted ghul-disease (corporophagia) through consumption of human corpses. Primary symptoms are hair loss, weight loss, nerve degeneration, sensitivity to light, the drive to consume more corpses, greying rashes/boils over the entire body, and changes to the teeth, fingers, cartilaginous structures, etc. The disease is not related to leprosy, but resembles it in its early stages close enough that "ghoul-leper" is still a common term. No cure or effective treatment is yet known.
    • It should be noted that cultures that practice funerary cannibalism will have customs and practices in place to prevent contraction of disease, through consumption of an analeptic during the meal.
  • Vampires are humans that have been infected with victiscolex.

Paracausality and You

As best I can tell, "paracausality" first occurred in Destiny, a game I have never played and don't particularly plan on playing (I only know it because certain Youtube folks I enjoy talk about it on occasion). 

It is a good word, and good words invite brazen theft.

On the SCP Wiki, "anomaly" would be used (or "scip" if you're really in deep). Lobotomy Corporation uses "abnomality". Control uses "objects of power". Paranormal or supernatural are common parlance. I like paracausality more than all of them because like any good faux-scientific term, it is specific: something is bypassing steps in the chain of cause and effect. It is not dependent on perceptions of "normal" or "natural", and eliminates any wiggle room for principles we have yet to understand. It is set apart from miracles (which have the same function but involve intervening gods) and magic (which involves  knowable, consistent, replicatable systems)

At its most simple, I can whittle down paracausalities into three very, very broad categories.

  • Type A: Existence Without Cause
    • There is no way for the subject to exist or occur within the framework of cause-and-effect found in the rest of the universe.  
    • Ex: A pristine late medieval French castle at the bottom of the Pacific.
  • Type B: Disconnected Effect
    • The cause should produce effect A, but instead produces effect Z (or sometimes A+Z). 
    • Ex: Antique lamp that triggers whale beachings when turned on.
  • Type C: Mess Plate
    • The subject possesses traits of both A and B types. Honestly this is the grab bag catch-all.
    • Ex: Moths fighting with thorns, in the style of samurai movies. The loser commits seppuku.
  • Type D: Parallel Processing
    • Multiple subjects operating along the cause and effect chain that is nonetheless incompatible with the rest of the universe.

A post hoc schema to describe something that is supposed to be ineffable within the hoc.

I get a decent (that is, non-zero) number of comments praising my Lighthouse field guide posts and the contents therein, so I will round out this minipost with the writing techniques I use.

  • Be specific - Describe the paracausality as it is, with as much detail as you can within the space you have alloted. Avoid using "it appears to be", unless you can confirm that it is not what it looks like. Write me an image.
  • Avoid judgement terms - Describe the paracausality in as neutral a tone as you can manage. Let the reader make the judgement calls.
  • Be inconsistent on the broad scale - Resist the urge to make too many links between paracausalities. It's a great deal of fun, but it will shift your genre into a more traditional fantasy mold.
  • Use the weirdness of the mundane world to your advantage - You see plenty of weird or unsettling things just going out for a drive. Let that do the heavy lifting for you.
  • Reject genre expectations - Those just impose different cause and effect schemas to fulfill a plot. Bin them.
  • The interaction with the world we know is where the meat is - The paracausality is in many cases the launching point - it exists in conjunction with those observing it and interacting with it. This interaction might only be implied or briefly stated, but it will be there - while the subject itself bypasses cause and effect, those who interact with it are not so free.


Wednesday, April 1, 2020

The Wizard's Fugue - December Patreon Post

Sam Carr

Anyone can become a wizard. Phenomenal cosmic power can be yours at the low low cost of being driven irrevocably insane.

This is fine. Wizards do not give a shit about safety.

The Wizard’s Fugue is a single-player game, of sorts. Maybe more of a writing exercise. Always start with FOOL. Choose randomly if you want, choose a limited number if you want.

0 FOOL

Property is bequeathed, goodbyes are said, affairs are put in order. From hereon, the initiate is dead to themselves and the world. You descend into the Fugue, where there is mad dancing and the droning of tuneless pipes.
  • What did you give away? To whom? What parts of your life did you have to set straight? What are you leaving behind? 

I MAGICIAN

Here is created the book that will contain your spells and soul, built by your own hand. Without it, you are a madman.
  • Describe your grimoire - its cover, its binding, its pages and contents. What part of yourself did you put into it, to form the necessary spiritual link?

II HIGH PRIESTESS

The art manifests in a mark on the wizard: a brand, an emblem, a sign, unique to each one.
  • What have you been marked with? Does the sign have any meaning?

III EMPRESS

The wizard must live in the world, alas, and the world will push back at them.
  • Who among the earthly powers will you have to deal with? What kings and ministers will you have to navigate?

IV EMPEROR

A wizard’s authority is made manifest in the binding of their familiar.
  • What have you called up from places unknown? What is its nature, its temperament, its form and power?

V HIEROPHANT

A wizard must know the powers in whose shadow they play. The Fugue is too delicate a time to make contact
  • What beings beyond the veil have you seen? Did one attempt to make contact with you?

VI LOVERS

The Fugue severs the past, but cannot erase it. Memories without context will haunt the wizard.
  • What images float through your mind? Who have you left behind? What relationships did you burn and set to ghostly wandering in your unstable memory?

VII CHARIOT

No wizard’s retinue is complete without a mystic means of conveyance.
  • How are you carried along. How might you make your appearance? How did you make it, buy it, steal it?

VIII STRENGTH

The Fugue grants power, and the means to taming it.
  • What arcane art has the Fugue granted you the greatest power in?

IX HERMIT

The wizard’s lot is isolation. They must raise their sanctum by their hands and arts alone.
  • Where will you make your hermitage? What shape will it take? Who will you permit entry? How will you defend your solitude?

X WHEEL OF FORTUNE

The Fugue is not without its favors. It will grant a vision of a further power: an artifact, a sacred place, the grimoire of a dead wizard.
  • What did the Fugue show you? Where is it? What must you do to attain it?

XI JUSTICE

Wizards have rivals. This is how they do not destroy everything - they are too busy overthrowing each other. The Fugue will bind you with another, a second half to resist and oppose you.
  • Who is your rival? Who challenges your power and overturns your schemes, and whose schemes do you overthrow in turn? What was the first interaction you had with them.

XII HANGED MAN

As the initiate is born into wizardry, they must witness a death. Not from a distance, nor from the intimacy of the connections they must burn. A complete stranger, breathing a last, shuddering moment
  • Who did you watch die? How did they die? Where? What have you learned?

XIII DEATH

Within the Fugue, a wizard catches a glimpse of their own death. Just a glimpse, an image, an impression. Neither day nor hour is known.
  • What did you see? Can you make out anything at all? What image are you left with?

XIV TEMPERANCE

The Fugue will destroy an initiate utterly if they cannot maintain their center. Great energy is given to maintaining
  • What chain have you placed upon yourself, to prevent complete dissolution? What principle binds you?

XV DEVIL

The Fugue reveals all, everything that lurks in the dark corners of the initiate’s mind. These demons must be dealt with.
  • What demons of your mind has the Fugue dredged up? Did you submit to their power over you, did you suppress, did you synthesize, did you cling to denial and ignorance?

XVI TOWER

In each wizard’s spellbook is an ars magna, a most terrifying and powerful spell that may only be uttered once.
  • What great art has been formed from your Fugue-broken soul? What would make you use it?

XVII STAR

Without ambition the wizard is nothing.
  • What shall you strive for, when the Fugue is done? Why did you grasp at power in the first place, if not for some hoped-for goal?

XVIII MOON

The dark night contains greater fears for the wizard. The last test is to be confronted by that which will haunt you until death.
  • What did you see in the moon’s dim light? What will be the grim terror of your life?

XIX SUN

Dawn is here. You have survived the Fugue.
  • How do you feel? What changes have been wrought on your mind and body?

XX JUDGEMENT

Surviving the Fugue is the first step. Surviving the judgement of your peers is the second.
  • Who served upon your Council of Three? What did they say to you? How did they treat you? What was their verdict of your transformation?

XXI WORLD

It is done. All complete. You are an initiate no longer, but a full wizard of the arts of mastery.
  • Where do you go now? What goes on in the world around you? What revelations have clicked into place?

Wednesday, December 12, 2018

Soul Magic and the Soul Cycle

All magic comes from the soul. From burning it, specifically. In severing its ties to material reality and releasing it back to the Sea of Souls from whence it came. This makes it somewhat difficult to use magic with your own soul without great personal danger, so the Cunning Arts have been built upon using the souls of other being.

Universal: The strength of a soul is equivalent to the number of HD the creature has. Spells are a limited resource with usage die.

Method 1: Knave
Each HD of the soul increases the usage die of the spell by 1 step (ex. 1 HD = d4, 2 HD = d6, etc). Use Maze Rats spell generation of Beloch's magic words for more fun.

Method 2: Typical OSR
As above, but in reverse: the die size decreases with the level of the spell. Spell level is determined by target HD (Level 1 = d20, Level 2 = d12, etc)

Method 3: GLOG
Each soul has spell dice equal to its HD. These dice burn out on a 6 as normal, and are not replenished.

A soultrap is a sort of lantern built of celestial bronze and finely-shaped lenses. It costs 1000 sp to purchase and is only available in urban areas.To capture a spell, simply open up the trap as the target dies. When a soul is fully burned, a new one may be trapped in its place.

I just learned about draw.io and it is well overdue.

Stages of the Soul Cycle


The Sea of Souls

The source of all souls, and thus of all magic. Numinous and unimpeachable in its existence without form or place. Saints and scholars have yet to come up with anything but illustrative metaphors to define its relationship with the material world.

Embodiment

A soul that has been integrated into a material form. All living organisms have some sort of embodiment, though not all are suitable for usage as a spell (it would be difficult to do anything with the soul of a bacteria, after all). The soul-bearing properties of non-living matter are a still a matter of debate and study - do all stones have a soul, or only those worked by human hands? Do cities have souls? Do rivers? What if you move water from one river to another? So on and so forth.

Working magic from non-living souls is difficult, so most thaumatologists will focus on the living.

Undead

The end result when a soul is removed from an organism before its death. Biological functions continue apace, but without the soul's guidance its behavior may become errant, spiraling out into bizarre and inexplicable repetitive actions.

Ensouled

An experimental form of undeath where a soul is removed from an organism and then returned to it. Most are returned to their original bodies, but transference of a soul to a different body. The souls used in liches do not integrate as in normal embodiment, but are more akin to inhabiting a shell.

Weak Embodiment

An embodied soul that has been tapped for power without death. The targets of tapping are made pale and listless by the process, and recovery may take months or years if it occurs at all.

Strong Embodiment

A soul that has absorbed other souls, generally through consumption of a freshly-removed heart. There is something innately corruptive about this process, and those who practice it are monstrous indeed. No material form, it seems, is meant to hold more than one soul.

Ghost

Most ghosts contain nothing of the original being: the ba often evaporates instantaneously upon death. Those of potent charisma in life are able to maintain continuity into death, however, and even act independently of the typical repetitions of their actions in life.

Weak Ghost

The ghost of a weak embodiment. At this stage ghosts cease to have any individual traits at all, appearing only as misty, vague forms incapable of all but the most basic manifestations. 

Demon

The ghost of a strong embodiment, a roiling gestalt of misshapen and corrupt souls. The means of its creation has made it monstrous, and it will not submit to a soultrap without a fight.

Shade

An ashy smear of a soul - a ghost that has been burnt away to near-nothing, the last vestiges of a spell. The natural decay of a shade leaves it unstable and dangerous - the nuclear waste of the soul.

Friday, May 18, 2018

Class: Allomancer

I've got a friend who's a big Sanderson fan, who asks every so often about running the Mistborn Adventure Game. The odds of that are low, so I did this instead.

Evan Montiero

Class: Allomancer


HP, XP, to-hit: as cleric.
Saves: as specialist.
Restrictions: Cannot wear heavier than leather.
Starting Equipment: Obsidian dagger (1d6, shatters on a 1 causing bleed effect), mistcloak ( +1 AC)

A: Allomancy, 2 metals
B: Into the Mists, +2 metals 
C: Emergency Shot, +2 metals 
D: Burner Pellets, +2 metals

Allomancy
Allomancy works like standard GLOG magic. Spell dice are burned on a 6. An allomancer can hold charges up to their number of templates (maximum 4).

Allomancers do not regain charges daily. Instead, they need to put more metal into their system: a shot of whiskey with a smattering of metal flakes provides 1 spell die. It costs 100 silver and can only be acquired in cities.

Into the Mists
The allomancer can disengage without penalty on a successful DEX roll in low visibility situations (darkness, fog, heavy rain, heavy snow, etc.)

Emergency Shot 
The allomancer can create a charge on their own, using whatever metal and alcohol is on hand. This charge will burn out on a 3-6 (a different colored die is recommended). This takes one hour to prepare.

Burner Pellets
Experienced allomancers can use pellets of aluminum alloy to augment their magic.

A burner pellet will cause an allomancer to burn all of their stored charges at maximum [sum] on their next cast. No Doom is invoked. A burner pellet costs 500 silver, and may only be acquired from specialist sources.

Spell List:


Tin (Senses)
R: Self T: Self D: [sum] x 5 minutes
Gain +[dice] to all checks involving sight, smell, or hearing. You cannot be surprised while this is in effect.

Pewter (Body)
R: Self T: Self D: [sum] x 5 minutes
Gain +[dice] to all checks involving physical strength, max inventory, and damage.

Iron (Pull)
R: 5' x [sum] T: Metal object D: Instant
Pull a metal object towards you. If the object is heavier than you, you are pulled towards it.

Steel (Push)
R: 5' x [sum] T: Metal object D: Instant
Push a metal object away from you. If object is larger, you are pushed away. A coin thrown with this spell does [sum]+[dice] damage.

Copper (Hide)
R: 15' T: Area D: [sum] x 5 minutes
Creates a field centered on the caster. Those within cannot be detected by magical means, and gain + [dice] to saves against mental manipulation.

Bronze (Detect)
R: 100' T: Area D: [sum] x 5 minutes
When active, you detect any magic users within range.

Zinc (Riot)
R:100' T: Individual or crowd D: [sum] x 5 minutes
Enflames a specific emotion of the target's. Attempts to reason contrary to this emotion are made at -[dice].

Brass (Soothe)
R:100' T: Individual or crowd D: [sum] x 5 minutes
Dims a specific emotion of the target's. Attempts to reason with the target are made at +[dice].

Mishaps


  1. Take 1d6 damage; it feels like a hole is being burned through your stomach.
  2. Splitting headache robs you of the ability to focus for 1d6 minutes.
  3. Whatever was being cast backfires upon you.
  4. Your tongue becomes heavy and useless with a coating of verdegris. Cannot speak for 1d6 hours.
  5. Spew out molten vomit. Lose turn, do 1d8 damage self and adjacent being.
  6. Exhale a cloud of sooty smoke, obscuring your form and smelling awful.

Dooms


  1. Signs of heavy metal poisoning take hold. All mental attributes reduced by 1.
  2. Poisoning progresses. Mental attributes further reduced by 2, physical activities taken at -2 penalty.
  3. Mental attributes reduced by a further 3 points. Physical activities taken at -3.
These dooms may be avoided by performing the Rite of Temperance in the Temple of the Smelter King, or by turning oneself over to the Inquisition for purification.

Friday, March 9, 2018

YOUR SPORTS TEAM IS VASTLY INFERIOR



Wizardball


The official rules of wizardball, as collected and tabulated by the Fantasy Wizardball Association, have been successfully used as an implement of murder. The version containing the appendix of variant rules has a spine so thick it cannot actually be opened without mechanical or magical aid. Multi-volume collections have been known to grow unruly enough to devour the reader.

Thankfully, the wizardball community ignores all of this and embraces the maddening chaos that is the magical world's greatest sport. There is no understanding the incomprehensible layers of in-jokes and strategies from the outside; there is only the knowing of the initiated.

Wizardball gets into your blood. The roar of the crowd, the pounding of the drums, the colors of the jerseys, the ozone tang of octarine mists and the smells of lemon ice and sausages inna bun. Wizardball is life itself.

For the uninitiated, there are four simple guidelines that give structure wizardball.
  • The point of the game is to get the ball, by whatever means necessary, into the enemy's goal. Scores may go up until a time limit has been reached, or down until a team's pool of points has been exhausted.
  • The two teams are arrayed as one would set up a chess board: 8 pawns, 2 rooks, 2 knights, 2 bishops, a king and a queen.
  • Each position can be filled from a pool of variant classes. Each class is equipped with ta specific loadout of appropriate spells and equipment, and is beholden to a series of limitations.
  • Cheating is permitted, so long as it does not extend past the boundaries of the pitch and the cheater can manage to either outwit or overpower the referee.
Beyond this, well, the rules are made up and the points don't matter. The Purist Variant Ruling dictates that wizardball only has one rule, being that a rule cannot be repeated twice, but this variant is not considered league-legal.

1d20 School Mascots

  1. Ol' Rusty the rust monster
  2. Manny the Maniac Manticore
  3. The Green Gorgon
  4. Bullette Biter
  5. The Big Hungry Mimic
  6. The Tin Men
  7. Ozzie Ooze
  8. The Deep Ones
  9. Skeleton Dan
  10. Mopey the Catelopas
  11. Sidney Salamander
  12. The Hellhound Named Spot
  13. Bumf the Flumph
  14. The Great Griffin
  15. The Brawling Blemmeyes
  16. The Tartary Lambs
  17. Brother Wulfhelm, the Drunken Monk
  18. Mabel the Mermaid
  19. D. T., Princess of the Red Planet
  20. Terry the Tarasque

1d20 Other Wizarding Sports 

Sport names courtesy of +Skerples



1. Rugger

Teams are scrambled on the quarter

2. Soccer

Can only be played while blackout drunk

3. Blagger

Asymmetrical field

4. Blugger

Traditionally played nude

5. Crumpet

Synchronized musical accompaniment

6. Cornet

Uses sticks and shields

7. Horseshoe

Average match lasts nine hours

8. Bannet

One team replaced by demons

9. Lurp Ball

Players cannot touch the ground

10. Flems-fight

The arena is flooded and filled with trout

11. Tennis

Players launched out of cannons

12. Ballmight

Must sacrifice losing team to the SUPERB OWL during playoffs.

13. Renfield

A live tiger released during second half

14. Nibblet

Indistinguishable from actual warfare

15. Zork

Played only in complete darkness

16. Mango

Played with 30 balls on the pitch

17. Gibbet

Goals move autonomously

18. Follow-the-Pony

One continuous game that has run for 187 years

19. Estivan Tony

Adaptable playing field

20. Flibbertygibbet

Oh gods, everything is on fire


Wednesday, March 7, 2018

1d20 Wizarding Colleges

David Wyatt

Wizards have degrees. This is the way of things. You can't be a proper wizard without a diploma. It's respectable. If you don't have a degree from a respectable school, why, you're no better than a witch!

The kicker is that there's no such thing as a respectable wizards' college.
  1. Twin boarding schools for the children of the rich and powerful. Male and female campuses on opposite sides of the street. Anti-canoodling rules prove only vaguely enforceable in the face of the student body's vast creativity.
  2. A flooded library buried deep undergound. Mushroom men maintain the records, though they are slow readers and often grow all over the books you need to get for class.
  3. A shipwreck inside a whale's stomach, haunted by the ever-tormented souls of the sailors that now serve as the faculty.
  4. Two aged sphinxes playing chess in a public park, discussing the mysteries of the universe. They will occasionally bring in someone from the circle of listeners to act as referee.
  5. An ancient mountaintop tower, carved from a primordial stone spear pinning a demon lord to said mountain. Has an excellent football program.
  6. A labyrinthine history department, severed from its parent school decades ago by a planar mishap. The inhabitants are descendants of the faculty and students, and have maintained the collegiate structure as a way of maintaining societal order.
  7. A fortress in the middle of the desert built on top of a gigantic dungeon, which occasionally provides a student, rather than just eating them.
  8. A haphazard cluster of bright-painted buildings on stilts in the center of a freshwater lake, sponsored by the Court of Lampreys. Tuition is free, but sometimes the administration needs a few favors. To help with the paperwork, you see.
  9. A grungy inner-city community center, taught by a well-meaning but thoroughly overwhelmed and unprepared noblewoman.
  10. A friendly traveling theater troupe with a curriculum of comedic-educational operettas. The tenor is remarkably good with the patter songs, though he does bear a striking resemblance to a wanted murderer.
  11. An isolated complex devoted to the various thaumartial arts. The admissions department requires prospective students to impress the director with a show of athletic skill.
  12. An opulent school practically a city unto itself. The dean is a dragon. The financial aid office is run by demons. The textbooks are sold by a vampire-owned publishing company. Many of the students are missing an arm or a leg. On the bright side, there's a diamond the size of a cow somewhere in the business office.
  13. Greasy back room of a spicy fried cockatrice shop. Totally legitimate. Definitely, totally legitimate. Please ignore the misspellings and smell of narcotics.
  14. You've had no learning besides the school of hard knocks (read: an old dwarf with a sturdy stick who took you on as apprentice.)
  15. A crumbling gothic castle, filled with all manner of ghostly maidens in diaphanous states of undress, the tormented spirits of diabolic monks, and the occasional humanities professor with a sheet over their head.
  16. Moon U, being the moon's first and currently only wizarding college. Started in a secretive bunker, has expanded into a full spaceport. It's an open secret that the New Gods are involved (all hail).
  17. A tower of sapphire rising up over the moors. Classical, respected, traditional...and everyone there is a woman wearing a fake beard and socks down her trousers. They don't have to anymore, but it's traditional by this point.
  18. An ordinary college town with a C-list school that is well-regarded in the region but one of the perpetually small fish of the academic world.
  19. The place hasn't been dusted in five years, the syllabus hasn't been updated in fifty, and the youngest faculty member is 87. They still talk about the glory days.
  20. Focuses entirely upon the study of a hypothetical parallel world where magic, and thus wizards, do not exist.

Tuesday, February 27, 2018

Class: Bard




Bruno Cesar

University wizards love going on about the music of the spheres. Endless papers written about the eternal harmony of celestial bodies, vibrations of the astral plane, the choir invisible, blah blah blah.

Needless to say, that's not really how it all works.

School: Bard


Perk: You can earn [reaction roll] silver pieces through busking per day while in town.

Drawback: You make a lot of noise and your hands are generally occupied with an instrument.

Cantrips

1: You may make a piercing whistle, and may choose to make it inaudible to humans.

2: You may infect someone with an ear-worm of up to 30 seconds in length, lasting for 1d8 hours and recurring 1d6 hours later on a failed save.

3: You may transmit basic messages and commands through your instrument.

Spell List:

Bardic uses a few unique mechanics:
  • All spells have the same range, being that of hearing distance.
  • Spell dice, while rolled and burnt as normal, do no directly empower spells: instead, each spell die invoked represents an active effect for the current song.
  • Active effects cannot be doubled.
  • Spells will cease to have effect when the caster is interrupted (damaged, pushed over, silenced, etc)
Song of Healing
Allies gain 1d6 HP.

Song of Resistance
Allies gain +1 to saves.

Song of Scaresome Might
Enemies take -1 to morale.

Song of Battle 
Allies gain +1 to hit.

Song of Inspiration
Enemies take -1 to hit.

Song of Courage
Allies gain resistance to fear.

Song of Spells
Enemies must pass save vs magic to cast a successful spell.

Song of Luck
Allies will make a successful critical strike on 19-20.

Song of the Fleetfoot
Allies may move an additional space on their turn.

Song of Discord
Enemies must save vs magic or be deafened.

Song of Softness
Enemies deal -1 damage

Song of Striking
Allies gain + 1 damage.

theCHAMBA

 

I Would Like a More Different, More Traditional Spell List:

Put your favorite playlist on shuffle and keep going until you get twelve song titles you like. Make those into spells. If you are lazy, supplement from the list below:
  1. Synchronicity II
  2. Blind Guardian
  3. Till My Head Falls Off
  4. Busted and Blue
  5. Leave My Body
  6. The Drugs
  7. Bloody Stream
  8. Garage Palace
  9. Last Living Souls
  10. If We Were Vampires
  11. The Opened Way
  12. The Invading Tyrant
  13. Champagne Supernova
  14. Reaper Man
  15. 666 Kill Chop Deluxe
  16. Dragons in the Mud
  17. Snake Soul
  18. First In Last Out
  19. Hymn to Nikkal No. 6
  20. Blood and Thunder

Instruments

  1. Guitar
  2. Banjo
  3. Fiddle
  4. Bouzouki 
  5. Sitar
  6. Drum
  7. Hurdy-gurdy
  8. Pan pipes
  9. Bagpipes
  10. Bamboo flute
  11. Harmonica
  12. Tin whistle
  13. Ocarina
  14. Lyre
  15. Polyphonic chant
  16. Accordion
  17. Bells
  18. Upright bass
  19. Brass horn
  20. Spoons

Mishaps

  1. The song is lost, spend 1d6 turns getting it going again.
  2. Song ends abruptly, all dice invoked burn out.
  3. All allies deafened for 1d6 turns.
  4. Current song is reduced to 1 random effect.
  5. Take 1d6 damage.
  6. Spell dice return only on 1-2 for 24 hours.

Dooms

  1. The muse has left, your music is mundane and mediocre for 24 hours.
  2. As above, for 3 days.
  3. Your music has left you forever.
This doom can be avoided by putting on your blue suede shoes and touching down in the land of the delta blues, in the middle of the pouring rain. Alternatively, bet your soul against a devil's golden fiddle and win.

Monday, February 26, 2018

Class: Magelander



krzyma
Magic bursts forth from the earth here, raw and vibrant. The grass is greener, the sky is bluer, the air is fresher. There are no wizards here - why would you need to study magic if there is mana in every breath, every meal, every cell, heavy and sweet as honey? You are free - from academic rigor, from social obligation, from human bindings. Free as the magic in and above the earth. The fools packed behind the grey walls of Mund, what do they know? Nothing of life, for certain.

School: Magelander


Perk: Impressive hat or hood that obscures the face. Bright red / blue / gold robes that cannot be dirtied.

Drawback: Start with 1 mutation.

Cantrips:

1: You may conceal your mutations beneath your robes, and make dramatic reveals of them.

2: Can throw voice within 20' or speak with a polyphonic voice.

3: Colors within 5' may be changed or brightened at will.

Spell List:

There is no set spell list for magelanders. Instead, whenever you learn a new spell or spells, roll for  magic words from the list or lists of your choice and choose two words for each spell. Assemble them as you wish. 

Secret Shark
R: Touch T: Door or container D: [sum] rounds
When the target is opened, the spell summons an adult great white shark of 3+[dice] HD, that will thrash around and attempt to bite (1d8 damage) all nearby beings until it dies in [sum] rounds.

Confuse Corpse
R: 20' T: Undead creature of [dice] HD x2 or less D: 10 minutes
The target becomes immensely confused, as if aware for the first time of its state. This is characterized by the creature starring at its hands, staring out into space, staring up into the heavens, and silently mouthing simple phrases of existential questioning. It will pay no attention to any creatures during the duration of this spell.

Heart Light
R: Touch T: Recently removed heart  D: [sum] hours
The heart gives off light equivalent to a standard oil lamp. It will float steadily within 5' of the caster, and gives off a calm, appropriate beat. Additional effects can occur depending on [sum].
  • If the heart is lit for more than 6 hours, it will begin to whisper secrets about the party. There is a 1/3 chance these are lies.
  • If the heart is lit for more than 10 hours, random encounters will be triggered on 1-2.
  • If the heart is lit for more than 14 hours, all corpses within its light have a 50% chance of re-animation
  • If the heart is lit for more than 18 hours, it will gain one charge of fire spray (15' cone, 3d6 damage)
Animating Laugh
R: 30' T: Creatures in range D: 1 minute
Caster lets out a hearty laugh that imbues those that hear it with vigor and energy. [sum] points are split among those who listen to add to their rolls: points that go unused by the end of the time limit are not saved. 

Hold Tongue
R: 30' T: Creature D: [sum] turns
The target is muted. If 4 [dice] are invoked, the caster may pull the target's tongue out and do with it what they will before it is returned to the target's mouth.

Detect Storm
R: 20 miles T: Area D: 0
Caster is capable of determining any inclement weather developing within the scanning area. If 2 or more [dice] are invoked, the severity and length will be accurately determined.

Fear Deer
R: 40' line T: Area D: 0
Summons a spectral deer of nightmarish appearance. All beings who gaze upon it must make a save vs. fear at -[dice]. The blind, and those who know to cover their eyes, will not be affected. 

Steel Wall
R: 5' T: Ground D: 0
Creates a steel wall [dice]x2 ft in length and up to 10' in height. The wall has 30 HP and can be broken through with bludgeoning or fire damage.

Machine Gate
R: Touch T: Surface D: 5 minutes
Opens up a doorway into the Inner Sanctum of Click-Cog

Reveal Thought
R: 20' T: Creature D: 0
Reveals the thoughts of the target, which float in the air as glowing glyphs. [dice] number of thoughts can be transcribed, with a total of [sum] words split among all of them.

Tiger Cabal
R: N/A T: N/A D: 0
Summons three representatives of the Hidden Council of Stripes, sitting at table and partaking of their conference meal. The caster may ask favors of them, including but not limited to:
  • Deal [sum]+[dice] damage, as magic missile
  • [dice] pieces of pertinent information.
  • Change the weather for [sum] hours.
  • Providing [dice] x2 rations worth of raw meat.
  • Revealing secret doors
Casting this spell requires the sacrifice of [sum] / 2 HP. It it is cast more than once per day, it will instead summon an angry tiger.

Morph Bones
R: Touch T: Bone D: 0
The caster may shape [dice] bones into any simple shape of equivalent mass.Weapons, armor, and tools can be crafted, given sufficient material.

Yonghui Jia

Mishaps

  1. Take 1d6 damage, roll for a mutation.
  2. Deafened for 1d6 turns, roll for a mutation
  3. Blinded for 1d6 turns, roll for a mutation
  4. Explodes, reforms in 1d6 hours, roll for a mutation
  5. Transforms into whirlwind of fire for 1d6 turns, roll for a mutation.
  6. Roll for two mutations

Dooms

  1. You become dull and grey for a full day. Your spell dice are cut in half and you can only cast random orthodox spells.
  2. You become dull and grey for three days. You are reduced to one spell die and may only cast random orthodox spells.
  3. You are permanently bleak and lifeless. You are reduced to one spell die, and may only know a total of three orthodox spells, at random.
These dooms can be avoided by eating fruit of the Hidden Tree, or by casting oneself into the Maelstrom of the Lobster-God.

Monday, February 19, 2018

All the Lights in the Sky are Wizards

Fun and helpful fact: if you ever need a good name for a wizard, use the proper name of a real-world star. All that Arabic / Greek / Latin / occasional Chinese really comes in handy for something impressive and ancient sounding.

But since the Wikipdia article doesn't have numbers or fun wizard traits, I added those.

366 Wizards

 

  1. Acamar

Actually an awakened fetus.

  1. Achernar

Trepanned.

  1. Achird

Only eats white rice.

  1. Acrab

Oversees massive pornography library.

  1. Acrux

A gigantic ferret, no one questions it.

  1. Acubens

Sleeps on a bed of roses.

  1. Adhafera

Coelacanth hat.

  1. Adhara

Wears two hats.

  1. Adhil

Wears three hats.

  1. Ain

Wears nothing but hats.

  1. Ainalrami

Basilisk-hide slippers.

  1. Aladfar

Collects statues of muscular women.

  1. Alamak

Has been sleepwalking for the last 40 years.

  1. Alathfar

Aging heavy metal fan.

  1. Albaldah

Beloved pet: giant salamander.

  1. Albali

Skilled impressionist painter.

  1. Albireo

Convincing dementia act.

  1. Alchiba

Successfully became own grandpa.

  1. Alcor

Lives inside giant geode.

  1. Alcyone

Really good at crochet.

  1. Aldebaran

Has NOTHING to do with that demon attack.

  1. Alderamin

Owns alchemical micro-brewery.

  1. Aldhanab

Competitive sturgeon-breeder.

  1. Aldhibah

Far too into taxidermy for this skill level.

  1. Aldulfin

Unhealthy obsession with watermelons.

  1. Alfirk

Best damn barbecue in the world.

  1. Algedi

Child of a miner and a whore; proud of it.

  1. Algenib

Has kept silver spoon in mouth since birth.

  1. Algieba

Freakishly punctual, expects others to be so.

  1. Algol

Three-foot-long fingernails.

  1. Algorab

Has wooden eyes.

  1. Alhena

Enthusiastic jogger.

  1. Alioth

Cobwebs in eyebrows.

  1. Aljanah

Loves the ocean, cannot swim.

  1. Alkaid

Never removes iron-shod gloves.

  1. Al Kalb al Rai

Way too many bird feeders.

  1. Alkalurops

Mysterious number tattooed on forehead.

  1. Alkaphrah

Wears clothes three sizes too big.

  1. Alkarab

Everything is yellow.

  1. Alkes

Secretly a woman.

  1. Al Kurud

Secretly a man.

  1. Almaaz

Eats gunpowder for breakfast.

  1. Almach

Excessive sunflower seed consumption.

  1. Al Minliar al Asad

Loves the smell of industrial smog.

  1. Alnair

Often found at curry stands late at night.

  1. Alnasl

Hair just gets everywhere, it’s gross.

  1. Alnilam

Seeking to destroy the Influence Machine.

  1. Alnitak

Doesn’t actually have anything better to do.

  1. Alniyat

Lost their wallet.

  1. Alphard

Breeds square cows and rectangular sheep

  1. Alphecca

Spies on all their friends’ business.

  1. Alpheratz

Immense, hairy ears.

  1. Alrakis

Has rather silly ideas about anthropology.

  1. Alrescha

Can never find matching socks.

  1. Alsafi

Impossibly intricate filing system.

  1. Alsciaukat

Only has one joke in their book.

  1. Alsephina

Obsessive collector of a collectible card game.

  1. Alshain

Definitely not a body snatcher.

  1. Alshat

Firm believer in snake oil.

  1. Altair

Keeps trying to get spelling reform going.

  1. Altais

Hawaiian shirts; every day, year round.

  1. Altarf

Runs a troupe of dancing skeletons.

  1. Alterf

False teeth made out of ivory dominos.

  1. Aludra

Misspelled tattoo.

  1. Alula Australis

Blue hair, no explanation.

  1. Alula Borealis

Nitpicks plot holes in operas.

  1. Alya

Perpetually mourning unknown party.

  1. Alzirr

Rings made of moon rocks.

  1. Ancha

Choir of mounted, singing fish.

  1. Angetenar

Super-picky about aesthetics.

  1. Ankaa

Always sucking on a corn cob.

  1. Anser

Believes the government is run by lizardpeople.

  1. Antares

Perennial cubist.

  1. Arcturus

Bathes in yogurt.

  1. Arkab Posterior

Cannot stand the color blue.

  1. Arkab Prior

Lives on a creepy backwoods farm.

  1. Arneb

Fossil enthusiast.

  1. Ascella

Followed by an infestation of centipedes.

  1. Asellus Australis

Lived in a cave for five years.

  1. Asellus Borealis

Has no compunction about public shame.

  1. Asellus Primus

All-organic magic only, no gluten.

  1. Asellus Secundus

Turban the size of a large dog.

  1. Asellus Thertius

Scholar of antiquities.

  1. Asmidiske

Malapropic neologisms.

  1. Aspidiske

Ran ghost tours a few years back.

  1. Asterope

Has not slept in four years.

  1. Athebyne

Paragon of prep.

  1. Atik

God of goth.

  1. Atlas

Becomes dizzy easily.

  1. Atria

Lives in the vents.

  1. Avior

Haunted by a giant cockroach.

  1. Azelfafage

Makes narwhal cheese.

  1. Azha

Writes elaborate historical fanfiction.

  1. Barnard's Star

Has a witch’s nipple.

  1. Baten Kaitos

Prematurely old.

  1. Beemim

Insurance fraudster.

  1. Beid

Doesn’t look very wizardly.

  1. Bellatrix

Constantly popping mysterious pills.

  1. Betelgeuse

Picks compulsively at cuticles.

  1. Bharani

Snake cultist.

  1. Biham

Secret cookie dough stash.

  1. Botein

Bound feet.

  1. Brachium

Artificially shaped skull

  1. Canopus

Anti-undead apocalypse prepper

  1. Capella

Ex-vizier to a dark lord.

  1. Caph

Chain-smoker.

  1. Castor

Dry, flaky skin.

  1. Castula

Prominent incisors.

  1. Cebalrai

Loads of piercings.

  1. Celaeno

Smells like eggs.

  1. Cervantes

Mushrooms for hair.

  1. Chalawan

Chews betel leaf.

  1. Chamukuy

Naked mole rat exhibit in living room.

  1. Chara

Volunteer fireman.

  1. Chertan

Cares about century-old football stats.

  1. Copernicus

Absolute maniac of a drummer.

  1. Cor Caroli

Terrifying yodel.

  1. Cujam

Classical oboist.

  1. Cursa

Has a stuffed alligator in study/

  1. Dabih

Forked tongue.

  1. Dalim

Tiger-stripe tattoos.

  1. Deneb

Snail jouster.

  1. Deneb Algedi

Former priest.

  1. Denebola

Extremely cold hands.

  1. Diadem

Saffron venture capitalist.

  1. Diphda

Stigmata, origins unclear and obfuscated.

  1. Dschubba

Moss-green fingers from reagent stains.

  1. Dubhe

Role-plays a crazy old hermit in a swamp.

  1. Dziban

Impossibly bad dating luck.

  1. Edasich

Has gone through seven spouses.

  1. Electra

Entirely too many belts and pockets.

  1. Elnath

Permanently runny nose.

  1. Eltanin

Has a prize-winning pet pug.

  1. Enif

Puts mayonnaise on everything.

  1. Errai

Writes letters home to mother constantly.

  1. Fafnir

Never brushes teeth.

  1. Fang

Has never had hair cut.

  1. Fum al Samakah

Paints faces on rocks and keeps them as friends.

  1. Fomalhaut

Persistent case of bouncy leg.

  1. Fulu

Navigates via “port” and “starboard” on land.

  1. Furud

Just went out for some cigarettes...

  1. Fuyue

Proselytizes for Wizcoin.

  1. Gacrux

Snorts when laughing.

  1. Garnet Star

Creepy yellow teeth.

  1. Giausar

Fractals on clothes, all brightly colored.

  1. Gienah

Smells distressingly like roast turkey.

  1. Ginan

Cheerful phrenologist.

  1. Gomeisa

Loves clocks, can’t read them.

  1. Graffias

Has never eaten a vegetable.

  1. Grumium

Carries father’s organs in canopic jars.

  1. Hadar

A cowboy.

  1. Haedus

A pirate.

  1. Hamal

Recently started a new diet.

  1. Hassaleh

Plays a fiddle won from a crossroads stranger.

  1. Hatysa

Aesthetically-pleasing facial scar.

  1. Helvetios

Lives in a garbage dump.

  1. Heze

Wears an owl mask.

  1. Homam

Parkour enthusiast, but only for watching.

  1. Iklil

Entirely too many pineapples.

  1. Intercrus

Slick 3-D glasses, just because.

  1. Izar

Cuff-links and crown made of bismuth

  1. Jabbah

Keeps rifle above mantelpiece.

  1. Jishui

Pink hair.

  1. Kaffaljidhma

Constantly windswept hair.

  1. Kang

Luxurious mustache.

  1. Kaus Australis

Home-made ice-cream, all the time.

  1. Kaus Borealis

Checkers fiend.

  1. Kaus Media

Having paramour trouble.

  1. Keid

Hirsute to the extreme.

  1. Khambalia

Elephantiasis in the left leg.

  1. Kitalpha

Pet tapeworm.

  1. Kochab

Still wears a hat from the revolution.

  1. Kornephoros

Was down the river, won’t tell what was seen.

  1. Kraz

Still sleeps with security owlbear.

  1. Kuma

Lives atop a termite mound.

  1. Kurhah

Actually a tulpa.

  1. La Superba

Afraid of the number 11.

  1. Larawag

Actually a homunculus

  1. Lesath

From the future (lie).

  1. Libertas

From the future (truth).

  1. Lich

Chocolatier.

  1. Lilii Borea

Baby-faced.

  1. Maasym

Lucha mask.

  1. Mahasim

Eyepatch.

  1. Maia

Teepee hat.

  1. Marfark

Self-mummified.

  1. Marfik

Beekeeper.

  1. Markab

Heart on the wrong side.

  1. Markeb

Extra finger on each hand.

  1. Marsic

Tongue-louse.

  1. Matar

Cigar-chomper.

  1. Mebsuta

Pretending to be dead for tax reasons.

  1. Megrez

Papaya tree growing out of hat.

  1. Meissa

Demon-leather jacket.

  1. Mekbuda

Amateur paleontologist.

  1. Meleph

Lazy eye.

  1. Menkalinan

Ratty clothes.

  1. Menkar

Badger-stripe hair.

  1. Menkent

Built like a brick shithouse.

  1. Menkib

Terrible handwriting.

  1. Merak

Leaves ink stains everywhere.

  1. Merga

Trade guildsman.

  1. Meridiana

Nose ring.

  1. Merope

Shoes with bells on.

  1. Mesarthim

Brags about killing a windmill.

  1. Miaplacidus

Platypus mascot costume.

  1. Mimosa

Smoked some dank shit in college.

  1. Minchir

Macrophile.

  1. Minelauva

Loves house geckos.

  1. Mintaka

Catastrophic acne.

  1. Mira

Scraggly-ass beard.

  1. Mirach

Peacock-feather cape.

  1. Miram

Throat-singer.

  1. Mirfak

Available for birthday parties.

  1. Mirzam

Part of a barbershop quartet.

  1. Misam

Not actually a vampire.

  1. Mizar

Carves runs in everything.

  1. Mothallah

Compulsive hair plucker/

  1. Muliphein

Trains a flea circus.

  1. Muphrid

Dead parrot on shoulder.

  1. Muscida

Heirloom sword, doesn’t know how to use.

  1. Musica

Wears rings on every finger.

  1. Naos

Dull and crooked halo.

  1. Nashira

Underbite.

  1. Navi

Birds nest in hair.

  1. Nekkar

Incredibly spooky without trying.

  1. Nembus

Braided beard, down to ankles.

  1. Nihal

Used to be an undertaker.

  1. Nunki

Wears a carpet over their shoulders.

  1. Nusakan

Insists on proper fork placement.

  1. Ogma

Occasionally vomits eggs.

  1. Peacock

Ludicrous feathered boa.

  1. Phact

Causes statues to start crying.

  1. Phecda

Loves a good fry-up.

  1. Pherkad

Wears plaids and stripes together.

  1. Pipirima

Claims to be a god is disguise.

  1. Pleione

Bushy ear hair.

  1. Polaris

Has tinnitus.

  1. Polaris Australis

Carries around a mystery box, never opened.

  1. Polis

Carries around a jar of pickled eels.

  1. Pollux

Had tower stolen by bears.

  1. Porrima

Escaped from horrible abusive mother.

  1. Praecipua

Misplaced the keys to their tower.

  1. Prima Hyadum

Keeps hearing rats in the walls.

  1. Procyon

Definitely not a spy from a rival nation, nope.

  1. Propus

Luxurious lion-like mane.

  1. Proxima Centauri

Recent, disastrous political run.

  1. Ran

Unbeatable fighting spirit.

  1. Rana

Good personal hygiene.

  1. Rasalas

Synesthesia.

  1. Rasalgethi

Heavy perspirator.

  1. Rasalhague

Mountain climber.

  1. Rastaban

Twitchy eye.

  1. Regor

Overwhelming smell of pumpkin spice.

  1. Regulus

Still has milk teeth.

  1. Revati

Peg leg.

  1. Rigel

Alien abductee.

  1. Rigil Kentaurus

Does “crystal healing” for the gullible.

  1. Rotanev

Acts like billionaire playboy, not even close.

  1. Ruchbah

Extended earlobes.

  1. Rukbat

Lengthened neck.

  1. Sabik

Smells vaguely of salt.

  1. Saclateni

Crocodile tears.

  1. Sadachbia

Trained teeth-cleaner bird.

  1. Sadalbari

Heterochromia, blue / brown.

  1. Sadalmelik

Wears shorts in winter.

  1. Sadalsuud

Loves rainy days.

  1. Sadr

Wears pants on head.

  1. Saiph

Working on a novel.

  1. Salm

Reptilian being in a skinsuit.

  1. Sargas

Oversized ears.

  1. Sarin

Recent immigrant.

  1. Sarir 

Terrible miser.

  1. Sceptrum

Has a long-term pen-pal.

  1. Scheat

Bathysphere operator.

  1. Schedar

Whale watcher.

  1. Secunda Hyadum

Trade connections in Leng.

  1. Segin

Growing a snail shell.

  1. Seginus

Did 20 years in the oubliette.

  1. Sham

Red eyes.

  1. Shaula

Still uses slide rule.

  1. Sheliak

Chimera aficionado, goes to all the cons.

  1. Sheratan

Silk slippers with iron toes.

  1. Sirius

Vegan.

  1. Situla

Disconcerting taste for blood.

  1. Skat

Owns and plays a pipe organ.

  1. Spica

Has two shadows.

  1. Sualocin

Writes restaurant review column.

  1. Subra

Always has a flask of moonshine.

  1. Suhail

Definitely saw bigfoot.

  1. Sulafat

Taste for candied scorpion snacks.

  1. Syrma

Theological reformer.

  1. Tabit

Super-repressed puritan.

  1. Taiyangshou

Looks exactly like a notable personage.

  1. Taiyi

Park ranger.

  1. Talitha

Aviator sunglasses, even at night.

  1. Tania Australis

Kaleidoscope eyes.

  1. Tania Borealis

Fresh pine scent.

  1. Tarazed

New face paint every day.

  1. Taygeta

Fancy top hat.

  1. Tegmine

Embarrassing birthmark.

  1. Tejat

Nose bitten off by giant rat.

  1. Terebellum

Astronautic enthusiast.

  1. Thabit 

Unappreciated artist (and that’s a shame)

  1. Theemin

Unappreciated artist (for good reason)

  1. Thuban

Survival-situation cannibal.

  1. Tiaki

Cheshire grin.

  1. Tianguan

Former schoolteacher.

  1. Tianyi

Walrus mustache.

  1. Titawin

Prominent nosehair.

  1. Tonatiuh

Hoards leftover food.

  1. Torcular

Hermaphrodite.

  1. Tureis

Consorts with unsavory folk.

  1. Unukalhai

Pasta snob.

  1. Unurgunite

Not the sharpest bulb in the crayon drawer.

  1. Vega

Wrestled a crocodile once.

  1. Veritate

Orange sherbet hair.

  1. Vindemiatrix

Snaggleteeth.

  1. Wasat

Villainous goatee.

  1. Wazn

In real need of a nap.

  1. Wezen

Caffeine addict.

  1. Wurren

Can’t eat dairy.

  1. Xamidimura

Escaped a cult.

  1. Xuange

Does a mean Punch and Judy.

  1. Yed Posterior

Hopeless bureaucrat.

  1. Yed Prior

Hates crystals.

  1. Yildun

Loves crystals.

  1. Zaniah

Always has to knock on doors.

  1. Zaurak

Coonskin hat.

  1. Zavijava

Invisible hat.

  1. Zhang

Inverse hat.

  1. Zibal

Deals in counterfeit artifacts.

  1. Zosma

Is not actually a medical doctor.

  1. Zubenelgenubi

Played sportsball in college.

  1. Zubenelhakrabi

Always keeps their right hand covered.

  1. Zubeneschamali

Smells of petrichor.