New weekend, new table from Lands of Legends!
A slow, frustrating Saturday with my kids going through yet another swab, and probably another week off from school because of several covid cases around. And even the school I work at has got half a dozen cases or more. So let's escape to some Fairy City!
This week, I offer a d10 table with ten Fairy Civilization areas for your OSR sandbox campaign with simple stat references for your classic game of choice, wether is Old-School Essentials, Labyrinth Lord, Sword & Wizardry, or any other clone of OE, B/X, or BECMI Dungeons and Dragons.
Use them to spice up your sandbox!
These are straight from the Areas section of Lands of Legends Fairy. Check it out for hundreds more!
But before the table, it's time for an announcement! I've wrapped the five Lands of Legends PDFs into one big sweet BUNDLE available for the duration of the holidays Hope this counts for making it on the nice list!
So here's the table:
Civilizations - Fairy Areas
- The Floating Castle. This castle floats 200’ above the ground. It is home to the Three Archmage Brothers, served by 12 animated crystal statues and protected by 90 gargoyles. They travel through kingdoms researching knowledge, rare alchemical components and, very rarely, apprentices.
- Goblin City. An accumulation of hovels, shacks and huts stacked on one another on many levels, around a network of muddy streets and alleys. Structures are built with a jumble of parts randomly juxtaposed, totally unsafe, and about to fall down. Bridges, roads and stairs, completely unnecessary, go back and forth without reason, with blind alleys and twisted meanders. Construction sites, scaffoldings and excavations are found everywhere, with the most unlikely workers. The Goblin Committee rules the city, hosting emissaries from distant tribes. Navigating the city requires an INT check, and failure may result in a monster encounter or a nasty cave-in or collapsing building (3d6 damage).
- Modern Times. In this metropolis all the hard work is done by golems and mechanical servants; sewer oozes digest the waste, bulettes are used for digging tunnels and mines, the breath of dragons is employed in forges and alchemical workshops, rust monsters serve the scrap dealers and so on. Each monster in the bestiary has been tamed for a particular use, including many humanoids, who live in the nearby slum, while humans are employed as geometers, architects and superintendents. But who is on top of the hierarchy?
- Webtown. This town hangs from magically protected ropes attached to the huge rocks at the sides of a ravine, because the region is so infested with wild beasts that the only safe place to live in is the air. Hundreds of hammock-houses in rope, leather and fabric hang over the abyss below, with rope bridges and ladders connecting the two sides of the ravine to the houses.
- Armilla, Town of Nymphs. This once beautiful city has been abandoned for centuries. Among the ruins, the beautiful baths, aqueducts, fountains and basins work perfectly and do not seem aged by a day. Beautiful girls are often seen swimming in pools and fountains, disappearing at will in the pipes and reappearing somewhere else, at another point reached by water. Consecrated to the goddess of water, Armilla is inhabited only by this group of water nymphs, protecting it against invaders and the passage of time.
- Of Giants and Men. This town is inhabited by giants, but there is also an entire population of humans. To the giants, the humans in the city are what mice are to men, hiding in caves, behind walls or under the stairs, pilfering from their larders, barns and cellars. The giants fight off men as parasites, or capture and cage them like pets. They also use big panthers to dig out their unwanted guests.
- The Well of Wonders. This village is famous for its enchanted well: those who dare drink its water undergo some kind of change. Roll a d10. Each individual can only be affected once! 1-3: reroll a random ability with 4d6; 4: rejuvenate 2d6+5 years; 5: gain a random first level spell as a natural ability; 6: loose a level; 7: become immune to poison; 8: gain a level; 9: change sex; 10: randomly change race.
- Slumbertown. This cursed village is generally avoided: all its inhabitants sleep and nothing wakes them up. No one grows old, nothing decays. If a visitor attempts to harm someone or take something, all visitors are teleported to the last bed where they slept, remembering their visit as a dream. The only way to lift the curse is to find an empty bed in the village and sleep for a whole night. Poltergeists will try to wake up the newcomers, so five rolls (WIS checks) must be failed. The witch that cursed Slumbertown might be displeased, though!
- The Clockwork City. This whole city is a complex construct. Roads, stairs, walls, palaces and towers are wired together and can move and change configuration under the control of the City Masters for special needs such as sieges, wars, urban planning, curfews, and so on.
- Maple Town. This place, also called The Farmyard, is inhabited by anthropomorphic animals who follow a complex code of honor (carnivores cannot eat humanoid or humanized animals), trying to create a utopian society. They gather from around the world to formulate a common statute and an early universal declaration of animal rights, so the city is like a great parliament. Humanoids are welcome, but often viewed with suspicion.
If you enjoy this type of content, check my other random tables posts, and my OSR stuff on DrivethruRPG: the Land of Legends series and my pwyw e-zines for Old-School Essentials: Wondrous Weavings Warped and Weird and Mysteriously Missing & Merrily Met!
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