The foundation of all civilization; the muscular arm of progress; not particularly intelligent and prone to poor decision-making.
PRIME REQ: Strength, Intelligence (Low)
Special: Drunken Berserker
Found in every available alley; experts in the areas of beggary, swindling, and purse-cutting; could advance to Thief-dom or choose to perfect his art; some follow the slattern/whore track and advance to Doxy.
PRIME REQ: Dexterity
Special: Venereal Disease
The bane of every man living; eventually devolves into Senile Hag.
PRIME REQ: Charisma (Low)
Special: Manipulation, Passive-Aggressive Domination
Slightly more intelligent than the Dullard; usually occupies middle-management positions; could advance to Fighting Man, but not particularly motivated in most cases; characteristically loud and over-bearing.
PRIME REQ: Intelligence (Average)
Special: Intimidation, Beer Muscles
A female servant from the bottom of the social schema; some dual-class as Doxy; can eventually level-up to Housekeeper or Nanny; some follow the lonely drunk track to Barfly.
PRIME REQ: Charisma
Special: Advanced Dishonesty, Manipulation, Seduction
Don't think I've posted this (possibly) final draft of the Dolmenwood map, so for posterity it can be found HERE.
I have a question for you guys/gals regarding my editorial approach to the Dolmenwood setting book:
What sort of details do you think are essential for each hex entry? Naturally there will be a short description of the environment and its inhabitants, and I'd like to include a listing of Resources available there. What other deets would you want to see?
Grimalkin -- intelligent, medium-sized cats of the Wood -- rarely speak with humans (such contact is taboo) -- organized as a fierce hierarchy where positions are often contested by rivals -- at the very top is the Yurl, a shadow-creature given cat-form and flesh by Atanuwe. The Yurl’s children (there are dozens -- they are collectively called Yurl’s Get) may will themselves to become incorporeal for limited periods of time -- like Yurl they can enter the Lines at will and traverse the Otherwold while in this state.
All grimalkin are taught an ancient word that is tainted with dark magic. It is an heirloom power, a device that only their cat-tongues can correctly pronounce. Any non-grimalkin, non-plant creatures within earshot of this incantation must save vs Spell or find themselves transmuted into green hardwood. Some (30%) of the victims of the wood-word will eventually sprout leaf-bearing twigs and slowly grow to become true trees -- always, however, retaining the consciousness of the victim. A woman who eats fruit from such a tree may become pregnant if she consumes one or more of its seeds. The resulting child will be green-skinned, willful and dangerous.
So the Female name generator is limited to two syllables (ignore the instructions -- needs edits). The results I've gotten so far are really pleasing to my eye/ear:
MEN of BRACKENWOLD
- Gruwth ("grooth")
- Gringle son of Borgle
WOMEN of BRACKENWOLD