Idea: Gelatinous Oozes change shape from cubes as they age, and gain special powers, based on their shape.
Gelatinous Torus: Gets increased speed and Spring Attack
Gelatinous Pyramid: Gets Spell Resistance equal to 15 + CR
Gelatinous Reuleaux Triangle: Gains the power of two other oozes, selected as random.
Gelatinous Apollonian Gasket: Can cast enlarge and reduce person, even on oozes, at will
Gelatinous Hyperboloid: Can cast haste and slow at will, and time stop once per day
Gelatinous Lemniscate: Gains the ghost’s rejuvenation ability.
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Microsetting: The City of Hoard
I’ve been on a bit of a Starfinder RPG and general essay kick recently, but I’m still a big fan of fantasy RPG settings in general, and Pathfinder in general. So as a palate cleanser, here is a microsetting, the City of Hoard!
The City of Hoard
It’s not formally called “Hoard” of course. It’s listed as Draconis Rekai Achael in the old Imperial Charter of Settlements, Drakkenhelt in the dwarven tunnel-maps, and Aerivermaeli in the elven Songs of Places. Among the academic writings and speech of most dragons and draconic-oriented scholars, it’s Brarguren’s Canton, an acknowledgement that the mighty Brargured has carved out land acknowledged by other nations as hers, and hers alone. But even those learned individuals generally call it “Brarguren’s Hoard” in casual conversation, and from that long title most common folk have taken to just calling the city “Hoard.”
Brarguren was an active dragon in her youth, traveling extensively as soon as she ceased to be a wyrmling, claiming temporary territories, exploring lands with no sapient creature settling them. There are numerous credible accounts of her worldwide, suggesting she did not limit herself to any one continent or trade route. Many of those tales speak of her establishing herself on the edges of major civilizations, speaking to their scholars and acting as patron for their great artists. Though she spent no more than a few decades in any one place in her first few centuries of life, she was intellectually active and curious during these visits, each year doing as much research and learning as any member of the shorter-lived races could manage, and thus compiling numerous lifetimes of knowledge in just a few hundred years.
She gained cunning and power in equal measure. Early descriptions of her make it clear her coloration was “bright” and “metallic,” but never matched her to a single hue. She can breath fire, but has also proven to have draconic and magic talents that allow her to breath acid, and ice, and even frozen acid. She can access the power of sorcerers, druids, and even witches, leading some to suggest she has studied as a shaman. She is also a mistress of illusion, or transmutation (or both), and certainly her appearance in the past few centuries has shifted and changes enough to suggest she is keeping her true nature secret, though she always has the same piercing, nearly glowing, amber eyes.
No one is sure when she became fascinated by architecture, urban planning, and landscaping. Perhaps it was when she carried out a vendetta against the Order of the Broken Claw as a young adult, joining and leading armies to sack the order’s cities on both sides of an ocean. Perhaps her visits to the continents of the Ivory Empire, Jade Kingdoms, or the lands of the Spice Road as an adult and mature adult piqued her interest in how different cultures build and grow settlements. Certainly her Guild of Masons was established at that time, and she forged alliances with dwarves and elves both to aid and learn from their greatest artificers, fort-builders, and urban engineers and planners.
What is known for certain is that as an old dragon, more than 4 centuries ago, Brarguren stopped her regular travels and claimed her Canton, a rich land with access to ocean, trade, field, and ore. The land surely would have been claimed by some nation before her, located between small kingdoms and in a route between major empires as it was, if not for the gorynych that laired there, and the twisted mutant cult that worshiped it. Brarguren was not the first dragon to seek to destroy the wicked creature known as “The Three Sinners,” but she was the first to succeed in destroying the gorynych and scattering the cult.
And to mark her success, she claimed the piles and piles of treasure the Three Sinners and its minions had collected…. And built a city.
People claim that early on no one lived in Hoard, but of course that’s not true. Expending money as a waterfall expends water, Brarguren hired hundreds of planners and thousands of workers. Even before Hoard had a finished building, it has inhabitants. Nor where buildings the first permanent structures to be raised. Brarguren had roads laid, and aqueducts, canals, wells, and cisterns built, long before any buildings. She gave broad guidance to her lord architects, and insisted their plans be revised many times, but did little of the direct planning herself. The first city was to be designed to house 10,000 citizens in wealth and comfort, and to have a network of towns to support it, but she also demanded plans be in place for it to grow. Even the names of its major sections, “First Ward, Second Century Ward, Third Century Ward,” showed what her plans were for its expansion.
Now, Hoard is 310 years old, a city of nearly 50,000, and one of the most powerful and wealthy trade cities in the world. Though Brarguren is the unquestioned owner and ruler of the city and the surrounding valley, including it’s roads, dozens of supporting towns and farms, minor auxiliary ports and shipyards in nearby islands, she rarely takes a direct hand in ruling or protecting it. The Canton Guard serve as both city guard in Hoard, and ranging military force throughout Brarguren’s lands, and the Dragonfire Wardens act as scouts, investigators, and game wardens further from the city. Both answer directly and separately to Brarguren, though their Lord Commanders (Guard Commander Alvric Krakarral—a human investigator—for the Guard, and Warden Commander Jealis Irontusk—a half-orc hunter—for the Wardens) are cagey about how how those reports are delivered. But 72 years ago when Brarguren devoured the then-Guard Commander Thurgen Thurgenis, the dragon made it clear she would react if her forces failed to report as she expected them to. Her lack of direct action since is taken as proof the Lord Commanders are doing as they are supposed to.
However, neither of those forces run the city (or any of the townships),and lack the power to makes laws or edicts. Laws are made only by Brarguren herself, and she hasn’t changed the short list of basic rules (outlawing slavery, insisting on equal basic rights for all sapient creatures, establishing the civil and paramilitary organizations in her lands) in almost a century. Edicts come from the Council of Stakeholders—made up of guild leaders, religious heads, neighborhood alders from Hoard and town magistrates from supporting settlements, representatives of the Guard and Wardens, hereditary members from important families, one judge from each court circuit, and ministers of various Hoard city offices—and are signed by the Marshal of the Exchequer (or become law without the Marshal’s signature if 2/3 of the Council of Stakeholders agree to do so after 90 days… which almost never happens).
The Marshal of the Exchequer acts as the chief executive of Hoard, oversees legal cases against any member of the Council of Stakeholders or judge within Hoard, and is in charge of the budget of the entire region. Since taxes are surprisingly low in Hoard, and city services are quite high, there’s a persistent rumor that the Marshal of the Exchequer pays for things directly out of some vast supply of wealth Brarguren has accumulated. While every Marshal of the Exchequer has always denied this is the case, and the city has had budget troubles many times over its three centuries of existence, the rumor remains common.
As for where such a vast pile of treasure might be kept… no one knows for certain. Brarguren dives into and flies out of the ocean harbor on most of the rare occasions she makes an appearance in the city itself, but no one has ever found any sign of an aquatic lair. The city center includes a massive, round, fortified building known as The Vault when used as a landmark, but it has no known entrance and its purpose is secret. The mountains that border the valley Hoard sits at one end of have numerous caves, but none have ever shown size of draconic habitation. Everyone agrees Brarguren must have at least one secret lair, but no one can agree on where it is, what it’s like, or how much treasure is piled up in it.
But it is known what treasure has gone into it, at least on some occasions. Brarguren does not directly defend Hoard or its lands, unless a threat arises so great only an old dragon could oppose it (such as the arrival of the Archtitan Oceator, more than two centuries ago), or when the Guard and Wardens have already suffered major losses and are clearly being overwhelmed (such as during the Wightblade Plague nearly a century ago). When she does become directly involved, however, she takes everything of value possessed by any foe she defeats—from Oceator’s Trident of the Wave-Gods to the ghost swords left over from the Plague. Hoard is safe from nearly any direct threat, but does not receive the spoils of war from foes it’s draconic owner finishes.
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The fatigued and exhausted conditions are designed to be simple. First, you take a –2 penalty to Strength and Dexterity, and can’t run or charge. Then if you suffer another level of fatigue, your penalties jump to -6, and you move at half speed on top of other limits.
One hour rest takes you from exhausted to fatigued. Eight hours of rest takes you from fatigued to fine.
That’s more granular that my (too frequent) experience with exhaustion, but that’s fine. Simplicity is worth some increased granularity. Part of the question for me is… how simple is that? Neither the jump from -2 to -6, nor the differences in how long it takes to recover from the conditions, feels intuitive to me. Also, it strikes me odd that once you are exhausted, maintaining things that should fatigue you have no effect.
So, that brings us to the ideas of degrees of fatigue.
Instead of going from fatigued to exhausted, you keep taking degrees of fatigue. Each degree has a -2 penalty to Strength and Dexterity, which stack. Once your Strength and Dexterity both drop below 10 as a result of these penalties, all your movement rates are cut in half. If your Strength or Dexterity is reduced to 0, you pass out until the penalties reduce to allow you a positive ability score.
Two hours of dedicated rest removes one degree of fatigue. (Anything that would end fatigue removes one level, anything that would end exhaustion removes up to 4 levels.)
I don’t know if this is actually easier, but it’s something I’d love to playtest and see how it works out.
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