The Superstitions (CBOH)

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The following suggested superstitions can be used to develop the categories provided on the General Superstitions table. Dungeon Masters and players can expand this list and create their own superstitions, using these as guidelines and springboards for other ideas.
Animal/Insect: A specific kind of animal or insect causes this superstition to manifest.
Armor: A specific type of armor, worn by an opponent, frightens or inspires the humanoid.
Cold: Sudden chills, fear of ice or snow, fear or positive belief in icy winds.
Color: Fear of a particular color, manifested in nature, on clothes, or in some other way.
Demihumans: The humanoid fears a specific demihuman race. The race is usually determined by the humanoid's racial preferences and hatreds.
Destiny: The humanoid has learned of his particular destiny from an oracle or fortune teller. Whenever this destiny seems to be occurring, the humanoid receives either a negative or positive superstition. For example, a humanoid who was told she would die by a human's arrow will be fearful in the presence of human archers.
Dreams: A specific, recurring dream haunts or inspires a humanoid.
Elements: Air, earth, fire or water causes either fear or hope in a superstitious humanoid. In all cases, the humanoid should pick a specific manifestation of the element in question (swirling air, cracked earth, uncontrolled fire, foul water, etc.).
Gods: Humanoid suffers from a fear of a particular god, or looks for signs from a particular god as a manifestation of good luck.
Heat: Fear of hot flashes, of hot weather, of temperatures above a certain level.
Humanoids: A specific race of humanoids causes this superstition to manifest. Some humanoids are even afraid of others of their own kind due to the reasons why they left to become adventurers.
Magical Items: The humanoid fears a particular type of magical item. This can be general, for example a magical wand, or specific, as in a magical wand that casts fireballs.
Monsters: The humanoid fears a particular type of monster. This superstition can manifest either when the monster is present or when the humanoid sees signs of its passage. As a positive superstition, the monster in question can be the humanoid's patron creature.
Moon: Fear or positive belief in one of the stages of the moon (full, half, quarter, new).
Noise: A noise (which must be specifically identified) giving either a positive or negative manifestation.
Plants: A specific type of plant causes the humanoid's superstition to take effect. A humanoid could be afraid of red roses, but inspired by blooming lilies, for example.
Priests: Priests of a specific alignment or religion frighten or inspire the humanoid.
Reptiles: A specific type of reptile causes a humanoid's superstition to take effect. Reptiles include crocodiles, lizards, and snakes.
Sickness: The sight of a person or animal with a specific type of illness causes the humanoid to suffer a negative superstition. If the humanoid himself gets the illness, the effects of the negative superstition last until the illness is cured.
Specific Location: A specific location or location type (dark caves, twisted forests, babbling brooks, human villages, etc.) elicits fear in the humanoid.
Stars: Fear or positive belief in a particular star or constellation.
Storms: A specific type of storm causes a humanoid's superstition to take effect. Storms can be dust, wind, rain, thunder, lightning, ice, sand, hail, snow, etc.
Sun: Fear of the sun's rays, of bright sunlight, of clouds obscuring the sun's good rays.
Supernatural Beings: A particular kind of supernatural being (or even a specific supernatural being) inspires either a positive or negative superstition.
Undead: Either undead in general or a particular type of undead creature causes this superstition to manifest.
Visions: A specific vision, which comes to a humanoid while he is awake, inspires good luck or bad when it manifests. Visions can be any image, and either frightening or positive in nature.
Weapon: A specific type of weapon frightens or inspires the humanoid if it is being wielded by his opponent.
Wilderness: A specific wilderness type scares or inspires a humanoid. Types include deserts, forests, jungles, swamps, arctic wastes, etc.