Showing posts with label history. Show all posts
Showing posts with label history. Show all posts

Sunday, December 15, 2013

History of NOD Part III ... and Racial Class Variants

Wow - so I let myself get lax on updating the blog again. In my defense, I've been super busy at work (real work, that one that plays for my mansion and gold-plated yacht) and super busy at home (NOD Companion just needs a little editing and layout work, NOD 22 is coming along nicely, Mystery Men! got a small revision and ACTION X has been reborn as GRIT & VIGOR and is also coming along nicely). So, there's my excuse. Here's my post ...

HISTORY OF HUMANS AND HALFLINGS

With the power of the elves and dwarves broken, the world was left to the humans and their ilk. We now reach a time a scant five thousand years ago.

As the dragons of Mu-Pan slowly retired into secret places, they left their scions in charge of their warring kingdoms. In time, they would be united in an empire that would have to tolerate numerous dynastic changes and revolutions and stand up to the machinations of the weird lords of Tsanjan.

Thule harbored a rogue elven land called Pohiola. This nightmare kingdom would slowly give way to the invasions of the horsemen of the steppe, as they laid the foundations for such kingdoms as Mab, Luhan and Azsor.

Antilia and Hybresail would remain largely wild places, home as they were to the shattered homeland of elves and dwarves, its human and demi-human populations reduced to barbarism.

In the Motherlands and Lemuria, the human populations learned well from their former elven masters, and founded sorcerous empires founded on demon worship. In time, such empires as Irem, Nabu and Kolos would fall in spectacular eldritch fashion. In their ashes, a new empire was born that would rule much of the Motherlands – Nomo. Nomo was founded when a band of elven adventurers led by Prince Partholon left the shores of Antilia in a dozen longships and make their way to the Motherlands. Finding themselves among a tribe of human barbarians, they soon asserted themselves as their masters, founding the city-state of Nomo and eventually extending their control over much of the sub-continent. Under Nomo’s emperors and empresses a 2,000 year empire was begun which would end only with the disappearance of the Emperor during adventures in the mysterious West.

With the emperor’s disappearance, Nomo fell into factional fighting, with each faction supporting its own candidate for emperor. The former tributary kings and queens in the empire also staked their claims on the throne.

Thus it is in today’s land of NOD. City-states built on the ruins of kingdoms built on the ruins of empires, all threatened by encroaching chaos.

RACIAL CLASS VARIANTS
In Blood & Treasure, I introduced the notion of variant classes. These were meant to illustrate the way one might create new classes using old classes as a base, with fairly minor changes.

BARBARIAN VARIANT: HALF-ORC THUG

Half-orcs often grow up on the mean streets, learning to excel not as trained fighters but as street brawlers. These half-orc thugs advance as barbarians, save for as follows: They may only use padded or leather armor and bucklers, they have the following skills: Bend Bars, Break Down Doors, Climb Sheer Surfaces, Gather Rumors, Hide in Shadows, Jump, Move Silently and Pick Pockets.

PALADIN VARIANT: ELVEN GALLANT

Gallants are elven paladins as dedicated to romance and wooing women as they are to righting wrongs and protecting the weak. While most paladins can be a bit stodgy, elven gallants are rather dashing and devil-may-care.

In a three-fold alignment system, gallants must be Lawful. In a nine-fold system, though, they need only be Good. Gallants cast spells from the bard spell list rather than the paladin spell list.

THIEF VARIANT: DWARF PROSPECTOR

As adventurous as dwarves can be, their first loves are always gold, gems and silver. Many, if not most, get their first taste of adventure as prospectors, heading into the hills or depths in search of metals or stones to mine.

Dwarf prospectors have the following skills: Climb Sheer Surfaces, Find Traps, Hide in Shadows, Listen at Doors, Move Silently, Notice Unusual Stonework, Open Locks, Remove Traps and Spelunking. In addition, they can wield picks and hammers.

THIEF VARIANT: GNOME PRANKSTER

Gnomes are innately magical folk, and some learn from a young age to tailor their magical abilities to the profession of thievery. These gnome thieves are noted for their enjoyment of taunting their victims with pranks and riddles, leaving calling cards and boasting of their thefts before they happen.

In place of a gnome’s normal innate spells, a prankster can cast the following spells: Mage hand, open/closer and ventriloquism.

THIEF VARIANT: HALFLING GYPSY

Many of the halflings that people meet are of a breed known as the pikey – wanderers from the east who live a semi-nomadic life among the larger races, making a living telling fortunes, picking pockets, stealing pies (they love pies) and bilking the naive.

Gypsies have the abilities of thieves, save they replace the backstab ability with the bard’s ability to fascinate. Their skills are as follows: Balance, Climb Sheer Surfaces, Escape Bonds, Gather Rumors, Hide in Shadows, Move Silently, Pick Pockets, Train Animals and Trickery.

Wednesday, November 27, 2013

History of Nod, Part III - The Dwarves

Today, we cover the ancient history of the dwarves of NOD, with a special bonus at the end covering the identities of the major Kabir and Igigi.

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Image by Jon Kaufman (pachycrocuta at DA - check him out for commissions!)
The ancient elves, being fey creatures, were physically malleable. Not to the extent of the Kabir, of course, who could assume any shape they pleased. The elves were humanoid in shape, and humanoid they would stay. But when they were angry, their faces twisted and their bodies distorted (sometimes called a warp spasm), and when they were happy, they almost glowed with joy. An elf’s children were physical duplicates of their parent’s emotional and spiritual selves.

As the ancient elves grew darker, their children grew uglier. Thus were born the orcs, goblins, bugbears, hobgoblins and dwarves. These waifs were turned out into the wilderness by their disgusted parents to die, but many were rescued by entities who saw them either as useful pawns in their own sinister games, or in the case of the dwarves, who were born of greed, by the compassion of Ys, who believed they might be brought up to do good in the world despite their parentage.

Ys was correct about the dwarves, hiding them in the mountains and under the hills, and shepherding their development until they were honorable men and women, industrious, clever and just. Of course, they were still greedy and stubborn as all get out, but nobody is perfect.

As was mentioned before, the dwarves were no match for the ancient elves, and were forced to pay tribute to them. A dwarf loves his gold, and being cheated of it brought a terrible hatred for the elves among the dwarves, and they bent their minds to one day throwing off this indignity. They were a patient folk, the dwarves, and they had much time to plan and scheme. They forged weapons of power and hid them away, and watched as the debauched elves grew insular and petty. They had long ago stopped having children with one another, choosing instead to produce children with their more handsome human slaves, that they might escape the aforementioned curse of "ugly children". In time, there were many more humans and half-elves in their kingdoms and empires than true elves. The time the dwarves had waited for had finally arrived.

In this time, the disparate elven kingdoms had come under the control of a queen-of-queens, an elf called Vinrix. Vinrix was the most powerful elf of her age, and nothing to be trifled with. When her people came to the high king of the dwarves, Dvalinn, with demands that a hundred-thousand of his people be delivered into slavery to build her monuments, he declined, and sent back from his halls a few bloodied and blinded survivors carrying the heads of their comrades. This, of course, meant war.

War between the elves and dwarves centered around the dwarven holds in the Bleeding Mountains, which in those days were known as Golden Mountains. The elves besieged the dwarves in their mountain holds, as Dvalinn had desired, and slowly but surely the dwarves chipped away at the strength of the elven armies, slaying their great wizard-lords with such mundane things as rockets and cannon. More importantly, they undermined the positions of the elves, and bypassing their enemy’s lines worked their wiles on the human slaves that formed the bulk of the elves’ strength. Before the elves knew it, their human subjects were in open revolt, and they were forced to divide their armies again and again until they were spread thin across the globe.

It finally came about that the dwarves left their strongholds to challenge the army of Vinrix in the field. The elves had made camp around the base of the Crown Stone, the keystone their magical network of standing stones, which augmented their eldritch power and denied it to most other folk. There the dwarves went with humans and others in tow, and joined battle with their ancient enemies. Eventually, it was a matter of High King against Empress, and finally, her back pressed against the Crown Stone itself, the dwarf made a last mighty swing with his hammer and missed. The hammer, forged in the raging elemental fires beneath the earth, tempered in the immaculate grudges of the dwarves, cracked the great stone his people had raised, and everything was cast in a brilliant white light.

Those who were far enough away to have seen the event and survived tell of a great white light that lasted but an instant and then disappeared, followed by a great rush of wind. Vinrix and Dvalinn and their armies were gone, as was the Crown Stone and, with it, the network of standing stones. Some toppled physically, others remained standing, but the great network that channeled magical energy was gone. Where once there stood the Crown Stone on a lush prairie, there was now a great, gaping gulf – a piece torn from the Material Plane. A few bits of land floated in this black gulf, this void-scar on the landscape, but the rest was gone.
With the magic dissipated across the globe, the impossible cities of the elves toppled and those who were left found themselves the inheritors of wrack and ruin.

Needless to say, the elves were none too happy about this. To be sure, the greatest of their cities still stood, fabled Tara Tilal, but most of the others were gone. The elves were now weakened, and they were forced into the wilderness by their former slaves. While some repented and turned back to their ancient gods, many others had revenge on their minds, and magical communications sent a great many (perhaps two-thirds) of the surviving warriors and wizards marching to the wondrous western mountains known as the Pillars of Asur, where that grand old kabir’s great temple stood. They gathered in the foothills and swore oaths and forged weapons and summoned demons, and then started up those slopes to topple their ancestor-god’s house of worship.

They did not get far, though, before the old god himself did appear and whisper a single curse. The sun would be denied these elves for all eternity; it would become to them a hateful thing of pain, burning eyes and flesh, an eternal reminder of their fall from grace and final punishment. These elves turned and fled from their god and the sun, which burned their skin black, and hid themselves in dark places under the earth, and would come to be known in future centuries as the drow. They would eventually have their revenge on the dwarves, though, as they excited the fires that burned beneath the Golden Mountains and gathered the foul goblin folk who dwelled near them and finally freed the last of the elder things that were chained therein. As hundreds of volcanoes exploded simultaneously, the skies were blackened and the holds of the dwarves were cracked and destroyed. The goblins swarmed these strongholds and the dwarves were forced to flee. The Golden Mountains had become the Bleeding Mountains, so named for the red rivers of lava that now flowed there and for the copious amounts of dwarf blood spilled by the goblins. The dwarven diaspora had begun.

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THE MAJOR KABIR

ASUR: Kabir of the Sun; ruler of The Noble Procession (the aristocratic and beautiful, chivalrous and vain fey, especially the ancient elves and even the rebellious drow who are their closest relatives)

BEL: Kabir of death and rebirth; rules the Mourners (fey concerned with the dead, such as banshees)

GHOBB: Kabir of geology; rules the Keepers of Kitchen and Pantry (the household fairies, as well as the useful folk of the fairy world such as leprechauns and brownies)

KARN: Kabir of the hunt; rules the Bloody-Minded Lot (mean-spirited killers and torturers, such as red caps and trolls)

NUDD: Kabir of the oceans, the “ancient mariner”, who went to sea and never again set foot on land; he might be said to rule the fey of the water, though he shows little interest in doing so and generally leaves them to their own devices

TUT: Kabir of mischief; rules the Merrie-Met (tricksters, dancers, and makers of mischief like satyrs and sprites)

YS: Kabir of fertility; rules the Painters of Flowers and Dapplers of Dew (the fey that make the world go ‘round, the nature-workers of Nod such as the flower fairies, nymphs and dryads, as well as the storm giants - though nobody really rules those folks)

THE MAJOR IGIGI

ALAD: Igigi of Benevolence (NG)

AZAG: Igigi of Morbidity (NE)

AZUR: Igigi of Virtue (LG); After Azur's destruction by Zid during its crusade in the Material Plane against evil, when it stretched itself too thin and made itself vulnerable, Azur was shattered into seven archangels (solars), generally known as the Seven Virtues.

GUZU: Igigi of Rage (CE)

NIM: Igigi of Love (CG)

SUUL: Igigi of Madness (CN)

ZID: Igigi of Logic (LN)

Wednesday, November 20, 2013

The History of Nod, Part II - Elves and Gnomes

Another chunk of Nodian history ...

THE ELVES AND GNOMES

The gnomes and elves are offshoots of the fey, the elves being descended from the fey and dragons and the gnomes descending from the brownies, pixies and sprites, probably from congress with more mundane humanoids.

Though the elves are actually a younger race than human beings, they are longer lived, and they fancy themselves the senior partners in the firm – wiser, more beautiful, more graceful, etc. The ancient elves, being only a few generations removed from the Kabir, were virtual demi-gods and terribly powerful. In no time, they spread their influence and their kingdoms across the face of the world, and their general lack of morality and compassion for lesser creatures drove them to enslave other folk. True, their influence did not spread to Mu-Pan, where their dragon sires held sway, but the rest of NOD was theirs to do with as they pleased.

The elves demanded tribute from the dwarves (more on them later) and drove them to construct a network of towering standing stones that formed the natural flow of magic on NOD into a network they could tap to work wonders. This network also denied magical access to most other folks. With this magical power, the elves constructed impossible cities and walked the planes of reality. They were the greatest explorers of their age, mapping the cosmos and making enemies far and wide.

The power of the ancient elves was staggering, but not without limits. Their magic flowed from the Kabir via elven druids, and the dictates of the Kabir irritated the arrogant elves. They raged against their ancestor gods, and in time they were heard by the demons, that still haunted NOD, and the fallen angels who now inhabited Hell at the center of NOD. These agents of Chaos and Evil reached out to the ancient elves with promises of power unlimited, asking nothing in return, for they knew the elves, unhampered by compassion or morality, would do exactly what their new tutors would like to be done to the world.


Tune in next time for the dwarves and the destruction of everything the elves held dear (i.e. their power)
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