While PARS FORTUNA started out as an experiment in randomly generated material for an RPG, I soon decided to add in optional rules for Old School games to make it a true tool box. To that end, I have an easy rule for encumbrance, a unique (I think) method of spell casting, a slightly different take on armor and weapons and an easy system for special combat maneuvers. Nothing necessarily ground breaking, but maybe bits and pieces that Referees will find useful for their own games.
Movement & Combat
Today, I'm thinking about movement and the fact that it is virtually useless in most games. My guy has a movement of 12 (or 30' or whatever your system uses) and you have a movement of 9 and, let's be honest, how often does this really come up. Maybe if we're being chased, but usually movement in the dungeon comes down to "we walk down the hall" or "we walk into the room, carefully". Movement might come into things in outdoor adventures where the spaces are larger, but it's a rare dungeon chamber indeed in which movement (and missile ranges - more on that later) make much difference. So, what's to be done?
One idea is to mark off movement on a grid, but in all my years of playing 3rd edition, I don't think movement rates ever had much effect within the dungeon - again, the rooms are rarely large enough to make a movement of 30' that much better than a movement of 20' - and we all know how much grid movement can slow down a combat.
My idea is to link initiative to movement rates, as follows:
Combat Speed
Quick = a movement rate of 15 or higher (note, I'm using Swords and Wizardry's movement rates here; in 3rd edition think 40' or higher)
Slow = a movement rate of 9 or below (20' in 3rd edition)
Everything else is considered "normal speed"
When combat rolls around, I use the following order of events:
1. Missile Fire: Ranged weapons are valuable because they attack first, and thrown weapons are included here. Determine first strike in this phase by casting dice. You can either let every person and monster (or monster group) throw a D6 and go high to low, or have each side throw a D6 to determine which side attacks first. If your character has a higher rate of fire than 1 shot per round, just make the first shot during this round.
2. Quick Creatures: Quick creatures move and attack - again, to determine first strike just throw dice, giving creatures/characters a bonus of +1 to their role if they have a longer weapon or reach than their opponent. You could also break up the movement and the attack - everyone moves, and then anyone within 10' of an opponent is considered in melee and may attack, rolling to determine who strikes first.
3. Normal Creatures: Normal creatures move and attack - as above
4. Slow Creatures: Slow creatures move and attack - as above
5. Spells: Spells are fired/cast - I'm assuming that chanting a spell takes longer than knocking and firing a bow; also gives the side without a spell caster time to disrupt the spell casting with a well placed attack.
6. More Missiles: For those with high rates of fire (see above).
In essence, creatures with higher movement rate always win initiative, though their counterparts with the same combat speed might beat them to the first strike. This way, movement rates have a very tangible effect on character survival, and those who choose to stay light and mobile get some advantage over those who are burdened with gear, armor, etc. Weight management becomes a tactical decision.
Missiles & Ranges
We all know that in most fantasy games, ranged weapons are given a range or range categories, and these ranges impose penalties on ranged attacks. Much in the same way as movement, though, how often do these ranges come into play when most combats occur in rooms that are 10' or 20' or 30' square. Outdoors, of course, ranges matter. This makes perfect sense, since the game was designed as a war game and then modified to support dungeon delving. My suggested optional rule for PARS FORTUNA is to give each creature an effective range, in feet, based on his Dexterity score. For monsters, you can just assume an effective range of 10'. Within this effective range you suffer no penalties. Outside of this effective range, you suffer a -1 penalty to hit for each increment beyond effective you go. Thus, a fighting-man with an effective range of 10' would have the following modifications based on range:
0-10 feet: No penalty
11-20 feet: -1 penalty to hit
21-30 feet: -2 penalty to hit
31-40 feet: -3 penalty to hit
For a poor slob with a dexterity of 6, the ranges would be:
0-6 feet: No penalty
7-12 feet: -1 to hit
13-24 feet: -2 to hit
25-36 feet: -3 penalty
This gives the high-dexterity character a nice benefit in missile combat, and makes "short passes" easier than "long bombs" even within the confines of a dungeon.
Wednesday, September 15, 2010
Combat Notions for Pars Fortuna
Labels:
Legacy DnD,
Pars Fortuna,
RPG,
rules
Tales from the Boneyard
Since I've been talking about comic books on this site recently, I though I would share this project from my home town of Las Vegas: Tales from the Boneyard - the boneyard in question being where many of the old neon signs from "the Strip" and Downtown casinos are kept. Those of you who watched Mars Attacks might remember a scene shot in the old boneyard.
Tales from the Boneyard is a collection of comic stories by local artists, with proceeds of sales going to support our public libraries (yes, we have them).
As for Mystery Men! - 4 backers and almost half way to the goal. Lend your support if you're interested in an easy to learn, easy to play, easy to afford comic book hero game!
Tales from the Boneyard is a collection of comic stories by local artists, with proceeds of sales going to support our public libraries (yes, we have them).
As for Mystery Men! - 4 backers and almost half way to the goal. Lend your support if you're interested in an easy to learn, easy to play, easy to afford comic book hero game!
Labels:
Art,
Mystery Men
Monday, September 13, 2010
On Western Venatia - Part One
I'm juggling four projects right now, but I finally finished the intro to Western Venatia, the sandbox slated for NOD #6 in December.
I. Overview
Venatia is a region of woodlands and hills nestled between the Klarkash Mountains in the west and the Great Yamas in the east. Once dominated by the Nomo Empire, it is now home to several competing city-states, the largest being Lyonesse of the Gleaming Towers, heir apparent to Nomo. Other city-states in the region include Antigoon, heart of a mercantile network that stretches across NOD, and Blackpoort, a city of ne’er-do-wells on the shores of Blackmere.
Pandiluvian Age
During the Pandiluvian Age, Blackmere was connected to the Tepid Sea via a narrow, rocky channel. The Klarkash Mountains constituted the major landmass of the region and supported dozens of ophidian citadels, while the remainder of Western Venatia consisted of swampy, mosquito-ridden islands. The elder races constructed cities beneath the Tepid Sea while one tribe of aboleth constructed a maze-like fortress in the depths of Blackmere.
When the waters receded from the landscape, Western Venatia took on its modern appearance. The aboleth were trapped in Blackmere and very few still survive, while the heights of many a submerged city in the Tepid Sea were exposed. Lizard men moved into the swampy valleys and canyons and constructed cliff cities and magnificent ziggurats to Tiamat, the Mother of Monsters. Unlike the eastern lizard men, who formed the kingdom of Karzak, the western lizard men maintained small, feudal towns that warred incessantly. The ophidians were forced to seek shelter deep beneath the earth near volcanic vents as the Klarkash Mountains cooled.
Golden Age
As in Eastern Venatia (see NOD #4), the human slaves of the lizard men rose up and destroyed their masters, founding a number of farming and fishing villages. Where the lizard men preferred the valleys, the humans constructed their lairs on hilltops and worshiped the sky (i.e. Jove) rather than the sea. Many humans lived in the woodlands as hunter-gatherers, and persist to this day as wild men of the woods.
The human villages never amounted to much, and thus dozens of humanoid tribes (orcs, gnolls, goblins and hobgoblins) were able to establish themselves in Western Venatia.
Modern Age
The Modern Age was initiated with the coming of the legions of Nomo. Legion XXXI descended into the Rooky Wood from Chimeria in the Klarkash Mountains and established the forts that would become Morrow and Pfeife. Legion XXXI became bogged down fighting the goblins and spiders of the woods, and went no further. In the meantime, Legion XIV arrived from the south (after securing Brigandy’s tribute via a marriage between the son of Corundus, legion commander and the niece of Queen Gloriana, who reigns to this day), constructing the old fort at Antigoon and then moving up the Swiven River. Legion XIV would found Blackpoort and Lyonesse on their way to carving out what become known as the Westerling Empire, subservient to Nomo but always threatening revolt.
With the fall of Nomo, the city-states of Western Venatia enjoy independence. Tristram, the king of Lyonesse, fancies himself a contender for the imperial crown, and would very much like his agents to find the lost relic that he may claim the title. Antigoon and Blackpoort, meanwhile, arm themselves for the eventual struggle with Lyonesse, for they wish to remain independent.
II. Regions
Blackmere
Blackmere is a large, fresh water lake that empties into the Tepid Sea via the Swiven River. Blackmere is a shallow lake with crystal clear water; passing ships have no trouble spotting the ruins that lie beneath the water, though the predators of the lake have adapted camouflage in the form of black skin or scales. The eastern shore of Blackmere is treeless and interrupted by rocky gullies the pour in frothing, freezing water that originates in the Klarkash Mountains and rushes through the wooded canyons of the Rooky Wood. The western shore is choked with massive, black oaks and willows. The bottom of the lake is covered in smooth, black stones and large forests of bright, green kelp that hide the stone houses of the lake goblins.
Dreadful Forest
The Dreadful Forest is thick and dark, consisting mostly of evergreens (spruce, pine) and brambles. More information on the Dreadful Forest can be found in NOD #4.
Forest Perilous
The Forest Perilous is an ancient woodland of oaks, hawthorns, and willows. The trees here are gnarled and twisted and prove very difficult to traverse. Many small, quick streams flow through the woodland. Forest paths are almost always twisted and useless; most end in traps set by ogres or pixies. Light in the woodland is never better than twilight.
The Forest Perlous surrounds the city-state of Lyonesse. Some suggest that only the devotion of the Lyones to Ceres keeps the forest monsters at bay.
Gaestly Hills
The Gaestly Hills are an expanse of rough highlands studded with ancient barrows and burial chambers. Most of these burial sites were cleared by adventurers over the last 100 years, their treasures plundered and their secrets revealed, but a few remain untouched. The Gaestly Hills are rich with iron and silver deposits. They also support a good deal of game, and make adequate pasture for sheep and goats.
The hills are dominated (if anything can be said to dominate the bleak, mossy landscape) by the city-state of Blackpoort. Blackpoort is the main southern port on Blackmere, and handles goods coming from exotic Mu-Pan by the Jade Road via the Venatian League in the north.
Grete Myre
The Grete Myre is a thick, wooded swamp stalked by reptilian savages. A few bold human renegades dwell in the swamp, often hiding from the authorities of Antigoon. These “myrefolk” supply the alchemists of Antigoon with rare herbs and animal specimens.
The myre is bordered to the north by the Gaestly Hills, to the east by the Dreadful Forest, to the west by the Nybling Hills and the the south by Biscotti Bay, an arm of the Tepid Sea. The principal settlement of the Grete Myre is Antigoon, which dominated the moors that rise on the border between the myre and the hills.
Klarkash Mountains
Ancient and wicked, the Klarkash Mountains separate Venatia from Umbriago, the cradle of Nomo. The mountains are tall and have molded by the wind into great lumps of limestone divided by deep, lightless canyons. These canyons are home to fungal horrors and depraved fairy folk, as well as a few rugged clans of wild men and several hordes of hobgoblins.
The western mountains that border Venatia are a bit less severe than the eastern reaches, and even support stands of silvery beeches and coppery grass on their ledges.
Nybling Hills
The Nyblings are wooded hills that extend from the Tepid Sea to the Klarkash Mts. They have a pleasant climate and are mostly covered with oak trees. The local “barbarians” include gnomes, kobolds, svarts and bugbears. The northern portion of the hills is settled by Antigooners and has many trails connecting manors and strongholds. The remainder of the woodland is quite wild, with the southern reaches dominated by trolls.
The hills were once the hunting preserve of the Nomo’s Emperor and his clan. He constructed his summer palace, Amvianda, in the hills and each year hosted a glorious bardic college. Amvianda is now a lonely beacon of civilization in the midst of the wilds. Patrols of rangers do their best to keep the town safe and maintain communication with the outside world, but they are hard pressed. Since the fall of the Emperor, the chamberlain of the palace has been the defacto ruler of Amvianda, and he has proven to be less than capable in the role.
Rooky Wood
The Rooky Wood was the last portion of Venatia brought under (loose) control by the legions of Nomo. It consists of a number of narrow, winding canyons shot through by fast, icy streams that empty into Blackmere. The badlands support hardy, evergreen trees and brambles and are haunted by arachnids and goblins. The forest was once home to demon worshipers, who summoned many fiends in the days of old. Shrines to demon princes can be found in the woods, and often they bear signs of recent use.
Tepid SeaThe Tepid Sea is thoroughly described in NOD #1. We will note here that it is a shallow, blue-green sea and home to mermaids, sahuagin, tritons and undines. A good deal of commerce goes through the Tepid Sea to Mother Ocean, much of it to or from the city-state of Antigoon. The two other major ports on the Tepid Sea are Tremayne and Ophir (which appears in NOD #2).
III. Random EncountersRandom encounters should be diced for twice each day, once in the daytime and once at night, with dangerous encounters occurring on the roll of 1 on 1d6 and traveler encounters on the roll of a 6 (see below).
Travelers
1-2 Men-at-Arms (6d6)
3 Pilgrims (3d6)
4 Refugees (9d6)
5-6 Traders (2d6)
Blackmere
1 Aquatic Hobgoblins (6d6)
2 Aboleth Thralls (6d6)
3 Nixie (6d6)
4 Privateer (6d6)
5 Raven, Giant (3d6)
6 Kelpie (2d6)
7 Cathbad (1d8)
8 Scrag (1d8)
9 Ghost (1d4)
10 Afanc (1)
Dreadful Forest
1 Carnivorous Flying Squirrel (6d6)
2 Wild Man (6d6)
3 Lizardman (5d6)
4 Giant Lizard (4d6)
5 Black Bear (3d6)
6 Noroob (3d6)
7 Ogre (3d6)
8 Baccae (2d6)
9 Firedrake (2d6)
10 Pseudo-Dragon (2d6)
11 Woodwose (1d8)
12 Hill Giant (1d6)
Forest Perilous
1 Brownie (6d6)
2 Elf (6d6)
3 Wolf (5d6)
4 Ogre (3d6)
5 Dryad (2d6) or Nymph (2d6)
6 Satyr (2d6)
7 Wraith (2d6)
8 Actaeon (1d8)
9 Treant – 7 HD (1d8)
10 Dragon – Green, Adult, 7 HD (1d6)
11 Leopard (1d6, attack with surprise)
12 Unicorn (1d6)
Gaestly Hills
1 Bandit (6d6)
2 Orc (6d6)
3 Wolf (5d6)
4 Ghoul (4d6) or Ghast (2d6) or Ghost (1d6)
5 Falcon, Giant (3d6)
6 Lycanthrope – Were-rat (3d6)
7 Ogre (3d6)
8 Vierd (3d6) or Wight (2d6)
9 Bat, Giant (2d6)
10 Owlbear (2d6)
11 Cockatrice (1d8)
12 Hill Giant (1d6)
Grete Myre
1 Giant Leech (5d6)
2 Lizardman (5d6)
3 Thugtoad (5d6)
4 Crocodile (4d6)
5 Zombie, Leper (4d6)
6 Giant Frog – Large (3d6)
7 Harpy (3d6)
8 Noroob (3d6)
9 Giant Dragonfly (1d6)
10 Hydra (1d4; roll heads randomly for each)
11 Shambling Mound – 9 HD (1d3)
12 Froghemoth (1)
Nybling Hills
1 Badger – Giant (4d6)
2 Black Bear (3d6)
3 Bugbear (4d6)
4 Bulette (1d4)
5 Giant Owl (2d6)
6 Giant Weasel (2d6) or Wereweasel (2d6)
7 Gnome (6d6)
8 Highwayman (3d6)
9 Kill-Bunny (5d6)
10 Kobold (6d6)
11 Troll (1d8)
12 Wolf (5d6)
Rooky Wood
1 Aranea (1d8)
2 Bugbear (4d6)
3 Cave Bear (1d8)
4 Drider (1d6)
5 Ettercap (2d6)
6 Forlarren (2d6)
7 Forester’s Bane (2d6)
8 Giant Spider – 4 ft (2d6) or Phase Spider (2d6)
9 Goblin (6d6)
10 Hobgoblin (6d6)
11 Imp (1d8) or Quasit (1d8)
12 Quickling (1d8)
Tepid Sea
1 Locathah (6d6)
2 Pirate (6d6)
3 Mermaid (3d6)
4 Scrag (2d6)
5 Harpy (1d6)
6 Sea Serpent – Gilded (1d6)
7 Shark, Large (1d6)
8 Sea Serpent – Fanged (1d4)
9 Giant Octopus (1d3)
10 Roc (1d3)
11 Sea Serpent – Briny (1d3) or Spitting (1d3)
12 Aspidochelone (1)
I. Overview
Venatia is a region of woodlands and hills nestled between the Klarkash Mountains in the west and the Great Yamas in the east. Once dominated by the Nomo Empire, it is now home to several competing city-states, the largest being Lyonesse of the Gleaming Towers, heir apparent to Nomo. Other city-states in the region include Antigoon, heart of a mercantile network that stretches across NOD, and Blackpoort, a city of ne’er-do-wells on the shores of Blackmere.
Pandiluvian Age
During the Pandiluvian Age, Blackmere was connected to the Tepid Sea via a narrow, rocky channel. The Klarkash Mountains constituted the major landmass of the region and supported dozens of ophidian citadels, while the remainder of Western Venatia consisted of swampy, mosquito-ridden islands. The elder races constructed cities beneath the Tepid Sea while one tribe of aboleth constructed a maze-like fortress in the depths of Blackmere.
When the waters receded from the landscape, Western Venatia took on its modern appearance. The aboleth were trapped in Blackmere and very few still survive, while the heights of many a submerged city in the Tepid Sea were exposed. Lizard men moved into the swampy valleys and canyons and constructed cliff cities and magnificent ziggurats to Tiamat, the Mother of Monsters. Unlike the eastern lizard men, who formed the kingdom of Karzak, the western lizard men maintained small, feudal towns that warred incessantly. The ophidians were forced to seek shelter deep beneath the earth near volcanic vents as the Klarkash Mountains cooled.
Golden Age
As in Eastern Venatia (see NOD #4), the human slaves of the lizard men rose up and destroyed their masters, founding a number of farming and fishing villages. Where the lizard men preferred the valleys, the humans constructed their lairs on hilltops and worshiped the sky (i.e. Jove) rather than the sea. Many humans lived in the woodlands as hunter-gatherers, and persist to this day as wild men of the woods.
The human villages never amounted to much, and thus dozens of humanoid tribes (orcs, gnolls, goblins and hobgoblins) were able to establish themselves in Western Venatia.
Modern Age
The Modern Age was initiated with the coming of the legions of Nomo. Legion XXXI descended into the Rooky Wood from Chimeria in the Klarkash Mountains and established the forts that would become Morrow and Pfeife. Legion XXXI became bogged down fighting the goblins and spiders of the woods, and went no further. In the meantime, Legion XIV arrived from the south (after securing Brigandy’s tribute via a marriage between the son of Corundus, legion commander and the niece of Queen Gloriana, who reigns to this day), constructing the old fort at Antigoon and then moving up the Swiven River. Legion XIV would found Blackpoort and Lyonesse on their way to carving out what become known as the Westerling Empire, subservient to Nomo but always threatening revolt.
With the fall of Nomo, the city-states of Western Venatia enjoy independence. Tristram, the king of Lyonesse, fancies himself a contender for the imperial crown, and would very much like his agents to find the lost relic that he may claim the title. Antigoon and Blackpoort, meanwhile, arm themselves for the eventual struggle with Lyonesse, for they wish to remain independent.
II. Regions
Blackmere
Blackmere is a large, fresh water lake that empties into the Tepid Sea via the Swiven River. Blackmere is a shallow lake with crystal clear water; passing ships have no trouble spotting the ruins that lie beneath the water, though the predators of the lake have adapted camouflage in the form of black skin or scales. The eastern shore of Blackmere is treeless and interrupted by rocky gullies the pour in frothing, freezing water that originates in the Klarkash Mountains and rushes through the wooded canyons of the Rooky Wood. The western shore is choked with massive, black oaks and willows. The bottom of the lake is covered in smooth, black stones and large forests of bright, green kelp that hide the stone houses of the lake goblins.
Dreadful Forest
The Dreadful Forest is thick and dark, consisting mostly of evergreens (spruce, pine) and brambles. More information on the Dreadful Forest can be found in NOD #4.
Forest Perilous
The Forest Perilous is an ancient woodland of oaks, hawthorns, and willows. The trees here are gnarled and twisted and prove very difficult to traverse. Many small, quick streams flow through the woodland. Forest paths are almost always twisted and useless; most end in traps set by ogres or pixies. Light in the woodland is never better than twilight.
The Forest Perlous surrounds the city-state of Lyonesse. Some suggest that only the devotion of the Lyones to Ceres keeps the forest monsters at bay.
Gaestly Hills
The Gaestly Hills are an expanse of rough highlands studded with ancient barrows and burial chambers. Most of these burial sites were cleared by adventurers over the last 100 years, their treasures plundered and their secrets revealed, but a few remain untouched. The Gaestly Hills are rich with iron and silver deposits. They also support a good deal of game, and make adequate pasture for sheep and goats.
The hills are dominated (if anything can be said to dominate the bleak, mossy landscape) by the city-state of Blackpoort. Blackpoort is the main southern port on Blackmere, and handles goods coming from exotic Mu-Pan by the Jade Road via the Venatian League in the north.
Grete Myre
The Grete Myre is a thick, wooded swamp stalked by reptilian savages. A few bold human renegades dwell in the swamp, often hiding from the authorities of Antigoon. These “myrefolk” supply the alchemists of Antigoon with rare herbs and animal specimens.
The myre is bordered to the north by the Gaestly Hills, to the east by the Dreadful Forest, to the west by the Nybling Hills and the the south by Biscotti Bay, an arm of the Tepid Sea. The principal settlement of the Grete Myre is Antigoon, which dominated the moors that rise on the border between the myre and the hills.
Klarkash Mountains
Ancient and wicked, the Klarkash Mountains separate Venatia from Umbriago, the cradle of Nomo. The mountains are tall and have molded by the wind into great lumps of limestone divided by deep, lightless canyons. These canyons are home to fungal horrors and depraved fairy folk, as well as a few rugged clans of wild men and several hordes of hobgoblins.
The western mountains that border Venatia are a bit less severe than the eastern reaches, and even support stands of silvery beeches and coppery grass on their ledges.
Nybling Hills
The Nyblings are wooded hills that extend from the Tepid Sea to the Klarkash Mts. They have a pleasant climate and are mostly covered with oak trees. The local “barbarians” include gnomes, kobolds, svarts and bugbears. The northern portion of the hills is settled by Antigooners and has many trails connecting manors and strongholds. The remainder of the woodland is quite wild, with the southern reaches dominated by trolls.
The hills were once the hunting preserve of the Nomo’s Emperor and his clan. He constructed his summer palace, Amvianda, in the hills and each year hosted a glorious bardic college. Amvianda is now a lonely beacon of civilization in the midst of the wilds. Patrols of rangers do their best to keep the town safe and maintain communication with the outside world, but they are hard pressed. Since the fall of the Emperor, the chamberlain of the palace has been the defacto ruler of Amvianda, and he has proven to be less than capable in the role.
Rooky Wood
The Rooky Wood was the last portion of Venatia brought under (loose) control by the legions of Nomo. It consists of a number of narrow, winding canyons shot through by fast, icy streams that empty into Blackmere. The badlands support hardy, evergreen trees and brambles and are haunted by arachnids and goblins. The forest was once home to demon worshipers, who summoned many fiends in the days of old. Shrines to demon princes can be found in the woods, and often they bear signs of recent use.
Tepid SeaThe Tepid Sea is thoroughly described in NOD #1. We will note here that it is a shallow, blue-green sea and home to mermaids, sahuagin, tritons and undines. A good deal of commerce goes through the Tepid Sea to Mother Ocean, much of it to or from the city-state of Antigoon. The two other major ports on the Tepid Sea are Tremayne and Ophir (which appears in NOD #2).
III. Random EncountersRandom encounters should be diced for twice each day, once in the daytime and once at night, with dangerous encounters occurring on the roll of 1 on 1d6 and traveler encounters on the roll of a 6 (see below).
Travelers
1-2 Men-at-Arms (6d6)
3 Pilgrims (3d6)
4 Refugees (9d6)
5-6 Traders (2d6)
Blackmere
1 Aquatic Hobgoblins (6d6)
2 Aboleth Thralls (6d6)
3 Nixie (6d6)
4 Privateer (6d6)
5 Raven, Giant (3d6)
6 Kelpie (2d6)
7 Cathbad (1d8)
8 Scrag (1d8)
9 Ghost (1d4)
10 Afanc (1)
Dreadful Forest
1 Carnivorous Flying Squirrel (6d6)
2 Wild Man (6d6)
3 Lizardman (5d6)
4 Giant Lizard (4d6)
5 Black Bear (3d6)
6 Noroob (3d6)
7 Ogre (3d6)
8 Baccae (2d6)
9 Firedrake (2d6)
10 Pseudo-Dragon (2d6)
11 Woodwose (1d8)
12 Hill Giant (1d6)
Forest Perilous
1 Brownie (6d6)
2 Elf (6d6)
3 Wolf (5d6)
4 Ogre (3d6)
5 Dryad (2d6) or Nymph (2d6)
6 Satyr (2d6)
7 Wraith (2d6)
8 Actaeon (1d8)
9 Treant – 7 HD (1d8)
10 Dragon – Green, Adult, 7 HD (1d6)
11 Leopard (1d6, attack with surprise)
12 Unicorn (1d6)
Gaestly Hills
1 Bandit (6d6)
2 Orc (6d6)
3 Wolf (5d6)
4 Ghoul (4d6) or Ghast (2d6) or Ghost (1d6)
5 Falcon, Giant (3d6)
6 Lycanthrope – Were-rat (3d6)
7 Ogre (3d6)
8 Vierd (3d6) or Wight (2d6)
9 Bat, Giant (2d6)
10 Owlbear (2d6)
11 Cockatrice (1d8)
12 Hill Giant (1d6)
Grete Myre
1 Giant Leech (5d6)
2 Lizardman (5d6)
3 Thugtoad (5d6)
4 Crocodile (4d6)
5 Zombie, Leper (4d6)
6 Giant Frog – Large (3d6)
7 Harpy (3d6)
8 Noroob (3d6)
9 Giant Dragonfly (1d6)
10 Hydra (1d4; roll heads randomly for each)
11 Shambling Mound – 9 HD (1d3)
12 Froghemoth (1)
Nybling Hills
1 Badger – Giant (4d6)
2 Black Bear (3d6)
3 Bugbear (4d6)
4 Bulette (1d4)
5 Giant Owl (2d6)
6 Giant Weasel (2d6) or Wereweasel (2d6)
7 Gnome (6d6)
8 Highwayman (3d6)
9 Kill-Bunny (5d6)
10 Kobold (6d6)
11 Troll (1d8)
12 Wolf (5d6)
Rooky Wood
1 Aranea (1d8)
2 Bugbear (4d6)
3 Cave Bear (1d8)
4 Drider (1d6)
5 Ettercap (2d6)
6 Forlarren (2d6)
7 Forester’s Bane (2d6)
8 Giant Spider – 4 ft (2d6) or Phase Spider (2d6)
9 Goblin (6d6)
10 Hobgoblin (6d6)
11 Imp (1d8) or Quasit (1d8)
12 Quickling (1d8)
Tepid Sea
1 Locathah (6d6)
2 Pirate (6d6)
3 Mermaid (3d6)
4 Scrag (2d6)
5 Harpy (1d6)
6 Sea Serpent – Gilded (1d6)
7 Shark, Large (1d6)
8 Sea Serpent – Fanged (1d4)
9 Giant Octopus (1d3)
10 Roc (1d3)
11 Sea Serpent – Briny (1d3) or Spitting (1d3)
12 Aspidochelone (1)
Labels:
Legacy DnD,
Nod,
RPG,
sandbox,
Venatia,
wilderness adventures
Sunday, September 12, 2010
MYSTERY MEN! IS GO!
I've created the Kickstarter patronage project for Mystery Men! CLICK HERE to check it out and become a patron if you would like to help get this project some great artwork!
Labels:
Mystery Men,
RPG
Saturday, September 11, 2010
Pars Fortuna Monster Preview!
To celebrate commissioning some awesome monster drawings from Michael Stewart and finally finishing statting all the monsters in the game, I present this preview of a few of the beasts ...
Armadillox
Armor Class: 5 [14]
Hit Dice: 4
Attacks: Claws and bite (2d6)
Saving Throw: 13
Special: Surprise on 1-2 on 1d6 due to camouflage
Move: 9
Challenge Level/XP: 4/120
These giant armadillos are the size of oxen, and are used in much the same way by the natives of Fortuna’s Wheel. In the wild, they dig massive burrows and feed on giant insects and other small creatures.
Environment: Grasslands and wastelands.
Moggie (Giant Cat)
Armor Class: 7 [12]
Hit Dice: 1
Attacks: Claw and bite (1d4)
Saving Throw: 17
Special: Surprise on 1-2 on 1d6
Move: 12
Challenge Level/XP: 1/15
Moggies are giant versions of the normal cat. They are the size of mastiffs and retain their specie’s love of stalking and playing with their prey.
Environment: Any.
Gongthrottle (Bronze Ape)
Armor Class: 2 [17]
Hit Dice: 6+6
Attacks: 2 Fists (1d6+2)
Saving Throw: 11
Special: Gong, throttle
Move: 9
Challenge Level/XP: 7/600
Gongthrottles are castings of gorillas in black bronze, with seams at their neck, arm and leg joints. They are hollow, and animated by wrath. A gongthrottle can pound its chest, sending out reverberations like those of a bell being struck. Creatues within 30 feet suffer 1d6 damage from the sonic waves and must pass a saving throw or be deafened for 24 hours. Gongthrottles who successfully attack with both fists grab their opponent and throttle them each round for an automatic 2d6 points of damage.
Hamazak
Armor Class: 5 [14]
Hit Dice: 3+1
Attacks: Greatsword or Axe (2d6) or net
Saving Throw: 14
Special: None
Move: 12
Challenge Level/XP: 3/60
Hamazaks are amazons with scarlet skin and blue-black hair that they wax into bizarre shapes reminiscent of horns or complex antlers. They are tall and athletic, and excellent warriors. Hamazak warriors wear light armor in the form of hides and furs and wield two-handed swords and axes as well as heavy crossbows that fire bundled nets. Treat attacks from these weapons as ranged grapple attacks. Hamazaks are slavers and plunderers. Bands of hamazaks are accompanied by 2d6 slaves (random folk, usually commoners).
Environment: Highland, Montane, Wasteland and Sub-terranean environments.
Qward
Armor Class: 3 [16]
Hit Dice: 2+1
Attacks: Flail (1d6)
Saving Throw: 16
Special: Misfortune
Move: 12
Challenge Level/XP: 3/60
Qwards look like stocky, humanoid felines with long, indigo fur and long, braided mustachios. Warriors wield heavy flails and wear medium armor in the form of brigandines.
Qwards are a nomadic people who ride giant beetles across the grasslands, alternately trading and raiding with the people they meet. They live in groups called clowders that are ruled by their females, or mollies. Mollies have shorter, grayer fur than the males and can afflict people with an eyebite (saving throw or suffer -1d4 penalty to all d20 rolls for the rest of the day). Qwards sometimes serve powerful adventurers as bodyguards. Mollies wear necklaces of tiny skulls.
Environment: Grasslands, in beetle caravans.
Zwunker
Armor Class: 6 [13]
Hit Dice: 1
Attacks: Rod (1d6)
Saving Throw: 16 (14 vs. magic)
Special: Control winds, magic resistance 10%
Move: 9
Challenge Level/XP: 2/30
Zwunkers are black-skinned dwarves with long manes of gold hair. Their eyes are faceted and resemble yellow diamonds. Zwunkers live in caves overlooking the sea. They are skilled sailors and love nothing more than to feel the wind whipping through their manes. Once per day, a zwunker can control the winds, either calming them or whipping them into a frenzy. Zwunkers are highly resistant to magic, and their presence actually absorbs magical energy. Essentially, a zwunker’s magic resistance applies to all magical effects within 30 feet of of the zwunker. Zwunkers wear elaborate leather armor and carry steel rods for weapons.
Environment: Caves overlooking the sea.
Kruk
Armor Class: 5 [14]
Hit Dice: 6+2
Attacks: 4 slams (1d6)
Saving Throw: 11
Special: None
Move: 12
Challenge Level/XP: 7/600
Kruks are a tall race of white-skinned humanoids with four arms, duck-like bills and tall, bony crests which allow them to communicate over long distances with rumbling roars. They dwell in subterranean caverns they have carved into perfect squares, with each cavern connected to others via underground canals filled with oily water. Kruks trade humanoid flesh and slaves in markets well attended by other creatures of the underworld.
Environment: Underground
Rhuup
Armor Class: 4 [15]
Hit Dice: 5
Attacks: Bite (2d6)
Saving Throw: 11
Special: Swallow whole
Move: 12
Challenge Level/XP: 6/400
Rhuups are portly, furred ogres with a tigerish cast. They adore jewelry and fine clothes, and are remarkably intelligent (i.e. can answer questions about obscure lore with a successful saving throw). Rhuups have large, cavernous maws with frightful teeth, and their jaws are hinged in such a way that they can swallow people whole. Any bite that kills an opponent can also be assumed to result in the person being swallowed. This heals the Rhuup of 2d6 points of damage, and allows them to absorb the knowledge of the person swallowed.
Environment: Subterranean
Fiend
Armor Class: 3 [16]
Hit Dice: 3+3
Attacks: Claw and bite (1d6) or weapon (1d6+2)
Saving Throw: 14
Special: Half damage from non-magic weapons, immune to cold, fire and poison
Move: 12
Challenge Level/XP: 6/400
Fiends are the foot soldiers of the demonic dimensions. They have a highly variable appearance, often taking forms so bizarre and unnerving that the mind reels. Each fiend has one of the following aspects (roll 1d4).
Random Aspect
1 Scaly, covered in matted fur, scabby: Improve AC to 1 [18]
2 Horns, tusks, spines, spikes, serrated limbs: Improve bite/claw damage by +2
3 Special Attack (see below)
4 Spell Ability (see below)
Random Special Attack
1 Venomous: Poisonous bite, save or 2d6 damage
2 Vomit acid on opponent: 1d6 damage and armor bonus reduced by 1
3 Belch fire in 10-ft cone: 2d6 damage
4 Sulpherous Blast forms a 20-ft diameter circle; those within suffer a -2 penalty to hit and 1d3 damage each round
Random Magical Ability
1-2 Random level 1 spell, use once per day
3 Random level 1 spell, use once per round
4 Random level 2 spell, use once per day
5 Random level 2 spell, use once per round
6 Random level 3 spell, use once per day
Armadillox
Armor Class: 5 [14]
Hit Dice: 4
Attacks: Claws and bite (2d6)
Saving Throw: 13
Special: Surprise on 1-2 on 1d6 due to camouflage
Move: 9
Challenge Level/XP: 4/120
These giant armadillos are the size of oxen, and are used in much the same way by the natives of Fortuna’s Wheel. In the wild, they dig massive burrows and feed on giant insects and other small creatures.
Environment: Grasslands and wastelands.
Moggie (Giant Cat)
Armor Class: 7 [12]
Hit Dice: 1
Attacks: Claw and bite (1d4)
Saving Throw: 17
Special: Surprise on 1-2 on 1d6
Move: 12
Challenge Level/XP: 1/15
Moggies are giant versions of the normal cat. They are the size of mastiffs and retain their specie’s love of stalking and playing with their prey.
Environment: Any.
Gongthrottle (Bronze Ape)
Armor Class: 2 [17]
Hit Dice: 6+6
Attacks: 2 Fists (1d6+2)
Saving Throw: 11
Special: Gong, throttle
Move: 9
Challenge Level/XP: 7/600
Gongthrottles are castings of gorillas in black bronze, with seams at their neck, arm and leg joints. They are hollow, and animated by wrath. A gongthrottle can pound its chest, sending out reverberations like those of a bell being struck. Creatues within 30 feet suffer 1d6 damage from the sonic waves and must pass a saving throw or be deafened for 24 hours. Gongthrottles who successfully attack with both fists grab their opponent and throttle them each round for an automatic 2d6 points of damage.
Hamazak
Armor Class: 5 [14]
Hit Dice: 3+1
Attacks: Greatsword or Axe (2d6) or net
Saving Throw: 14
Special: None
Move: 12
Challenge Level/XP: 3/60
Hamazaks are amazons with scarlet skin and blue-black hair that they wax into bizarre shapes reminiscent of horns or complex antlers. They are tall and athletic, and excellent warriors. Hamazak warriors wear light armor in the form of hides and furs and wield two-handed swords and axes as well as heavy crossbows that fire bundled nets. Treat attacks from these weapons as ranged grapple attacks. Hamazaks are slavers and plunderers. Bands of hamazaks are accompanied by 2d6 slaves (random folk, usually commoners).
Environment: Highland, Montane, Wasteland and Sub-terranean environments.
Qward
Armor Class: 3 [16]
Hit Dice: 2+1
Attacks: Flail (1d6)
Saving Throw: 16
Special: Misfortune
Move: 12
Challenge Level/XP: 3/60
Qwards look like stocky, humanoid felines with long, indigo fur and long, braided mustachios. Warriors wield heavy flails and wear medium armor in the form of brigandines.
Qwards are a nomadic people who ride giant beetles across the grasslands, alternately trading and raiding with the people they meet. They live in groups called clowders that are ruled by their females, or mollies. Mollies have shorter, grayer fur than the males and can afflict people with an eyebite (saving throw or suffer -1d4 penalty to all d20 rolls for the rest of the day). Qwards sometimes serve powerful adventurers as bodyguards. Mollies wear necklaces of tiny skulls.
Environment: Grasslands, in beetle caravans.
Zwunker
Armor Class: 6 [13]
Hit Dice: 1
Attacks: Rod (1d6)
Saving Throw: 16 (14 vs. magic)
Special: Control winds, magic resistance 10%
Move: 9
Challenge Level/XP: 2/30
Zwunkers are black-skinned dwarves with long manes of gold hair. Their eyes are faceted and resemble yellow diamonds. Zwunkers live in caves overlooking the sea. They are skilled sailors and love nothing more than to feel the wind whipping through their manes. Once per day, a zwunker can control the winds, either calming them or whipping them into a frenzy. Zwunkers are highly resistant to magic, and their presence actually absorbs magical energy. Essentially, a zwunker’s magic resistance applies to all magical effects within 30 feet of of the zwunker. Zwunkers wear elaborate leather armor and carry steel rods for weapons.
Environment: Caves overlooking the sea.
Kruk
Armor Class: 5 [14]
Hit Dice: 6+2
Attacks: 4 slams (1d6)
Saving Throw: 11
Special: None
Move: 12
Challenge Level/XP: 7/600
Kruks are a tall race of white-skinned humanoids with four arms, duck-like bills and tall, bony crests which allow them to communicate over long distances with rumbling roars. They dwell in subterranean caverns they have carved into perfect squares, with each cavern connected to others via underground canals filled with oily water. Kruks trade humanoid flesh and slaves in markets well attended by other creatures of the underworld.
Environment: Underground
Rhuup
Armor Class: 4 [15]
Hit Dice: 5
Attacks: Bite (2d6)
Saving Throw: 11
Special: Swallow whole
Move: 12
Challenge Level/XP: 6/400
Rhuups are portly, furred ogres with a tigerish cast. They adore jewelry and fine clothes, and are remarkably intelligent (i.e. can answer questions about obscure lore with a successful saving throw). Rhuups have large, cavernous maws with frightful teeth, and their jaws are hinged in such a way that they can swallow people whole. Any bite that kills an opponent can also be assumed to result in the person being swallowed. This heals the Rhuup of 2d6 points of damage, and allows them to absorb the knowledge of the person swallowed.
Environment: Subterranean
Fiend
Armor Class: 3 [16]
Hit Dice: 3+3
Attacks: Claw and bite (1d6) or weapon (1d6+2)
Saving Throw: 14
Special: Half damage from non-magic weapons, immune to cold, fire and poison
Move: 12
Challenge Level/XP: 6/400
Fiends are the foot soldiers of the demonic dimensions. They have a highly variable appearance, often taking forms so bizarre and unnerving that the mind reels. Each fiend has one of the following aspects (roll 1d4).
Random Aspect
1 Scaly, covered in matted fur, scabby: Improve AC to 1 [18]
2 Horns, tusks, spines, spikes, serrated limbs: Improve bite/claw damage by +2
3 Special Attack (see below)
4 Spell Ability (see below)
Random Special Attack
1 Venomous: Poisonous bite, save or 2d6 damage
2 Vomit acid on opponent: 1d6 damage and armor bonus reduced by 1
3 Belch fire in 10-ft cone: 2d6 damage
4 Sulpherous Blast forms a 20-ft diameter circle; those within suffer a -2 penalty to hit and 1d3 damage each round
Random Magical Ability
1-2 Random level 1 spell, use once per day
3 Random level 1 spell, use once per round
4 Random level 2 spell, use once per day
5 Random level 2 spell, use once per round
6 Random level 3 spell, use once per day
Labels:
Pars Fortuna,
previews,
RPG
Friday, September 10, 2010
Deviant Friday Five - Thomas Boatwright Edition
Another Friday, another Deviant. This week, I'm highlighting Thomas Boatwright, who, despite his name, makes art rather than boats.
Labels:
Deviant Friday,
Inspiration
Thursday, September 9, 2010
On the Gods of the Motherlands - Part Two
Continuing the Gods of the Motherlands with Hercules through Minerva.
Also - For those that purchased an electronic copy of NOD #4, I have attached the missing cover. You should be able to download it again with the cover - if not, let me know and I'll send it to you as a PDF.
Hercules
Donar, Heracles
Lawful god of strength, adventure, heroism and rebirth
Wields a club
Patron deity of Guelph
Served by elohim and cherubim
Symbolized by a lion
Clerics can cast the magic-user spell Strength
Hercules is strength personified. While still an infant, he strangled two huge snakes with his bare hands. Hercules is a fearless adventurer whose many escapades are the stuff of legend. A robust, cheerful man, he has an appetite for food and women that almost equals that of his father.
Hercules appears as a stout man with a long beard, usually wearing a lion’s skin or leather armor, brandishing a large, wooden club. Hercules is the son of Jove by the mortal woman Alcmene. Being born by Jove from an extra-marital tryst has earned Hercules the enmity of Juno, protector of marriage and sister-wife of Jove.
Hercules is best known for his Twelve Labors, quests he had to complete to atone for killing his own children when he was driven insane by vengeful Juno. The labors included killing a giant lion, hydra, giant deer, giant boar, cleaning stables, killing the Stymphalian birds (giant cranes with metal beaks), capturing a giant bull, rounding up carnivorous horses, stealing the girdle of Hippolyte, queen of the amazons, herding the cattle of Geryon, fetching the Apples of Hesperides and capturing Cerberus, guard dog of Hades. Because many of these labors included slaying giant beasts, Hercules is often taken as a patron by rangers.
Grande Tourney (July 22 - August 7): During the Hercules' tournament, people compete at various athletic and musical contests. Brass tripods are awarded to the victors.
Jove
God, Jupiter, Zeus
Lawful god of the upper sky and royalty
Wields a lightning bolt
Patron deity of Nomo
Served by angels and air elementals
Symbolized by a lightning bolt
Clerics can cast the magic-user spell Lightning Bolt as a 5th level spell, dealing damage as though 2 levels lower.
Jove is the king of the gods, though his command over them is far from absolute and his decisions are often challenged. Jove is the god of the sky, the ruler of all high things, including the clouds, rain, wind, thunder, and mountain summits. He is the protector of laws, friend of the weak, and dispenser of justice. Jove is also worshiped as Father Oak, or the Green Man, the masculine force of procreation.
Although Jove can take any form he wishes, he often assumes the form of a powerful, bearded man with regal bearing when he visits the mortal world. His true form is that of a ball of fiery light so intense that no mortal can look upon him without bursting into flames.
Jove is the husband of Juno, queen of the gods. He is the father of Minerva, Apollo Helios and Hercules. His brothers are Neptunus, ruler of the oceans, and Plutus, ruler of the Underworld. Jove’s father was Saturn, king of the titans.
Gulestide (December 22-28): Gulestide is not only a time of feasting and merriment, but also a time when the world is turned upside down; masters and slaves, teachers and students and nobles and peasants switch places for a time, with the proceedings led by an elected Lord of Misrule.
Juno Regina
Hera, Saturnia
Lawful goddess of women, marriage and cattle
Wields a spear
Served by angels and erinyes
Symbolized by the cow, peacock or pomegranate
Clerics of Juno can, at 5th level, summon an erinyes once per month to punish an oath breaker
Juno is the goddess who protects women and the sanctity of marriage. She is known for her vengeful nature, especially toward the paramours of her husband Jove. She is the queen of the gods, often depicted enthroned and wearing a diadem and veil. Poets usually describe her as cow-eyed, indicating large, beautiful eyes.
Offerings to Juno take the form of pomegranates and poppy seeds, or ivory ornaments in the shape of pomegranates and poppy seeds.
Juno is the wife and elder sister of Jove and the daughter of Rhea and Saturnus. Her children by Jove are Mars, Juventas, Discordia and Ilithyia, goddess of childbirth. She reputedly created Vulcan without the aid of her husband in response to his creation of Minerva.
Matronalia (June 1): On this day, women perform rites in the temple of Juno. They are permitted to wear their hair down and not permitted to wear belts or any knots in their clothing. Husbands are expected to say prayer for their wives and children give presents to their mothers.
Mars
Ares, Camulus
Chaotic god of war
Wields a spear
Patron deity of Azsor
Served by demons
Symbolized by a spear and shield
Clerics of Mars are permitted the use of swords, though they must be cleaned of blood after use and anointed with expensive oils (worth 10 gp with each use)
Mars is the god of blood lust and slaughter. He is fond of strife, anger, and unrestrained blood-letting. As such, he is not a very popular god and is only worshiped by a large numbers of people in the city-states of Guelph and Nomo. Vultures and dogs are sacred to him.
Mars usually appears as a large man with burning, hateful eyes and a permanent scowl etched across his mouth. He wears ornate platemail armor and carries a flaming sword.
Mars is the son of Jove and Juno, the husband of Bellona and the lover of Venus. He is attended by Deimos (terror) and Phobos (fear) in battle, his sons by Venus, and by Adrestia, his daughter by his sister Discordia. Other members of his retinue are Nike, the deathless spirit of victory, Kydoimos, the demon of the din of battle, the Makhai (battles), the Hysminai (man-slaughters) and Alala, personification of the war cry. Mars’ other children by Venus are Cupid and Harmonia.
Armilustrium (November 12): On this day weapons of the army are purified and stored for the winter. The army is assembled and reviewed and garlanded with flowers. Trumpets blare and citizens gathered with their arms and armor take part in a procession with torches and sacrificial animals. Young noblemen dressed as ancient warriors with red capes take part in ritual dances.
Mercurius
Hermes, Lugus, Psychopompos
Lawful god of trade, gambling, thieves
Wields a club
Patron deity of Blackpoort
Served by elohim
Symbolized by a cadeuceus, tortoise, cock or winged sandals
Clerics can cast the magic-user spell Charm Person
Mercurius is the god of travelers, merchants, thieves, gamblers, athletes and eloquent speech. He also serves the gods as a messenger and an arbitrator of disputes. As a god of travelers and a slayer of giants (Argos, in particular), some rangers choose to worship Mercurius as their patron.
Mercurius is depicted as a handsome, athletic youth wearing a broad-brimmed traveler’s hat and carrying a white caduceus (winged rod entwined by two serpents).
Mercurius is the son of Jove and Maia, a daughter of Atlas. His children include Faunus, the god of satyrs, Hermaphroditus, a man merged with the nymph Salmacis, Fortuna, goddess of fortune, and Autolycus, prince of thieves and grandfather of Ulysses.
Shrovetide (April 1): Merchants sprinkle their heads, ships, wagons and merchandise with holy water. Shrovetide is a day of raucous celebrations with a carnival atmosphere.
Minerva
Athena
Lawful goddess of wisdom, crafts, strategy and war
Wields a long sword
Patron deity of Gwenth
Served by angels
Symbolized by an owl
Clerics can cast the magic-user spell Shield (see below)
Minerva is Jove’s favorite daughter and the virgin goddess of strategy, architecture, sculpture, spinning, weaving, horses, ox olives, prudence, and wise counsel. Though she is a warrior goddess, she is no less skilled in the arts of peace, inventing the potter’s wheel, teaching men to tame horses and helping them to build great ships. Minerva is also a patron of chivalry and knighthood.
Minerva is depicted as a statuesque woman of great beauty attended by an owl. She wears the Aegis, a breastplate of goatskin with serpent fringes, a shield that bears a gorgon face, and a helm decorated with a winged lion.
Minerva was created by Jove without a mother, and as a virgin has no offspring of her own. She is often accompanied by Nike, the goddess of victory. She has aided many heroes, including Ulysses, Jason and Hercules.
Candlemas (February 1): The highlight of the day are candle-lit processions and rites of purification. It is especially an artisan’s holiday. Women consult fortune tellers on this day, plays are exhibited, and contests for orators and poets are held.
Also - For those that purchased an electronic copy of NOD #4, I have attached the missing cover. You should be able to download it again with the cover - if not, let me know and I'll send it to you as a PDF.
Hercules
Donar, Heracles
Lawful god of strength, adventure, heroism and rebirth
Wields a club
Patron deity of Guelph
Served by elohim and cherubim
Symbolized by a lion
Clerics can cast the magic-user spell Strength
Hercules is strength personified. While still an infant, he strangled two huge snakes with his bare hands. Hercules is a fearless adventurer whose many escapades are the stuff of legend. A robust, cheerful man, he has an appetite for food and women that almost equals that of his father.
Hercules appears as a stout man with a long beard, usually wearing a lion’s skin or leather armor, brandishing a large, wooden club. Hercules is the son of Jove by the mortal woman Alcmene. Being born by Jove from an extra-marital tryst has earned Hercules the enmity of Juno, protector of marriage and sister-wife of Jove.
Hercules is best known for his Twelve Labors, quests he had to complete to atone for killing his own children when he was driven insane by vengeful Juno. The labors included killing a giant lion, hydra, giant deer, giant boar, cleaning stables, killing the Stymphalian birds (giant cranes with metal beaks), capturing a giant bull, rounding up carnivorous horses, stealing the girdle of Hippolyte, queen of the amazons, herding the cattle of Geryon, fetching the Apples of Hesperides and capturing Cerberus, guard dog of Hades. Because many of these labors included slaying giant beasts, Hercules is often taken as a patron by rangers.
Grande Tourney (July 22 - August 7): During the Hercules' tournament, people compete at various athletic and musical contests. Brass tripods are awarded to the victors.
Jove
God, Jupiter, Zeus
Lawful god of the upper sky and royalty
Wields a lightning bolt
Patron deity of Nomo
Served by angels and air elementals
Symbolized by a lightning bolt
Clerics can cast the magic-user spell Lightning Bolt as a 5th level spell, dealing damage as though 2 levels lower.
Jove is the king of the gods, though his command over them is far from absolute and his decisions are often challenged. Jove is the god of the sky, the ruler of all high things, including the clouds, rain, wind, thunder, and mountain summits. He is the protector of laws, friend of the weak, and dispenser of justice. Jove is also worshiped as Father Oak, or the Green Man, the masculine force of procreation.
Although Jove can take any form he wishes, he often assumes the form of a powerful, bearded man with regal bearing when he visits the mortal world. His true form is that of a ball of fiery light so intense that no mortal can look upon him without bursting into flames.
Jove is the husband of Juno, queen of the gods. He is the father of Minerva, Apollo Helios and Hercules. His brothers are Neptunus, ruler of the oceans, and Plutus, ruler of the Underworld. Jove’s father was Saturn, king of the titans.
Gulestide (December 22-28): Gulestide is not only a time of feasting and merriment, but also a time when the world is turned upside down; masters and slaves, teachers and students and nobles and peasants switch places for a time, with the proceedings led by an elected Lord of Misrule.
Juno Regina
Hera, Saturnia
Lawful goddess of women, marriage and cattle
Wields a spear
Served by angels and erinyes
Symbolized by the cow, peacock or pomegranate
Clerics of Juno can, at 5th level, summon an erinyes once per month to punish an oath breaker
Juno is the goddess who protects women and the sanctity of marriage. She is known for her vengeful nature, especially toward the paramours of her husband Jove. She is the queen of the gods, often depicted enthroned and wearing a diadem and veil. Poets usually describe her as cow-eyed, indicating large, beautiful eyes.
Offerings to Juno take the form of pomegranates and poppy seeds, or ivory ornaments in the shape of pomegranates and poppy seeds.
Juno is the wife and elder sister of Jove and the daughter of Rhea and Saturnus. Her children by Jove are Mars, Juventas, Discordia and Ilithyia, goddess of childbirth. She reputedly created Vulcan without the aid of her husband in response to his creation of Minerva.
Matronalia (June 1): On this day, women perform rites in the temple of Juno. They are permitted to wear their hair down and not permitted to wear belts or any knots in their clothing. Husbands are expected to say prayer for their wives and children give presents to their mothers.
Mars
Ares, Camulus
Chaotic god of war
Wields a spear
Patron deity of Azsor
Served by demons
Symbolized by a spear and shield
Clerics of Mars are permitted the use of swords, though they must be cleaned of blood after use and anointed with expensive oils (worth 10 gp with each use)
Mars is the god of blood lust and slaughter. He is fond of strife, anger, and unrestrained blood-letting. As such, he is not a very popular god and is only worshiped by a large numbers of people in the city-states of Guelph and Nomo. Vultures and dogs are sacred to him.
Mars usually appears as a large man with burning, hateful eyes and a permanent scowl etched across his mouth. He wears ornate platemail armor and carries a flaming sword.
Mars is the son of Jove and Juno, the husband of Bellona and the lover of Venus. He is attended by Deimos (terror) and Phobos (fear) in battle, his sons by Venus, and by Adrestia, his daughter by his sister Discordia. Other members of his retinue are Nike, the deathless spirit of victory, Kydoimos, the demon of the din of battle, the Makhai (battles), the Hysminai (man-slaughters) and Alala, personification of the war cry. Mars’ other children by Venus are Cupid and Harmonia.
Armilustrium (November 12): On this day weapons of the army are purified and stored for the winter. The army is assembled and reviewed and garlanded with flowers. Trumpets blare and citizens gathered with their arms and armor take part in a procession with torches and sacrificial animals. Young noblemen dressed as ancient warriors with red capes take part in ritual dances.
Mercurius
Hermes, Lugus, Psychopompos
Lawful god of trade, gambling, thieves
Wields a club
Patron deity of Blackpoort
Served by elohim
Symbolized by a cadeuceus, tortoise, cock or winged sandals
Clerics can cast the magic-user spell Charm Person
Mercurius is the god of travelers, merchants, thieves, gamblers, athletes and eloquent speech. He also serves the gods as a messenger and an arbitrator of disputes. As a god of travelers and a slayer of giants (Argos, in particular), some rangers choose to worship Mercurius as their patron.
Mercurius is depicted as a handsome, athletic youth wearing a broad-brimmed traveler’s hat and carrying a white caduceus (winged rod entwined by two serpents).
Mercurius is the son of Jove and Maia, a daughter of Atlas. His children include Faunus, the god of satyrs, Hermaphroditus, a man merged with the nymph Salmacis, Fortuna, goddess of fortune, and Autolycus, prince of thieves and grandfather of Ulysses.
Shrovetide (April 1): Merchants sprinkle their heads, ships, wagons and merchandise with holy water. Shrovetide is a day of raucous celebrations with a carnival atmosphere.
Minerva
Athena
Lawful goddess of wisdom, crafts, strategy and war
Wields a long sword
Patron deity of Gwenth
Served by angels
Symbolized by an owl
Clerics can cast the magic-user spell Shield (see below)
Minerva is Jove’s favorite daughter and the virgin goddess of strategy, architecture, sculpture, spinning, weaving, horses, ox olives, prudence, and wise counsel. Though she is a warrior goddess, she is no less skilled in the arts of peace, inventing the potter’s wheel, teaching men to tame horses and helping them to build great ships. Minerva is also a patron of chivalry and knighthood.
Minerva is depicted as a statuesque woman of great beauty attended by an owl. She wears the Aegis, a breastplate of goatskin with serpent fringes, a shield that bears a gorgon face, and a helm decorated with a winged lion.
Minerva was created by Jove without a mother, and as a virgin has no offspring of her own. She is often accompanied by Nike, the goddess of victory. She has aided many heroes, including Ulysses, Jason and Hercules.
Candlemas (February 1): The highlight of the day are candle-lit processions and rites of purification. It is especially an artisan’s holiday. Women consult fortune tellers on this day, plays are exhibited, and contests for orators and poets are held.
Labels:
clerics,
druids,
Gods of Nod,
Legacy DnD,
Nod,
RPG
Mystery Men! Update
My intentions are to sell Mystery Men! as a free PDF and in book form as cheaply as I can manage, i.e. I'm not going to make money on this deal. The idea is to have an affordable, rules-lite comic book hero game that jibes with the good old fashioned fantasy rules we all love. Now, every set of rules looks better with some art, and since no gratis art has been forthcoming I've been talking with an artist who can provide eight pieces of character art at a reasonable price - I'm thinking maybe five heroes and three villains. Anyhow - this means I'm going to need to go the patronage route for this book to raise the money. Kickstarter is a website that makes this possible, and given their policies I would need to pull in approximately $220 to make this project go.
My problem is this: Since I'm not really making any money on the deal, I don't have much to offer patrons outside of putting their name in the book. I mean - the PDF is free and the book is print-on-demand. I thought about purchasing copies of the book at cost and distributing them to the higher-level patrons, but with the additional cost of buying the books and paying for postage, I would have to add another $200 to the total I need to raise.
My question to the readership is - Do you think acknowledgment is enough to get people to drop $10 or $20 to make this happen? My thinking is: Silver Age Patronage for $10 gets your name in the book as a silver sponsor, and a $20 Golden Age Patronage gets your name in the book as a gold sponsor and I insert your name somewhere in the sandbox that will accompany the rules - like the hero team's HQ is located in the Smith Building, where Smith is the name of the first Golden Age Patron we get. The other idea I had was to let Golden Age Patrons vote on which public domain heroes to include in the book.
I look forward to hearing people's ideas on this - I'd love to make this project a good one.
UPDATE
I'm going to go for it. My intentions are as follows:
Silver Age Patrons: 10$, and you get:
- Acknowledgment as a Silver Age Patron in the game
- An electronic copy of a golden age comic book that includes a preview copy of a piece of artwork and a note of thanks from me
Golden Age Patrons: 20$, and you get:
- Acknowledgment as a Golden Age Patron in the game (bigger font than silver age)
- An electronic copy of a golden age comic book that includes a preview copy of a piece of artwork and a note of thanks from me
- A voice in which golden age heroes and villains are included in the game (and thus drawn by the artist)
- Your name included in the sample setting, for example as the editor of the Daily Ray, owner of radio station WEGG, chief of police, etc. Assignment of names will, in the grand tradition of old school role-playing games, determined randomly.
Any extra money garnered will go toward commissioning additional art for the game. I have to submit the idea to Kickstarter for approval, and if I get it we'll have a limited time, probably 30 days, to raise the money. If Kickstarter goes for it, I'll put a link to the project on this blog. If not, I'll probably attempt to do the patronage thing myself using Paypal.
My problem is this: Since I'm not really making any money on the deal, I don't have much to offer patrons outside of putting their name in the book. I mean - the PDF is free and the book is print-on-demand. I thought about purchasing copies of the book at cost and distributing them to the higher-level patrons, but with the additional cost of buying the books and paying for postage, I would have to add another $200 to the total I need to raise.
My question to the readership is - Do you think acknowledgment is enough to get people to drop $10 or $20 to make this happen? My thinking is: Silver Age Patronage for $10 gets your name in the book as a silver sponsor, and a $20 Golden Age Patronage gets your name in the book as a gold sponsor and I insert your name somewhere in the sandbox that will accompany the rules - like the hero team's HQ is located in the Smith Building, where Smith is the name of the first Golden Age Patron we get. The other idea I had was to let Golden Age Patrons vote on which public domain heroes to include in the book.
I look forward to hearing people's ideas on this - I'd love to make this project a good one.
UPDATE
I'm going to go for it. My intentions are as follows:
Silver Age Patrons: 10$, and you get:
- Acknowledgment as a Silver Age Patron in the game
- An electronic copy of a golden age comic book that includes a preview copy of a piece of artwork and a note of thanks from me
Golden Age Patrons: 20$, and you get:
- Acknowledgment as a Golden Age Patron in the game (bigger font than silver age)
- An electronic copy of a golden age comic book that includes a preview copy of a piece of artwork and a note of thanks from me
- A voice in which golden age heroes and villains are included in the game (and thus drawn by the artist)
- Your name included in the sample setting, for example as the editor of the Daily Ray, owner of radio station WEGG, chief of police, etc. Assignment of names will, in the grand tradition of old school role-playing games, determined randomly.
Any extra money garnered will go toward commissioning additional art for the game. I have to submit the idea to Kickstarter for approval, and if I get it we'll have a limited time, probably 30 days, to raise the money. If Kickstarter goes for it, I'll put a link to the project on this blog. If not, I'll probably attempt to do the patronage thing myself using Paypal.
Labels:
Mystery Men,
RPG
Wednesday, September 8, 2010
Still Playing with Potential Covers for Pars Fortuna
Labels:
Pars Fortuna
Tuesday, September 7, 2010
On the Gods of the Motherlands - Part One
The Priestly Colleges
Although many deities are worshiped in the Motherlands, the following deities are the most popular and well known. Most city-states have a temple or shrine to each of them. Each city-state in the Motherlands has a college of priests (usually 10 to 20), with one priest assigned to manage each temple. The college is headed by a pontiff, and each temple priest is assisted by a staff of lesser clergy. Some city-states have an upper college dedicated to the Motherlander deities and a lower college that oversees the temples of foreign deities.
Apollo Helios
Apollon, Apulu, Belenus
Lawful god of sun, music, archery and herdsmen
Wields a bow
Patron deity of Antigoon
Served by elohim and nymphs
Symbols are the lyre, crook, sunburst or cross
Clerics can cast the magic-user spell Fireball as a 5th level cleric spell, dealing damage as though 3 levels lower.
Apollo Helios is the god of the sun, archery, medicine, healing, light, truth, oracle, colonists, patron defender of herds and flocks, music and poetry, homosexuality, harmony, order, reason and plague. He helps ripen crops, destroys pests, cures illnesses, and protects shepherds and their flocks. Apollo is not entirely beneficent. He carries a bow with terrible arrows that visit plague and disease upon the targets he fires them at.
In his true form, Apollo Helios is a beardless young man of divine beauty who radiates warmth and light. Apollo Helios always carries a lyre or longbow; in fact, the object he carries can take either form as the god desires.
Apollo Helios is the son of Jove and Leto, half-brother of Mars, Minerva and Hercules and twin brother of Diana.
Midsummer’s Day (May 15): People build huge bonfires and walk themselves and their livestock between them to protect them from the diseases of warm weather. Masked mummers frolic and folk stay up all night making merry.
Atlas Telamon
Lawful god of strength, perseverance, exploration
Wields a club
Patron deity of Dweomer Bay
Served by devas, giants
Symbolized by a globe or compass
Clerics can cast the magic-user spell Enlarge
Atlas is worshiped not only as a deity of strength and endurance, but also as a god of exploration and cartography. He is the strongest of the titans who separates the heavens from the earth. Atlas appears as a giant of man holding the tools of exploration: compass, sextant, spyglass and globe.
Atlas is the son of Japetus and Clymenem, the daughter of the titan Oceanus. His brothers are Prometheus, Menoetius and Epimetheus. His own children are mostly daughters, and include the Hesperides by Hesperis, the Hyades and Pleiades by Aithra, and Calypso, Dione and Maera by unspecified goddesses.
Atlas’ temples are supported by merchant societies and in turn fund cartographers and explorers. Temples of Atlas are decorated with images of exotic lands, animals and people. The classic cleric of Atlas will wear three-quarters plate and be found at the head of a column of explorers plunging into unknown lands.
Ceres Dea Frugu
Demeter
Neutral goddess of grain, agriculture and fertility
Wields a staff
Patron deity of Lyonesse
Served by fey creatures, earth elementals and erinyes
Symbolized by a poppy, sow or mare
Sacred animals are the bear, crow and horse
Druids can cast the spell Respite from Death
Ceres is the queen of the fruitful earth, goddess of agriculture, and patron of motherly love. Without her blessing, no crops may grow on the earth. Ceres will not hesitate to use this fact to blackmail men and other gods if the need exists. Ceres also has control over the weather. A sow is sacrificed to her when a death occurs in a family. Ceres is a usually a benevolent goddess. If her worshipers ignore their duties, however, she does not hesitate to destroy their crops and send famine upon them.
In her true form, Ceres is a beautiful woman, but she can change her own shape and that of others at will. She carries the cornucopia, or horn of plenty, and a scepter.
Ceres is the daughter of Saturn and Rhea and sister of Jove, Juno, Vesta, Neptunus and Plutus. She is the mother of Persephone by Jove. When pursued by Neptunus, she took the form of a mare to escape him. She could not hide her divinity, though, and Neptunus took the form of a stallion and coupled with her, producing a daughter called “the Damsel”, who leads the avenging erinyes, and a black-maned, divinely swift, speaking horse called Arion.
Lammastide (August 1): Celebration of first fruits, when loaves are baked from the first harvested grain and shared with friends and family.
Respite from Death (Druid Level 4): A recently killed comrade's soul is released from the Land of the Dead as a shade for a limited time. If the person's body has not been destroyed, it can re-animate it as a zombie with the mentality of the deceased (with one half of the deceased memorized spells, determined randomly, and all special class abilities except saving throws and attack bonuses, which are per a zombie's statistics). The shade can persist in the re-animated body for 24 hours only. If the body cannot be inhabited, the shade uses the statistics of a shadow, but can only remain for 1 hour. In either case, the soul cannot subsequently be raised, resurrected or reincarnated for a period of 9 months.
Diana Prima Dea
Artemis, Brigantia, Nicevenn
Neutral goddess of maidens, the moon and hunting
Wields a bow
Patron deity of Tremayne
Served by dryads, nymphs and giant animals
Symbolized by a boar or the moon
Sacred animals are the eagle, boar and wolf
Druids may cast the spell Coursing Hound
The huntress Diana is the patroness of young girls and the mistress of beasts and all wild things. Because she will have nothing to do with men, she is a favorite goddess of the Amazons. Except for helping women during childbirth, she avoids involving herself in mortal concerns and matters. She values her privacy, and will severely punish any man violating it. Merchants, always on the hunt for profits, also pray to her to give them persistence.
In her true form, she appears as a slim young girl wearing buckskins and carrying a longbow. She is sometimes mounted upon a stag. Oak groves are sacred to her. Diana is the daughter of Jove and Latona and the twin sister of Apollo Helios. She is associated with the water nymph Egeria and the woodland god Virbius.
Diana’s high priest is the rex Nemorensis, or “King of Groves”, stationed near a sacred lake near Tremayne. The rex Nemorensis attains the position through a trial by combat, killing the reigning king of the grove. Combat may only be initiated, though, if the challenging druid is able to pluck a golden bough from one of the trees in the sacred grove.
Those trees in whose dim shadow
The ghastly priest doth reign
The priest who slew the slayer,
And shall himself be slain.
Whitsuntide (May 15): On this day Whitsun Ales (fairs) and horse races are held, mummers dress as wild forest men, and hunting is forbidden.
Coursing Hound (Druid Level 2): The druid conjures a ghostly hound that can track on a roll of 1-5 on 1d6 (-1 chance for each day since the tracks were made, additional -1 chance if the tracks have been obscured by snow, hard stone or running water). The hound exists for 24 hours and cannot attack or be attacked.
Hecate
Hekat, Trivia
Neutral goddess of ghosts, witchcraft and curses
Wields a dagger
Served by demons and the fey
Symbolized by a torch and key
Sacred animals are the wolf, serpent and horse
Priests can cast the spell Entrancing Dance
Hecate is the enigmatic and dark virgin goddess of the undead and witchcraft. She is also associated with childbirth and rearing, doorways, walls, crossroads, torches and dogs. Most city-states, towns and villages honor her with, at the very least, a shrine and a lichfield. She is also associated with the concoction of medicines and poisons, thus making her a patron of alchemists, apothecaries and assassins. Hecate is served by chaotic clerics and druids.
Hecate is depicted as a three-headed goddess, either with the heads of three maidens or with the heads of a dog, serpent and horse. She is the daughter of the titans Terra and Uranus, the Earth and Sky.
The most common offering to Hecate is meat left at a crossroads. Dogs are sometimes sacrificed to her. A more intense ritual requires one to bathe in a stream of flowing water at midnight, don dark robes, dig a pit and then offer a libation of honey and blood from the throat of a sheep. The libation is placed on a pyre next to the pit by the petitioner, who then leaves the site, never looking back.
Hallowtide (Nov 1): The boundaries between the Mortal World and the Ethereal Plane are thinnest on this day. People light bonfires, stay up all night, drink beer and enjoy the end of the harvest season.
Entrancing Dance (Cleric/Druid Level 3): As the priest dances, all those present (except the priest's allies, unless the priest chooses to affect them as well) must save or become entranced. A new save must be made each round the priest dances without interruption (i.e. takes damage), and a dancing priest loses any dexterity bonus to Armor Class. Entranced creatures take on a bestial aspect and begin attacking one another savagely (+2 to hit and damage) until no rivals survive or the dance stops.
Although many deities are worshiped in the Motherlands, the following deities are the most popular and well known. Most city-states have a temple or shrine to each of them. Each city-state in the Motherlands has a college of priests (usually 10 to 20), with one priest assigned to manage each temple. The college is headed by a pontiff, and each temple priest is assisted by a staff of lesser clergy. Some city-states have an upper college dedicated to the Motherlander deities and a lower college that oversees the temples of foreign deities.
Apollo Helios
Apollon, Apulu, Belenus
Lawful god of sun, music, archery and herdsmen
Wields a bow
Patron deity of Antigoon
Served by elohim and nymphs
Symbols are the lyre, crook, sunburst or cross
Clerics can cast the magic-user spell Fireball as a 5th level cleric spell, dealing damage as though 3 levels lower.
Apollo Helios is the god of the sun, archery, medicine, healing, light, truth, oracle, colonists, patron defender of herds and flocks, music and poetry, homosexuality, harmony, order, reason and plague. He helps ripen crops, destroys pests, cures illnesses, and protects shepherds and their flocks. Apollo is not entirely beneficent. He carries a bow with terrible arrows that visit plague and disease upon the targets he fires them at.
In his true form, Apollo Helios is a beardless young man of divine beauty who radiates warmth and light. Apollo Helios always carries a lyre or longbow; in fact, the object he carries can take either form as the god desires.
Apollo Helios is the son of Jove and Leto, half-brother of Mars, Minerva and Hercules and twin brother of Diana.
Midsummer’s Day (May 15): People build huge bonfires and walk themselves and their livestock between them to protect them from the diseases of warm weather. Masked mummers frolic and folk stay up all night making merry.
Atlas Telamon
Lawful god of strength, perseverance, exploration
Wields a club
Patron deity of Dweomer Bay
Served by devas, giants
Symbolized by a globe or compass
Clerics can cast the magic-user spell Enlarge
Atlas is worshiped not only as a deity of strength and endurance, but also as a god of exploration and cartography. He is the strongest of the titans who separates the heavens from the earth. Atlas appears as a giant of man holding the tools of exploration: compass, sextant, spyglass and globe.
Atlas is the son of Japetus and Clymenem, the daughter of the titan Oceanus. His brothers are Prometheus, Menoetius and Epimetheus. His own children are mostly daughters, and include the Hesperides by Hesperis, the Hyades and Pleiades by Aithra, and Calypso, Dione and Maera by unspecified goddesses.
Atlas’ temples are supported by merchant societies and in turn fund cartographers and explorers. Temples of Atlas are decorated with images of exotic lands, animals and people. The classic cleric of Atlas will wear three-quarters plate and be found at the head of a column of explorers plunging into unknown lands.
Ceres Dea Frugu
Demeter
Neutral goddess of grain, agriculture and fertility
Wields a staff
Patron deity of Lyonesse
Served by fey creatures, earth elementals and erinyes
Symbolized by a poppy, sow or mare
Sacred animals are the bear, crow and horse
Druids can cast the spell Respite from Death
Ceres is the queen of the fruitful earth, goddess of agriculture, and patron of motherly love. Without her blessing, no crops may grow on the earth. Ceres will not hesitate to use this fact to blackmail men and other gods if the need exists. Ceres also has control over the weather. A sow is sacrificed to her when a death occurs in a family. Ceres is a usually a benevolent goddess. If her worshipers ignore their duties, however, she does not hesitate to destroy their crops and send famine upon them.
In her true form, Ceres is a beautiful woman, but she can change her own shape and that of others at will. She carries the cornucopia, or horn of plenty, and a scepter.
Ceres is the daughter of Saturn and Rhea and sister of Jove, Juno, Vesta, Neptunus and Plutus. She is the mother of Persephone by Jove. When pursued by Neptunus, she took the form of a mare to escape him. She could not hide her divinity, though, and Neptunus took the form of a stallion and coupled with her, producing a daughter called “the Damsel”, who leads the avenging erinyes, and a black-maned, divinely swift, speaking horse called Arion.
Lammastide (August 1): Celebration of first fruits, when loaves are baked from the first harvested grain and shared with friends and family.
Respite from Death (Druid Level 4): A recently killed comrade's soul is released from the Land of the Dead as a shade for a limited time. If the person's body has not been destroyed, it can re-animate it as a zombie with the mentality of the deceased (with one half of the deceased memorized spells, determined randomly, and all special class abilities except saving throws and attack bonuses, which are per a zombie's statistics). The shade can persist in the re-animated body for 24 hours only. If the body cannot be inhabited, the shade uses the statistics of a shadow, but can only remain for 1 hour. In either case, the soul cannot subsequently be raised, resurrected or reincarnated for a period of 9 months.
Diana Prima Dea
Artemis, Brigantia, Nicevenn
Neutral goddess of maidens, the moon and hunting
Wields a bow
Patron deity of Tremayne
Served by dryads, nymphs and giant animals
Symbolized by a boar or the moon
Sacred animals are the eagle, boar and wolf
Druids may cast the spell Coursing Hound
The huntress Diana is the patroness of young girls and the mistress of beasts and all wild things. Because she will have nothing to do with men, she is a favorite goddess of the Amazons. Except for helping women during childbirth, she avoids involving herself in mortal concerns and matters. She values her privacy, and will severely punish any man violating it. Merchants, always on the hunt for profits, also pray to her to give them persistence.
In her true form, she appears as a slim young girl wearing buckskins and carrying a longbow. She is sometimes mounted upon a stag. Oak groves are sacred to her. Diana is the daughter of Jove and Latona and the twin sister of Apollo Helios. She is associated with the water nymph Egeria and the woodland god Virbius.
Diana’s high priest is the rex Nemorensis, or “King of Groves”, stationed near a sacred lake near Tremayne. The rex Nemorensis attains the position through a trial by combat, killing the reigning king of the grove. Combat may only be initiated, though, if the challenging druid is able to pluck a golden bough from one of the trees in the sacred grove.
Those trees in whose dim shadow
The ghastly priest doth reign
The priest who slew the slayer,
And shall himself be slain.
Whitsuntide (May 15): On this day Whitsun Ales (fairs) and horse races are held, mummers dress as wild forest men, and hunting is forbidden.
Coursing Hound (Druid Level 2): The druid conjures a ghostly hound that can track on a roll of 1-5 on 1d6 (-1 chance for each day since the tracks were made, additional -1 chance if the tracks have been obscured by snow, hard stone or running water). The hound exists for 24 hours and cannot attack or be attacked.
Hecate
Hekat, Trivia
Neutral goddess of ghosts, witchcraft and curses
Wields a dagger
Served by demons and the fey
Symbolized by a torch and key
Sacred animals are the wolf, serpent and horse
Priests can cast the spell Entrancing Dance
Hecate is the enigmatic and dark virgin goddess of the undead and witchcraft. She is also associated with childbirth and rearing, doorways, walls, crossroads, torches and dogs. Most city-states, towns and villages honor her with, at the very least, a shrine and a lichfield. She is also associated with the concoction of medicines and poisons, thus making her a patron of alchemists, apothecaries and assassins. Hecate is served by chaotic clerics and druids.
Hecate is depicted as a three-headed goddess, either with the heads of three maidens or with the heads of a dog, serpent and horse. She is the daughter of the titans Terra and Uranus, the Earth and Sky.
The most common offering to Hecate is meat left at a crossroads. Dogs are sometimes sacrificed to her. A more intense ritual requires one to bathe in a stream of flowing water at midnight, don dark robes, dig a pit and then offer a libation of honey and blood from the throat of a sheep. The libation is placed on a pyre next to the pit by the petitioner, who then leaves the site, never looking back.
Hallowtide (Nov 1): The boundaries between the Mortal World and the Ethereal Plane are thinnest on this day. People light bonfires, stay up all night, drink beer and enjoy the end of the harvest season.
Entrancing Dance (Cleric/Druid Level 3): As the priest dances, all those present (except the priest's allies, unless the priest chooses to affect them as well) must save or become entranced. A new save must be made each round the priest dances without interruption (i.e. takes damage), and a dancing priest loses any dexterity bonus to Armor Class. Entranced creatures take on a bestial aspect and begin attacking one another savagely (+2 to hit and damage) until no rivals survive or the dance stops.
Labels:
clerics,
druids,
Gods of Nod,
Nod,
RPG
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