Showing posts with label my setting. Show all posts
Showing posts with label my setting. Show all posts

Tuesday, August 10, 2010

Music Monday: Ugelmann

This weekend I went to Krakow to see Converge and Kylesa. It was areally good show, and we got to be at the front of the stage when Kylesa played, Julia even managed to get Laura Pleasant's pick.

However this post will be a about the first supporting act - Kvelertak (Norwegian for "stranglehold").

Imagine how AC/DC would sound, if they were from Norway and that's really it. They are a fun mixture of punk, hard rock and black metal, covered in a sauce of viking themed lyrics sang in a clattering language. They can put on a really good show and instantly won the full appreciation of the audience.

Here's how they sound (and look):

What I really found interesting is, that for a reason unknown (at least to me), they have an owl thing going on. There is an owl on every piece of their merch, as well as on the Baizley designed cover of their debut album.


The owl theme goes so far, that at some point of the show, their vocalist put a rubber owl mask on his head. It was really weird, but also kinda cool.

Since there is no photo, just try to imagine the dude from the vid wearing this.

I like owls and I like the folklore surrounding those birds. So here is what I brew up on the train:

Ugelmann

A man with a head of an owl. I see him as a norse rendition/commentary on the minotaur myth.
He lives deep in the forest, perhaps in a natural cave or rock labyrinth. The sages and tale spinners from villages on the borders of the forest say that he was once a powerful warrior-wizard who was cursed by the gods of nature. Others claim he is a man who was elevated by the Mother Goddess to be her husband...

It is uncertain wether he is a positive or evil entity. Some legends say that he is an immortal protector of the forest, other picture him as a mischevious being who follows his duty only because of a powerful curse. Whatever the truth is, some bits of information are present in all tales of the Ugelmann.

A random sighting of the Ugelmann is an omen of near death (of the person or a close relative). Ugelmann's curse or blessing is that upon laying eyes on any humanoid, he sees how it will die.
It is widely believed that he posses great knowledge and that some seek him out to gain insight into the future. Anyone who seeks out the Ugelmann can ask him one question, but will be asked for a favor in return. This favor is an oath and anyone failing to fulfill it will be killed by the Ugelmann.

It is often believed that Ugelmann observes people living on the forest borders, this is why many mothers prompt their misbehaving children, by saying: "Be good, or the Ugelmann will take you!".

Monday, August 2, 2010

Music Monday: Mutant Future Inspirations #1

I am behind with posting my second SAGE request, but since I wasn't the only one writing it and I'm kinda tired and decided to leave it for tomorrow.

Instead, I give you the first of my planned series on my MF campaign inspirations.

Since it's Music Monday (the alliteration day) here are some videos that are both visually and sonically responsible for how I play MF.

Let's start with something weird and perhaps unexpected for those familiar with my previous music references. If you can't stand synthesizers or electronic music, I recommend muting the vid (but do watch it).





Here's something completely different, though the video is also animated. I once heard or read that "Queens of the Stone Age owe as much to Black Sabbath as to Beach Boys". I agree. And that's exactly why they are here. I chose this particular song, because to me, a MF adventure should have the dynamics of a drug trip. It should be really weird and full of surprises while possessing some twisted inner logic. Some fear and joy should also be added into the mixture.




A good MF adventure should have at least one pair of tentacles (or at least tendrils) in it. As an aesthetic statement. It should also be a bit like a b-class horror movie.




This is a very obscure, yet very good band called Fiend Without a Face (after a 50's s-f flick). It's a side project of Mastodon's guitarist - Brent Hinds. They play a very weird mix of surf, psychobilly and grind? They put out only one record, which has been out of stock for a long long time, but I think it's downloadable somewhere off their myspace. Definitely worth checking out!





Speaking of Mastodon...





As I said before, I really like to build my MF sessions on both - the retro-stupid fun and post apocalyptic horror. Here's a band that really helps me achieve the second thing. I really like Grails, they're like Pink Floyd, just less radio friendly and more intelligent.





Finally, this list would be incomplete without this brilliant vid.


Monday, April 26, 2010

Music Monday: Scary Monster (A Super Creep)

I really like David Bowie, but he gives me the creeps. Maybe it's in the differently colored eyes, his ageless androgyny, his aloofness? For some reason, he always seemed like a being from a different plane of existence (planet?), who came among us for reasons inconceivable by our primitive brains.




And what's with those alter egos? Perhaps Ziggy Stardust and The Thin White Duke were just means of concealing the fact that David Bowie himself is just "an alter ego" for something more than just David Robert Jones?
Still, the past decade or two, seem to pose he is a human after all. The last couple albums are by no means a match for his canonical works. Time seems to have finally caught up with him, but even as his looks start matching his age, a strange grin of satisfaction becomes more and more visible.
What I am aiming at is that David Bowie is a perfect elf. Or at least he suits my vision of elves perfectly.They are beautiful, intelligent and talented in magic, yet they seem to be cold, unemphatic, inhuman. They are respected as much as feared. They can produce wonderful works of art for which many would, and indeed - do kill, even though those objects seem deprived of passion and are rumored to push their human owners into depression and bipolar states.

Bowie's career seems to form an arch parallel with the history of elves in my game world. From the unknown and obscure beginnings, through the rise to power and a plunge into decadence. As you might remember, my elves lost their immortality and age, here are some pics illustrating the process.

Finally, rumors circulate about The Sons Of The Silent Age. A powerful organization of elves, who haven't abandoned the cause of The Supreme Being.

Monday, April 12, 2010

Music Monday: The Green Manalishi

It's one of my favorite Melvins tunes. It has awesome dynamics and tension, feels kinda claustrophobic and dusty, yet remains catchy. And most of all - it fits in perfectly with the rest of the album (The Maggot, 1999).




Yeah. So apparently it's a cover of a song by Fleetwood Mac. It even has a nice, psyched story behind it.

Peter Green claims that he wrote the song after experiencing a drug-induced dream, in which he was visited by a green dog. He understood that the dog represented money and the devil.
"It scared me because I knew the dog had been dead a long time. It was a stray and I was looking after it. But I was dead and had to fight to get back into my body, which I eventually did. When I woke up, the room was really black and I found myself writing the song."

Still, to me, the only Green Manalishi is the Melvins one. And, as much as I like Green's story, for me the song brings more otherworldly and dark imagery.

Perhaps it's just the green in the title, but in my head this song got irreplaceably bound with this page from Mike Mignola's Hellboy (click to enlarge):



It's a whole pulp adventure right here!

A new sect becomes popular among the nobles. It leader is a traveler from distant land, known as the Green Manalishi. He claims to have unlocked the secrets of an ancient civilization. When a heir to one of the biggest fortunes in the state starts suffering from an unknown desease, the Green Manalishi is called.

He claims he has to take the boy on a pilgrimage to a secluded abode in the Horn Mountains. "Only through this holy journey will the boy conquer his illness" he says and the two set out.

After several months, the boy is found in front of his father's mansion. Dirty, dressed like a beggar, changed.

"We tried to talk to him sire, but he keeps repeating one thing over and over again" says the chief of the guards to the boy's father.

"What is it?!"

"The God! The God with the Two Pronged Crown is here!"

Wednesday, January 27, 2010

Behold The Obelisk pt.3

First, two important things happened while I wasn't writing:

1. I finished my semester tests, so hopefully, there will be more time to write,

however...

2. It seems like I'm finally gonna roll some dice THIS WEEKEND!!!

and that means there are some important preparations to be made!


Ok... But this post was actually planned to be about something else, so let's get to the point.

As you might have gathered from my previous post the City of Obelisk is influenced, more or less directly, by some classical pulp and D&D locations, that I intended to mash into one, that will prove useful to me..

Here are my three (quite obvious) inspirations:

1. City-state of The Invincible Overlord

I learned about Wilderlands from OSR blogs. I think I have read a review of the d20 version of the setting once, but otherwise I was completely ignorant. Until a few months ago. All the gripping tales of that supplement made me want to find it and submerge in the old-school vibe of the whole thing.

Finally, after some struggle, I obtained the City - state book. As much as I like it, I instantly felt, that it won't exactly fit into my setting and thus decided to modify some tables.

But why just mod the tables, when I can actually loot the City-state for ideas and make it my own?




2. City of Thieves

I feel that the Howardian "unnamed city" was the main influence behind the City-state. I love the roguish and adventure friendly character of this location, but who doesn't?!

When I look back at the history of my gaming, I can clearly see that all cities I've ever depicted in my games, were in some way reminiscent of this one.

3. Waterdeep/Undermountain/Skullport

Even though I really dislike Forgotten Realms, I must admit - I do like the concept behind this gaming region.

When I first thought of turning the Palace of Culture into a game location, it was quickly followed by the idea of adopting it's infamous tunnels into a Undermountain like location.

This opens a lot of possibilities for adventuring, as well as a reason for random monster appearances in the city. You get the idea.



Ok. So this is it. I just felt that this post is a necessary addition to my Obelisk general overview.

If you have some city location ideas that could compliment my vision, you can drop them in the comments. All will be appreciated!

Friday, January 22, 2010

Behold The Obelisk pt.2

The Free City of Obelisk is a very peculiar place. It's one of the few cities in the world, that was built on the ruins of an Elder settlement. Until this day it remains unknown whether the site used to be a city or a temple complex of which the famous Obelisk was part.

The beginnings of the City's history are somewhat hazy. Because of the fear of the Obelisk, the fertile land lying in it's shadow remained unclaimed for a long time after the Fall. None of the surrounding kingdoms wanted to take it, as it was said to be cursed.

However, as the trade between the new kingdoms intensified, it became clear that the old Elder roads could handle more traffic and are faster than the new paths. Soon a small group of traders decided to take the risk and lead their caravan near the Obelisk. This granted them an advantage over other traders, however their joy didn't las long.

After few trips near the Obelisk, their secret was spilt by some drunk caravan guards. Others started thinking of taking their rout, however most of them lost their enthusiasm when only one person returned from the original caravans next voyage. This nameless man claimed that the traders felt over confident with their success and decided to break their rule of not spending the night in the shadow of the Obelisk. The man who lived to tell the story died soon afterward.

Some years later, emerged a man with a plan. He wanted to be wealthy and powerful and he knew how to do it. He sold all his possessions to buy equipment and hire people for his journey. The aim was to build a settlement near the Obelisk, where the caravans could safely spend the night. He knew the venture was risky, but succeeding would mean securing a profitable monopoly. And since his wife and children had passed away, he had nothing to loose.

He succeeded in establishing a small stronghold. At first it was just a palisade with a bunch of tents inside. But with time, the settlement grew. First a watchtower was built, than a wooden house for the leader. When the leader was dying, the outpost was already more than a hundred people strong. However, since he died childless, a problem arose, who should be the next leader...

By the decision of all the dwellers, the 9 remaining members of the original, founding expedition would choose the next head of the village. This is how the tradition, that the council of the 9 oldest trader families chooses the next head of the city, came into being.

This is the legend of how the Free City of Obelisk was founded.



Today the City is ruled by the 33rd of the elected leaders, one who took the title of the Magistrate. The agglomeration is one of the larger human settlements and perhaps the most famous place throughout the know lands.

It attracts all kinds of adventurers, traders artist and anyone who dreams of fame and fortune. It is said that the Obelisk Market is the largest trading place in the world and offers any item known to man, be it silks of the far east, frost steel from the far north, or illegal spells and powders from the south.

The Free State is also infamous for it's organized crime, drug trafficking, slavery, but most of all - religious cults and Elder past. The Obelisk attracts all kinds of zealots, flagellants and future sect leaders. Many new comers, who became charmed by one of the new orders, ended their lives sold to slavers.

The fact that the City is built on the old Elder ruins is also not easily forgotten. Although during the day, the traffic on the streets creates the illusion that the city is twice as populated, few are bold enough to roam the streets by night for in the Obelisk City a lone traveler can easily disappear, suffering a fate far worse than life in chains...

Tuesday, January 19, 2010

Behold The Obelisk pt.1

Few days ago I was rushing to the University, when I looked behind me at the mighty stature of Warsaw's most recognizable landmark - The Palace of Culture.

It was half submerged in the mist, looking like some ancient construction, a tower perhaps, from atop of which the undying gods rule their city and amuse themselves, toying with our everyday lives.

You get the picture.

This is how it looks from a pigeon's point of view:



I won't go into much detail, since crucial info can be obtained here.

However, what's most important for this post is not covered by the wiki article. You see, almost everyone here has an extremely strong opinion about the building. Some hate it and postulate it being demolished as it's "the everlasting mark of the dark times of communism and Russian supremacy", others praise it's original architecture (if I'm correct only Kiev and Moscow have similar buildings) and try to promote it as Warsaw's logo.

Over the years the Palace of Culture has accumulated a number of myths and urban legends. For example, it is officially known that underneath the building and it's adjacent neighborhood lies a whole system of cellars and underground passages. However, officially no plans exist, nor are civilian tours admitted. This has led to many speculations what the "dungeons" were originally designed for and weather they really are as defunct as it is officially stated.

Anyway, here it is...


THE OBELISK





The Obelisk is a gargantuan construction standing in the middle of the Free City of Obelisk.
It is built out of black stone and has no windows, doors or visible entry ways. Most of it's surface is covered with sophisticated spiral symbols and runes. It's undoubtedly the largest architectural landmark in the known lands.

No one knows what the Obelisk is, what it has been constructed for, or even why it's called that way (since it's clearly not shaped like an obelisk). It is still widely disputed wether it's a temple form the time of the Old Empire, or a much older construction. Some claim it has been built in time before time, others say it was the palace of the Elder Emperor. There are also those who claim that it's a prison, protecting the world from unspeakable horrors locked within.

One thing remains a fact, no one has ever managed to get inside and return.

Whatever is the origin of the Obelisk, the dwellers of the Free City got used to it and treat it just as a famous landmark. The big stone square that surounds it has been turned into a lively market that attracts traders and religious zealots from all around the world. It is said that on the Obelisk Market religion is just a good for sale.

Though the city's population got used to the sight of the black tower, newcomers are always thirsty for new stories about the Obelisk. More than one bartender is ready to spin a tale of how he lost a limb descending into the legendary tunnels that run underneath the city, presumably connecting it with the alien structure.

Monday, January 18, 2010

little BIG Men

As you may or may not remember, I discarded halflings in one of my first setting creation posts. However a few days ago an idea, how to detolkienize halflings, suddenly popped up in my head.

Think halflings = Mongolians.


Stupid? Perhaps, but take look for yourselves:




You should know that me and my friends have a soft spot for everything Mongolian and that's why I think this somewhat ridiculous idea might click with them just fine.

Anyway. I was toying with this concept for some time asking myself two questions:

1. Do I really want halflings in my setting?
2. How small would a halfling bow have to be, in order to make it useful from horseback and not cramp the style of eastern-archer-horseman-barbarian?

Few minutes ago I read Zak's post, which reminded me that sometimes you have to just let the creative juices flow and make up explanations later...

So yeah, there are nomadic, horse riding halflings in my setting.

Here are some facts about them:
  • they are bigger than the halflings of the Forgotten Realms or Greyhawk
  • they don't have hairy feet, nor do they have curly hair
  • they are proficient riders and archers (in my world, they are the inventors of composite bows)
  • they use war ponies that are much tougher than normal horses
  • I picture their culture as somewhat similar to Scythian
  • they tattoo their bodies in colorful and elaborate ways in order to distinguish their social position
  • they are divided into many clans and tribes that are constantly waging war against each other
  • their religion is an animistic one
  • they do not have written language and their culture is entirely based around oral tradition
  • they have a brutal law and are not a race of chubby morons
  • they are not called halflings (not even by other races), they refer to themselves as Zotharians ( but we say one Zohar)
  • they inhabit lands far enough that I don't have to worry about them on a day to day basis
Enough said.

I might not use it at all, but it's here in case anyone wants to play one.

Friday, December 18, 2009

Kneel before Skaghe!

So! WE have chosen the name for the barbaric, northern, axe wielding god!

I think the poll experiment worked very well. I'm happy with the name that won and I think it fits the flavor of the setting well!

Here are the results:

Hákon 5 (14%)

JóR 5 (14%)

KilfiR 2 (5%)

Wyr 6 (17%)

Skaghe 13 (37%)

Úlfr 3 (8%)

Vöttr 6 (17%)

Özurr 6 (17%)

Ögmundr 6 (17%)


Thank you all for participation!

Here's your prize from Skaghe!



And here are links to the gods that were already posted on this blog (in order of appearance):

The Mother Goddess

The Hungry One

Skaghe


The Supreme Being

The Robe

____________________________________________
art by Thomas Denmark

Thursday, December 17, 2009

THE GOD OF DEATH!

I finally came up with a god of death that will suit my needs!

Here are my two biggest inspirations.

Listen to this while reading!

The Robe (also The Black Judge, The Master of Dreams)

This deity is the personification of death. It is the most wide spread religion among human lands.

The god of death is most commonly presented as a human figure covered in a black robe, no face visible from under it's hood. Often statues of the Robe can be seen with large, black swords.

It is believed that no living thing can ever see the face of this god, as he IS death. It is often said that a person who passed away "saw the Robe", or "had seen the face of Death".

Similarly, the Black Priests (or the Priests of Death) should wear their robes at all times, never showing their faces, or revealing their true identity to anyone outside of the order. It is said that upon donning the Black Robe the priest "dies" to the world, becoming an anonymous agent of death.

Revealing a priest's true identity to a person from outside of the order is thought to be a sign of a great friendship, but also a burden to the person who knows it, as the priest has the right to claim his or her life, if his name is revealed to anyone else.

According to the dogma of the Order of Death (or the Black Brotherhood), the Robe is also the patron of sleep and dreams, as these are thought to be a preparation before the "final crossing". It is believed that sleep is caused by the god spreading his robe over one's bed.

The cult's priests are know for their ability to speak to the dead and summon dead souls, as well as perform elaborate divinations. On the other hand hey are strictly forbidden to bring the dead back or to create any forms of undead. One of the main commandments of the religion is to destroy any undead or necromancers, as they disturb what the order believes to be the foundation of the world.

Finally, the priests of Robe also holds responsibilities for handling executions, which they address as "assisting in the last crossing". Although each priest is trained in using a black great-sword, in case he is asked to "assist", executions remain a responsibility of the common clergy members and not the high ones. It is important to note that Black Priests are strictly forbidden to perform any tortures or take any slaves/prisoners of war.


The cult is quite numerous, well organized and has a temple in almost every city. Usually the order takes care of the cemetery, very often the temple is situated next to it. Common folk visit the temples for healing, as the Robed Priests are well trained in making healing potions and known to posses great knowledge of human anatomy.

Although in casual talk people refer to the Robe, as a male, members of both sexes are accepted to the clergy. Both wizards and clerics are common in the order.

Thursday, December 10, 2009

Some god, some history


Today's dish is another "evil" deity.

I've already mentioned that in the history of my setting there was an Empire created by elves (or more accurately - the predecessors, whom from now on I shall just call the Elders). As you know from my previous entry on how my elves work, the Elders subjected themselves to a massive experiment/ritual, that was supposed to make them "ascend" into what they thought would be "godhood".

However the ritual proved to be a mistake which killed most of the race, deprived the Elders of their immortality (or more accurately agelessness) and changed them into hermaphroditic beings. This has led to a quick demise of the Elder (or simply Old) Empire.

Slaves, servants, previously overpowered allies and barbarians quickly took the opportunity rising from the initial chaos. In just a decade, ages of work have been destroyed.

However, most of what happened after the Fall wasn't simple pillaging. Many have died from protective wards, traps and weapons wielded by golems and undead guarding the estates of their now dead lords. Even though the oppressors were practically all dead (the "newborn" elves quickly abandoned the city fortresses and retreated into the forests), the powerful magic that was the foundation of their rule remained.

To this day, several hundreds of years after the fall of the empire, few dare to venture into the grim ruins of the Elder's cities, as even fewer are said to return.

But what led a powerful and seemingly immortal race to risk the existence of their entire kind and jeopardize their reign over the world?

Turesius, one of the prominent scholars, claims that the immediate cause for the demise of the empire was the appearance of a new cult devoted to The Supreme Being. In his works, Turesius observes, that even though little is known about the cult, it spread surprisingly quickly (which means some 300 to 400 years), overthrowing all other religions.

He also puts forward a hypothesis, that the seemingly immediate (in comparison to the Elders lifespan) overtaking of the state by the new religion was caused by decadence and boredom, which gave birth to many secret societies. Turesius presumes that the cult originated from those societies.

The Supreme Being

Little is known about this deity, as it is thought to no longer posses worshipers. The only fact known for certain is that it was a monotheistic religion calling to overthrow all "false gods".

It is also known that by the Fall, The Supreme Being was worshiped as a state deity of the Empire and the last Emperor held the title of the cult leader - Overlord.

Apart of that it is unknown how the religion was organized or even if it had any priests or temples, as almost all images and places of cult were destroyed immediately after the fall.

Turesius of Kal'thar, the acclaimed famous wizard and scholar claims that the religion's main dogma was based on introducing reason and claiming that all beings are imperfect images of the deity. He is also known to have deciphered part of the lore of the cult which claims that it is possible for the living beings to ascend and seize control over other living beings, the text however doesn't specify how one can achieve that.


It is important to note, that present elves don't want to be associated with the Empire or it's religion, and refuse to talk about those matters with non elves, referring to them only as the Great Shame. Many scholars interested in the subject suspect that elves hold some knowledge of the cult, yet refuse to share it with anyone, calling the Supreme Being "a cult that should have never been".

PS. some of the links may at first glance seem not related, yet I promise you, they are. They're worth reading if you want to fully get what I was after.

Monday, December 7, 2009

A poll in god's name!

I can't imagine a pulp fantasy settings without raging barbarians and berserkers in horned helmets!

Ok, I can imagine it, but what's the point?!

Once in a while everybody feels the need to just create a character that's a half naked barbarian-thief, fast like a panther and strong like a boar. And to enjoy such a character, you need a god with a cool name, one you will call upon when in trouble (even though he doesn't give a shit).

Crom is the real shit, but let's be honest, no one will take your badass barbarian seriously if you call Crom in the middle of the game.

Odin or Thor maybe? Nah... It's not a bad solution since the amount of awesome Thor has might last for the next thousand years. However I'd feel like I'm cheating if I just took the existing gods and transplanted them into my setting (I know that's exactly what Howard did, but he was a pioneer of the genre).

I came up with a nice (a bit generic, but that was the point) story for a god, but I'm helpless when it comes to names. I looked at many old nordic names, narrowed down my choices but can't really choose one (maybe they're all lame)...

I Want Your Help!
I'll post a POLL. It will hang here for circa 10 days, please vote on the name that in your opinion is the coolest, or leave your proposition in the comments!

Now to the meat!

The Lord of Winters, The Old Wolf, The Guardian of the Dead

"His body is covered in a white bear's skin, a horned helmet rests on his head, covering eyes in the color of a burning charcoal. He sits on a throne made from the skulls of his enemies. (...) An axe with a blade forged from the night itself leans on the side of the throne, the one eyed wolf sleeps by his feet..."

This is how one of the old chronicles describes the god of thunders. Although he clearly hails from the northern regions, he's a deity, whose cult spilled all over the continent.

He is believed to have been the one responsible for creating the earth and the sky, by splitting the world in half. His throne is said to stand at the top of the world, guarding the entrance to heaven and hell. There he battles lost souls and demons who wish to break out. The lightning is said to be caused by the swings of his axe, the thunder is his battle cry.

The barbarians of the north believe that their tribes originate from his union with the Mother Goddess. Dwarfs claim that his beard is made of steel, iron and mithril. They claim that the ores are simply single hair that he had lost during many battles.

The Lord of Winters is believed to have control over wolves, according to the legend he battled the first wolf with bare hands, knocking out the beast's eye. However he was so impressed by the beast that instead of killing it, he befriended it. The barbarians of the north believe that he then used the wolves to teach people how to fight and organize war parties. because of that killing wolves in the north is strictly forbidden, unless it is done without the use of man-made weapons.


Both druids and clerics can be priests of this deity, the first would be the shaman-berserkers from the northern villages, while the latter - representatives of the more organized southern church.

Sunday, December 6, 2009

Your mother was right! RPG's ARE SATAN WORSHIP! BUAHAHAHAHHAAH


As much as I value originality and making up weird shit, I think it’s really important not to forget about some images or symbols that are deeply rooted in the human cultural subconscious.

A fine example of a symbol that has the same connotations in many (if not nearly all) cultures would be associating snakes, toads or dragons (which fall to the snake category) with evil and fear.

I think a play on such re-emerging cultural motifs is essential when we want to make the players feel scared or at least uneasy.

And what else should an evil deity do, if not address peoples imagination and fears...

That’s why, when I was thinking of introducing evil deities and cults to my pantheon, the first thing that came to my mind was the image of the Baphomet.

Maybe I’m just weird from watching too many old horror movies, but I just love the long black robes and satanic imagery (seriously, who doesn’t?) even tho it got so overused.

Thus when an image of a goat headed starved man came to my head, I couldn’t resist...

The Hungry One (also The Bringer of Plague, the Master of Flies, The Starved One)
The Great Rapist is an evil deity. In iconography he’s usually portrayed as a thin, starved, naked man with small genitals and a goats head.

He is said to have been brought to life as a lover/slave by the Maiden. However he fell in love with her and became jealous of the many other men with whom he had to share his mistress. With time he changed from a merry youngster into a bitter and vengeful man. Finally, mad with jealousy, he came up with a plan to imprison the Goddess.

He crept up into her chamber woven from the roots of the Tree of Life and wanted to tie up the sleeping Maiden. However the Goddess wasn’t to be surprised so easily and a fight broke out.

Driven by madness and desperation, the lover decided that if he can’t capture his beloved one, he will kill her. In a furious struggle he managed to bite off the Goddess’ left nipple and cut her face with a dagger, taking away the sight in her left eye. In anguish and fury the Goddess cast a curse upon him, deeming him to a fate worse than death.

The spell made his genitals rot away and his head transform into that of a mindless goat. Endless thirst and hunger fell upon him. He is to wander for eternity, tormented by his lust but never knowing any satisfaction

The Hungry One is seen as the god of lust, jealousy and gluttony. He has no church or clerics, however shrines are built, in them people are supposed to leave gifts of food, money, drink or clothing which are than redistributed (usually by the clerics of some other cult, that also takes care of those shrines) to the poor.

It is said, that secret cults devoted to The Hungry One exist. Some of them have been heard to be societies for nobles seeking forbidden pleasures often of a sexual nature.

Wednesday, December 2, 2009

The Maiden, The Mother, The Crone

The main reason for the two previous posts about beliefs and religion is that I find them a very important part of every setting. It tends to be treated rather lightly by many game designers, which I think is a huge mistake. In the history of our world, religion and the way people approached it, often mirrors the spirit and atmosphere of a historical period.

That is why I want to create a pantheon that will have a dark, mysterious atmosphere. From the beginning I knew I wanted at least one religion to have a feeling of primitive, wild power embodying the forces of nature.

I somehow started thinking bout Luke Skywalker's visit to Dagobah. You know, swampy, dangerous surroundings, heavy mists. A place where players might feel powerless in the face of nature... That reminded me of a comic book which has a similar atmosphere, namely Slaine (specifically "Treasures of Britain", read it if you haven't). Here are some great illustrations by Dermot Power (click to enlarge):


Now I will have to digress, but believe me, I am closing to the main point of this post.

More or less at the same time as I started to think about religions in my world, I read something about druids. I always thought that D&D druids were somewhat tasteless and lacking character. The thing that especially bothered me was the idea of them being neutral(but I think that's a topic for a different post) and "worshiping" nature. I never really bought that. I was always wondering what their religious practices look like, is there any hierarchy or organization? I never came across an interesting idea or description of druids background, but that's not the point here.

Somehow I started thinking of druids and linking them to the swampy, secretive atmosphere. I also stumbled upon this blog entry and started listening to The Sword, who have a song entitled Maiden, Mother, And Crone.

By now you should be able to deduce what happened in my mind. I linked all ideas together arriving at druids worshiping the Mother Goddess.

The Cult of Goddess:

The Great Mother is considered to be the mother of gods and all living beings. She is the embodiment of the primitive forces and laws of nature. The Mother is said to be both generous and treacherous. She feeds all beings and all things alive are her children, but she favors the strong and cunning, and will not hesitate to kill the weak. However she is a fair mother and distributes her gifts equally among all, even if we may think otherwise.

The cult of the Goddess is thought to be the oldest in the world. However it seems that there is no larger organization than that of independent sacred groves located deep in the forests. Less than a dozen such places are known.

The Goddess is worshiped in three aspects - the Maiden, the Mother, the Crone. Each representing different aspects of nature. The Maiden is the embodiment of sexuality and strength of youth. She is often mentioned in rituals as being both a virgin and a whore. The Mother represents fertility and motherhood. The Crone is a mad, blind old woman who is thought to hold the fate of each living being, thus no man can know when to expect death. She is also said to know the future.

Each of the druidic groves is run by women. At any given moment there must always be three women being the embodiment of The Goddess. They are also the spiritual leaders of the order. On acquiring the "title", they are stripped of their previous identity and can only be talked of (or refer to themselves) as "the Mother" and so on...

Men are prominent in the cult and are the actual priests leading most of the rituals, except the most important ones. All male priests might be chosen by the priestess being "the Maiden" to be her partners, however upon taking the title of "the Mother" a priestess has to marry one priest who becomes her husband and they live in a monogamous relationship. "the Mother" has to become pregnant at least once. The High Priest is supposed to be the embodiment of an ideal husband, he also is administrating the grove.

It is said that in the middle of each grove there is a mystical "Tree of Life". Those trees are said to have been planted upon “Seeds of Life”, however nobody knows whether that is true. Many scholars think it’s a metaphor for places of power or magic knots.

Gods, Demigods and Atheists

Often in my gaming history have I came across players not caring about religion and gods of the setting, easily asserting their characters are atheist. I always found that disturbing, since it seemed to me that such players couldn't alienate from their own beliefs , or didn't care much about the setting/game/character.

In fact, when we look at the evolution of religions and human beliefs, the idea of atheism appeared relatively late and even then it was present only in philosophy. I think that we can safely assume that the popularization of the view that no god exist took place on the break of the 19th and 20th century.

Knowing that, I am very reluctant to allow people to claim their characters are atheist. I simply find it impossible that a down to earth fighting man or a thief would deny the existence of gods, especially since they are surrounded by clerics casting spells and other supernatural phenomena.

However I can imagine a philosopher or a high level wizard, who had contact with demons and other supernatural beings, claim that the gods have merely the same status as demons, or that they don't exist (or really being convinced of anything else). I can (and probably will at some point) make my players encounter a demon claiming that he is a god and making them believe that in serving him, they are filling the will of a deity.

But even then I will make sure they won't easily share their views with other people, especially clerics, since openly sharing claims of the non existence of gods will meet at best with being called "mad" and in the worst case with imprisonment or court punishment (in a theocratic state for example).

Don't get me wrong, but I just feel that if someone wants to play an atheist character, he should have a good, interesting idea instead of being lazy.


Talking about ideas...

... vaguely connected with the previous topic, I wanted to say that in my efforts to create an interesting pantheon of gods, that would fit my idea of gaming world, I have tried to seek inspiration in Deities & Demigods handbook (3e). Let me say: THIS BOOK IS THE WORST RPG HANDBOOK EVEEEEEEER!!!


Seriously! I found no useful information about creating an interesting pantheon or about historical pantheons that have actually existed. It seems that the people who wrote that book were completely devoid of imagination or any creativity.



Moreover, what I did find is a table telling me how many spells per level (!WHAT THE FUCK!) a god can cast!

I'm sharing my outrage, because that handbook is an embodiment of everything that is bad in the gaming industry...

It seems to me that it has been written purely to steal money from people who are new to the hobby without giving them anything, literally ANYTHING (apart, maybe, from a 1 kilogram heavy, bound pack of paper) in return.

Death To WotC!

Long live OD&D Revival!

Tuesday, December 1, 2009

Religion, magic and rules in D&D

I've got the race thing out of my way! Yay! Now I'll move on to the next stage - religion.

I think there are two general ways most fantasy settings handle religion:

1. Gods are almighty beings that walk the earth, influence the course of history and can reevaluate the fundamentals of the world.

2. Gods don't influence the setting directly and even though other supernatural creatures do exist, the existence of gods is often disputed.

Forgotten Realms and Dragon Lance would represent the first category, while Conan stories would belong to the second one.

As I've said before, I'm not interested in "high fantasy(whatever that means)- we are saving the world cause we were chosen by gods" adventures. That's why I'm obviously leaning towards the second category. However this solution isn't completely compatible with the D&D class and magic rules. Let me elaborate.

I think most of you will agree that in the actual world (the one we physically live in) there is no such thing as magic, or to phrase it more precisely, the existence of such a force is highly questionable. The most obvious difference between our actual world and the fictional world of my game is the fact that in the latter one the existence of magic is undeniable. In our world the existence of magicians, wizards or sorcerers can be disputed unlike in my game world.

This leads us to the problem of D&D mechanics concerning the cleric class. According to the rules of D&D clerics are not only magic users but also their magic comes directly from the gods and thus is different from the "other", arcane magic.

The thing is, in our actual world religion is based on faith, not on empirical evidence. In the fantasy world governed by the rules of D&D it's the opposite case. Clerics can summon up staffs and hammers made of pure energy, heal broken bones by touch and bring people back from the dead. In the world following from the rules of D&D there can be no dispute over the existence of gods, since the clerics and their deeds give a living proof of their existence.

So it seems that the D&D rules are in serious inconsistency with my idea, of how I'd like my game to look. However the solution to this problem is very simple. Abandon the divine magic. By that I don't mean abandon the cleric class.

Since I assume magic simply is the undercurrent of my game world's reality, it seems quite useless to divide it into two "kinds" or "categories". This solution seems simply inelegant and aesthetically crude. It seems much simpler to say that there is one magic, but two different ways of learning and using it.

Wizards (magic user class) are learning magic intellectually, through studying books, learning formulas, discussing concepts and theories. I see them looking a bit like the first greek philosophers or first physicists, trying to describe the world and rules that govern it.

Whereas Clerics undergo a more mystical training, pass through religious rites and learn to use magic with the strength of faith rather than pure knowledge. They also use formulas, but see them as prayers rather than magic theorems.



Cool. So i have rules out of my way.

The other thing I find very important in making my world seem more pulpy fantasy is establishing the fact that gods don't have direct, obvious impact on the game's realia.

By that I mean, that clerics and religious organizations have impact on the game, however the gods won't ever step in and interact with the game world or worse - the PC's themselves. This seems to be an important premise in Howard's stories and I think I should keep it.

In the upcoming posts I will discuss my world's spiritual and religious background in more detail. Until then!

Friday, November 27, 2009

Tonight Half-orcs vs. Halflings

So I've got elves and dwarves relatively out of the way. Mind you, they are not finished ideas, but for now they will do.

Ok, so it's time to tackle the little races, half-orcs and anything else I might allow for players.


Round one

Half orcs are really easy to get out of the picture. They are sterile, so there is no chance of multiplying and they are either killed at birth by humans, or brought up by orcs, and than they are simply treated like orcs.

Half -orcs aarrrre out!


Round two

I have a strong objection to halflings for the same reasons as J. Maliszewski. They are just too Tolkienesque. You can call one Mustakrakish the Bloody and in the minds of players he will still be a little furry hobbit (maybe covered with blood, but that's all).

The one noteworthy attempt at changing this state of affairs was Dark Sun, but since I want my game closer to the od&d, I think introducing dinosaur riding cannibal midgets as a player race might kill the whole effort.

Halflings arrrrrreee out!


Round three

As much as I dislike halflings, I love gnomes. I find several reasons to include them in my setting:

- having kicked halflings out, I feel I need to fill the hole somehow, so that the players have what to choose from;

- they actually appear in germanic mythologies (altho mostly used as a synonym for dwarf) and don't make people think of only one piece of work like halflings;

- I like the idea of them being a magical-technical race surrounded by a shroud of secrets and I think it goes well with the idea that they are mostly illusionists;

- since they are illusionists I see no reason why they can't be famous for their thievery skills, thus replacing halflings in case someone can only play little race thieves;

- putting them into my setting gives my a safety hatch, allowing me to introduce whacky magomechanics without blowing up the setting;

Having said all that, If I want to have gnomes I need to make them mysterious, exotic and secretive. Which is fine with me. For now I have little idea about their background, hopefully I'll come up with something interesting.

Gnomes win the match!

Wednesday, November 25, 2009

Dwarven culture in a few difficult words

Ok, today I'll try to focus solely on the topic of dwarven culture. My idea of how it should be organized is a quite complicated one, but bare with me, as I hope you'll find it rewarding.

As I've already stated the dwarven society is a matriarchal one due to the small number of females. No one knows why the number of females being born is significantly smaller from the number of males, but it should be obvious that this long lasting phenomenon has led to a society in which women are highly privileged.


Here are some ideas I have about their society:

The society is organized into clans, which follow the rule of matrilineality , meaning that the lineage is established through the mother and maternal ancestors.

Dwarves cultivate polyandry. That is, one woman may take many husbands (in this case the maximum is 3), each of them however has to pay a dowry (or a lobolo if you prefer) before he is accepted as a husband.

The tradition has it, that such a fee must be payed only in what a male can carry by himself (counting what he wears). This might have given a beginning to the strange concept of dwarven money, which are shaped into spheres of gold, silver or copper, that are worn on display by being thread into beards, or worn as necklaces.

Dwarves are also avuncular. This means that a child is brought up not by it's father but maternal uncle. There are several reasons for that, the main one being to secure that all fathers will treat the child equally well (which of course doesn't work so well in real life) and to create a stronger bond with the clan, than with the family.

To avoid incest, dwarves are forbidden to marry into their own clan. This rule also secures the strong connection between the clans.

There exists a dwarven king, however his role is mainly representative. He is the leader of the Council of Clans, which appropriately to it's name consists of all the clan leaders (or their representatives, each of the clan leaders can bring all her husbands to join the discussion) with each of the council members, including the king, having one vote. The king also holds the title of the First Warrior. It means that in case of an armed threat to the dwarven kingdom, he becomes the leader of the armed forces, since the counsel has no word in matters of war.

The last thing is the problem of half-dwarves. It's obvious that my previous idea for that race doesn't fit this concept. Thus I need to turn it around a bit. Indeed half-dwarves aren't shunned by dwarven society, however as they can't participate in the reproductive cycle, their social status is rather low. Marrying outside the race is not forbidden, but it carries some social disadvantages, as the dwarf marrying a non-dwarf looses the privilege of being able to use the clan vaults and has to raise their child on their own.

The End

not yet! I wanted to say one more thing that I forgot to add. The slavic and nordic dwarfs stay, simply some clans lean one way and some the other. Is based on geographical location. That's all!

Monday, November 23, 2009

Dwarven Oddity


Today I'll speak about dwarfs and also continue some of the topics that surfaced in two previous posts.

The first of them is the problem of race-as-class. I've presented the main argument (apart from the one that it's the OD&D way of doing things) in favor of this rule when I was talking about elves. It simply underlines the difference between humans and fantastic races. Today I'd like to present the argument against the rule, which again helped me shape another demi-human race.

The argument I have in mind is the fact of homogeneity of demi-human cultures. Some might ask, what the fuck am I talking about?! What I want to say is that somehow we are stuck for better or worse with the stereotypical view of "one race = one culture".

You may object, by saying that many RPG's and settings have a lot of variation when it comes to demi-human subtypes. But a race subtype like for example drow, is often (correctly) called a sub-race, that is, one of the different races that together create the race group/category of elves, or so it would seem system wise.

A good example of this way of thinking is the treatment of elves in the Forgotten Realms 3e Handbook. We have 5 elven races, each with it's own distinct ability modifiers, however the descriptions point more to the difference on the cultural or lifestyle level, more than to any important morphological* differences, which would in my belief justify the ability mods. The exception here are the drow, due to their significantly different environment. The other problem is that the descriptions of different elven cultures are at leas laconic and amass to something like: "yellow elves are yellow and are scholars, green elves are green and fight, wood elves live in woods...", which isn't really any useful information to me.

I also find this whole approach unsatisfactory because it's logical continuation would be providing different ability modifiers for human nations. This solution is for me a dead end for three reasons. First, it's an unnecessary complication. Second, I don't see any significant morphological differences between the British, the French and The Germans and finally, I'd feel I might be getting dangerously close to racism.

But let's get back to the problem of cultural homogeneity.

I think that creating sub-races is the lazy approach that gives the illusion of variety instead of real choice. We might come up with an endless number of "dwarf types", call them Shield Dwarves, Doom Dwarves, Monkey Dwarves and so on... And even then 99% of players will end up role-playing all of them as an archetypical dwarf.

All this (and this ingenious post) led me to think that perhaps there are two cultures of dwarfs in my world. One are the classical nordic/tolikenish dwarfs, the other are the slavic dwarves. There is no morphological difference between them, thus they are treated equally in terms of mechanics.

The reason for introduction of those cultures is that I'm tired of having all the same dwarfs all around. Also, since I'm Polish and so are my players, the slavic dwarfs will be right at home, being a cultural archetype easy to relate to for all of us.

I've decided that, as a legend has it, at the beginning there were two brothers, who split the mining duties between themselves. One decided to go dig down into the mountains to find precious stones and unknown metals, the other decided to stay close to the surface, building quarries, coal mines and so on. There is no antagonism between two dwarf nations and all are considered equal, helping and trading with each other.

The last problem is of dwarven females. They exist, but in very small numbers, thus it's quite obvious that some dwarves have decided to marry human females thus bringing half- dwarves to the world. Unlike half-elves, their dwarven counterparts are accepted by their society, however they remain infertile.

The last thing is, because of the shortage of women, dwarven society has developed a very complicated matriarchal clan system. The head of each clan is a woman. I'm seriously considering introducing some kind of polygamy...

More on that to come!

*I mean the scientific term, as used in physical anthropology

Sunday, November 22, 2009

Half life of elves

Ok, so we know my elves are hermaphroditic, cool... Now what? Well... Before I give half-elves donkey heads and shave off dwarven beards I'd like to come back to the elves.

I've been thinking what impact my idea of elves might have on game play. I imagined my friends role playing an elf, about whom the rest of the party thought as being male, until the fertile phase starts, and the elf kicks into being a flirting woman! You see, to me it sounds like fun and a way of relieving tension. I also know that my friends will be treating the situation gently, with no vulgarity. However as I was looking at it in a wider perspective, I thought that perhaps not all people who want to play elves are comfortable with them being gender ambivalent.

Thus I want to implement a security buffer. Mainly, because the elves' hermaphroditic status is an effect of an experiment, there are still some cases of elves being unable to enter the gender-active phase as both sexes. This means, that for that time in the month, when their gender functions become active, they are always only a man, or a woman. This poses no true problem and is easy to hide in the elven society (since due to pheromonal negotiation the partner automatically will take the other sex), but can be looked down upon by other society members.

Ok. So simply, if you want your elf to be only a man, you can.

Now that we have this problem out of the way. Let's move to what this post is really supposed to be about.

Half-elves

I always wondered why the question of half-elven fertility isn't clearly answered in RPG handbooks. In Erthdawn or Shadowrun, the case of fantastic races cross breeding is resolved in a clever and simple way, the child of such union will just be the same race as one of the parents. As much as I like that solution, I don't think it will serve my world right.

Thus, the I've decided there are half-elves in my world, they are rare, not fertile and generally looked down upon by both elves and humans. Because of their elven ancestry there is rather small variation in the way both genders look, with males having very little, weak body hair, with a kind of gentle charm and females having no body hair, small breasts and generally being attractive in a way that some call alien.

I also consider giving half-elves an attribute bonus to charisma. My reasoning is that in my game, humans think of elves as weird and alien and not as beautiful. However I thought it would be interesting to make half-elves generally charming, but lacking in social status.

Next post -> Dwarfs