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Thursday, January 14, 2010

Going (Up) to Hell? Cosmology


I was reading a very interesting post by Mike Mearls the other day about dropping the structure of the planes in favor of something more local. Read his post here, http://kotgl.blogspot.com/2010/01/kill-planes-abyss.html.

Ok? good.

I think his reasons of course are sound and fit nicely with something I have wanted to do forever. When I first picked up that 1st Ed copy of Deities and Demigods I loved the Planes. It had so many interesting places and so many things to do. I got very attached to the Great Wheel cosmology that I began to evaluate fantasy and later horror on how closely it fit that model. Then I began to get lazy. Not in the sense that would not write, quite the opposite, I would come up with elaborate schemes to make things fit the model or not. Whether it needed to or not. Even in my AD&D Grand Opus Adventure the characters went to Hell to confront the evils that invaded their world there was still the Great Wheel. It worked, then, but now I feel it's limitations. Well along came 3rd Edition and suddenly the planes are mutable, changing and even expected to be different depending on how you look at them; 4E changes this even more.

Mike Mearls mentions in his blog that one of the issues of the planes being "out there" that they lose some of their value. History tells us that demons, devils and other bad things came from under-ground, or beyond that mountain or from across the sea; here there be monsters. Monsters come from "beyond the sky" in Lovecraft related fiction, which is fine for tentacle horrors, but devils at least are concerned with the same things humans are. Devils need to be close. They need to be something the common man, woman and child fears. Not just because they are evil, but because they are nearby.

Mike says move the Abyss to your world, I say move Hell.




Hell in 4e now seems to be a planet floating somewhere in the Astral Sea. This puts it on par with everything else, even Heaven. Now I am not a religious person, but doesn't Hell lose some of what makes it Hell if it just a planet with bad environmental conditions? They describe it as planet some 7,000 miles in diameter with the "layers" lower and lower subterranean continent sized caverns. Like Mearls, I say take all that and shove it inside your world. Drill down a few hundred miles and there is the entry way to Hell. Just like Dante described. What keeps the devils in? Same thing that keeps them there now, gates. Like the roach motel it is, it is easy to get, impossible to get out. Or nearly such. Of course the point between the Underdark and Abyss sharing a nature is sound, I think I can get the same thing with the Nine Hells really. In fact I might even make Lolth more like a devil (she is more devil like than demon like anyway) given her status as former Goddess, cast out and down. Sound familiar? It certainly fits with what Hell is supposed to be better, an underground dungeon for the damned. The Abyss is a maelstrom of evil and chaos, it fits better in the planes.
Of course this is not without issues. First, and the one that concerns multi-versal games the most, is that Hell inside a planet means that for every copy/twin/multiverse that planet is in there is a corresponding Hell. This might be fine really. I don't care for some of the changes made to some of the Arch Dukes in the last few books (3 & 4), but I can write that off as that is just the way things are in that universe. Which is something we all do anyway, I am just making it explicit. Of course the new 4e cosmology also gives us the Shadowfell and the Feywild, which I like, but if they are dark and twisted reflections of our own world then what about the Hell for those worlds? I say that their Hells are ours. That if you drill down in the Shadowfell you end up in the same Hell as if you did it in the Feywild or the campaign world.
Back in the day there was a great series of Dragon articles about the various Arch Dukes and Dukes of Hell. The article began with a bit of fiction about a Paladin (a holy warrior for good) marching on to Hell to defeat evil at the source. This scene works better today than it even did then with Devils now generally evil rather than exclusively "Lawful Evil". And it works better if the Paladin is marching to Hell, not paying a wizard for an Astral Projection spell.

Sure *where* it is physically located might mean little to PCs and DMs with access to magical means of travel, but the world should make sense to normal people too. What is there to fear about a creature, evil and immortal or not, if it takes a great amount of magic to get them here.

Gygax was a reader of Dante, Milton and of Ovid. These authors, as much as anything and maybe more so, shaped what we think of when we think of Hell. "Planet Hell" inside the Earth/World then fits very well with all these writers. More than a plane "out there" somewhere. Which does bring up an interesting point. Here is a quote from Milton's "Paradise Lost",

"Orcus and Ades, and the dreaded name Of Demogorgon."
— John Milton, Paradise Lost II. 966.

So. Lucifer is cast out of Heaven and down into Hell, he meets up with these demons in some…what, ante-chamber of Hell, a place where Chaos rules with Night. Sounds like the Abyss, but where is that again? I have often wanted to merge Hell and they Abyss into one place where demons are the masses of creatures and devil are the upper-class. If I put Hell inside my world (or the Abyss like Mearls) then do I have room for both? Do I need both? Are they the same thing with different names? Then there are other issues I have avoided because of the aforementioned laziness. Tiamat is described in myth as "chaos" and her body is destroyed to make the firmament of the Earth. But then she gets tossed into Hell? Sure, it fits the outcast god model, but Tiamat is chaos. Lilith is also cast out, but she wants order, her own order, but order all the same; at least that is how I read it. Grazzt looks like a Devil, but is a Demon or maybe he is not. And there is the bit from Milton. So what is a world builder to do? And where is this antechamber of Hell were Demogorgon and Orcus act as the Welcome Wagon for Lucifer and the cast out Angels, now Devils? Hell has the River Styx, where the souls of the dead are ferried across, but now the souls of the dead move through the Shadowfell. This makes me want to break out the WitchCraft RPG seprioths and see if I can't make it all work.


Well here is my stab at it. The Antechamber is of course the Underdark. It is hundreds of miles below the surface of the planet. Here in the deepest pit was where the fallen angels were cast. It is here that they meet the demons. There is a great battle, Orcus (then a dark god) is killed only to come back from the dead, Demogorgon has his head cleaved in half (to regrow as two heads) and Ades…well that was the last anyone heard of him. The devils (as they are now known) take the realm once controlled by demons. Once there though the devils discover that Hell is not the home of the demons, it was only the realm they could control this close to the world. The devils seal the opening to the Abyss, place Tiamat there to guard against demonic entry and the devils themselves descend lower into Hell. Physically the Abyss and Hell (and Tarterus and Pluton and Gehenna) are all the same place locked deep within the Earth in a area were the Prime Material, Shadowfell and Feywild all intersect. The nine layers controlled by the Arch Dukes and Devils is known as Hell. Everything else is simply "The Underworld". The conditions are, well Hellish, it is inside a planet afterall, but great and powerful magics keep the denizens alive, though it warps other magic and prevents them from escaping. The areas known as the Abyss are open and there is much fighting, the area known as Hell is gated. It is supposed to be a prison after all.

At the bottom there is a dark chasm who feeds into the elemental chaos. I like the description of the Abyss in the new Manual of the Planes, it makes it sound like a black hole in the Astral.

It needs some work to be sure. Demons, like Demogorgon, Orcus, Pazuzu and others have more interest in human affairs than the mindless hoards of demons because they are more devil like, and thus, more human like. Older demons such as Dagon are more elemental chaos. Even Tiamat now is more demonic than diabolic. This helps explain the Bloodwar a bit better, explains the similarity between demons and devils and why in popular parlance (in the world) they are often confused. It also helps explain why some seem to switch sides every now and then. Or simply put, devils are the cast out immortals of good that betrayed or otherwise became evil. Demons always were evil.

Of course I could keep the Abyss as is in 4th Ed. There are plenty of good reasons to keep it in the elemental chaos in the Astral. Demons are more elemental, more chaotic obviously and more alien. Of "demon" can just be a term to refer to anything that is evil that is not a devil. If I go that route then "Devils" would refer only to the Fallen and things like Ice Devils, Malebranche and the like are demons, just a different kind. After all, Succubi were demons and now they are devils, so it's not like there isn't precedent.
What does removing the demons and devils from the "outer planes" rob us of in D&D? Well, Planescape to a large degree would need to be rethought. To a lesser extent the nature of Tieflings will need to be changed, though maybe not. Typically to get to those outer planes takes characters of some power, so there is the build up to go to their home turf and fight that is now gone; ie. anyone can find the opening to Hell and stumble in.

OR maybe demons come the "Hells" of the Shadowfell and Feywild.

Of course there is one huge advantage of reshaping the planes. I can shape them in a way to work with either my 4th Ed game or my OSR/Basic game or even something like Ghosts of Albion.

That is the fun thing about fantasy cosmology, it can be a mutable as I need it to be.

Wednesday, December 31, 2014

Goddesses of the Witches

Some things I have been playing around with for various books.  Didn't fit with anything I am working on now, but I don't want to go to waste.

Names of the Goddess
The Goddess is known by many names, but each is but an aspect of the true goddess.  What follows is a listing of Goddesses from Earth’s mythologies.  In each case a possible or likely alignment is included as well as areas of domains for clerics and witch coven spells. Descriptions of that Goddess’ coven might also be included.

Artemis
Witches who worship the Artemis aspect of the Goddess are on good terms with druids.  These witches are common in amazon societies. As a witch of Artemis a woman pledges never to copulate with a man.  These witches are both chaste and celibate.  These witches may also choose to take the bow and arrow as their weapon.
She is part of a trinity of Artemis (maiden), Hestia (mother), and Hecate (crone).
Alignment: N or CG
Areas of Influence:Hunting, Moon, Women

Astartë
Astartë (Ah-star TAY) is the goddess of love, fertility as well as war and lasciviousness (lust) to the ancient peoples of Canaan and Phoenicia, she was worshiped as far West as Carthage, Sicily, Sardinia and Cyprus.  Her name and cult were derived from Babylonia, where as Ishtar, she represented the evening and morning stars and was accordingly androgynous in origin. Under Semitic influence, however, she became solely female, although retaining a trace of her original character by standing on equal footing with the male divinities. She represents the productive power of nature. She is also a moon goddess. Her symbol is the crescent moon with “horns” turned up.
She is related to the devil Astoroth, some say that she is now this devil, others say that that Astoroth is her son/consort.  Astoroth has also been associated with the Canaanite god of Thamudzi/Damuz.
Alignment: N or LN
Areas of Influence:Fertility, Magic

Athena
The Goddess of War and Wisdom sprang fully grown and armored from Zeus’, her father, head. She represents wisdom in matters of life and war.
Her worshippers are normally generals fighting just causes. The witches of this sect are usually on good terms with those of Artemis. This witch is favored in the Craft of the Wise tradition because of Athena’s renowned wisdom. They may choose the spear as their weapon.
Alignment: LG
Areas of Influence: War, Wisdom, Women

Bast
Bast is an ancient Goddess and the mistress of all cats.  Nearly every Find Familiar spell known invokes her name. Witches of Bast, few as they are, live a cat-like life style.  They prefer the comforts and leisure life that cats enjoy.  Then spend long afternoons lying in the sun and enjoying the sensuous side of life. Regardless, do not confuse leisure with laziness.  Witches of Bast are dedicated fighters of evil, in particular the workings of the minions of Set. Witches of Bast may choose weapon mastry in one edged weapon at the loss of one feat.  They also gain a +1 to hit and damage when fighting snakes.
Her consort is Aelurus, who appears as a tanned human male with a cat’s or lion’s head.
Alignment: NG or N
Areas of Influence: Cats, Good, Hunting

Brigit
Brigit, also known as Brigantia, Bridget, or Brigid, is the Celtic Goddess of the rivers and rural life. She is also the Goddess of Healing, Midwifery and Wisdom. She was raised on the milk creature of the other-world, a white, red-eared cow. Brigit is one of the great Triple Goddesses of the Celtic people. She appeared as Brigit to the Irish, Brigantia in Northern England, Bride in Scotland, and Brigandu in Brittany. Many legends are told about Brigit. Some say that there are three Brigits: one sister in charge of poetry and inspiration who invented the Ogham alphabet, one in charge of healing and midwifery, and the third in charge of the hearth fire, smithies and other crafts. This actually indicates the separate aspects of her Threefold nature and is a neat division of labor for a hard-working Goddess. Indeed, various interpretations of her name exist including, “Bright Arrow,” “The Bright One,” “the Powerful One” and “The High One,” depending upon the region and the dialect.
Her coven is known as the Daughters of the Flame.  These lawful good witches keep a holy flame burning at all times.
Part of a trinity of Brigit (maiden) and Danu (mother), Morigann is the crone.
Alignment: NG or LG
Areas of Influence: Fire, Healing, Wisdom

Cardea
Often called the Roman Hecate, Cardea is the goddess of doors and the knowledge behind those doors.  Cardea is a capricious Goddess, often requiring her witches to memorize a section of poetry or building a center of learning in exchange for Her gifts of knowledge.  Cardea is open to all who wish to seek her out, but she makes no guarantees that her knowledge will be helpful to the seeker.
Alignment: CN or CG
Areas of Influence: Knowledge, Paths, Wisdom

Cerridwen
Celtic Goddess of wisdom, intelligence, magic, divination and enchantment. She is the Goddess of the cauldron. Popular among the Celtic Classical and Craft of the Wise Traditions.
Cerridwen’s cauldron has the power to return the dead to life.
Alignment: N
Areas of Influence: Intelligence, Magic, Wisdom

Danu
The Celtic Mother-goddess known as Danu to the Irish and Don to the Welsh (and simlar to the Greek Demeter below).  The race of the Tuatha deDannan means “The Children of Danu”. She is also the mother of many Irish Celtic gods Diancecht, Lir, Lugh, Oghma and others.  Dagda is alternately mentioned as her son or father.  She is fierce protector of home and hearth.
She is part of a trinity of Brigit (maiden), Danu (mother), and Morigann (crone).
Alignment: N
Areas of Influence: Earth, Fertility, Nature

Demeter
Also known as Kore. The great Greek Earth Goddess. She is the Goddess of grain and of the harvest. Her witch cults are among the oldest known. She goes down to the underworld to retrieve her daughter.  During this time winter covers the land. Origin of most of the “Descent of the Goddess” legends.
Alignment: NG
Areas of Influence: Earth, Fertility, Nature

Diana
Diana is the Roman Goddess of fertility, the hunt and forests. She is the roman equivalent of the Greek Goddess of Artemis.  But unlike Artemis, the witches of Diana are not required to be chaste or celibate. In the celebration of Beletane the witch copulates with a druid priest in order to bring fertility back to the earth.  Some have even become Tantric witches.  Obviously these witches are on very good terms with Druids.  Their religious practices are very similar to Druids and to that Artemis.
The covens of Diana are often very old and very popular. The Amazon tradition is often known as the Cult of Diana because of their fervent devotion to the Goddess.
Alignment: N or CG
Areas of Influence: Hunting, Moon, Women

Eir
Eir is the Scandinavian Goddess of Healing, and handmaiden of Frigg.  No one is Her equal when it comes to healing.  Her worshipers are all healers, either clerical or as herbal healers.  Her clerics and witches must never pick up a weapon in anger or vengeance.
She is depicted as been a slight woman with reddish-blonde hair and blue eyes. Her arms are muscular.  She commonly wears blue and red. Fires always light her temples and covens, which are known as centers of healing and succor.  She is known for her patience.
All her worshipers must take the healing and profession (herbalist) skills.
Alignment: NG
Areas of Influence: Healing, Peace

Gaea
Gaea (Gaia) is an Earth Goddess of Greek origin.  It is she who is ultimately responsible for all life. It is claimed that she emerged from darkness and mated with Uranus (the Sky god) and bore the twelve titans.
Alignment: N
Areas of Influence: Earth, Fertility, Nature

Hathor
Egyptian fertility Goddess.  She is the celestial cow who created the earth and the sun. As a cow goddess she ruled love, joy, merriment, music and dance.  She nourished the living with her milk , suckling Pharaoh and all others.  She is also known as the Goddess of love, music, song, and pleasure. In this aspect She has many followers among Lorelei and Tantric witches. She was one of the Egyptian gods that help guide the dead to the other side.
She is a Goddess that represents life, thus all her witches must be forces of life.  While some celebrate life, like the Lorelei and Tantric witches, others actively pursue careers to destroy those that threaten or mock life, such as the followers of Set or undead.
Alignment: CG
Areas of Influence: Creation, Fertility, Life, Magic

Hecate
Hecate is, in Greek mythology, the Goddess of darkness, magic and witchcraft.  She is the daughter of the Titans Perses and Asteria. Unlike Artemis, who represented the moonlight and splendor of the night, Hecate represented its darkness and its terrors. On moonless nights she was believed to roam the earth with a pack of ghostly, howling dogs. She was the Goddess of sorcery and witchcraft and was especially worshiped by magicians and witches, who sacrificed black lambs and black dogs to her. As Goddess of the crossroads, Hecate and her pack of dogs were believed to haunt these remote spots, which seemed evil and ghostly places to travelers. In art Hecate is often represented with either three bodies or three heads and with serpents entwined about her neck.
Of all the deities who have covens, Hecate’s covens are the most widespread and well known. Hecate was once a fairly benign goddess in early Greek times. She later became the dread Greco-Roman Goddess of ghosts, a close confidante of Persephone and a patron of witches. The brutally wronged Hecuba of Troy was reincarnated as one of Hecate’s black dogs, which accompanied her on her night walks. When Hades kidnapped Persephone in the later Greek myth, farseeing Hecate was the only one who witnessed it. Hecate was worshiped at three-way crossroads at night even by ordinary Greek families and could ward off ghosts if properly propitiated. But Romans also believed She had more sinister worshipers; the witches and sorceresses who could coerce even the gods to do their will.
Alignment: LE or LN
Areas of Influence: Ghosts, Magic, Moon, The Crossroads

Hel
One side of Hel’s face was that of a beautiful woman. The other half was that of a rotting corpse, green and black, or of a skull.  She ruled the realm of Niflheim, a huge black canyon in icy mountains, where those who did not die gloriously in battle went when their span of life was up. Niflheim was not burning but icy cold, filled with sleet, icy slush, cold mud and snow. Garm, the horrible hound whose breast was splattered with the blood of the dead, guarded the entrance. Her hall was called Damp-With-Sleet. Her plate was Hunger, Her knife Famine; Her two servants were both called Slow-Moving. Her bed was Sick-Bed, the stone at the entrance to her hall Drop-to-Destruction. So the Vikings described Her and Her home. Though the Vikings regarded her with horror, the common people worshiped her.
Alignment: NE
Areas of Influence: Death, Destruction, Evil

Hestia
Hestia is one of the Grecian hearth goddesses.  The Romans later called her Vesta.  Hestia was said to preside over all sacrifices.  One of the prohibitions was that should her fire ever go it, it could not be rekindled by an ordinary fire but only by the sun’s rays or by the friction of two pieces of wood.  As Vesta, the leaders of her cult were the Vestal Virgins (these were six girls from ages six to ten) who entered her college and stayed there for thirty years. Those breaking their vow of chastity were whipped to death or entombed.  Her witches will be the older women who have completed their temple service.
She is part of a trinity of Artemis (maiden), Hestia (mother), and Hecate (crone).
Alignment: LG
Areas of Influence: Hearth, Healing, Home

Holda
Holda, or Frau Holt, is the Goddess of Teutonic witches and Hags.  She is seen as both a caring mother and a frightening hag—a witch that calms children’s fears or eats them.  These polar opposites are common in many of the guises of the Goddess.  Classic witches typically honor her “good” side and Hags her “evil” one.  Holda is often depicted as riding a broom or a giant flying goose.  She can appear as a kindly old mother, a small child wearing all white or a viscous hag-like monster. She is the goddess of spinning, vegetation and children.  She is also a fertility goddess and her consort is known as the Wood Man.
The Oskorei, or the Furious Horde, a legion of fallen heroes and others, who have died before their time, similar to the Wild Hunt of the Celts or the Valkeries of the Norse, follow her on her nightly rides.
It is also believed that Frau Holt is the model for the children’s storybook character “Mother Goose”.
Alignment: CG or CE
Areas of Influence: Night, Mysteries, Witches and Hags

Ishtar
Ishtar of the Babylonians, and alternately Inanna of the Sumerians, represent the duality approach to the female deity, both are to be considered Nature deities; that is, human nature.  Both are the chief goddesses of their pathos, both are the goddesses of love, and therefore sexuality.  Also both are the goddesses of War, and therefore violence.  Their witches tend to have mercurial, almost chaotic personalities.  Covens tend to be very ancient and set in their ways.  Rituals will usually be consisted of old, lengthy litanies and sacrifices.  Ishtar’s witches are also as likely to pick up a weapon, as they are to use magic.
Alignment: CN
Areas of Influence: Love, Nature, War

Isis
Covens of Isis are old and represent ancient powers of the universe.  These witches are in tune with the fundamental powers and forces of the universe.  Isis’ name is called in rights of fertility.  She is also the patron Goddess of Magic.  There is much rivalry between Hecate and Isis in this category.  All of Isis’ covens are the paramount of good.  Isis is also a feminine ideal. With Osiris, Isis and Horus (the divine child) made up a Holy Trinity. She is the Goddess of marriage, motherhood, fertility, magic, healing, reincarnation and divination, to name but a few. Isis is the patroness of priestesses. One myth has Isis poisoning the Sun God Ra, offering to save him only if he would reveal his secret name. At last, at the brink of destruction, Ra gives Isis his heart, with the secret name it held, and his two eyes (the Sun and the Moon).  Isis quells the poison and ends up with Ra’s supreme power. In time the great Eye was passed along to her son Horus.  Proclus mentions a statue of her which bore the inscription “I am that which is, has been and shall be. My veil no one has lifted”. Hence, to lift the veil of Isis is to pierce the heart of a great mystery.
Alignment: NG or LG
Areas of Influence: Healing, Magic, Women

Kali
Kali is the supreme Dark Goddesses. It has been claimed that Her name is derived from the Hindu word for Time, yet also means, “black”. She is also called Durga.
Her very appearance is meant to terrify. She is black and emaciated, with fangs and claws. She wears a girdle of severed arms, a necklace of skulls or severed heads, earrings of children’s corpses, cobras as bracelets or garlands. Her mouth is smeared with blood.   Often She is shown standing or dancing on the corpse of the god Shiva; here, She feasts on his intestines.
Yet even Kali is not always dark. She also is a loving mother, and especially in that aspect is worshipped by millions of Hindus and her witches.
Her witches also see Kali as an Earth-Fertility Goddess, is thus worshiped by many Tantric witches. There are many parallels between the witch’s view of Kali and that of Ishtar.  Kali’s regular priests (Thuggee) see her as the destroyer and a Goddess of death.  Her witches, however, view Kali as the Force of Nature, a mother who can give life and take it away.  Witches of Kali generally have several Thuggee males in their covens as their strong arms.  Slaves are kept and human sacrifice is common.  Kali’s holiest nights are on the new moon and Wednesdays.
Alignment: CE
Areas of Influence: Death, Destruction, Fertility

Lilith
Lilith is many things, first woman, wife, mother of demons, consort to men, demons, devils and gods, witch, demon and Goddess.
Lilith was the first wife of Adam, the first man. Adam and Lilith never found peace together, for when he wished to lie with her, she took offence at the recumbent position he demanded. “Why must I lie beneath you?” she asked. “I also was made from dust, and am therefore your equal”. She became proud and refused to lie beneath him during intercourse. This violated the command to be fruitful and multiply, since she was not being impregnated. Some traditions hold that she was impregnated and bore demons from him. Others claim She had two daughters with Adam. Naamah and Tubal are referred to as Cain’s sisters.  Naamah is the mother of many devils. He pushed the issue of her submission, and she uttered the Holy Name of God and flew away.
It is said that soon after Lilith left Adam he stood in prayer before his creator and said: “God of the World, the woman that you gave me has run away from me”. God tried to force her to return to Adam and sent therefore the death-angel Azrafil to her in the desert at the Red Sea, where she dwelled with the djinns, giving birth to countless demons.  Then God dispatched the three angels, Sanvai, Sansanvai, and Semangelof to bring her back. They caught up with her in the desert near the Red Sea, a region abounding in lascivious demons, to which she bore Lilim at the rate of more than one hundred a day. “Return to Adam without delay,” the angels said, “or we will drown you!” Lilith asked: “How can I return to Adam and be his woman, after my stay beside the Red Sea?” “It would be death to refuse!” they answered. “How can I die,” Lilith asked again, “when God has ordered me to take charge of all newborn children: boys up to the eighth day of life, that of circumcision; girls up to the twentieth day? Nevertheless,” she said, “I swear to you in the name of God who is living and exists, that if ever I see your three names or likenesses displayed in an amulet above a newborn child, I promise to spare it”. To this day they agreed; however, God punished Lilith by making one hundred of her demon children perish daily, and if Lilith could not destroy a human infant, because of the angelic amulet, she would spitefully turn against her own.  As late as the 18th century, mothers and children across many cultures took advantage of the protection offered by these amulets. Charms and rituals accompanied the use of the amulets, protecting mothers and infants from the retribution of Lilith. Baby girls were considered vulnerable in their first three weeks of life. Boys, on the other hand, were believed to be vulnerable for longer periods of time. Any boy under the age of eight was possible prey.
Alignment: CE
Areas of Influence: Evil, Moon, Women

Lovitar
Of the Finnish, “the people who ran from the woods,” few Goddesses are as evil and sadistic as Lovitar, Maiden of Pain.  Witches of Lovitar dispense pain to all of their enemies. Typical garb is white and all kinds of daggers are allowed as weapons.  Her coven spells deal primarily with pain and cold.
Alignment: NE
Areas of Influence: Cold, Evil, Pain

Mabd
The Queen of the Sidhe. Mabd is the prototypical elven Goddess of Celtic lore.  Her high time is the Summer Solstice. She is also known as Mab, Meave and to the Briton Celts, Titania. She is a mercurial Goddess that reflects the nature of the forest; life giving to some, deadly to others.
Witches of the Faerie Tradition honor Mabd and many of the Classical Traditions also pay her honor.
Alignment: CG or CN
Areas of Influence: Elves (Sidhe), Mysteries

Morigann
The Raven, the Celtic goddess of war.  Known as The Morigann, Morigan, Macha and Morigu.  She is the Goddess of war, battle and death, but not evil.
Part of a trinity of Brigit (maiden) and Danu (mother), Morigann is the crone.
Alignment: CN or CE
Areas of Influence: Chaos, War

Rhiannon
This Welsh Goddess is well known for her appearance in the Mabinagion.  In penance for a crime that she did not commit, she sat for seven years outside Pwyll’s palace and offered to carry any visitor on her back like a horse.  The singing of her three magic birds could be heard over the sea, could wake the dead and could lull the living to sleep.  She was also identified with Epona (a horse cult).  The Roman Calvary favored Epona and her shrines were covered with roses.
Alignment: CG
Areas of Influence: Horses, Fertility, Women

Tiamat
Tiamat is the great creation Goddess of water and chaos to the Sumerians.  She gave birth to all of the Sumerian (Babylonian) gods and ruled them all, until the god Marduk defeated her.  He used Her body to create the sky and earth.  She was described as a great dragon or a being of chaos. Like so many other destructive Goddesses, Tiamat is a Goddess of creation.  It is believed by the Sumerians that she created the world.  In Babylonian myths, Tiamat is a huge, bloated female dragon that personifies the saltwater ocean, the water of Chaos. She is also the primordial mother of all that exists, including the gods themselves.
The Cult of Tiamat is extremely far reaching.  The primary duties of her witches are to venerate Tiamat and destruction in any way they can and to spread the word of the cult.  Often “spreading the word” implies random acts of violence and attributing them to Tiamat herself.  It is her capacity as the dark Goddess of chaos and creation that attracts so many witches to her cult.
Her witches tend to belong to the Malefic or dark Tantric Traditions.
Alignment: CE
Areas of Influence: Chaos, Creation, Dragons, Water

Tlazolteol
Aztec witches who worship Tlazolteol, the Goddess of vice, are often tantric or malefic witches.  They spend a great amount of time on their appearance and try to look as desirable as possible. Once they have someone alone they will attempt to corrupt or kill them. Most prefer to corrupt others. Bards speak of a particularly successful witch of Tlazolteol who had been in the bedrooms of many of a particular country’s politicians.  Single handedly she had very nearly toppled the government through jealousy and deceit.
Tlazoteol is also seen as a necessary evil. She takes in filth and sin so it may be disposed of.   It is this aspect that she is most often worshiped and served by her witches.  Confessing ones sins to her or to her witches, one would be purified of those sins.  Mothers in childbirth often called on her aid. Her witches, learned in all manners sexual, are also skilled midwives and nursemaids, after all birth is a natural consequence of sex. Her witches are believed to be adulterous and women born under her sign (The Ocelot) were believed to become her witches.
She is seen as lustful maiden, mother or priestess and crone, devourer of youth, depending on her mood.  She is always depicted nude in all of her aspects, as the Mother she is seen having just given birth.  She wears a gold and turquoise necklace and her temples are adorned with gold bells.  Of note she is also sometimes depicted as wearing a conical “witch’s” hat.
Alignment: CE or CN
Areas of Influence: Chaos, Fertility, Trickery, Vice

Wednesday, June 30, 2010

Revised Plan; Generational Mega Plots

I plan to come back to Cartoon Action Hour here in a bit, but I have something I want to get organized first.

So a while back I posted a plan for the adventures I wanted to run with my family using 4E.

Well since that time, some gaming has happened, some looking over various adventures and some tests on my part has brought me to the conclusion that I can't run some of those old school modules under 4E after all.  Certainly I am still working on my current 3.x adventures with my kids.

Now mind you, this is not a bad thing nor is it reflective of the modules, 4e or "Old School".
But it has forced me to change my plans.

So for the "Dragon Slayers" game I am running I'll add some of those classic modules.  The characters are all right around 13th level now, with one just on the verge of 10th.  The ultimate goal of this game is to defeat Tiamat in the "Graveyard of Dragons". What can I say, my kids like the old D&D cartoon.    The rules are under 3.x edition, which has an odd mix of D&D 3.0, with some 3.5, minor bits from Pathfinder, BESM d20 and Star Wars d20 (the revised one that came out after Attack of the Clones).

Also some of these modules are going to be played by me under Pathfinder in either my "Big Kids Group" or the "Little Kids Group".  Currently the LKG is going through "B2 The Keep on the Borderlands".  I have already used bits of "X1 Ilse of the Dread" and "B4 The Lost City".  I know that in the one of the Pathfinder groups we will go through the GDQ series at some point, most likely the Little Kids Group.  I will be running "C2 Ghost Tower" under the Doctor Who Adventures in Time and Space game.

After that those characters will retire and their descendants will complete a new Quest.  The defeat of Orcus.
I'll run this one under D&D 4E and I do plan on it taking many years.

I am not 100% certain how the adventures will pan out, but I do want to use the D&D4 ones for ease.


Part of this is my desire to have them battle Orcus at the end. Plus I like to overall plot of involving the Raven Queen vs Orcus and Orcus getting a hold of some ancient artifact of Tharizdûn.

Those modules will get them from 1st to 30th level.  But I might want to add a couple here and there.  Not sure yet since I have not read them all in detail.   I also know some people have had issues with these modules, both in terms of how they fit together, plot and playability.  So I want to get things that are out now, and then tweak them as I need.  Afterall, if this is about fighting Orcus who gets an artifact from ancient Tharizdûn then I can lay some ground work in my 3.x game now for that.

So after all that I have some modules left over.

  • B3 Palace of the Silver Princess, levels 1-3 (using bits from both the "Green" and "Orange" versions).
  • L1 The Secret of Bone Hill, levels 2-4
  • X2 Castle Amber, levels 3-6 (place it in the Shadowfell, which is the new Ravenloft anyway)
  • I6 Ravenloft, levels 5-7. That is if I don't use it as a convert Ghosts of Albion adventure. Use some of the Ravenloft campaign/world setting stuff here too.
  • S2 White Plume Mountain, levels 5-10
  • I10 Ravenloft II, House on Gryphon Hill, levels 8-10.
  • S4 The Lost Caverns of Tsojcanth (with some of the info from the 3.5 update), levels 6-10
  • WG4 The Forgotten Temple of Tharizdun, levels 5-10
  • S1 Tomb of Horrors, levels 10-14 (though I might just wait for the new D&D4 version)
  • S3 Expedition to the Barrier Peaks, levels 8-12
  • CM2 Death's Ride, levels 15-20. 
Then there are these modules:
  • H1 Bloodstone Pass, levels 15+
  • H2 The Mines of Bloodstone, levels 16-18
  • H3 The Bloodstone Wars, levels 17-20
  • H4 The Throne of Bloodstone, levels 18-100

Like the E series for D&D4, these send you to Orcus's layer to defeat him.   Of the lot, H4 would be the best one to use, maybe as a buffer between E2 and E3.   The others seem more suited for the Dragon Slayer's Pathfinder game.    Of course, I could convert the H1-H4 Bloodstone series to feature Tiamat instead of Orcus.   S4 and WG4 are linked and deal with Iggwilv, her Demonomicon and Tharizdûn.  They are good to set up the history of Orcus and Tharizdûn.  They can happen in either game. In the 4th Ed game I'd stick it in between H and P.  CM2 Death's Ride has some cool stuff in it. Good to set up the whole Orcus wants to be a God thing in the 3.x game.  Plus it would give me a good arch-nemesis for the characters to fight throughout.

The Ravenloft ones would be great for the Sunsword (a good weapon against the undead) but there is the Board Game coming out and I want it.  Plus I'd rather run Ravenloft these days under True20.  So I might have to find something similar.  If I use the new Tomb of Horrors then I could place a good aligned sword there.  There is a D&D4

There is a lot to do and figure out here.  But I see this as a good thing. Look at all the time I have.  I can plan out a mult-year arc of adventuring that would take my kids all the way to college.  Wouldn't have died to have done something like that?

Though I do need to figure out a way to get more dragons into the 4th Ed game for my oldest.

Now this is my attempt to bring Old Schoolers and New Schoolers together.

NEW SCHOOLERS:  What things should I be aware of when running the HPE series?

OLD SCHOOLERS: What classic, epic modules are a "must run" for a group of kids that were not even alive when Clinton was in office, let alone Carter.  What memory of "D&D" is a must have?  Barrier Peeks?  Tomb of Horrors?

Clarifications on Games being Played
- "Dragon Slayers" is a 3.x game that I play with my two sons and sometimes my wife joins us. The goal of this game is to defeat Tiamat.
- "Big Kids Game/Group" is a Pathfinder game where I play a Paladin.  In this group are my kids and the DM's kids (6 players, 1 DM)
- "Little Kids Game/Group" is a Pathfinder game where I play a Witch (same witch as I do in Dragon Slayers).  This is the group with the Problem Player.
Both Pathfinder games have the same DM.
- "Untitled 4th Ed Game" is a 4e game where the players are the same as Dragon Slayers, but the characters are their children or descendants. The goal of this game is to defeat Orcus.

Tuesday, February 23, 2021

I'm Going To Hell!

Well.  Not actually, but I am considering completely redoing all the Outer Planes in my D&D-like games, and the lower planes in particular.

My goal here is to restructure it is such a way that it works better for me and what I am doing in my games, and yet still be compatible enough with other iterations of the game, de that original game, OSR, or other OGL sources, that I can grab something off the shelf and make it work.  

Devil

Over the years I have talked about Hell, the Abyss, and other places such as XibalbaTartarus, and Tehom.  Pathfinder has added some of these realms into OGC, or rather have made SRD connections to Public Domain names (like Abaddon). 

I would also like to work in places like Sheol as well and homes for all the demon species I have been working on. 

Hell

Hell of the D&D universe is much more akin to the ideas of Hell from Greek myths, Dante, and Milton than it is from Judeo-Christian sources.  There are some ideas here from other myths as well.  

According to Dante, the main named devil in Hell is Lucifer/Satan.  He also mentions Geryon and names 12 individual Malebranche devils ("evil-claws") on Hell's eighth level, called here Malbolge.

According to Milton, the main devils are Beelzebub, Belial, Mammon, Moloch, and Satan. But on his way to Hell, possibly when he passes through Night and Chaos, are Orcus, Demogorgon, and Hades.

One of the first things I need to do is at least come up with some names for the Nine Circles / Nine Layers of Hell.  At least most people agree on nine.

Layer Name (D&D) Name (Pathfinder) Name (Dante)* Deadly Sin (Dante)
1 Avernus Avernus Limbo Virtuous Pagans
2 Dis Dis
Lust
3 Minauros Erebus
Gluttony
4 Phlegethos Phlegethon
Greed
5 Stygia Stygia City of Dis Wrath
6 Malebolge Malebolge
Heresy
7 Maladomini Cocytus
Violence
8 Caina Caina Malebolge Fraud
9 Nessus Nessus Pandæmonium* Treachery

I can't use the "D&D Column" with an OGL/OGC book, but the "Pathfinder" one is fine.  Well. It is fine, but lacks something for me. For now though I am going to use these.

*City of Pandæmonium

From Milton (Not Dante). This is the great city in the lowest circle of Hell. I am certainly going to use this.

Once I get my layers worked out I'll need to figure out who rules them.  The current (and some former) rulers are here.  Using D&D layer names.

Layer Name Archdevil Deadly Sin (Mine)
1 Avernus Druaga/Tiamat/Bel/Zariel
2 Dis Dispater Envy
3 Minauros Mammon Greed
4 Phlegethos Belial/Fierna Sloth
5 Stygia Geryon/Levistus Wrath
6 Malbolge Beherit/Moloch/Malagard/Glasya Lust
7 Maladomini Baalzebul/Beelzebub Gluttony
8 Cainia Mephistopheles Pride
9 Nessus Asmodeus *

I do like the idea of aligning Lord/Layer with a Deadly Sin. 

Now, not all of these Archdevils are OGC, and frankly I would rather use one of the Ars Goetia demons as the rulers.  In other cases, I am making changes.  Tiamat is a Chaotic Evil "Eodemon" in my games. Geryon is also now a "rage demon."  Druaga, or maybe now just Druj, will also be something else. 

At the moment I have about 650 demons and devils detailed for my Basic Bestiary II but none are sorted or detailed beyond basic descriptions. I need to start figuring out who "lives" where.

Links

Wednesday, July 7, 2010

Return to the Palace of Silver Princess

Like a lot of gamers my age I am familiar with the module B3: Palace of the Silver Princess, and like most of those gamers my experience is with the "Green" cover version.  Well I had heard about the infamous "Orange" cover version of course, but never hoped I would see it.  Well Wizards of the Coast had changed that when they released the banned Orange version a few years back along with the story of why it was banned/deemed inappropriate.   An interesting bit of game history, but really I think nearly everyone feels that the edited Green version is the better module.


Reading the Orange version with knowledge of the Green is an interesting experience and one that almost always leaves the Orange one coming up a bit short.  Not that the Green version, with edits by Basic Game guru Tom Moldvay, is a stellar module, it does have it's moments.

B3 holds a special place for me since it is the first module I ever bought specifically to run and not play in.  There was a lot for a neophyte DM like myself in 1981 to like.  The programmed adventure in the beginning was a nice touch to kid just learning how to also program the computers in Jr. High.  Arik of the Hundred Eyes was an awesome sounding bad guy and one I had hoped would make another appearance one day. And it was easy for me to place this all in Glantri from the Expert Set, it seemed to fit well with other things I had going on at the time.

Reading over the Wizard's site this past weekend got me thinking.  I have wanted to use B3 in my kids' game for a while now.  Thanks to the maps (linked below) from the Vaults of Pandius and the update to D&D 3.0 version of the monsters and encounters I could run this is as-is for them now.  Of course I'll want to bump the encounters up a bit to make them more challenging.   Course the maps are for the Green version and 3.0 update is for the Orange version. 

I think I'll take a suggestion from Wizards and run this as "Return to the Palace of the Silver Princess".  The events of the "green" cover happened many years ago, but something went wrong that lead to the events of "orange" cover.  The Eye of Arik wasn't destroyed properly and soon the entire area became cursed.  Ellis the Strong (The Silver Warrior) became the the cause in the minds of the locals.  While the evil energies pouring out of the fragmented eye caused mutations in all living things in the castle.  Plants became vampire roses and archer bushes, the staff became Ubues (gotta explain them somehow), Aliegha, Catharandamus and the dwarves Boron and Xyzom were adventurers that came here previously and are now coming under the affects of the Eye.  Catharandamus is going insane, thinking he can summon Arik, Aliegh is turning into a wolf (or bear or a bear-wolf crossbred-thingy) and the dwarves are slowly becoming orcs.  I do plan on using Candella and Duchess, as randomish NPCs, but they had just gotten there and have not started to mutate yet. I just liked that picture of the two of them being caught by surprise. 

I doubt I will drop any hints here to the upcoming 4e adventures or even the on going Dragonslayer's plot.  So Arik is not really another name for Tharizdun, and I doubt I'll make the Eye of Arik a part of the summoning ritual they need for Tiamat.  Just a little side adventure to amuse me and them while I build them up to the big finale.  Though the Knights of the White Drakes from the Green version allays interested me.  Maybe once the adventure is over I'll have the Knights send them their thanks and offer them a great gift, a Drake (a riding dragon) for them to use in their battle against Tiamat.  My son would LOVE that.  Of course that only works if the the guy on the dragon that everyone thinks is evil is actually good and the characters help clear his name.  I do like that idea.

Links
- Wizard's page for the Orange version, http://www.wizards.com/dnd/article.asp?x=dnd/dx20020121x7 
- Cool maps from the Mystara uber-site, Vaults of Pandius, http://pandius.com/maps.html

Tuesday, December 21, 2010

Could my Answer be in the Realms?

I am moving my 3.x game over to a 4e one soon.    I have been buying up the Essentials books and some modules and I generally have what I think is a cool idea for campaign.  The world is fleshed out and I know what I am going to use and what I am not.

Except there is one little-bity problem. So much of what was true in my 3.x world no longer "works" under 4e.  Or rather it works so differently now that it is hard to see it working the same way when I was playing 3.x.  Then there are other issues.  My kids want to play the children of their D&D 3.x characters and these characters have some serious magic.  And there is the whole killing Tiamat thing they want to do.   How do I explain the changes?

Turns out the answer was under my nose this whole time.  In the Forgotten Realms Player's Guide.

I was never a fan of the Realms.  I considered it to be a pretender to Greyhawk and not a very worthy one at that.  I picked up the 3.0 Realms Guide when it came out and I liked it.  I felt it was a good book and all it really was missing was monsters.  The new 4e campaign books are a good model too.

But what I like the most about the Realms book is how completely gonzo it is.  Smash two planets together to get one world! I love that!  Spell plagues? Bring it on!

I know I have talked around all of this before in many posts, but it is time to make it more real I think.

So what will I include from the Forgotten Realms book in my Game World?

First, well, it is going to be in the future.  I am going to say about 25 to 30 years.  Not 100% sure, but long enough to have the world changing events happen at least a generation ago.  The Characters of this game have only know the world as it is now, never the world before.

Next, there will be a Spellplague.  The defeat of Tiamat and the Ascension of Asmodeus are just parts of that.  I am also going to have Raven Queen in my game and she just killed Nerull.  There will other things of course, but it was a series of Cosmos-shaking events that left the world changed.  The Fey-wild is now easier to get too, as is the Shadowfell (previously only known as the Plane of Shadow).  The main effect for the PCs is that some of the old magic no longer works.  So there is a quest for sources of "Old Magic" or even "True Magic".  With this, some older magic items are now useless.  Of course the spellplague was chaotic so some normal items are now magical.  There is still magic to be found out there "New" and "Old".
Living things touched by it have been altered.  There will be spell scarred.

The ancient Astral empire of the Tieflings, Bael-Turath, has crashed into the world.  Here I am taking inspiration from the 90's TV show "Alien Nation".  Though this is a "magical crash" so there are now lands where there are ruins of the Tiefling society that seem ancient and always part of the land.  Bael-Turath had warred against Asmoedeus and the devils for countless centuries.  Part of Asmodeus' ascension was to reclaim the power that emperors of Bael-Turath had stolen from the Nine Hells.  The tieflings are now a broken, homeless race with members now fond all over the world and many still in the Astral Sea.

The Blood War is over.  With Asmodeus' Ascension and the Reckoning of Hell, the long war with the demons is over.  Asmodeus even managed to conscript entire demonic species under the auspices of Hell.  With the the power he gained Asmodeus broke the paths through the Astral that the demons and devils used to attack each other, effectively blocking demons from being able to enter the Prime Material.  If a demon wants to get to the Prime Material plane it has to go through Hell first.  By the time of the new game the distinction between "demon" and "devil" is a loose one in most peoples minds.  Plus the entire race of yugoloths were sacrificed in the process, with many seeking refuge in either the Abyss or Hell.
Asmodeus covets the Material World and wanted to bring Hell into it.  Here he failed, but managed to get it much "closer" metaphysically speaking.

One repercussion of this though is demons now focus on the Prime Material.  While it is harder for them to reach it now, many still do and with out the Blood War to contend with it is possible that more demons than ever are now attacking mortals.   This is something Asmodeus wants.  He has placed members of his cult in areas to fit demons and rally humans to his cause.  As the game progresses the influence of this cult will be more readily felt. To combat this the Gods will be using the mortal realm as their battlefield.

I think this is a good start and gives me a good idea of what my end game needs to be too.  Lolth, in one form or another will have hand in all of this too.  Events that began in my Shadow War of 1st Ed are now coming to a head.

Now I need to figure out who the main bad guys are and what they want to get out of all of this.

Wednesday, January 25, 2017

Retro Revival Blog Challenge Week 3: Toys

Today I am joining the Retro Revival Blog Challenge.  Seem like a good fit, they talk about a lot of 80s and so do I.  This is Week 3 and the first one I wanted to chat about.

This week's topic is on Toys.  Now the original post was about favorite toys. But instead, I want to talk about the Advanced Dungeons & Dragons toy line from LJN.

I was never a big collector of these, to be honest.  I had a few figures that I thought were cool, Kalek for example, but that was about it.  My brother had collected some and I bought some myself, but always said they were part of his collection.  I was 13-15 at the time and was not into buying toys anymore.


So a few years back I got the whole collection given back to me by my brother with bits my youngest brother added to it.  I remember buying the Ogre and the Umber Hulk.  The others were new to me.


You can see all I have left of Kalek is his spellbook.  Maybe I'll put that in my witch figure display in my game room.  I really like the ogre and the hook horror.  That hook horror looks like he walked out of my Fiend Folio and I still prefer this look to the "revised" one we get today.


Of course what my son was most psyched about is the Tiamat figure.  She does not have her wings anymore, but he quickly said "she is the god of dragons, she can fly without wings if she wanted to".  Plus he has been coveting my aspect of Tiamat D&D mini for a very long time.  So this is a nice little prize for him.


When I first got these from my brother I thought I would not use them in my games, but recently I have used the Ogre as a proto-Orcus demon and the Troll as Vaprak the Destroyer.

In the adventure, the boys were transported back to the Dawn War where He Who Was was killed by The Destroyer (who will become Demogorgon) and Dis, the god that dies and then becomes the demon Orcus.


I am not sure if finding the other toys in this line is something I want to pursue.  It would not be easy and it would not be cheap.  I hit plenty of swap meets, flea markets, and second-hand-stores though that when I find one, I pick one up.

Of course, no discussion of these toys is complete without mentioning Skylla.
I have taken my obsession with this character to, well, my typical levels of obsession.

She is the evil magic-user/with from the LJN Advanced Dungeons & Dragons toyline and Basic/Expert modules. So there is a lot of reason for me to like her.  So I made witch stats for her for every game I currently play.

I even made a Hero Forge mini of her to use in my games now (more on that tomorrow).





There you have it!  There is a great listing and discussion of all these toys at The Toy Archive.


Check out the other posting this week at Retro Revival.

http://retroramblings.com/retro-revival-blog-challenge-week-3-toys/
http://retroramblings.com/retro-revival-blog-challenge/

Wednesday, February 24, 2010

Gods, Demigods and Heroes

I have been thinking about Gods and the like in my games for some time now.  Now that I am going to be playing Pathfinder as well as 4e I thought I would look into some gods for my Mystoerth world.

Now Mystara didn't have gods, but Greyhawk does and so do all the other worlds I am using here.
A few I know I am going to use and where they all fit.

Gods
Ancient beings of great power.  The next generation after the Titans and Primordials.  Gods differ from humans and the others in many respects.  Gods can have Aspects and Avatars, which are semi-independent versions of themselves that can interact in the world.  Demons and Devils can have Aspects too, but generally only one at a time and for them it is more like Astral Projection.
Gods also have the power of creation.  They created their specific races, or the lands, or even the world.

Bahmut and Tiamat -Bahmut (and his Dragonlance cousin Paladine) has become the god of Lawful Good paladins since the 3.0 days.  This is only reinforced in 4.0.  Plus he is a very D&;D god, with ties back to the first Monster Manual and featured in the Dragonlance sagas.

Tiamat is a given for the same reasons, but she was also a god in myth in her own right.  Though given that in Babylonian myth she was the god of Chaos, I would change her alignment from LE to CE and put her in the Abyss.  In fact the Abyss is there there because she was tossed into it.


 Sehanine / Selûne / Shar - Three aspects of the same moon goddess. Represent the Maiden, Mother and Crone aspects of the Triple Goddess. Neutral.

Wee Jas - Goddess of Magic and Death. The Witch Queen.  Worshiped by the Suel. Mix in bits of Hecate, Cardea, Isis and Mystra to her.  Her student was Ioun.  LN.

Others
Bast Egyptian - Goddess of Cats and the hunt. CG
Blibdoolpoolp (Greyhawk) - Goddess of the Kuo-toa and other deep see nasties. Maybe a daughter of Dagon and consort of Demogorgon (ick). CE
Camazotz (Aztec) - the Bat God, I like having him as the god Vampires too, great rivalry exists between him and Orcus. Camazorz doesn't control vampires, but some vampires and vampire cult pay him homage. CE
Celestian (Greyhawk)-  God of the stars.  Have to include him. Neutral
Corellon - God of Elves.
Gruumsh - God of Orcs. Neutral Evil.
Istus (Greyhawk) - Goddess of Fate. Neutral
Lovitar (Realms/Finnish) - Everyone needs a crazy S&M chick.
Set - God of Evil.
Surtur - Fire Giants and Thrym - Frost Giants, both from Norse myth, but folded into the D&D myths.
Vaprak, the Destroyer - God of Trolls and Ogres. Though I have considered having this just be an aspect of Demogorgon.

I plan to use Earth myths when I can.  For example my Desert Elves worship elven versions of the Egyptian Pantheon.  Isis is an elf, but Set is human since according to these elves humans are the greatest evils in the world.

Devils
The new editions of D&D (3.x, Pathfinder and 4) have Asmodeus listed as a god.  Now I have no issues with that per se.  I even think the back story of Asmodeus rising to power that started with the Dragon Mag article "Politics of Hell", on through the Blood War stuff and finally his triumph at becoming a Dark God is an interesting one.  But it does't work for me.   See I would rather set Devils up as the alternatives to Gods.  The devils temp mortals away from the "proper" religions to worship them.  Why would a mortal worship a lesser beign like a Devil?  Simple, the devils provide a quick avenue to power.  Gods, even evil ones, require faith and worship and service, the rewards then are given based on that faith.  Devils tell the mortals "hey, why do all that work when you can work with us and get all those benefits now."  Devils also side with mortals against the Gods.  They will remind mortals that the Gods have it easy while they work and toil.  They even try to promote kinship, "hey the Gods cast us out, so we are on your side."  Of course these are all lies, but situated in enough truth that mortals keep falling for them.   Asmodeus then is not a Dark God, but the most power Arch Duke there is and his power is equal to that of a god or goddess.  The Devils will even point out that one of their own rose to such power that is should be possible for everyone to do it.
The devils now have moved beyond the "Blood War" of 2nd ed and are now going to engage in a "Gods War" with the battlefield the mortal realms.  I think a good story for the PCs would be to become part of this "Gods War".  I alluded to it a little in my Buffy adventure, The Dragon and the Phoenix.
Afterall what would be more climatic than all the heroes, each representing their God, on the field of battle against the greatest foe in humanity.    I might drop my "Vs. Orcus" idea for this instead.

Demons
The Abyss is the sewer of the multi-cosm.  Everything that gets flushed, thrown out, discarded and forgotten ends up here.  Of courses there were plenty of things here to start with.  Demons are legion.  There are thousands of types, races, and varieties.  Some, like Orcus, are "dead" Gods.  Others, like Demogorogn, used to be Titans.   Others still are cast out gods (not sent to Hell), forgotten powers or even monsters that have become very, very powerful.  There are even ones that were spawned by the Abyss itself.  If the ultimate purpose of the Devils is the destruction of all the Gods, then for Demons it is just destruction.
The Blood War, the war between the Demons and the Devils, was a minor skirmish in the long range plans of the Devils.  In fact prior to the Blood Wars, demons and devils had been on working terms.  The devils would often use demons as grunts in their battles.  This went on for so long that some species of demon were once considered to be devils and visa-versa.   Graz'zt, the Demon lord, had been an Duke of Hell, till he went native.  Succubi are constantly switching allegiances between demons and devils that they are difficult to properly classify.


Demogorgon - Older than the gods.  A Titan that has become more demonlike.  Hates Orcus.  Only worshiped by non-humans and insane cultists.  Just wants to destroy everything. CE.

Jubilex - Demon lord of slimes.  Created from the Abyss itself.  It is as if all the waste and runoff of the Abyss collected into a conscious form.  Deeply, deeply insane.  Wants the entire multcosm covered in acidic slime.

Orcus - Was a god, then demonized, killed, came back as undead, became a demon again.  GEnerally just an angry dude.  Hates undead, but hates them less than he hates everything else.  Wants to become the God of the Dead.  CE.


Primordials and Titans
Like in Greek myths, the Titans were the "parents" of the Gods.   Some gods from other games might end up here.  I prefer to figure these out as I need them.  The Scarred Lands books from Sword and Sorcery Studios were good for this concept as well.  They had a lot of interesting titans.  Theirs though were outright evil, I prefer to have my titans more uncaring about humans.  The world was theirs, now it isn't anymore and they are not happy about it.  Most of the titans are dead, others are imprisoned or converted to demons.

Primordials came even before the Titans and represent raw nature or natural aspects of the world.  Earth, Sky, Night, Death.  These things are hard to personify into human terms so Primordials are not really like the gods or titans at all.  Primordials do not care about worship or humans although some are aware of such actions.  In some cases my "Titans" are what other games "Primordials" are and my Primordials are something different.

Mad Gods
Have to include these. Things like Leviathan, Cthulhu and the rest certainly will have a place in my game.

For me Gods need to be complicated.  The characters live in a world where they can travel to the planes, commune or other wise get "evidence" for their faith.  I think I might make this a bit tougher is some cases and even out right prohibit in others.

Monday, March 21, 2011

The Dragonslayers vs White Plume Mountain, Part 1

Sunday was cold and rainy, so the perfect day to recover some stolen magical artifacts in a volcano!

The Dragonslayers (my kids' 3.x game) ventured into the classic module White Plume Mountain.  I changed the set up a bit, they have been hired by one of my more infamous NPCs, Crazy Omar, to recover Whelm, which he claims is owned by his family.  He tells them of Wave and Blackrazor and that representatives of their owners (which of course are already dead now).

I spent a couple days cutting out and taping the the White Plume Mountain Dungeon tiles I reviewed a while back, and the boys loved them!  They liked being able to see the doors and being able to write on the maps themselves.  BTW i figured if I printed the map out and connected all the tiles they would be about 7 feet by 5 feet.




Astute readers will recognize Fire and Ice back there as well (they are quasi NPCs in this game). Our minis are an eclectic lot of D&D minis, Heroclix, Darksword, and Heroscape. More astute OSR players will recognize this as room 10. 


My sons' ranger/arcane archer found the deeper pool and they made short work of Sea Hag and her pet, even with me boosting the Hag using some of my new rules on the witch (all hags in my game can take levels in Witch).

We had to cut short the adventure, diner was ready, but we will be getting back to it very soon.  I think my youngest wants Blackrazor, my oldest, who plays the Dragonborn Paladin, wants nothing to do with it.

I am dropping some of the Cthulhu-ish ideas I had earlier in favor of running it "straight", but there is something I just can't pass up.  A totally throw-away by Erol Otis I am sure, but the picture has always intrigued me. 


My boys after all are the "Dargonslayers" and Dragotha has to be one of the most powerful dracolich around. I figure he is a ancient (1,000+ years) red dragon lich.  I'll have him breath "black fire".  Give the boys something to really remember.  Maybe even put Kerapis on top of him, a lich of course.  Make them both pretty difficult to beat. 

Spoke too soon!  I found this online, http://www.wizards.com/DnD/Article.aspx?x=dnd/4pr/20081105a.  Sweet.  And given that he is in 4th Edition, I might let him escape to plague the characters when we move over to 4e.  Plus, his stats are pretty much custom made for my son Liam!  Red dragon, dracolich, breaths cold blue necrotic fire, I am a bit surprised he never pointed this dragon out to me before in fact.  He does own all the Draconomicons.


To fit it into themythology of the game, Dragotha was once the red dragon consort of Tiamat.  Like all her consorts though he did something to offend the great Queen of Dragons and she killed him.  Of course Dragotha and Kerapis had already struck up a deal.  Kerapis, already a lich himself, turned the great dragon into a demi-lich and has been in Kerapis' service ever since.   If the players kill Kerapis first then Dragotha is free and he will use that freedom to lay waste to Kerapis' lair; ignoring the characters (till another time!).  The Dragonslayers only need his tooth to complete their own ritual to create a portal to Tiamat's lair.

This will be fun!