Saturday, April 13, 2013

L is for Lilith and Lilim

Lilith by Isra2007
Lilith.  Ah, Lilith.

I have written so much about her over the last 20 years I hardly even know where to start today.

For those that don't know, Lilith is from the ancient Talmud and Jewish texts as the First Woman.  The woman created before Eve at the same time as Adam.  She rebelled against God and Adam and became her own thing.  She is not really a demon, but something else.

As a horror author who loves witches, demons and vampires, Lilith is all of those rolled up into one thing.
As an Atheist, Lilith is a great example of a "glitch" in the "Source code" of the bible.  Contradictions in the text that show that Genesis was even written by a number of different people over the ages.
As someone that considers themselves a feminist she is a "recent" icon.  In short what is not to love?

Lilith was a major character in my "Willow & Tara" game Season of the Witch (a Buffy game where I playtested the rules for Ghosts of Albion).  Characters (and players) didn't know if she was the Big Bad or on their side. In the end she was on her own side, but was not after the characters.

In my "Willow & Tara" games Lilith plays not just a central role in the events of the season, but in my revised mythos of world.  Lilith was not just the "mother of demons" and possibly the mother of vampires. She is also the mother of all witches and even the Slayer.  (See "Every Angel is Terrifying").  I like it since it gets rid of Whedon's overt rape metaphor and makes the Buffy game more compatible with the mythos of the WitchCraft game.

Back in the 2nd Edition AD&D days I "created" a new race of demons called the Lilim.  They were the "Daughters of Lilith" and included the Succubi and a number of related all female demons.  I later used these demons in my Buffy/Willow & Tara games "The Dragon and the Phoenix" and "Season of the Witch" along with Lilith herself.

I am revising these races once again for Eldritch Witchery.

Lilith by John Collier
These demons have their creative origins from Lilith, but also the Lilin, Lilu, and Lamashtu.  I have included creatures such as the succubus, the night hags and other related creatures.


Lilim
The Lilim are an old race of demons, though some scholars debate on whether they are a true race unto themselves or not.  Lilim are also known as the daughters of Lilith, the “Queen of Demons”. A title she abhors.  Each subrace of Lilim is believed to have come from Lilith herself and her congress with other demon types such as the Baalseraph, Eodemons and Shedim.

The Lilim all share a number of unique qualities in addition to the powers all demons share. Lilim are also fully immune to poison and poses Nightvision instead of Darkvision.
All Lilim have a draining attack, as detailed below.  Most Lilim can switch between a “human” and a “demonic” form.  The human form allows them to infiltrate society and collect the souls they require.  Any time the lilim is under stress or in combat she will revert to her demonic form.  Both types of forms are detailed below.
Nearly all Lilim can cast spells as if she were a witch.

Alrunes: These demons are legion. It is most commonly believed that they are the offspring of nymphs, sayyrs and other fey with other Lilim, in particular Succubi. A succubus will sometimes shape change to a male to seduce fey creatures, and sometimes they are even seduced themselves. These demons have only the most basic of the powers of the Lilim and indeed they only have one form, a “human” one.  Though many have features can give away their demonic heritage.  They posses small vestigial horns, wings and sometimes even a tail.  Most opt for some demonic form of witchcraft.  Like all members of this demonic race they are female.  Of all the Lilim only Alrunes are not wholly evil, though very, very few are ever good.  Alrunes do not have a draining attack per se, but their kiss can lure a victim into a deep sleep as per the spell.

Batibat: These are among the weakest of the Lilim.  They prey on people in their dreams.  They house themselves in a tree near where their victim is sleeping and invade their dreams.  They have only a weak physical attack (1-3 hp) but their dream attack requires a Wisdom saving throw each night or the victim looses 1 point of Constitution.  When their victim dies (reaches 0 Constitution) they can summon a Nightmare and return to their master with the soul.  During the day they sleep in their tree and are helpless. These deams appear to be small, elfin like women and are sometimes mistaken for a dryad.  Their hair though is dark black.

Empusa: These are the daughters of Lilith and various calabim demons, most likely the Utukku.. They are the most “demonic” of all of the Lilim.  The Empusae (or “forcers-in”) like all Lilim can appear as a stunningly beautiful woman or as a demon.  The demonic form of the Empusa is the one of the most hideous of all of the Lilim.  The body remains mostly humanoid and female, but covered in fine scales.  It’s legs become like those of an horse or ass and end in hooves that are made of brass or bronze.  It’s back supports a set of large leathery bat-like wings, similar to that of a succubus.  It is its head that features it’s most horrible transformation.  The creature’s long following tresses are replaced with a mass of snakes similar to that of a medusa.  It’s facial features are blocked by an area of complete darkness, only it’s glowing eyes are visible.  It is said among sages that face of the empusa is not shrouded in darkness, but it is so horrible that our minds block the vision from us.  It is also said that other demons can actually see the empusa’s face and run in fear from it.  Its former delicate hands now end in razor tipped claws.  A long reptilian tail completes the picture.
An empusa can appear as human or it can also shape shift into a large dire wolf (statistics as per Dire Wolf).  Unlike the combat shy succubus, empusae live for battle. They can either use their natural claw/claw/bite routine or use a flaming sword that strikes for 2d6 points of damage plus 1d6 of flame damage.  Empusa gain to hit and damage bonuses due to their high strength (21) as well.
The touch of an empusa drains the Intelligence of the victim at 1 point per bare handed, not weaponed, attack.

Lamashtu: Are powerful demons, close only to the Lilitu themselves.  Believed to be the offspring of Lilth and the various Eodemons. These demons are old even by demonic terms.  Their natural form is a horrid hybrid of a linoness’ head, donkey ears and teeth, a hairy human female body, with the hind quarters of a pig.  They are commonly holding a large snake.  In their “human” form they prefer to disguise themselves as old women or nursemaids.  This gives them access to their preferred prey, new born babies.  Once she has gained access to  a new-born babe she will carry it off till she can find a safe place to eat it.  Lamashtu are not tempters, they hunger and only flesh will satisfy them.  They can be held at bay if a witch prepares a special talisman.    Her song drains Constitution to all who hear it, 2 points per night.  Anyone so drained must make a Consititution based save or fall asleep.  
Lamashtu may cast spells as a 7th level witch.

Lamiae: Lamiae can appear as any female type humanoid they choose.  They typically choose to emulate humans and elves of high charisma.  Their demonic form is less innocent.  The Lamiae has the same upper body of a beautiful woman, but her features have become twisted to show only evil.  The lower half of the creature becomes serpentine.  This gives them a look similar to the Marilith,  much to both races displeasure and distaste.  Other Lamiae appear to be women with the lower body of a lion.  It is believed they are the offspring of Lilith and various Animal Lords. 
Lamiae will most often attack her prey when they are sleeping.  They have a song that acts a sleep spell cast as a Witch of 14th level.  They may use this song once per day.  Lamiae then embrace their victim to drain their wisdom or blood (1d6 hit points).  Typically a lamiae will spend many nights corrupting a single man by draining his wisdom, all the while laying with other men to drain them of their blood.  A Lamiae will not let the corpses stack up to betray her nature. 
If forced into combat a Lamiae can use a weapon or change to her normal form and use a claw/claw/bite routine. A Lamiae will avoid open combat at all costs except to save her own life.  She would rather poison a rival, or better yet, get someone else to do the killing for her. 
While a Lamiae can gate in 1-4 Empusa to aid her, she rarely does.  But if her life is threatened she can and has a 1-4 on a 1d6 chance.
Lamiae drain Wisdom, up to 2 points per touch.  The touch must be with their bare hand and not a damage causing hit.

Lilitu: The Lilitu are not only the most powerful of the Lilim, but they may be among the most powerful demons, outside of the Balor. The Lilitu are the daughters of the Goddess Lilith and powerful spirits.  Every Lilitu are millennia old. A Lilitu’s human form is unearthly beautiful. Unnaturally tall, they have perfect voices and skins.  Their beauty is only matched by their minds; intelligent, witty and full of grace. Their personalities are in a word, formidable.  Of course this is all a façade, the Lilitu are demonic and should not be underestimated. Their demonic form is very similar to that of their human form.  Their beauty remains, but their unearthliness becomes apparent.   A set of large dark feathered wings spring from their back, alternately described as looking owl or crow like. Their once fine fingers curl into razor sharp talons.  Their legs are replaced with those of a giant predatory bird complete with claws for feet.  Despite appearances lilitu are not related to harpies and to suggest so to one invites certain death.
Lilitu do not avoid combat.  While they would rather have someone else do their fighting, they are perfectly capable of protecting themselves. Lilitu can attack open handed with both hands or with a weapon in both hands with no penalty.  They are also preternaturally strong (Strength = 20) and gain the appropriate bonuses to hit and damage.  Their touch or kiss can drain 2 points of Strength and 2 points of Constitution per hit.
Lilitu may also cast spells as if she were a 10th level Witch.

Moromo: The Mormo, or Momolyceia (“frightening wolves”), may the most frightening of the Lilim.
The mormo can appear fair and beautiful, but such forms are only an illusion, their demonic form is horrible to behold. The are tall, 7’-8’ feet tall and appear to much like a type of hag.  Their lower half is that of a wolf and they have a set of large bat-like wings on their backs.  The mormo is covered with a fine coat of gray or black hair.  Their hands end in long talon like nails and their mouths are filled with large, sharp canine fangs.
The Mormo have no fear of combat, in fact they relish in it..  They can fight in their demonic form with a claw, claw, bite routine.  She may also choose a weapon, but rarely do. They can also drain Strength points.  Typically they withhold this power to use among her victims; draining a point here and a point there to keep them weak in body so that she can work on their wills.
Like the Empusa, the Mormo feeds on human blood and human children.

Night Hags: Night hags spend much of their time moving between the worlds of men and that of demons.  They are the couriers of souls of humans to their demonic lords and can found in the employ of any demon greater in power to themselves.  Though night hags have their pride and only sell their services to most power of the demon lords and ladies.  Since most Lilim have little regard for their “sisters” Night Hags are most often found with Shedim or Baalseraph masters.
The Night Hag appears as other Lilim, as a tall humanoid female, but unlike the others they do not have a natural “beautiful” form and must accomplish that with any magic they have.  Night Hags can cast as a Witch of 8th level.   In addition to the powers in common with all Lilim night hags can cause a deep paralysis so they may drain a victim of their vital essence (constitution, 1 point per night).
They have a claw/claw attack, but avoid using it since their goal is to drain their victims to 0 Constitution. Night hags also have a horrible bite that can inflict a disease known as Demon Fever.  This fever causes an additional 1d6 points of Constitution damage and leaves the victim bed ridden.
Night hags also may form coveys with other hags if they choose.  Occult scholars have not determined why this might be the case, but many speculate that night hags are the offspring of other lilim and the more common hags.

Succubi: Succubi are the most common of the Lilim.  These female demons are not found in great numbers and never working together.  These demons, while not physically very powerful, are capable of controlling other demons that are far more powerful.  Succbi are charged with the tempting of mortals, a task they relish in.  They appear as unearthly beautiful women (or men if needed), in their true form they stand 6' high and feature small horns, a tail and large bat-like wings growing from their backs.
A Succubus can cause Darkness 5', have Nightvision, can Dominate any one (1) PC and can become Incorporeal at will.  The succubi lures her victim into acts of passion and drains their life force with a kiss.  This Energy Drain takes 1 life level/hit dice.  She can also use the following spells as a Witch of 6th level, Charm Person, Detect Good, Continual Flame, ESP, Clairaudience, Hold Person, and Polymorph Self. Succubi also have Spell Resistance against fire based magic.  If pressed they can attack with two claw attacks (dagger -2), if each attack succeeds then she can also grapple for her energy drain attack/kiss.
A succubus can gate in another demon (expect another succubus) but prefer not too since that would compel the succubus to a service for that demon or it’s master. 
They can also with a touch, kiss or embrace drain 1d6 points of strength and constitution.  Often this accomplished by touch as the Lilitu see humans as little more than animals.  As with all Lilim, they choose whether or not their touch will drain life energy or not.


Posts about Lilith here:
Every Angel is Terrifying: The Secret and True Origins of the Slayer
Pseudo Slayers
Going Up to Hell: Cosmology
Sympathy for the Succubus
- Part 1, Part 2, Part 3
Let's Talk About Sex(y)
E is for Eodemon
The Dragon and the Phoenix: Episode 7
Season of the Witch: Episode 2


Zatannurday: Zatanna vs. Demons

Been doing demons all week and Zee has had her own share of run ins with them.  Not as much as say Constantine, but enough.


The arc of her recent Paul Dini helmed run had Zee in Vegas battling the whims of the demon Lord Mammon.



And runs into some minor demons.



Of course this is not the first time. She even battled Satan.  Well. The Satin Satan.


There are many more examples, but my scanner is acting up. 

Friday, April 12, 2013

K is for Kôkabîêl

The fallen angel Kôkabîêl is not just another fallen angel.  He was one of the 20 Watchers or Angels that were supposed to watch over mankind.  Instead he, like his brothers, fell in love with human women.  The offspring of these unions were the Nephilim. The angels themselves became the Grigori.

Kôkabîêl then is not just a demon or even a Baalseraph. The Baalseraph openly defied their Lords and were cast into Hell, the Grigori betrayed the trust of their lords and were cast out.  While the differences between these groups can be somewhat academic at least the Grigori do not hate humankind.

Kôkabîêl is/was the angel of the stars and constellations. He taught men and women the secrets of astrology.  He can provide a boon of good luck if he knows a person's birth date and time.  This boon is a one time +4 on any one roll at a specific date and time.

He appears as a tall handsome man with dark skin and black wings. He wears loose, flowing robes of regal nature favoring whites, purples and deep blues.  His head is bald and his eyes glow with star light.

Kôkabîêl

Alignment: Lawful Evil
Movement: 120'/240' (flight)
Armor Class: -4
Hit Points (Hit Dice): 180 hp (26 HD)
Attacks: sword (x2)
Damage: 1d12/1d12 +flame
Special: +3 or better weapon to hit, immunity to fire, electricity and poison, regeneration (4 hp/round), see in darkness, magic resistance (75%), telepathy 250 ft., undead destruction
Save: F26
MORALE: 12
XP: 20,000

Like all Grigori Kôkabîêl has a sword of flame.  He loathes to enter combat, but he is more than capable of it.  Also like all Grigori he can invoke the remains of his angelic powers to destroy undead as cleric of 20th level.


Grigori
There 20 Grigori that were cast out of Heaven.  They seem most similar to the Baalseraph; both were agents of good, angels and now evil.  But there is where the similarities end.  Each Grigori commands 10 fallen Angels and any number of their own monstrous children, the Nephilim. Unlike the Baalseraph they are not bound to Hell and do not need to be summoned.  They may roam any plane they choose, save for the upper planes they were removed from.

If you like Nephhilim then please check out Halls of the Nephilim!

Thursday, April 11, 2013

J is for Jann/Jinn

Yesterday I talked about Iblis and the demons he rules, the Shayṭān  Today I want to talk about the lesser races of the Shayṭān, the Jann or Jinn.  Now Jann have appeared in games before (and still) but they felt a little watered down to me. So if the Baalseraph are the fallen Angels or forces of good, then the Shayṭān are the fallen forces of the d'Jinn and other elemental creatures.
Jann are the weakest, being made of all the elements.  Jann are also one of the most common of the lesser demons.

Jann look human, and that is also their greatest strength. They can move about human society without anyone being the wiser.  They are not human and are quick to remind anyone that knows them that they are not.  The purpose of Jann is sow discord in human lives.  They do this through lies, theft, seduction and murder.  Their methods are very human, but they can also use magic as if they were a magic-user of 5th level.
Their demonic natures though show up in their propensity for quick anger and violence.
When Jann reach 0 hp their bodies are consumed in smokeless fire leaving only ashes.

Jann
Alignment: Chaotic (Evil)
Movement: 60'
Armor Class: 6
Hit Dice: 5 (20 hp)
Attacks: sword or by spell
Damage: 1d8
Special: Elemental protection (+1 to saves against all elemental magic)
Save: W5
MORALE: 7
XP: 300

Jann have elemental protection. Any attack that is connected with an element (fireball, lighting bolt, breath weapon) they gain a +1 bonus on their saves. This includes poison, but not gaze attacks.

Jann fill a niche for me.  Let's call them the Charmed demon-niche.  Many of the demons on Charmed looked human. They did this because it allows demons to move around in the human world easier (since there were no real restrictions on demons getting out of the Underworld) and it is cheaper on special effects.
I also like the idea of a low-level demon that can move about in society AND look completely human till you fight them.

Want to read more about Jinn?  Head over to Clare Dugmore's blog.  She is doing them today too!
http://claredugmorewrites.blogspot.com/2013/04/j-is-for-jinn.html#more

Wednesday, April 10, 2013

White Dwarf Wednesday #60

The beginning of the 60s takes us to the end of 1984 which may have been one of the best years in gaming.  Issue #60 comes to us from Dec. 1984.  Let's talk about the cover for a bit.  Two warriors on horseback, one with a woman behind, either fighting or raising their weapons in salute to each other.  Majestic castle in the background.  I think I like to think these are not enemies; their stances do not scream combat to me though that is what the artist had in mind I think.  Doesn't matter. The cover is 30 years old and I get to see what I like now.  Again, we have Chris Achilleos to thank for this one.

Ian Livingstone kicks things off with an editorial about the price of metal minis and how they have tripled in price.  I never bought many metal minis myself, price being one of the factors, but mostly I can't paint worth a damn.  It seems odd to me that the idea of doing plastic minis didn't catch on then.  I think that the metal ones were very detailed (still are) and preferred by the people that do the painting (still are).  Hard for me to say really, not at all my area of expertise.

Up first is First Issues or how to start a supers game.  Really, if you are looking to start up, re start up or even just reboot a supers game then this is a must read.  They suggest minis, which I like and is not really as needed as they say, but you can also use good old fashioned action figures.

Open Box has a few classics on hand.  The Elfquest RPG from Chaosium is up.  I dismissed this game as a "kiddie" game back in the day.  Yeah, yeah I know how wrong I was now.  Murray Writtle rubs salt in that old wound by giving it a 9/10.  Three modules from TSR are up.  In case there was any doubt that this is the Silver Age of Gaming, included in this group is DL1 Dragons of Despair, the first Dragonlance module.  Now at the time I liked this and thought the concept was cool, new and exciting.  Graham Staplehurst agress and gives it an 8/10.  I have to admit I hated (and still do to far lesser degree) the Kender.  Also up are the next two UK modules in the new trade dress. UK2 and UK3 get 8/10 and 7/10 respectively also from Graham Staplehurst.

Graeke Davis has part 2 of the magical item manufacture rules.  This time covering rods and potions; ie things all characters can use.  Again, these have been superceded by similar rules in 3.x, but the flavor is great and it is much more than a list of spells and XP expenditures.  When dealing with magic in games, flavor text is often everything.

Steve Williams and Jon Sutherland are up with The Bleeding Stone of Iphtah (god choice for I day!) this scenario for Call of Cthulhu featuring one of my favorite races, the Yithians or Great Race.  CoC works best when it works in small doses like this. A mystery, some investigation, 1 (and not much more) monster or race and really nothing from the Great Old Ones.  If Cthulhu shows up in your game then play D&D.  This adventure is nearly perfect for me.  I'd love to try it either as a Cthulhu by Gaslight one or a Ghosts of Albion one.

Marcus Rowland has some tips for Scifi gaming.  If I was smart I should scan these in or copy them and put them in a folder for the next time I try Traveller.

Stuart Hunter as an AD&D adventure "The Fear of Leefield" for 4-6 characters of 3-5 level. The adventure is longish. It uses a new race from a whle back (Mandrake people) and has a new spell and magic item.  The scenario involves slavers and drugs, so it could be used just about anywhere.

Microview is back with some computer games.  Games Workshop was in the Sinclair Spectrum games biz for a bit and gives us Tower of Despair (also known as Argent Warrior). This game lives up to it's claim of "State of the Art" graphics and gets a 9/10 from Kevin Westbury. D-Day is also reviewed and gets a 9/10 from Andrew Miller. Lindsay Paton gives Lords of Midnight 9/10 as well.
Now here is an interesting thing going on here.  The Atari for all intents and purposes is seeing a decline in the home game market at this point while computer games are getting better and better.  Is the silver Age of RPGs related to the rise of computer games?  Or visa versa?  There were certainly some interesting things going on in 1984/85 on both fronts.

Ars Arcana details the uses of various new 8th and 9th level spells from AD&D.  I have read lots of articles like this over the years, a DIY in D&D (not DIYD&D) if you will.  Doing more with the tools you already have. Always a good idea or two.

Fiend Folio is up with some new AD&D monsters.  Felines, Fungi and Phantoms is the subtitle. We get a Bush Cat that changes stats as it ages. Also there is the Helghost, or an undead magic-user that was particularly vile in life.

Letters tackles such topics as Thrud and why won't WD cater to every type of gamer everywhere.

RuneRites has some monsters. I think. Hard to say really. There are pictures of monsters, there are stats, but I am not sure if I am supposed to take the Furballs, Wereballs, and Dragonballs seriously or not.  They look like Pokemon to be honest.

Table top heroes details brushing techniques.

News is up. First note is the Mayfair / TSR dust up is over. some rumors of Milton Bradley and Parker Brothers getting into the RPG market. Major new British RPG is on the way Dragonroar is set to take the world by storm.

Ads, and finally that last nail in the coffin of the Golden Age, an ad for software graces the back cover. Not only that but for Adventure Writer, a program that allows you to create the adventure in English on your computer.

If there was ever a doubt that we are in a new age, look no further than issue 60.  1984 was a big year in gaming. Lots of changes. Even the covers of the now classic AD&D are changing.  Next time it's 1985.


If you are looking for my A to Z post, just scroll down.

I is for Iblis

Iblis or ʾIblīs is the name of the Devil is Islamic texts such as the Koran/Quran.  He is a very powerful being, though he has no power over good men and women.

And oddly enough I had never heard of him.  Well. Let me rephrase that.  Never heard of him as a devil mind you.  There was this old Battlestar Galactica (1979 flavor) episode that dealt with a devil like creature.  A Count (or was it duke?) Iblis.  It became obvious he was a bad guy and Apollo associates him with other names like Satan, Lucifer and Mephistopheles.  Now that is exactly the time I was reading a lot of D&D and lot of religious texts and I had never heard of Iblis before.  So I had to go and find him.  In 1979/1980 that meant going to the library.  Of course I had no idea how Iblis was even spelled since it was pronounced "IB-blee".  When I saw the name written I pronounced it "EH-bliss".  Took me a bit.

Iblis interestingly enough is missing from the 1st Ed AD&D rules Monster Manuals.  Satan is missing too, but that is another day.  Iblis though could be something very special.  He is described as a ruler of the Jinn, or least one that did not bow down to humans.  D&D (and many other games) have D'jinn/Jinn in them, so adding him is not a big stretch.  If Islam can have good, neutral and evil Jinn then so can I!

Shayṭān are corrupt, evil spirits of elemental forces.  They are similar in many ways to the D'jinn/Jinn and Efreet/Ifrit. In fact most scholars believe they are the same as Jinn and Ifrit save that they follow Iblis.  All are evil.
There are five basic types of Shayṭān; air, water, earth, fire and dust.  Iblis rules them all.

ʾIblīs 

NAME: Iblis
Alignment: Chaotic (Evil)
Movement: 120'
Armor Class: -4
Hit Points (Hit Dice): 180 hp (22 HD)
Attacks: claws (2), or by sword or by spell
Damage: 1d10/1d10 or 2d10+5
Special: Fear gaze, spells, summon shayṭān, +3 or better weapon to hit, immunity to fire, electricity and poison, regeneration (4 hp/round), see in darkness, magic resistance (75%), telepathy 200 ft.
Save: F22
MORALE: 12
XP: 12,000


ʾIblīs (Iblis) appears as large man or Iftit as his mood takes him. His form changes and he never appears the same way twice. He is jovial, but quick to anger and prone to violence.  For this reason he is often classified as part of the Rage Demons or even the Baalseraph or Eodemons.  He claims no kinship to any group and maintains that he alone is the source of evil in the world (a dubious claim at best). Iblis can command 1-3 shayṭān at will and summon 2-12 elementals to do his will.  He can also command any Djinn or Ifrit in the area, but he can't summon them to him.
Iblis is very knowledgeable about magic and there is no wizard spell that he does not know or have access to. He does not learn clerical magic and loathes witches. Wizards often seek him out to learn secret lore, but the summoning of Iblis is a secret itself and to do so incorrectly invites his wrath.


White Dwarf Wednesday will be posted later today.

Tuesday, April 9, 2013

H is for Hellhound

Hellhounds are an interesting beastie.  In many RPGs they are the first monster one runs into to let you know that there is something "else" out there.  But they are far more interesting than that.  The Hell Hound, spectral hound, barhgest, black shuck, Cu Sith, or any other number of spectral, ghostly or otherworld hounds represent one of our deepest fears; that something familiar we have let into our lives is in reality a demonic being.

Even before there were demonolgists or even Christians, Muslims and Jews, we had "hellhounds" of one sort or another.  Greek myths had them as companions to the Goddess Hecate.  Likewise the Norse had them as companions to the Goddess Hel.  The also, respectively, featured unique hounds like Cerberus and Garm that guarded the gates of the afterlife.

Hellhounds though also are also popular in popular literature. The most popular story of a hell hound was Sherlock Holmes and the Hound of the Baskervilles.  Though it could have been more about a Black Dog or even Black Shuck.  In the end it wasn't any of those of course.

Dogs of course are one of humanity's oldest companions.  When we were just figuring out what to do with civilization, dogs were there with us.  They have evolved much as we have.  As a psychologist and atheist I find it very fascinating that we can demonize them so.   As a gamer I find them equally as fascinating.

Hellhounds were introduced to the D&D game back in the earliest days in the Greyhawk supplement to the Original D&D rules. This book included another dog-like creature, the Blink Dog, which seems to be the "good" counterpart. They appeared next in the classic Monster Manual and have been in every edition of the game ever since.

Given the horror aspect, and out of respect to ACD, here is the hell hound for various game systems, but focusing on Victorian age ones.


Hellhound
Ghosts of Albion, Unisystem

Creature Type: Demonic Animal
Life Points: 30
Drama Points: 1

Attributes
Str: 4
Dex: 4
Con: 3
Int: 1
Per: 5
Will: 4

Ability Scores
Muscle: 14, Combat: 14, Brains: 5
Special Abilities: +10 to Brains Score for smell and hearing sensing, Demon, Fear, Hard to Kill, Lesser Sensing, Cold Vulnerability, Breathe Fire, Resistance (Fire).

Anyone seeing a Hellhound for the first time must make a Fear check (Willpower x2).
Hellhound do not take damage from fire but take double damage from cold.

Manoeuvres
Name Score Damage Notes
Bite +14 11 Slash/stab
Fire Breath +14 15 fire* (extra fire damage based on SL)
Deflect +9 - Magic defence action; deflects spell 45˚


Hellhound
Savage Worlds (Rippers / Gaslight)

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d10, Vigor d8
Skills: Fighting d8, Guts d8, Notice d8, Stealth d6, Survival d4, Tracking d10
Pace: 8; Parry: 5, Toughness: 9
Special Abilities:
• Bite: Str+2
• Breathe Fire: A hellhound can breath a jet of flame that causes fire damage (Spirit +2)
• Fear: Anyone that sees a hellhound must make a Guts roll.
• Fleet Footed: Hellhounds have a d10 running die.
• Go for the Throat: If a Hellhound gets a raise on its attack roll, it strikes its opponent’s least armoured location.
• Resistance (Fire): Hellhounds take n damage from fire.
• Weakness (Cold): Hellhounds take +4 damage from cold or cold based weapons.

Hellhound
Victoriana 2nd Edition 

Rank: 2 (Generalist)
Physical competence: 6
Mental competence: 4
Health: 5 (10)
Signature Skills: Conceal +5, Hide & Sneak +5, Perception +5,
Traits: Fire immunity, Night Vision

Armour: 1 (thick fur)
Combat Abilities: Bite (2 dice), Breath Weapon (3d)
Damage: Bite (3d), Fire (4d)


Hellhound
Victoriana 1867 Edition 

Mental Competence: 10
Physical Competence: 15
Health: 35/15 (surrounded by flames)
Skill Picks: Hide & Sneak (10), Dodge! (8)
Combat Picks: Bite 2d+4 lethal (10), Gaze (8) – opposed roll against opponent’s resolution, or the target is stunned for 2 rounds, Breath Fire (10) for 4d+4.

Hellhounds are 1st circle demons, slightly above imps.


Hellhound
Basic Era D&D / The Witch (because I can)

Armor Class:  3 [16]
Hit Dice: 4d8+4* (22 hp)
No. of Attacks: 2 claws / 1 bite / breath weapon
Damage: 1d4 / 1d4 / 1d6+3 / 1d8 (fire)
Special: fear, low-light vision (120’), scent
Movement: 90’
No. Appearing: 1 (1-3 in lair)
Saves As: Fighter 5
Morale: 7
Treasure: None
Alignment: Evil
XP: 150

Hellhounds cause fear as per the spell (Save vs. Paralysis to negate).  They also breathe out a lick of flame while attacking, save vs Breath Weapon for half-damge. 


Five systems is pretty good.  That's a whole pack of hellhounds.

Monday, April 8, 2013

G is for Geryon

Every D&D player from the late 70s and 80s knows about the Arch Devil Geryon.  He never really seemed to fit well with the other Arch Devils/Dukes of Hell.  For example, most devils have horns, Geryon did not.  The other devils were fallen angels or appeared in various Christian demonologies.  Not so for Geryon.
He was described as "The Wild Beast" which I took as being a reference to the Great Beast, but still he wasn't more or less beastly than some of the other devils.

Geyron is based on the character from Dante's Inferno who lives between the Seventh and Eighth Circle of Hell.  He bares no resemblance to the mythical Geryon of the Twelve Labors of Heracles.

In later Planescape-related D&D Geryon gets kicked out of Hell, though he is still around.  In my campaign from the late 90s, A Sojourn in Hell, (which merged my old 80s D&D game with my more modern horror ones) Geryon was killed outright.  In the official treatments he was exiled because he thinks that there is some task he needs to do so terrible that he could not perform it as an Arch Devil. I have to admit I kinda like that.

Maybe it was the classic Clash of the Titans, but I have always thought Geyron needs a huge bow.  Play up his hunter-like qualities.

Despite my previous use of him I think I might take him back to his hunter-like role.  He haunts the wilds of the Seventh Circle of Hell

In my update Geyron is no longer a devil or Baalseraph, but he is the archetypical rage demon or a Shedim.

NAME: Geryon
Alignment: Chaotic (Evil)
Movement: 90'/120' (flying)
Armor Class: -2
Hit Points (Hit Dice): 150 hp (20 HD)
Attacks: claws (2), tail sting or bow
Damage: 1d10/1d10/1d8+poison or 2d8+posin
Special: Fear gaze, spells, bull’s horn, summon shedim, +2 or better weapon to hit, immunity to fire and poison, regeneration (3 hp/round), see in darkness, magic resistance (65%), telepathy 100 ft.
Save: F20
MORALE: 11
XP: 10,000

Geryon is a massive beast. He towers over most creatures at 15' tall. His head is massive, nearly three times as wide as a human's with features of both human, lion and ape.  His head can rotate 180 degrees around, so he can see directly behind himself. He is barrel chested, with massive arms that resemble that of a gorilla ending in lion-like claws.  His 40' long body ends in a snake like tail tipped with a poisonous tip like that of a scorpion.  His massive bat-like wings gives him the overall impression of wyvern.
His eyes burn with intelligence and hate.

Geryon patrols his lands in search of prey to hunt. Normally he hunts the wild kine of the hells, his favorite prey of course is human.  He can attack with his massive claws (he has the strength of a cloud giant) and his tail sting.  The poison of the sting does no additional damage, but the victim must save vs. poison or die in agony.  He prefers to hunt with his bow.  The arrows from this massive bow do more damage than mortal weapons and the arrows are also often tipped with the same poison found in his tail.  The bow itself is so huge that a normal human can not use it and it would require a Strength of 24 to use.

Geryon can be pressed into service by occultists that know the secret means to do so.
Geryon himself can summon other, lesser Shedim to aid him.  He rarely does this though as he sees himself as superior to all around him (save for maybe the Baalseraph Dukes).  Because of his renown as a hunter in the Hells he is often sought after by Baalseraph and Calabim Lords as an assassin.

OGL Section 15.

Geryon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Clark Peterson, based on original material by
Gary Gygax.

Sunday, April 7, 2013

Sunday Updates

Moving this to Sunday since there are people hitting the blog then and I generally don't post on Sundays.
Plus I can collect these all through out the week and report them back to you.

Jeff Dee on the recent Villains and Vigilantes lawsuit:
http://my.deviantart.com/art/Villains-and-Vigilantes-RPG-News-360833993

An interesting Kickstarter, Monster Tome:
http://www.kickstarter.com/projects/monstertome/monster-tome

Tenkar is doing a Sword & Wizardry Appreciation Day on April 17, 2013.
http://www.tenkarstavern.com/2013/04/spes-magna-games-is-adding-to-swords.html

Wizards has put up some humorous walk throughs for two of their classic modules.
Additionally Tomb of Horrors will be redone in Dungeon #213 for D&D Next.
http://www.wizards.com/dnd/TOC.aspx?x=dnd/4new/dutoc/213

You all might know this, but I just found it.  D&D T-shirts at DNDMerch.com.

Have a great sunday!

Saturday, April 6, 2013

F is for Foras and Furcas

Today's demons come to us from the Lemegeton of Of The Arte Goetia (Lesser Key of Solomon) and  Dictionnaire Infernal.


Foras is an interesting demon.  He is described as a President.  Now the use of the term president is not the same as our modern usage. In this case President means to "preside over". Like one does a meeting, club or college.

From the Lemegeton (Keys of Solomon):
The 31 spirit in order, [as Salomon saith,] is named Foras, he is a mighty great president & appeareth in ye form of a strong man, in humane shape he can give ye understanding to men how they may know ye vertues of all hearbs & precious stones, & [he] teacheth them ye art [of] Logick & Ethicks in All their partes if desired, he maketh men Invisible, witty, Eloquent & to live Long; he [can] discover Treasures and recover Things lost, & he ruleth over 29 Legions of spirits, his seale or Character is thus to be made & worne as a Lamen.
So he is a powerful demon who controls 29 legions.  He is also one of the knowledgeable demons so it is likely he is summoned for his knowledge of herbs and medicine.  It is claimed he can teach men the secrets of longevity.

Up next is a demon that is often confused with Foras, Forcas.  Also known as Furcas.  Furcas is also found in the Lemegeton and  Johann Wier’s Pseudomanarchia Daemonum.
He is known to teach logics and the secrets of plants and gems, gives invisibility and reveal hidden treasures.
What is most interesting about Furcas though is his rank.  He is known as a Knight of Hell.  A rank unique to him.  Given the picture of him, and old knight on an old horse, I can't help but think of Don Quixote.

 

He is described in the Pseudomanarchia Daemonum as:
Furcas is a knight and commeth foorth in the similitude of a cruell man, with a long beard and a hoarie head, he sitteth on a pale horsse, carrieng in his hand a sharpe weapon, he perfectlie teacheth practike philosophie, rhetorike, logike, astronomie, chiromancie, pyromancie, and their parts: there obeie him twentie legions.
So despite what sounds like a lower rank he still commands 20 legions of lesser demons. Given his name the "sharp weapon" is assumed to be a fork of some sort.  The AD&D 1st Ed Monster Manual 2 attaches him to Dispater, the oldest of the Arch Dukes.  It could be that Furcas was a knight in whatever service he was in before his fall and he still considers himself such.  This might given him some sort of twisted sense of honor; somewhat like the character Orcini from Doctor Who.  I think it would be interesting to know more about his background.  Maybe he was once and noble and honorable knight till following his Master to Hell.  Maybe he is just as evil all the same.

Zatannurday: Zatanna News and Web Round-up

So I get pictures sent to me all the time of various versions or pics of Zatanna.  Here are some recent ones.  Each has something a little different or special about them.

First up, Zatanna gets another new costume and moves over to the Justice League!
http://www.newsarama.com/comics/zatanna-new-look.html


Looks like a combination of her classic costume and the one she wore in Identity Crisis.
Glad to see the fishnets back, though I do hope she gets her top hat back.  I know, fishnets and high-heels are not good super hero costumes, but she is a stage performer. After all have a look at Misty Lee, a real life magician and performer.  Ok I know that is a cheat.  Misty Lee is also Mrs. Paul Dini.

Also talked about here, http://dcwomenkickingass.tumblr.com/post/47101162553/zatanna-gains-role-in-justice-league-loses-pants  which leads me the the next picture too.

This has been making the rounds and it is a nice contrast to what I normally post, is a "fully dressed" Zatanna.
http://www.geeknative.com/38733/drawing-the-impossible-fully-dressed-superheroines/#lightbox/4/
and
http://dcwomenkickingass.tumblr.com/post/47040890525/a-look-at-costume-designs-to-fully-clothe-some-comics


I like it, but miss her classical stage magician look.

And this one from Hanie Mohd
http://haniemohd.tumblr.com/
http://calvinscanadiancaveofcool.blogspot.com/2013/03/more-super-girls-by-hanie-mohd.html



In a very special treat Paul Dini released this animation cell of a proposed Zatanna cartoon,
It would have been so cool!

These great mono-chrome ones,
http://aaronnsn.deviantart.com/





And this one,
http://funrama.deviantart.com/


And finally,


Leonardo Gondim

A to Z posting later today.

Friday, April 5, 2013

E is also for Evil Dead!

The new Evil Dead is out tonight!
Are you going to go see it?

Well the game based on the original Evil Dead movie, Army of Darkness is now on sale.

Army of Darkness

It is 100% compatible with my game Ghosts of Albion.

Pick them both up today!

E is for Eodemon

Eodemons are another "new" race of demons I am working on.  Eodemons are the "Dawn Demons" or Proto Demons.  These are the demons that were already old and evil and sulking in the Hells.  Unlike the "devils" that were once good and then fell or "demons" that are relatively new to the scene, the Protodemons were old and evil. Their motivations are often alien to mortals and other demons.  Their numbers are few, but each one is extremely powerful.  Many are worshiped as gods, or at least, dark gods.

These are not to be confused with the Eudaemons, or beneficial demons.  Also many believe that Lilith herself is an Eodemon, but this is something she denies.  Also some scholars use the more archaic form Eolim to describe these demons.  Not to be confused with Elohim, which are also servants of Good.

For my take on these demons I am taking really, really old myths.  The one that everyone knows is Pazuzu.
How do you know him?  He was the demon in The Exorcist.


Only five Eodemons are being detailed. There maybe more, but they have thankfully remained unknown.  As a group they are more powerful than the Baalseraph, but are too independent and chaotic to work to the same ends.

While I am connecting the Baalserasph Lords with the Deadly Sins, I see the Eodemons as representing a classical element.

Dagon: Lord of the depths. This Eodemon combines the worst aspects of fish, octopi, sharks and strangely mankind.  Like most Eodemons his form constantly shifts and rearranges itself to suit his need, environment or whim.  One constant is his large, dead looking eyes. Always described as the “eyes of a fish” or a “drowned man”.
His element is Water.

Leviathan: It is supposed that this is the oldest of all the Eodemons.  Leviathan is so ancient that even other demons seem in awe of “his” age and power.  It assumed that it is a he though there is no evidence to suggest either way. Leviathan exists only for one purpose; to feed.  Leviathan can be found in the Astral realms devouring entire worlds.
"He" represents the Fifth Element of Quintessence.

Pazuzu: The Lord of the East Wind is a demon of the skies. He appears to be a well proportioned athletic male human with bronzed skin. His head is a bizarre combination of human, dragon and hawk.  His double set of wings could indicate a semi-divine nature but Lord Pazuzu denies such things.  Lord Pazuzu says a lot actually, he is the most active Eodemon in the affairs of mortals.
He represents the element Air.

Tiamat: The Queen of Monsters and Primal Chaos.  Tiamat was once a primal goddess of creation. But she desired only to destroy.  She was cast out and was already old in the hells when the Baalseraph arrived.  Evil Dragons and evil monsters still revere her as their queen and goddess.
She represents the element Water.

Tsathogga: This great demon appears as some sort of titanic frog-like monster.  It appears to be at least 50’ long or as much as 75’. There is a vague humanness about this this demon, but it’s countenance is one of an evil frog. It’s mouth is filled with rows of sharp, shark-like teeth the length of a grown man’s  arm.  It’s body is covered in open sores where oozes pour out.   Tsathogga does not bother to attack mere humans and will summon 4-9 (1d6+3) Demodands loyal only to him. Tsathogga, when he does attack, will use his tongue to attack the nearest opponent.  Human cultists worship Tsathogga, but the Demon Lord cares little for humanity.
The Lord of Toads represents the element Earth (I know, not a great fit).

So a nice collection of different myths here.

Thursday, April 4, 2013

Help a Brother Out? (aka D is for Dragon Age...)

Not really a D post.

I am though looking for some help.

I would love to get my hands on a Dragon Age Morrigan action figure.


I have checked all the normal places and I am coming up blank.

Now I am NOT looking for someone to give me one!  I want to BUY one.
I am trying to find a place where I don't have to pay $120-$200 for one.  I am even fine with opened.

If you know of anyone selling one that would be fantastic.


Thanks!

D is for Demogorgon and Demodand

Demogorgon

Reminds me of Eldritch Wizardry's cover
Every D&D players knows about Demogorgon, the Prince of Demons.  He made his appearance in Eldritch Wizardry and has been in every monster book since.  His popularity is second only to Orcus.
In 4e his story gets expanded to include this little treat, he has two head because his head gets split in two by a good god.  The two halve regenerate into two seperate heads. Cool, and creepy.  At the same time I was working on my own version of Demogorgon for Unisystem.  You can click to read it, I think it is worth the read to be honest.  I even considered reposting it for today, but that seemed like cheating.

As interesting as his official background is and even the one I created is, Demogorgon has a much more interesting history. The first time I met him outside of D&D was in Milton's Paradise Lost.
And by them stood Orcus and Ades, and the dreaded name of Demogorgon.
- Milton, Paradise Lost.
He meets Lucifer in a void area that isn't Hell but a place where Chaos and Night rule.  Sounds like the Abyss to me.

Another version of Demogorgon comes from writers Christopher Golden and Thomas E. Sniegoski in their Menagerie series.  This Demogorgon is more like my Leviathan or even Galactus. The series is on going (in theory) so we have not seen the heroes face off against the Demogorgon yet.  I am looking forward to it.

If I were to redo Demogorgon I'd keep most of the background I created, but maybe make him more monstrous, maybe something like a two-headed dragon, only really freaking huge.  Something like the Tarrasque is now.

http://en.wikipedia.org/wiki/Demogorgon
http://en.wikipedia.org/wiki/Demogorgon_(Dungeons_%26_Dragons)

And not to forget The Temple of Demogorgon.

Demodands
These guys are bastard children of demondom.  Not demons, not devils not even daemons. They appeared first in the Monster Manual II for AD&D and seem to based on the Deodands of Jack Vance or even the classical use of the term.
For my uses these are demons that have been put together from the dead scraps of other demons.  So even among demons they are reviled and despised.
No idea if I'll do three different sub races or not.  But I like the idea of them being put together from scraps of other demons.

Wednesday, April 3, 2013

Petty Gods

I sent my submission over to Greg Gorgonmilk for his resurrected Petty Gods project.

I can't wait for you all to meet Nox, the Goddess of Near Darkness and her minions Syla and the Fyre Fae.



White Dwarf Wednesday #59

White Dwarf #59 comes to us from November 1984.  We have one of my favorite WD covers. It is vaguely reminiscent of the Dragon #114 cover, though it predates that cover by 2 years.  I saw the Dragon one first. In any case this is still a great cover.

Ian Livingstone starts off with talking about some more changes coming to WD.  Most notable for the magazine and for my retrospectives here is the change to Fiend Factory.  Up until now the monsters have been D&D/AD&D, now they are opening it up to other systems like RuneQuest and Call of Cthulhu.

Up first is a story, the Mad God's Omelette, a play on the Micheal Moorcock book The Mad God's Amulet.  I typically don't read the fiction in magazines.

Open Box has some Call of Cthulhu products, Glozel est Authentique!, Curse of the Chthonians and The Horrible Secret of Monhegan Island.  Stephen Kyle gives them 5/10, 9/10 and 7/10 respectively.

James Bond is also represented as well with For Your Information and the Gamesmaster Pack.  Bob Neville  is a bit disappointed with these giving them only a 3/10 and 4/10 respectively. Also reviewed by Phil Masters is the game based on Larry Niven's Ringworld. He likes the game mostly but finds some rather critical errors with it and gives it a 6/10 saying is lacks the depth it should have had.

We get the AD&D version of the Ninja, which is really just a re-skinned Assassin.  Not a bad idea mind you, and there are some new and noteworthy add ons, but after all this build up I was looking for something more.  I thought I had remembered this class prior to this review, but I think it must have been another ninja class and not the one in OA.

A bit on cults in Modern RPGS is next, a followup from last issue. Some neat little cults and odd religions to add to any game.

A Car Wars article on double-decker buses.

Graeme Davis has a great article on Magic Item production for AD&D.  The article is bit reminiscent of the magic item creation found in 3.x (some 16 years later).

Hour of the Tiger is an introductory adventure for Ninja characters for AD&D or Bushido.   The adventure itself looks good and is very detailed. A good introduction for ninja characters.

We also get a RuneQuest scenario dealing with a traveling caravan.  Reading it over I wish I had it back in the 2nd ed days when I was playing with gypsies in Ravenloft.

Table Top Heroes discusses brushing techniques.

Starbase discusses and intelligence agency that Travelers players can work for or against.
RuneRites discusses pit fighting.

Fiend Folio covers AD&D stats (has to be stated now) of Reavers, the evil foes of Death Knights. There are only 6 and interestingly enough for me and this month is that all the Reavers are named after demon lords.

Treasure Chest details more uses of classic spells.
Newsboard doesn't have much. Some pictures. No new product rumors.

Despite the size of the issue, there seems to be only a little actual content.


Looking for my A to Z post? Scroll down or click here.

C is for Cimeris

A full half of the demons I have researched start with the letter A or B.  No joking.  I have never figured that out really, but check out the various demonologies out there.  There are a few left of the other letters though.

For C we have Cimeris. Also known as Kimaris, Cimeies, Cimejes, Cimeries, and Tuvries  he is one of the more popular demons, appearing in the Ars Goetia Pseudomonarchia Daemonum, even in  Aleister Crowley's and Anton LeVey's works.

NAME: Marquis Cimeris
Symbol: See next
Alignment: Chaotic (Evil)
Movement: 120'
Armor Class: 0
Hit Points (Hit Dice): 158 hp (17 HD)
Attacks: Two-handed sword
Damage: 1d10
Save: F17
MORALE: 10
Hoard Class:
XP: 8,550

Cimeries is a great marquesse and a strong, ruling in the parts of Aphrica [Africa]; he teacheth perfectlie grammar, logicke, and rhetorike, he discovereth treasures and things hidden, he bringeth to passe, that a man shall seeme with expedition to be turned into a soldier, he rideth upon a great blacke horsse, and ruleth twentie legions.
- John Weyer, Pseudomonarchia Daemonum

Cimeries appears as a strong human male astride a large black house.  He wields a huge two-handed sword that he carries into battle, which is often.  He commands 20 legions (each legion of demons is 6,660 demons) that follow him to battle.  He can be summoned by human generals, but his price is the decimation (sacrificing 1/10) of all the General's own troops.  These men must be killed by the summoner himself.
Cimeries may also be summoned by a lone magic-user to learn the secrets of grammar, logic and rhetoric.

Not Cimeris, but close enough.

White Dwarf Wednesday will be posted later today.

Tuesday, April 2, 2013

B is for Baalseraph

Eldritch Witchery is my next book coming out.  It is for the Spellcraft & Swordplay game and covers some of the same ground that my last book, The Witch, did for Basic D&D.
One of the special features though of Eldritch Witchery is the inclusion of Demons and Devils much like the original (and inspiration) Eldritch Wizardry did for Original D&D back in 1976.

With my book I wanted to capture everything eldritch about the witch class.  So unlike some of my other books, this book also has a Warlock class.  It is also different from my Basic D&D book "The Witch".  Though all three classes together would make a nice full picture of the witch as she has appeared through out the history of RPGs.
Plus this book is designed to be used with the Spellcraft & Swordplay game.  It *can* be used with OD&D/S&W, but you would need to modify some things a touch.

But the biggest draw for both books is the inclusion of Demons.

 

When writing about demons, devils and the hells for D&D it is very hard to break out of the Gygaxian classifications of who is what and what is what.  A look at the history of the Succubus in D&D reveals that. So I had to make a conscious effort to break it.  I did and everything is now a "Demon".  There are many different types of demons though.

The Baalseraph are powerful demons that were once the forces of good.  They fought against their brethren and masters, becoming twisted and evil.  They were cast down into the pits (which we call Hell) and there they subjugated the demonic races already living there.

To non-gamers: The Baalseraph are the fallen Angels and gods from various myths.
To gamers: The Baalseraph are the unique "Ruling" class of devils.

In EW demons, devils and other creatures were put together and resorted in to Calabim, Eodemons, Lillim and Shedim.  The Baalseraph rule over the Shedim (Demons of Rage) with an iron fist.  They have alliances with the Lillim (Demons of Seduction) and the Eodemons (Proto-demons) and fight against the legions of Calabim (Demons of Destruction).

The rulers of the Baalseraph are Astaroth, Asmoday, Baalberith,  Beelzebub, Gressil, Sonneillon and Verrine.  I am also working up backgrounds and stats for Belial, Mammon, Mephistopheles, Moloch, and Dispater.  Once I have them all plotted and stated out I want to have seven Princes, each in charge of other courts and representing one of the Deadly Sins; somthing I have discussed before.  Belial, Moloch and Baalberith I have used before in my Ghosts of Albion games, so coming up with something brand new for them will be key.

Hopefully I can get this all sorted out this month!

Monday, April 1, 2013

A is for Astaroth and Astártē

A is for Astaroth and Astártē
Kinda looks like Nicholas Cage

I am going to begin with Astaroth because Astaroth was the beginning. At least for me and my fascination with demons.

Once upon a time there was a Goddess named Astártē.  She is more or less the same Goddess as Ishtar and related thematically to Aphrodite and Isis.
But when Christianity was sweeping the world and literally and figuratively changing all the old Gods and Goddesses into demons poor Astártē not only was demoted to demon, but changed to a male as well.  I always felt bad for Astártē because of this.

I first "met" Astaroth around the age of 13.  I was going to a fish-fry in Union, IL with my family so I brought some books to read.  In one of the those books I read about Astaroth and thought he was an interesting character.  It wasn't till later that learned about eh Astaroth/Astártē connection.
In my games I made him the son of Astártē. A Goddess I named the "Queen of Heaven".  She featured rather predominantly in my games over the years.  In my D&D and WitchCraft games "The Coven of Astártē" were a group of witches that were believed to be in league with demons.  In truth they did summon demons, but it was to figure out how to better combat them.

Here are some 3.0 stats I have been using for years.

And to celebrate my volunteering for Gorgonmilk's Petty Gods project, here is Astaroth in Petty Gods format.

Astaroth

NAME: Astaroth, Duke of Hell
Symbol: See next
Alignment: Chaotic (Evil)
Movement: 150' (240' flight on dragon)
Armor Class: 0
Hit Points (Hit Dice): 166 hp (19 HD)
Attacks: Viper (1d8 + poison), sword (1d10 + flames 1d6), breath (save vs. poison)
Damage: 1d8+poison (save or die), 1d10 + 1d6 fire damage, breath (as per stinking cloud)
Save: F20
MORALE: 12
Hoard Class: See below
XP: 10,000


"Astroth is a great and a strong duke, comming foorth in the shape of a fowle angell, sitting upon an infernall dragon, and carrieng on his right hand a viper: he answereth truelie to matters present, past and to come, and also of all secrets.  He talketh willingelie of the creator of spirits, and of their fall, and how they sinned and fell: he saith he fell not of his owne accord.  He maketh a man woonderfull learned in the liberall sciences, he ruleth fourtie legions.  Let everie exorcist take heed, that he admit him not too neere him, bicause of his stinking breath.  And therefore let the conjuror hold neere to his face a magicall ring, and that shall defend him."
- John Weyer, Pseudomonarchia Daemonum.

Astaroth is usually summoned by a magic user (he has no desire to travel to the human world on his own).  He appears to the summoner naked astride a giant black dragon (stats as a huge, ancient black dragon), though he can appear clothed as royalty if he chooses.  In his right hand he carries a long viper, in his left a flaming sword (like all devils he is left-handed).  He stands over 8 feet tall and has the strength of a Fire Giant.  His face is very attractive and he is physically fit, if  slightly overweight.
Unless the magic-user is in a protective circle Astaroth will strike him down.
His manners are extremely polite. He will converse and even gossip about various demons (save for himself).  The summoner had also better have some equally good, if trivial, knowledge to share at this point.  It is also at this point that the summoner will notice Duke Astaroth's breath.  It is simplly the foulest thing he has ever smelt.  If he reacts to the foul breath Astaroth will also consider this a breach of etiquette and contract and kill the offender.
Once the chatting is over, the summoner may ask Astaroth three questions; one about the past, one about the present and one about the future.  Astaroth will answer the questions honestly.  He will, as most Dukes, follow the letter of the agreement but not always the spirit of it.  If the Astraroth believes he is being tricked or if the questions are asked out of sequences; ie he feels a question about the past is really about the future, he will also consider this a breach of contract.  The wealth gained by the summoner will depend on the questions asked.  Astaroth brings no riches with him.
He is rumored to be the treasurer of Hell because money and riches have no allure for him, he only craves knowledge.  His interests are far and wide and he can pleasantly converse about a number of topics.  His surface demeanor though hides a deep and viscous cruelty.  On  his home layer of the Hells his dungeons are reported to filled with magic-users that have tempted to summon him and failed.  Here they are tortured for his amusement as he records all their reactions in his journals.

http://en.wikipedia.org/wiki/Astaroth
http://en.wikipedia.org/wiki/Astarte

A to Z Blogging for April and Introduction

Hello and welcome to The Other Side!  My little home on the internet.  I will have a proper post up later today.  I wanted to post an introduction to me, my blog and the various people that are likely to be here.


This blog is the "reincarnation" of my old The Other Side website from the dawn of the Web.  I like to write about role-playing games, particularly old-school ones, D&D and horror games.  I post a lot of character write-ups, I love witches and magic.

I am participating in this blogging challenge for the same reasons I am blogging to begin with; to help improve my ability as a writer. Challenges like these help stretch those creative muscles and hopefully get me to write about stuff I might not normally do.

This year I am writing about Demons.  I am going to talk about them from the point of view of a game author and a fan of horror.  I am planning to "stat-up" as many as I can.  By that I mean work out the Role-playing Game stats for the creatures so you can use them in your own games.  I am also going to try and focus on creatures that have not been seen before in any of the games I play.

So with that in mind welcome to the A to Z challenge!