Wednesday, November 29, 2023

D&DGII The Black Forest Mythos: Fata Norne, the Fates

I am now at my last set of gods (or whatever the Fates are), which brings me full circle. Today, I want to talk about the Fates.

Fata Norne

When I began this project I talked about this book of mythology I had that had stories of the Greek myths, the Norse myths, and ending in Beowulf. In my young mind, these looked like a continuum, one set of tales flowed into the next.  While age would teach me that these were separate myths, later age would also teach me they are still just one set of myths from an even older source (Proto-Indo-European, which I still want to tackle one day). But even way back then (I want to say 5th Grade) I saw the similarities between the Greek Fates and the Norse Norns. Three women, each representing the Past, Present, and Future, spinning, weaving, or otherwise looming the fate of humankind. Each person, from birth until death.

The image was powerful, and I was sure there was a connection between them. Even doing the briefest of surface research (ok, briefest of literature review. I am particular how people throw the word "research" around) one kind find similar beings all over the Earth and across time due to their PIE origins.

  • Albanian: Fatia
  • English: Wyrds
  • Greek: Moirai
  • Hinduism: Tridevi
  • Hittite: Gulses
  • Lithuanian: Deives Valdytojos
  • Norse: Norns

Those are only the most obvious. 

For my Pantheon here I want to include them. They were important to the Greeks and Romans in their guise of The Fates (Moirai) and very important in Norse myth. Indeed, in Norse mythology, every living creature had a corresponding set of Norns that measured out their fates. 

I will also admit (and a little begrudgingly now) that some of my ideas of the Fates have also been colored by the Piers Anthony book series, The Incarnations of Immortality, with Book 3 With a Tangled Skein chief among them. The first five books were fun. The next two ok to falling apart at the end (it's like he had painted himself into a corner among other issues) and the last one? Well I have not read it despite owning it, I heard it was terrible. 

Fata Norne

The Fates of the Black Forest Mythos are not gods in the traditional sense. They are immortal, or more accurately, unending. They often appear as three young, mature, and old women in similar aspects of the Maiden, Mother, and Crone, though that is not who they are. Instead, they are Future, Present, and Past respectively. They can also appear as three identical sisters of indeterminate age. It is their job to measure the fates of the Gods and Mortals alike. No one, not even the Gods, can escape their decrees. It has led to a saying, "Once Fate has spoken, it is so."

FATA NORNE

Eternals

ARMOR CLASS: 5
MOVE: 24" 
HIT POINTS: 300 each
NO. OF ATTACKS: 1
DAMAGE/ATTACK: Special Only
SPECIAL ATTACKS: Decree of Fate
SPECIAL DEFENSES: See Below
MAGIC RESISTANCE: 100%

SIZE: M (5')
ALIGNMENT: Neutral
WORSHIPER'S ALIGN: None
SYMBOL: The faces of three women or a loom
PLANE: Erde (Prime Material)

CLERIC/DRUID: 15th level Cleric
FIGHTER: Nil
MAGIC-USER/ILLUSIONIST: 15th level Magic-user
THIEF/ASSASSIN: Nil
MONK/BARD: 10th level Bard
WITCH/WARLOCK: 15th level Witch
PSIONIC ABILITY: II
S: 23 I: 25 W: 25 D: 16 C: 24 CH: 10

Fata Norne, the Fates, are the goddesses in charge of all fates, from the lowest vermin to the mightiest gods. They do not interact with mortals save in the direst of circumstances. They avoid direct contact with the other gods; likewise, the gods avoid and possibly fear them.

If the Fates are encountered, they need a mortal agent of fate to complete some quest. They will give this mortal what they need but no more than that. It is assumed that since they know all creatures' fates, their choice is correct, but that is not the same thing as the mortal succeeding or even living through the quest.

If anyone is foolish enough to attack the Fata Norne, they can pass the Decree of Fate. Which removes the threat permanently. They decree that the attacker was never born and they cease to exist; no saving throw is permitted. In some cases, the offending mortal (or god) is instantly replaced with an alternate version who lived the same life but was not as foolish as to attack them. 

They can't be hit by normal weapons; even magic is ineffective. In addition to the radical removal of the offending attacker from all existence, they can, more simply, remove their attacker's knowledge of whatever magic they would use to attack. 

At their choice, they can cast spells as a 15th-level spell caster, either as a Cleric, Magic-user, or Witch.

No one worships the Fata Norne, and they do not grant spells to clerics.

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There you have it! All the gods and monsters of this syncretized set of myths. Hope you can find some uses for them.

Now to produce a PDF of these.

Links


#Dungeon23 Tomb of the Vampire Queen, Level 11, Room 29

 Encounter area 29 is a large goat demon. He has been waiting for you.

Room 29

This is the Demon Prince Akelarre.

He is the demonic patron of the Vampire Queen. They have an agreement and he is protecting her tomb, but he is under no obligation to stay and will retreat if the battle goes against him.

Unlike the others on this level, he can come and go as he pleases. Indeed he is the one that summons these creatures here. He is given all the spoils of this level.


Tuesday, November 28, 2023

Looking Ahead to 2024: It's Always Sunny in Baldur's Gate

Image by Freepik
Image by Freepik
I have yet to talk much about my plans for 2024; it is a big year for D&D. It is the 50th Anniversary, a new edition (well...5.x or 5R) is coming out, and there should be a lot of nostalgia and navel-gazing.

Incidentally, 2024 is also the Year of the Dragon.

Tentatively, I am looking at the following "theme months."

January will be part of TardisCaptain's New Year New Character challenge. Mine though will be delving into some of my favorite characters since I started playing D&D.

April is the A to Z Challenge, where I will write about D&D and its history.

May is Sci-Fi month and I'll do a deep dive into Gamma World, Star Frontiers, and the d20 Star Wars. I'll also looking into games with a solid D&D connection with me. 

June has typically been Basic-era month where I focus a lot on B/X, BECMI, and OSE/LL. I really want to be sure I do that this year.

August is Dave Chapman's RPGaDAY month. I pretty much do this one as is. But I might focus on D&D more than other games. 

October is "horror" month for me. I want to focus on Ravenloft. All my horror movies will also all be connected to D&D in some way. Either movies from Appendix N authors or horror movies that mention D&D or fantasy/horror. I'll start putting together my list soon.

Additionally, I have something else fun planned throughout the year that I am keeping close to my chest for now.

But the big thing for me next year is going to be my year-long exploration of the Forgotten Realms. 

New Forgotten Realms

The Forgotten Realms and Me

I was never a Forgotten Realms fan. I dismissed it in the 1980s as an "upstart," ignored it in the early 90s, and actively disliked it in the late 90s. But it seems my ire was misplaced. Around the time the 3rd Edition Realms book came out I was beginning to soften my stance. By the 4th Ed era I was considering moving a campaign to the Realms. In the 5th Ed era I made it official, more or less.

Honestly, my coverage of Ed Greenwood's work in the pages of Dragon magazine changed my mind. 

These past few months, I have been playing the hell out of Baldur's Gate 3, and my desire to play in the Realms has only grown. 

To this end, I have amassed a small collection of Forgotten Realms books. Nothing special, just ones that I have come by easily either at game auctions, Half-Price Books, or as in the books pictured above, Print on Demand from DriveThruRPG. So I will go over them in detail throughout the editions.

I'd like to run a Realms-based game someday, but I am still figuring out what edition to use. Part of me thinks I need to do it in AD&D 2nd Edition since that was the edition that was the most "Realms" to me. 

The Forgotten Realms to me was always viewed through the eyes of a character, whether that was Elminster or Drizzt or whomever. Likewise, I am going to look into the Realms through the eyes of a new character. Presently I am leaning toward my half-elf sorceress Sinéad. I know I want use someone that has magic, and someone that I can tie to the rich lore of elves in this world. She is also one of two characters I had specifically created for the Realms in all my years of gaming. I think I owe it to myself to actually give her a spin someday.  However, my wife reminded me the other night that Keller the Silent Monk might also be fun.

In any case, 2024 is going to be a busy year of posting here and I am looking forward to it.

#Dungeon23 Tomb of the Vampire Queen, Level 11, Room 28

 Encounter area 28 is another portal. Out hops (yes) is a white rabbit dressed as an adventurer.

Room 28

This is Sir Fluffles. He is a Neutral Good 7th-level Ranger. His favored enemies are dragons. He is about the size of a halfling. He will join the party if asked, he is actually quite brave. He has a short sword +1, +3 vs dragons. He knows nothing about Vampire Queen but thinks she sounds positively horrible. He asks if you know anything about the Dragon King. 

If the party encounters a dragon he will quite literally hop at the chance to fight it.

--

Sir Fluffles is not a bad character and would be fun with the right group. He comes from a world where all the main lifeforms are anthropomorphic animals. Think D&D meets Bunnies & Burrows

We were playing with the bunnies tonight.

Sir Fluffles


Monday, November 27, 2023

Monstrous Mondays: D&DGII Ulmenfrau

Ok. Back it! We had some measurable snow here in Chicagoland, and I thought a snow monster might be nice for today. But while working on it, it morphed into something else.  So I might bring those original ideas back later, but for today let do the monster that came out of this process. The Ulmenfrau.

Ulmenfrau
Ulmenfrau

The Ulmenfrau, or "Elm Wives" are what my Roman-Germanic/Norse Pagans call the tree spirits of the Black Forest Mythos. They are related to the Norse Askafroa of the Ash Trees.  They also fold in elements of the Nisse of the Scandinavian countries, the Greek Pteleai (Elm Dryads), and the nymph Chione.  There are some elements of the Norse myth of Ask and Embla here as well.

Ulmenfrau are tree nymphs, so they most like dryads but can move further away from their trees. It is believed that Ulmenfrau are actually tied to a grove of elm trees rather than a specific singular tree.  It is said they are the daughters of the North Wind and can be encountered most frequently after the first snowfall.

They are closely associated with the European White Elm ("Ulmus laevis").

ULMENFRAU
FREQUENCY: Very Rare
NO. APPEARING: 1 (2-12)
ARMOR CLASS: 4 
MOVE: 90"
HIT DICE: 5+10 (32 hp)
% IN LAIR: 100%
TREASURE TYPE: None
NO. OF ATTACKS: 1 club or spell
DAMAGE/ATTACK: 1d6
SPECIAL ATTACKS: Magic Use
SPECIAL DEFENSES: Immune to charm, hold, sleep, and other mind-affecting spells. Immune to Cold attacks, vulnerable to fire and iron.
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very
ALIGNMENT: Neutral (Good)
SIZE: M (under 5')
PSIONIC ABILITY: Nil

The Ulmenfrau, or Elm Woman or Elm Wife, is a type of woodland faerie creature similar to nymphs and dryads. Indeed, she may be a type of dryad and shows many similarities to the Askafroa found in ash tree groves. The Ulmenfrau as the name suggests, is the spirit of the Elm tree, though this fae is not tied to any specific tree, but rather the grove at large. A grove of 100 trees can support a dozen or so ulmenfraus. Larger groves can support more but often no more than a dozen will ever be spotted. When dealing with mortals they typically agree on a single ulmenfrau to interact.

Ulmenfraus are not combative as a rule. They can attack with a club when needed, but they mostly will attack and defend with magical spells, typically that of a 4th-level Druid or Witch. They will avoid using fire-based magic.  If their need is dire then a group or three or more ulmenfrau can cast Control Weather as if they were a druid circle or a coven of witches. They will use this to blanket their grove in deep snow and sub-freezing temperatures. 

All ulmenfraus are immune to mind-affecting and altering magics. They can not be charmed, held, or put to sleep. They are also immune to the effects of cold, either magical or mundane, and thus do not take damage from cold-based magic. Like many fae creatures, they take extra damage (+3 to damage per hit) weapons made of cold iron. Cold iron weapons are those that lack carbon to make them steel. They are hard and heavy weapons that break easily. Also, they take double the damage from any fire-based attacks.

Ulmenfrau are hard to find in summer months, where they are busy making sure their grove is growing, they can be spoted in their humanoid form most often in the winter. Here, they appear as slight (only 5' tall) elven women light grayish brown skin that gets lighter as they age with white hair. Like many dryads their hair changes with the seasons, but green-haired and red-haired ulmenfrau are harder to find. They are thought to venture out in winter to explore and potentially find mates. Though unlike other dryads the ulmenfrau have no magical ability to charm. 

It is believed that the ulmenfrau are the offspring of the North Wind and the Wood Maidens.

Links


#Dungeon23 Tomb of the Vampire Queen, Level 11, Room 27

 Encounter area 27 is quite bright. For 100' feet in either direction (East-West) of 27 is filled with glowing mushrooms. There is a mushroom every 5'. 

Room 27

As the party moves through there is a 1 in 6 chance that they will set off one of the mushrooms. 

The mushrooms, if touched, will explode. If it explodes there is a 1 in 4 chance that the next one will explode as well. This will keep going for the 200 total feet.

Area 27

Each explosion deals 4d6 hp of damage, save for half. Drop a d6 for every 10' the mushroom is from the victim. 

Sunday, November 26, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 11, Room 26

 A portal in Area 26 is similar to the one found in Area 25. From this one, a horse-headed demon comes out.

Room 26

This is a Mezu Demon, a type of Yokai demon.

Mezu Demon (Yokai)

Armor Class -1 [20]
Hit Dice 8* (36 hp)
Attacks 2 claws (1d8+6, 1d8+6), 1 bite (1d10+6)
Special Magic resistance (45%), darkness, immune to poison.
THAC0 12 [+7]
Movement 120’ (40’)
Saving Throws D8 W9 P10 B11 S12 SS 8 (8)
Morale 12
Alignment Chaotic
XP 1,750
Number Appearing 1 (1)
Treasure Type C

Mezu demons are low-level, but powerful horse-headed demons that have two purposes, keep people out of hell nad keep those in from coming out. 

They are very strong (22 strength). They can use weapons but prefer to use their claws and bite. Their heads are horse-like, but filled with sharp teeth. 

They can gate in 1d4 Mezu Demons or 1d4 Jigoku Demons (similar stats, but with Ox heads). Gating them in comes with an obligation of future service, so the Mezu will not gate them in unless the Hóu Yaoguai is with the party.

If the party has the Hóu Yaoguai demon with them they will attack each other. The Yaoguai and the Yokai are ancient enemies. This is true is the Mezu is with the party when encountering the Hóu.