Showing posts with label D&DGII. Show all posts
Showing posts with label D&DGII. Show all posts

Tuesday, October 31, 2023

D&DGII The Black Forest Mythos: Hüter, Lord of the Dead

 I didn't get as many of these done as I wanted, but that is okay, it can extend into November.  Today is Halloween so I thought the Lord of the Dead might be a good choice for today.

The Romans and the Germanic people had different views on their Lords of the Dead. The Roman Pluto was not exactly the same as the Greek Hades. In truth, the Greek Hades was not even the same over time. Pluto is more of a blending of Hades and the god of riches Ploûtos. Conflating things further in the Eleusinian Mysteries, Pluto, or Ploutōn, became the God in charge of the Earth that helped the seeds to grow.

Greeks, and to a degree Romans, would never say the name of Hades/Pluto. Fearing doing so would attract his attention. Contrast this with the Norse and Germanic myths. While there was Hel, the protector of the dead was Odin or Wotan. Odin was held in very high regard and his name (all of them) was used many times.  Somewhere Hüter, my Lord of the Dead, needs to strike this balance.  Balance here seems to be the key.

Hüter, Lord of the dead

Hüter

Hüter is the dispassionate Lord of the Dead. He is neither good nor is he evil. His role is to make sure the dead stay dead. Therefore undead are blasphemous to him. He controls the underground realm and thus all riches that come from the ground are his.

The Lord Underground does not cause death or control the dead but he does keep the souls of the dead under his care and protection. Prayers to Hüter are made in silence, not in fear of his name but in respect of his silent realm of Hölle. Here in this realm, he rules silently over a silent horde of the dead.  

HÜTER (God of the Dead and Riches)

Greater God

ARMOR CLASS: 1
MOVE: 24"
HIT POINTS: 380
NO. OF ATTACKS: 2
DAMAGE/ATTACK:  4-48
SPECIAL ATTACKS: Death Touch
SPECIAL DEFENSES: Aura of Silence 60'
MAGIC RESISTANCE: Special

SIZE: M (5' 10")
ALIGNMENT: Neutral
WORSHIPER'S ALIGN: All
SYMBOL: Raven
PLANE: Hölle

CLERIC/DRUID: 20th level Cleric
FIGHTER: 15th level Fighter
MAGIC-USER/ILLUSIONIST: 10th level Illusionist
THIEF/ASSASSIN: 15th level in each
MONK/BARD: 15th level Bard
WITCH/WARLOCK: Nil
PSIONIC ABILITY: II
S: 20 I: 23 W: 24 D: 18 C: 20 CH: 16

Hüter is the Lord of the Dead and Riches. He rules from his dark throne in the center of Hölle. Here he is surrounded by the dead and the riches of the land. He is the protector and guardian of the dead. The dead enter his realm never to leave. He is not their jailer, but their custodian and protector. He allows none to enter who do not belong and none may leave.

He has many names. The Silent One, The Rich One, the Lord of this World, the Last Confessor, the Whispered One, the Dread Lord, the Gray Lord, and many more. It is said that even the Gods themselves fear him. 

The Lord of the Dead prefers not to attack. Anyone who gets into his realm has already passed through Helga (who many believe is his daughter) and Heuler. If they have gotten this far it has been with his permission. If he does he has a sword of black steel that does 4-48 (4d12) hp per hit. He can command one creature per round to die.  Death in Hüter's realm is permanent and once dead they cannot be raised. On his command, he can also impose Silence 60' radius around him.

When communicating with his cleric the Dread Lord speaks in signs and portents that they must translate. Often these are in the form of his chosen animal the Raven. 

Animal: Ravens
Rainment: (Head) crown made of horns (Body) Rich garments of black. Robes of black
Color(s): Black
Holy Days: None
Sacrifices: All the dead are sacrifices to him
Place of Worship: Places of death.

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That is the final entry for this month for my RPG Blog Carnival.  I have more gods and monsters for these myths and that will continue.

Monday, October 30, 2023

Monstrous Mondays: D&DGII Draugr

Draugr
I am surprised I have not tried to stat these guys up before this. But this seems the perfect time to do it.  

Draugr

Draugr are powerful undead creatures of former warriors under a powerful curse. Typically, they are cursed to guard a large treasure or powerful tomb of a lord or king. However, it is said that the curse would not take hold if there was not already some evil in their hearts. 

The process of creating a draugr involves dark necromancy and the ritual sacrifice of warriors of at least 7th level of experience. 

They are sacrificed and their corpses are dumped into whatever burial pit or hole they are set to guard.

DRAUGR
FREQUENCY: Very Rare
NO. APPEARING: 1-3
ARMOR CLASS: 2
MOVE: 24" 
HIT DICE: 8+16 (52 hp)
% IN LAIR: 100%
TREASURE TYPE: B
NO. OF ATTACKS: 2 weapons or touch
DAMAGE/ATTACK: 1d8+3, 1d8+3
SPECIAL ATTACKS: Constitution Drain
SPECIAL DEFENSES: +2 or better weapon to hit
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Chaotic Evil
SIZE: M (6' at shoulder)
PSIONIC ABILITY: Nil

Draugr are undead warriors of exceptional ability and strength placed under a curse. They are set to guard some larger treasure of a powerful lord or chieftain.  Typically 1 to 3 draugr are found per tomb along with the treasures of their lord.  Disturbing the tomb will cause the draugr to attack. 

The creatures attack with a sword twice per round. They add +3 to each attack due to high strength. They can as an option, touch an opponent and drain one (1) point of Constitution per successful touch attack. Victims drained to 0 Constitution become wights under the control of the draugr that drained them. Lost Constitution points can be restored at the rate of 1 point per week of bed rest or via any magic that can restore lost levels. 

Draugr can only be hit by magic, +2 weapons, or better weapons. They turn as Vampires. They are harmed by holy water and cannot enter sanctified or holy ground save for where they were buried. They are not harmed 

If the draugr's treasure is taken and the draugr is not completely destroyed it will hunt down every piece of it down to the last copper piece. The only way to completely destroy a draugr is to burn its remains to ash.  


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Tuesday, October 24, 2023

D&DGII The Black Forest Mythos: Helga, Goddess of Witches, Ghosts and Magic

Helga
Helga is likely one of the Goddesses I have thought about the most. She is the goddess of witches, ghosts, and magic. She is the syncretized goddess of Hecate of the Greek/Roman myths and the Norse Hel and Heiðr, and the Germanic Frau Holt/Holda. This also ties her closely to Mother Goose and Grimm fairy tales.  

Additionally, I have been using her as a character in my Wasted Lands games. This has allowed me to build her up from the ground up; Hecate and Hel are just her "backstory."  So, part of this write-up will be based on the myths and legends and all the rules I have for them AND some in-game ideas I have had.

Helga

Helga is interesting one for me since her genesis really predates this project during a time I was working on creating new gods and goddesses for my home campaign. Some of that creation continues on in this project. In particular they formed my ideas on Großvater & Großmutter (originally Ouranus and Gaia in my home campaign). Helga though remains largely intact from that time since she was always a mix of Hecate, Hel, and a bit of Ereshkigal. She was a dark Goddess of Magic, Witchcraft, and Ghosts. I have even kept her name intact.

As this project grew I pulled in more details from previous work I had done, namely writings about Frau Holle and other, older myths that fit under the umbrella of "The Crone" archetype.  Helga is very much the Crone, but she can appear at any age.

HELGA (Goddess of Magic, Ghosts, and Witches )
Intermediate Goddess

ARMOR CLASS: 1/-3
MOVE: 18" / 24"
HIT POINTS: 288
NO. OF ATTACKS: 2
DAMAGE/ATTACK: via Spell
SPECIAL ATTACKS: Death Touch
SPECIAL DEFENSES: Aura of Darkness
MAGIC RESISTANCE: Special

SIZE: M (5' 6")
ALIGNMENT: Neutral (Evil)
WORSHIPER'S ALIGN: Any (those who use magic, witches, undead)
SYMBOL: Image of the Goddess' face
PLANE: Hölle

CLERIC/DRUID: 20th level in each
FIGHTER: Nil
MAGIC-USER/ILLUSIONIST: 20th level in each
THIEF/ASSASSIN: Nil
MONK/BARD: Nil
WITCH/WARLOCK: 20th level Witch
PSIONIC ABILITY: II
S: 10 I: 22 W: 24 D: 18 C: 18 CH: 20

Helga is the Witch Goddess, the Ghost Queen, and the Crone of the Trinity.  She knows all secrets since they are whispered to her by the dead.  Thus she knows all the secrets of magic. She is the guardian of the crossroads and the gates of Hölle, where the dead reside. 

Helga will often appear as an older woman wearing simple robes of black. Her face is often hidden in shadow so that only part of it can be seen; her mouth or eyes. During the winter months, she will be seen wearing a crown of dried branches and leaves. 

As the goddess of magic and witches, she knows every spell since they are whispered to her by the dead. She can cast two spells per round as she chooses. She casts as a 20th-level spellcaster. She can also command undead to do her bidding as if she were a 20th-level cleric. She can speak to the dead at will.

Helga is the mistress of magic, therefore she is immune to the effects of any spell of third-level or lower. This includes any area of effect spells.  For spells of fourth-level and greater, she has a saving-throwing bonus of +3.  She is also surrounded by an aura of darkness that obscures her features and provides protection. When active, she gains a +4 to saving throws and a +4 bonus to AC. This is in addition to her normal saves. 

Animal: Hounds
Rainment: (Head) circlet of dead leaves and branches (Body) Simple garments of black. Robes of black
Color(s): Black
Holy Days: Samhain, Winter Equinox, Beltane
Sacrifices: Animal sacrifice at the Equinoxes. Animals are burned to ash. Milk left out each night.
Place of Worship: Graveyards and Crossroads.

Her faithful hound is Heuler, the Guardian of the Gates of the Dead.

Heuler
Heuler

Heuler ("Howler") is the syncretized guardian of the Underworld ("Hölle"). He combines elements of Cerebus, Hell Hounds, and the various wolves of the Norse/Germanic mythology, in particular Garm.

HEULER
FREQUENCY: Unique
NO. APPEARING: 1
ARMOR CLASS: 2
MOVE: 24" 
HIT DICE: 22+88 (187 hp)
% IN LAIR: 100%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1 bite, 2 claws
DAMAGE/ATTACK: 4d10 + Poison/Disease, 1d8+4, 1d8+4
SPECIAL ATTACKS: Howl
SPECIAL DEFENSES: +3 or better weapon to hit
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Chaotic Evil
SIZE: L (18' at shoulder)
PSIONIC ABILITY: Nil

Heuler is a monstrous wolf-hound hybrid monster that stands 18' tall. His fur is soot black, his eyes burn with hellfire, and his jaws drip with poison. He is tasked with making sure none enter Hölle that do not belong, and none leave once they are inside.

He attacks with his massive jaws biting with 4-40 hp worth of damage. Each bite carries a rotting disease similar to mummy rot. Victims must save vs. Poison or contract this rotting disease. It is treated the same as Mummy Rot. He can also attack with his massive claws for 5-12 hp worth of damage each.

Three times per day, Heuler may howl to summon the dead to aid him. After he howls he will be joined by 3d12 wights who will fight whoever the beast is fighting. These wights will fight till destroyed.

If Heuler is killed then one of his pups will be elevated to the position of the new Guardian of the Gate. 

A Reminder Note About Translations

I have had a few comments from people saying my translations are "off."  While that is true, it is also on purpose. I am not looking for a perfect translation into modern German here. I am looking for something that common folk might have called these (See Rule #2) AND something I would have written in 1985-6 when my only resource was my High School German textbook and dictionaries (See Rule #3). So yeah, there are proper ways to translate these, but that is not what I want to do here.

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Monday, October 23, 2023

Monstrous Mondays: D&DGII Hautveränderer

Hautveränderer
The Romans, Norse, and ancient Germanic peoples all had many monsters that haunted their fears and tales. But they all at least one monster in common, and that was the werewolf.

The first recorded werewolves in a recognizable form in myth and legend go back to the Greeks and Romans. One could argue that the go back even further, but Greek and roman are fine for this project. Indeed we get the word "Lycanthrope" from the Romans. In particular from Ovid in his Metamorphoses and his tale of King Lycaon.  The Norse and Germanic people gave us the berserker, or berserkr, meaning "Bear Shirt." These were a class of warriors that could turn into bears or had the ferocity of bears in battle.

Tales of humans turning into animals are as old as humans and animals. Many shamanistic practices are based on this. For today's monster then I am looking for less of a syncretism and more of a synthesis.

In Norse and Germanic myths, the Werewolf is known as the "werwolf" not much difference there. But in Roman myth such creatures were known as "skin changers" or "skin turners."  Translate that back to German and we have today's monster, the Hautveränderer.

HAUTVERÄNDERER
FREQUENCY: Very Rare
NO. APPEARING: 1
ARMOR CLASS: 4
MOVE: 24" 
HIT DICE: 7+1 (32 hp)
% IN LAIR: 10%
TREASURE TYPE: B + Special
NO. OF ATTACKS: 2 Claws, 1 bite
DAMAGE/ATTACK: 1d4/1d4/1d6
SPECIAL ATTACKS: Bloodlust, Rend (2d8)
SPECIAL DEFENSES: +1 or better weapon to hit
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Chaotic Evil
SIZE: M (6')
PSIONIC ABILITY: Nil

Hautveränderer are human fighters, most often Berserkers (qv Monster Manual, p.67), who can assume the form of a large wolf or bear. They do this by using a special skin of the animal they wish to transform into. The hautveränderer's skin must be of an animal they killed and then prepared by a shaman. They don the skin, which must be touching their flesh to transform. 

They attack with two claws and a bite. Any natural 20 roll on their claw attacks will result in a rending attack, 2d8 instead of 1d4. If successful, they can make two rend attacks per round. 

Hautveränderer live for battle and are subject to bloodlust once they have made a successful attack. They must make a saving throw vs. Paralysis, if they succeed, then they continue as before. If they fail, then they succumb to the blood lust and attack everything, friend or foe, until none are alive. They are allowed a new save at the start of their next attack. Success means their lust has ended. While in blood lust, they attack at +2 to hit.

Their magical hide also offers some magical protection, so only +1 or better weapons can pierce it.

If killed, there is a 10% chance that their hide survived the attack enough to be reused. Any character seeking to reuse the hide must seek out a shaman to bind it to its new owner. While killing a hautveränderer is typically a good enough reason to have this skin, some shamans might not look favorably on the one who did the killing if they were from the same clan.

They are not true lycanthropes, so they cannot pass on their curse, nor are they affected by the moon's phases.

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Friday, October 20, 2023

D&DGII The Black Forest Mythos: Ides

Ides
Continuing my syncretism of the Roman and Norse myths, I wanted something that covered several different concepts. Possibly one of the recognizable beings from Norse mythology are the Valkeries. These warrior women come down from Valhalla and take the honored dead back to Odin's hall to train for the final battle of Ragnarök.  They are central to Wagner's Ring Opera and have even made their way in places like the Marvel movies, Xena, and Charmed. But they are not particularly Roman.

Scandinavian women had far more freedoms than Roman women, who could not even leave their homes unescorted. So how do these fierce women warriors get reclassified in my Black Forest mythology? By combining similar creatures from both Roman and Germanic myths.

One of the first things that struck me when I first read the Deities & Demigods was how similar many creatures were across the myths and times. For example, take the Norse Valkeries and the Finnish Air Maidens.  One of the things I looked into was were they related. Rereading the Kalevala leads me to believe there is a connection, that the Air Maidens were the Valkeries for the Finns and Lapps. I also investigated the notion of the anthropomorphic representations of the various Scandinavian countries, ie Lady of the Mountains (Iceland). Ola Nordmann (Norway), Holger the Dane (Denmark), and Mother Svea (Sweden). This anthropomorphism reminds me of the Genus Loci we also see in Greek and Roman myths. 

Romans had psychopomps, which is the type of gods/goddess the Valkeries were. These include Hermes/Mercury, Charon, and even Hecate. But I have other plans for these sorts of creatures. Instead I want to look to other spirits that exist between the realms of mortals and gods. The Roman Nymphs and the Germanic Idis. 

These creatures are often depicted as lesser Goddesses. Linguistics have tried tying idis/ides to Deus for example with no real success. Nymphs are also depicted as the offspring of some god, goddess, or titan. Ides have also been described as the offspring of or the mothers of the jötunn.

There is just enough blurring of lines here between all of these creatures that they could, through many nights of campfire tales and bedtime stories, to get them to blend into one creature.

The Ides of these myths are Demigoddesses. Their task is to protect and guide heroes under the will of Unser Vater. They combine aspects of the nymphs, Idis, Valkeries and other local female divinities. 

IDES (Demi-Goddess of Protection and War)
Demigoddess

ARMOR CLASS: 2
MOVE: 18" / 36" (with winged steed)
HIT POINTS: 90
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1d8/1d8 (sword)
SPECIAL ATTACKS: Healing touch, Radiance
SPECIAL DEFENSES: Radiant aura
MAGIC RESISTANCE: 25%

SIZE: M (5'10")
ALIGNMENT: Lawful Neutral (Good)
WORSHIPER'S ALIGN: All
SYMBOL: Glowing Sword
PLANE: Erde (Prime Material)

CLERIC/DRUID: 8th Level Cleric
FIGHTER: 10th Level Paladin
MAGIC-USER/ILLUSIONIST: Nil
THIEF/ASSASSIN: Nil
MONK/BARD: Nil
WITCH/WARLOCK: Nil
PSIONIC ABILITY: II
S: 15 I:15 W: 16 D: 18 C: 18 CH: 20

Ides appear as warrior women in the peak of health. Looking upon them, they radiate power, strength, and divinity. There is no doubt of their divine lineage. Some sages claim they are the spirits of the brave who died in battle; others say they are the offspring of Jäger or Jägerin. Others still claim they are the spirits of the land, given life and purpose by the humans and gods around them.

The ides are good fighters who can attack twice per round with their long swords. Their radiant aura (which is why men say they are the daughters of Jäger) does damage to undead creatures and constructs at the rate of 1d8 per round to any within 30 ft. 

They are also healers, able to cast spells as an 8th-level cleric and they have the lay on hands abilities. They can heal with a touch for 2d6 hp of damage three (3) times per day. 

Their task is to aid heroes. They can help them in battles or heal them. The hero must enter the area where the ides resides. Each one is tied to a particular area that usually (but not always) is related to some natural feature of the land. So a valley, or the area near a lake. The ides also bring the spirits of the dead back to Himmel. It is rumored that an ides will help a brave warrior three times in their lifetime. When the third time is complete the next time they see the ides will be when they are taken to Himmel. 

They are nominally under the control of Unser Vater, but they can be summoned by the Goddesses Siege and Glücke. Under times of war, they can also be called by Jägerin.

When summoned by Jägerin, they become known as Die Kriegerin, the Goddess of War. At this time they can leave their areas and ride off on winged steeds to join in whatever battle they are needed. 

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Wednesday, October 18, 2023

D&DGII The Black Forest Mythos: Clash of the Titans, Die Hüne

Die Hüne
One of the many features this mythology shares with the Greek, Roman, Norse, and many, many other myths across the world is the idea of the Chaoskampf. This is idea that the gods (representing order) are a younger generation to the Titans or Giants that represent chaos. It is through this battle that order is brought to the universe. It is a deeply held idea and can be found in many mythologies in the world. It even makes it way into various D&D-related products.

I am not here to debate such profound insights. I am here to say how this manifests within my syncretized mythos. 

Die Hüne

Die Hüne are the Titans and the Giants of both myths.  Primordial beings of great power that the gods defeated but still trouble them.  In this myth, the Gods fought Die Hüne and brought order out of chaos. These are not just giants and titans. These creatures are the demons of this mythology.  They are beings of primordial chaos. 

In my mind, they combine giant, elemental, and demon. The Gigantes of Greek myth (not AD&D) were more monstrous creatures.  The jötunn of Norse myth likewise were more demonic. As time passes, these titans and jötunn become more human-looking until we have something like the giants of D&D. 

My goal with Die Hüne is to return to those older, more monstrous giants. Given that this mythology is half-Roman, these people will have been familiar with some of the tales of Goliath, the Anakim, and others from Jewish mythology.  So maybe some of those tales entered into their thinking.

For these monsters I can use my write-ups for the Jötunn and my classifications of Die Hüne from previous posts.

Hüne Vater

Hüne Vater is the father of the current generation of the Gods. He killed his father and was, in turn defeated by his own son. He is the leader of Die Hüne. Before his defeat, he cursed the gods and all humankind with death. In Proto-Indo-European myths, he is the Archdemon.  He sits imprisoned in exile. 

This is a complex figure. He combines aspects of both the Roman Saturn and the Norse Surtr. He is the leader of the Primordial Chaos beings. If anything, he represents the future which is death. Surtr plays an important role in the Norse Ragnarök. Saturn/Chronus is often depicted as an old man with a scythe or sickle, an image that gives us both the anthropomorphized Father Time and Death. This why my Hüne Vater curses gods and mankind alike with old age and death. The gods have their apples to protect them. 

He is a destroyer. He killed his own father (Großvater) and impregnates his mother (Großmutter) to bring about the Hüne and the new generation of gods. He would also have aspects of Satan and Angra Mainyu. He is chaos, fire, and destruction. He wants nothing more than to destroy everything.

Die Hüne
HÜNE VATER (Primordial Titan)
Intermediate God

ARMOR CLASS: -7
MOVE: 36"
HIT POINTS: 300
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 2d10/2d10 
SPECIAL ATTACKS: Aura of the Inferno
SPECIAL DEFENSES: Blinding Defense
MAGIC RESISTANCE: 75%

SIZE: L (25")
ALIGNMENT: Chaotic Evil
WORSHIPER'S ALIGN: Any Evil
SYMBOL: An open flame
PLANE: Hölle

CLERIC/DRUID: 5th level Druid
FIGHTER: 15th level Fighter (Barbarian)
MAGIC-USER/ILLUSIONIST: Nil
THIEF/ASSASSIN: Nil
MONK/BARD: Nil
WITCH/WARLOCK: Nil
PSIONIC ABILITY: II
S: 25 I: 14 W: 15 D: 18 C: 25 CH: 10

Hüne Vater is the father of the Hüne (Titans) and the first generation of Gods. He is chaos incarnate and is the element of fire. He lives only to destroy everything around him. He was defeated by the gods under the leadership of Unser Vater.  He is imprisoned in Hölle where he is guarded by the gods Hüter (Protector of the Dead) and Helga (The Ghost Queen), and a myriad of monsters. 

It is said that Hüne Vater created the sky and the Earth out of his parents, but this was not an intentional act of creation but one that happened due to his own destructive influences. Later Unser Vater would bring order to the universe.

If free from his prison, he can attack with two massive fists. He is surrounded by an aura of flame that can do 2d8 hp of damage to anyone within 60' of him.  Once every three turns, he can also fly into a berserker-like rage and make two additional attacks. 

Hüne Vater is not worshipped in the traditional sense. Berserkers call on him for their murderous rampage. He can be the patron for Chaotic Evil Warlocks. These warlocks are given access to any fire-based druid spell.

Großvater & Großmutter

Großvater and Großmutter are the names given to the quasi-anthropomorphic manifestation of the Father Sky and Mother Earth of the Die Hüne (the Titans/Jötunn).  Großvater was destroyed by his son Vater Hüne to make the night sky. Großmutter never fully recovered from her attack by Vater Hüne and is now still, but not dead. She ceded most of her power to her daughter Mutter Natur.

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Monday, October 16, 2023

Monstrous Mondays: D&DGII Alp

"Nachtmahr" ("Night-mare"), by Johann Heinrich Füssli (1802), depicts an Alp sitting on the sleeper's chest, with a mara staring through the background.
 Today is the Feast of Saint Gall (October 16), and anyone born three days prior (October 13) risks becoming an Alp.  Depending on who you ask, an Alp is an undead spirit, a crouching demon (a crouching spirit) like an incubus, something like a night hag, a satyr, or an elf. Or somehow all of the above.

"Alp" is related to the old German word for Elf and Alf. It is believed they could cause nightmares in the form of "Alpdruck" (literally 'elf-oppression') or "Alptraum" ('elf-dream') and even a form of bewitchment, "der alp trieget mich" ('the elf is deceiving me'). They were believed to do the bidding of witches. 

This is all fine for folklore, stories, myths, and legends. But for a monster for AD&D I need to categorize somehow (remember my first rule) AND be a monster that these hypothetical people would have feared (Rule #4).

So what sort of monster is the Alp that fits into AD&D and reflects a monster people would have feared.

ALP
FREQUENCY: Very Rare
NO. APPEARING: 1
ARMOR CLASS: 1
MOVE: 18" / 24"
HIT DICE: 6+6 (33 hp)
% IN LAIR: 0%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1 Claw or Energy Drain / Suffocate 
DAMAGE/ATTACK: 1d4
SPECIAL ATTACKS: Energy Drain, Suffocate
SPECIAL DEFENSES: +1 or better weapon to hit
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Chaotic Evil
SIZE: S (3-4')
PSIONIC ABILITY: Nil

The Alp is a type of undead fae. It appears to be a small imp-like creature, but it is invisible most times.  It enters a home to feed on sleeping people inside.  It sits on the chest of a victim and suffocates them. This attack drains 1 point of Constitution per night. Anyone brought down to 0 Con dies with no chance of resurrection. If a cleric can stop these attacks, usually via an Exorcism or Holy Word spell, they can restore the victims' constitution (a Restoration spell).

The alp's attack is so similar to that of an incubus or a night hag that it is difficult to determine what creature is actually attacking the victim. 

These creatures can only be attacked while they are feeding. They are turned as Wraiths.  Those drained by the Alp will return as Wraiths. They are not controlled by the Alp and have their own agendas. As undead, they are immune to Charm, Hold, and Sleep spells. They can be warded off with holy symbols and take damage from holy water. Wearing a holy symbol or draping one over a bedpost will deter their attacks. 

During the daylight hours, an alp can disguise itself as a normal animal, albeit with a cruel and unsavory mien. It can change into a cat, dog, pig, or small horse. All these animals will have a patch of white fur on them. It can be attacked like this, but it will typically avoid these attacks and run away. Any animal that takes more than the average amount of damage and does not die is often suspected of being an alp. It can attack with a claw for 1d4 hp of damage when pressed. Regardless of their form or time of day, the alp moves fast and can also fly.

People born on October 13th can always see these creatures, even when they are invisible. They are also the ones most likely to be targeted by these creatures.

A house with a guardian spirit, such as a Brownie, will keep these creatures at bay. It is believed that the Alp was initially related to the Brownie in life. 


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Friday, October 13, 2023

D&DGII The Black Forest Mythos: The Divine Twins

 This is really a fabulous October. We have five weekends, a full moon near Halloween, a Friday the Thirteenth (today) AND a total Solar Eclipse in some parts of the country tomorrow.  In celebration of tomorrow's solar/lunar event, I thought it would be good to discuss my God of the Sun and Goddess of the Moon, as well as other Divine Twins.

Jäger and Jägerin

The Divine Twins in the Black Forest Mythos

The motif of the Divine Twins is one that comes up again and again in most religions and myths. Usually they are the children of the main sky God, and they serve complimentary functions. Other twins are heroes who have many adventures with the gods.

Jäger and Jägerin

These gods are my syncretized versions of the Roman Apollo and Diana with the Norse Freyr and Freyja. They are the gods of the Sun and Moon respectively. Their names mean "Hunters" to help stress the importance that hunting, more than war, is to these people. They also see these gods as Nature gods, so sometimes they are depicted with stag horns.  Curious note. The Norse and Germanic peoples of this time measured time in "Nights" not days. So these combined gods are both the stewards of time.

When needed, Jägerin can don the armor of war and gather Die Kriegerin, the Goddesses of war (much like the Valkyries).  They are also the patrons of the arts bringing music and poetry to the people. 

When the moon eclipses the sun, it is said that Jägerin has put up her shield to protect her and her brother in battle. 

JÄGER (God of the Sun, Music, Hunting)
Intermediate God

ARMOR CLASS: 2
MOVE: 18" / 36"
HIT POINTS: 300
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 2d8/2d8/2d8 + Fire
SPECIAL ATTACKS: Sunbolt
SPECIAL DEFENSES: Firey Aura
MAGIC RESISTANCE: 75%

SIZE: M (6' 2")
ALIGNMENT: Neutral Good
WORSHIPER'S ALIGN: All (mostly Good)
SYMBOL: Sun Disc or Bow
PLANE: Himmel

CLERIC/DRUID: 10th Level Druid
FIGHTER: 20th Level Fighter
MAGIC-USER/ILLUSIONIST: Nil
THIEF/ASSASSIN: Nil
MONK/BARD: Nil
WITCH/WARLOCK: Nil
PSIONIC ABILITY: II
S: 20 I:18 W: 18 D: 20 C: 20 CH:20

Jäger is the god of the Sun but is not the sun. He rides his chariot across the sky, searching for the best game to hunt. His tales of his hunting prowess are matched only by tales of his amorous exploits. He is married to Liebhaberin, but both gods are free to choose other lovers as they see fit. He is the model of youth in his prime.

As the god of the sun he can cast any light, fire, or sun-based spell as a 10th-level spell caster and spells he can cast as a 10th-level Druid. His main weapon is his bow. He can fire three arrows per round each hitting a different target. If he chooses, each (or any) arrow can burst into flame for an additional 1d8 points of damage. Additionally he can fire a Sunbolt for 1d10 points of damage. He can also wreathe himself in the Aura of the Sun. This causes Blindness to any that look at him and 1d8 hp of damage to any with 5' of him every round.

He is often accompanied by a group of deathless hunters. These are men who died while hunting or who wished not to move on to their afterlife after death. They hunt in ghostly processions across the land. Anytime a person sees a falling star, they know a new hunter has joined Jäger's ghostly party. Each acts as 10th level fighter and are similar to spectres.

Additionally, he is the god, or rather patron of, music. When not hunting, he can be found singing or playing an instrument.

Animal: The hunting dog or stag
Rainment: (Head) a solar disc or a crown of antlers (Body) Simple hunting garments
Color(s): Yellow, Gold
Holy Days: Every day at sunrise and noon
Sacrifices: Animal sacrifice at sunset. Animals are then eaten by congregants.
Place of Worship: Any open space.

JÄGERIN (Goddess of the Moon, Poetry, Hunting, War)
Intermediate Goddess

ARMOR CLASS: 2
MOVE: 18" / 36"
HIT POINTS: 300
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 2d8/2d8/2d8 + Chill
SPECIAL ATTACKS: Moonbow
SPECIAL DEFENSES: Aura of Madness
MAGIC RESISTANCE: 75%

SIZE: M (6' 1")
ALIGNMENT: Chaotic Good
WORSHIPER'S ALIGN: All (mostly Good)
SYMBOL: Moon disc or Bow
PLANE: Himmel

CLERIC/DRUID: Nil
FIGHTER: 20th Level Fighter
MAGIC-USER/ILLUSIONIST: Nil
THIEF/ASSASSIN: Nil
MONK/BARD: Nil
WITCH/WARLOCK: 10th Level Witch
PSIONIC ABILITY: II
S: 20 I:18 W: 18 D: 20 C: 20 CH:20

Jägerin is the Goddess of Moon, hunting, poetry, and war. she drives her chariot across the sky as does her brother. On the days of the Solar eclipse she is holding up her shield to protect him. On days of the Lunar eclipse he is providing her protection.

Like her twin brother, Jägerin can attack with a bow. Her arrows do 2d8 and can also add an extra 1d8 hp of chill damage. She can surround herself with an Aura of Madness, any who come within 10' of her will attack anyone else but her.  She can cast any spell relating to night or the moon as a caster of the 10th level and as a 10th-level Witch.

Jägerin also has a retinue of hunters with her. These wild women will run through the forest with her in a blood lust for the hunt. They are not dead, but they are no longer alive either. Each acts as a 7th-level fighter and can transform into an animal. Wolves are most common. When needed though, she can call on her Hunt and don the armor of war. These wild women are then known as Die Kriegerin, or the Goddesses of War.

Like her brother, Jägerin is also the patroness of the arts, in this case poetry. She is equally as lascivious as her brother. One tale is told how she boasted she could hunt and kill as many animals as a group of men hunting in the wood. The all agreed to set out in the morning to hunt and return by night fall. Jägerin spent the night having sex with all the hunters and making them too tired to hunt the next day. She was able to go to the wood and hunt at her leisure, easily beating all of them.

Animal: The hunting dog or stag
Rainment: (Head) a moon disc or a crown of antlers (Body) Simple hunting garments
Color(s): Yellow, Gold
Holy Days: Every moonrise
Sacrifices: Animal sacrifice after sunset. Animals are then eaten by congregants.
Place of Worship: Any open space.

Siege and Glücke
Siege and Glücke

These are the Goddesses of Victory and Luck, respectively. 

SIEGE and GLÜCKE (Goddess of Victory and Luck)
Lesser Goddess

ARMOR CLASS: 4
MOVE: 18" / 36"
HIT POINTS: 150
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1d8/1d8
SPECIAL ATTACKS: Change Outcome
SPECIAL DEFENSES: Change Outcome
MAGIC RESISTANCE: 25%

SIZE: M (6' 0" and 5'19)
ALIGNMENT: Lawful Neutral (Siege) and Chaotic Neutral (Glücke)
WORSHIPER'S ALIGN: All
SYMBOL: Spear
PLANE: Himmel

CLERIC/DRUID: Nil
FIGHTER: 10th Level Fighter (Siege)
MAGIC-USER/ILLUSIONIST: Nil
THIEF/ASSASSIN: 10th Level Thief (Glücke)
MONK/BARD: Nil
WITCH/WARLOCK: Nil
PSIONIC ABILITY: II
S: 16 I:18 W: 18 D: 20 C: 18 CH:18

These goddess are not worshipped in the strictest sense, but are called on often enough to grant favors to mortals. Siege is the Goddess of Victory; she represents success through skill and determination. Glücke is the Goddess of Luck; she represents success through luck and happenstance. 

Both Goddess can offer a boon to a mortal in the form of gift of Success. Mortal with this gift can re-roll any missed attack, ability check or saving throw and take the better of the two rolls. Most mortal only get this gift once in their lives. Others, such as the hero twins Magni and Muthi, get this boon often. 

Magni and Muthi
Magni and Muthi

Magni and Muth are the Demigod hero twins of this myth. They are two fun and adventure-loving brothers whose tales are often used to teach moral lessons but also entertain. They typically begin with the brothers getting kicked out of their home because their mother (usually described as a hideously ugly witch but also described as the best cook in the world) is tired of them breaking things. The brothers devise a scheme to either get rich, get drunk, or find some maiden to bed. They often run afoul of some person in power, a barkeep, angry husband, father, and/or brothers. The more they try to solve their problems, the more (comical) trouble they get into. Magni is the Strongest Man alive, and there is nothing he can't lift or break. Muthi is the Bravest Warrior known, and he fears nothing, no man, demon, or god. Their tales will sometimes emphasize how much Magni is afraid of something or how something is too heavy for Muthi.

In the end, the brothers usually come out ahead. They get the money, the ale, and the girls and will be seen headed home, where their mother has made them a fantastic meal. They are mischievous but rarely evil. They only kill monsters and prefer to make fools out of human or divine opponents. 

It is said they are deeply in love with Siege and Glücke, but can't make up their minds about who is in love with whom.  

The only time the brothers fight each other is when they have their eyes on the same woman. And in these tales, the moral is always the same. While fighting each other, they lose the girl to someone else, and they return home to a scolding by their mother.

MAGNI and MUTHI
Demigods

ARMOR CLASS: 4
MOVE: 12" 
HIT POINTS: 110 (Magni), 120 (Muthi)
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1d10/1d10/1d10
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil

SIZE: M (6' 1" Magni) (5' 11" Muthi)
ALIGNMENT: Chaotic Good
WORSHIPER'S ALIGN: NA
SYMBOL: NA
PLANE: Erde (Earth)

CLERIC/DRUID: Nil
FIGHTER: 18th Level Fighter (Barbarian)
MAGIC-USER/ILLUSIONIST: Nil
THIEF/ASSASSIN: 10th Level Thief
MONK/BARD: Nil
WITCH/WARLOCK: Nil
PSIONIC ABILITY: Nil
S: 25 (Magni) 18 (Muthi) I:10 W: 8 D: 18 C: 20 (Magni) 25 (Muthi) CH: 19

Magni and Muthi are twin brothers. They are not worshipped in the traditional sense but are demi-god heroes of these myths, and their stories are told to children (about how they fight monsters) to adults (how they stop evil people and their sexual exploits). 

Magni can add +7 to his to hit and damage rolls due to his strength. Muthi is unaffected by any sort of fear, mundane or magical. This also extends to giving him +3 against any save vs. magic.

Characters encountering Magni and Muthi will often find them "mid-scheme." That is whatever it was they were trying to do has already failed spectacularly, and now they are either running from the authorities or an angry husband/father/brother. 

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Wednesday, October 11, 2023

D&DGII The Black Forest Mythos: The Mother Goddesses Herde Oberin, Mutter Natur and Großmutter

Herde Oberin
Three more Goddesses today for my Black Forest Mythos. All are "mother" Goddesses and have quite a lot of control. Herde Oberin is the wife of Unser Vater and represents the home and hearth. She has aspects of Juno/Hera and Frigg as well as Hestia. Mutter Natur, or "Mother Nature" is the anthropomorphized Nature.  The last is Großmutter or "Grandmother", who is Gaia in the Greek myths. She is the mother of the Gods but is also the mother of many of the other creatures in these myths, including the Álfar.  

I am undecided whether Großmutter and Mutter Natur are not aspects of the same goddess. Often times you see gods and goddesses getting reduced as the pantheons age.  BUT also you see gods and goddesses splitting off.  In this case, I am keeping them separate for now but keeping in mind they might in fact be the same being.  Mutter Natur could be an aspect of Großmutter that is in an easier-to-understand concept for these people.

Herde Oberin

Herde Oberin is the wife of Unser Vater and one of the trinity of Goddesses which includes Liebhaberin the Maiden and Helga the Crone.  She represents the Mother aspect of the trinity and is the protector of the home and hearth and the family.  She is responsible for all things that happen within the home.  Unser Vater may be the chieftain of the gods, but in the home, her word is law. Spells and prayers to protect a home or children always invoke her name.

She combines aspects of Frigg/Frigga, Hera/Juno, and Hestia. She is not a jealous sort as is Hera/Juno because she is the regal queen who knows how to get what she wants/needs through her own power. 

HERDE OBERIN (Queen of the Gods)
Greater Goddess

ARMOR CLASS: 1
MOVE: 12" 
HIT POINTS: 350
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 3d8
SPECIAL ATTACKS: Magic
SPECIAL DEFENSES: Commanding Presence
MAGIC RESISTANCE: 75%

SIZE: M (5' 6")
ALIGNMENT: Lawful Good
WORSHIPER'S ALIGN: All (mostly Good)
SYMBOL: Distaff
PLANE: Himmel

CLERIC/DRUID: 20th level Cleric
FIGHTER: Nil
MAGIC-USER/ILLUSIONIST: Nil
THIEF/ASSASSIN: Nil
MONK/BARD: Nil
WITCH/WARLOCK: Nile
PSIONIC ABILITY: II
S: 15 I:20 W: 23 D: 20 C: 20 CH:25

Herde Oberin is the Queen of the Gods, wife to Unser Vater, and mother to many of the younger gods. She is the rule of the home and hearth where her word is law. She provides order and calmness to the gods and their dealings. She is the peacemaker between the gods, but they all fear her wrath. 

She prefers not to attack anyone, god or mortal, but when threatened, she can. She can cast any cleric spell at the 20th level of ability. She also wields a distaff that she can use to strike anyone for 3d7 hp of damage. Within her home on Himmel she also has a Commanding Presence. She can speak and any mortal who hears her will obey. Gods and other divine beings are allowed a saving throw. Undead, constructs and other creatures normally immune to the effects of mind-affecting magic are destroyed when she uses her commanding voice.  Likewise, she can use any Power Word spell once per day.

Herde Oberin is part of a Trinity of Goddess who see the well-being of mortals from birth to death. Liebhaberin the Maiden sees life begin, Herde Oberin the Mother sees life grow and flourish, and Helga the Crone sees life end and takes the souls beyond.  In this manner, they interact with the Fata Norne.

Animal: Dog or cat
Rainment: (Head) circlet or crown (Body) Simple garments
Color(s): White, 
Holy Days: Summer and Winter Solstices
Sacrifices: A small bit of food and drink left out at night
Place of Worship: The home

Mutter Natur
Mutter Natur

The Goddess of Nature and the Earth. She is the Mother of Ôstara, and she holds the same place in these myths as Demeter/Ceres. Likewise she has a mystery cult dedicated to her as Demeter did with the Eleusinian Mysteries. From the Germanic/Norse people she takes on aspects of Frigg (like Herde Oberin) but also of Woden/Odin due to her mystery cult. As Odin knew many secrets, so too does Mutter Natur. 

Mutter Natur is the goddess that druids would worship. Her mystery cult is comprised of a type of early European Celtic type of Druid adapted from the La Tène culture of Europe.

MUTTER NATUR (Goddess of Earth and Nature)
Greater Goddess

ARMOR CLASS: 1
MOVE: 18" / 24"
HIT POINTS: 300
NO. OF ATTACKS: See below
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: Blight/Bless
SPECIAL DEFENSES: Blight/Bless
MAGIC RESISTANCE: 60%

SIZE: M (6' 1")
ALIGNMENT: Neutral 
WORSHIPER'S ALIGN: All (Farmers, Druids, Mystery Cultists)
SYMBOL: A circle
PLANE: Prime Material

CLERIC/DRUID: 25th level Druid
FIGHTER: Nil
MAGIC-USER/ILLUSIONIST: Nil
THIEF/ASSASSIN: Nil
MONK/BARD: Nil
WITCH/WARLOCK: Nil
PSIONIC ABILITY: II
S: 11 I:20 W: 24 D: 25 C: 20 CH:20

Mutter Natur is the Goddess of the Earth, Nature, and all growing things. If Herde Oberin is the Goddess of Domestic life then Mutter Natur is the Goddess of all things wild. She is the daughter of Großmutter and the mother of Ôstara. She waxes and wanes with the seasons. 

She does not attack, but she can summon any weather of her choosing to hinder or even destroy anyone that would cause her harm. This can include spells like Gust of Wind or Lightning Bolt. She can also cast spells as a Druid of the 25th level.  At her choosing, she can also have a continuous Blight or Bless aura about her that extends to 60'.

Mutter Natur has a mystery cult. This cult resembles the practice of Druids and Shamans. Here, great secrets are revealed to the members and only the members.  To divulge these secrets results in a loss of all status and power. Some even say that the Earth itself will open up and swallow anyone before they can reveal these secrets. To date no one knows what these secrets are outside of her cult and none within will risk her wrath.

Animal: All
Rainment: (Head) circlet of flowers in the spring, leaves in the fall (Body) Simple garments
Color(s): Green
Holy Days: Equinoxes
Sacrifices: Animal sacrifice at the Equinoxes. Animals are then eaten by congregants.
Place of Worship: Any open space

Großmutter
Großmutter

While she is called Grandmother, she is more appropriately the mother of the Gods,  Die Hüne, and many of the other creatures in this myth. She is equal to the Greek Gaia and the ancient Tiamat. Her brother/husband/lover Großvater is destroyed by their son Vater Hüne to make the night sky. Großvater is equal to Uranus/Ouranos in Greek and Roman myth and Ymir in Norse.

GROẞMUTTER (Goddess of Creation)
Intermediate Goddess

ARMOR CLASS: NA
MOVE: NA
HIT POINTS: Infinite
NO. OF ATTACKS: NA
DAMAGE/ATTACK: NA
SPECIAL ATTACKS: NA
SPECIAL DEFENSES: NA
MAGIC RESISTANCE: 100%

SIZE: Varies
ALIGNMENT: Neutral
WORSHIPER'S ALIGN: None
SYMBOL: Infinity sign
PLANE: All

CLERIC/DRUID: Nil
FIGHTER: Nil
MAGIC-USER/ILLUSIONIST: Nil
THIEF/ASSASSIN: Nil
MONK/BARD: Nil
WITCH/WARLOCK: Nil
PSIONIC ABILITY: Nil
S: - I: - W: - D: - C: - CH: - 

Großmutter is the creatrix goddess and has no physical form save for all the Earth people walk on. She can communicate to others via dreams or other sending. It is said she can talk directly to gods, but her voice would destroy any others that hear it.

It is believed that Mutter Natur may be her aspect in an anthropomorphic form, and this is one of the many secrets learned in her secret Mystery cult.

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Tuesday, October 10, 2023

Mail Call: The Wasted Lands

 Got a nice surprise in my mailbox this weekend. 

Wasted Lands books

Jason Vey's The Wasted Lands has begun shipping. And the books are fantastic!

Wasted Lands

Wasted Lands

Wasted Lands

Wasted Lands

I feel this game has a good chance of replacing D&D 5e for the games I run. I have been doing playtests on it for months (longer if you count NIGHT SHIFT which uses the same rules) and have been using it to help detail some my gods in my Deities & Demigods II project.  Though I am thinking of pulling together some threads and starting a new campaign (or, rather, making one I have been doing here and there official) and calling it "The War at the Gates of Dawn."

You can get your copies, including the nice leather ones, at Elf Lair Games' website. If you backed the Kickstarter, then your games are on the way. I got mine early because I was a "test subject" for their new mailing system. I grabbed extra copies for our Sunday group since they helped play-test it.

You can also get your Wasted Lands books as PDF if you like. 

This is a great game and I really want everyone to give it a try. 

Monday, October 9, 2023

Monstrous Mondays: D&DGII Dökkálfar and Ljósálfar

Dökkálfar and Ljósálfar
One of the main features of the Black Forest Mythos is the ever-present forest. Things and things live there, and they are not meant for human eyes.  Something we forget in our age of Google Maps and GPS is how frightening the unknown is to people. Still is, but there was so much more of it then. The forest was the home to goblins, witches, and even the Devil himself. So, reading over the myths and fairy tales of the time it behooves me to include some of the inhabitants.

Dökkálfar and Ljósálfar

These are the "dark" elves and "light" elves (respectively) of the Norse and Germanic myths. I kept their names intact because they felt different enough for, yet close to, "Dark Elf" and "Light Elf." I have discussed the Dökkálfar before, and they are worth revisiting. For this, I wanted to return to an idea I had in the late 1980s of a "Progenitor Species" of all the elves and faerie creatures. It's something similar to what the Sidhe and the Eladrin have done in my games after and especially in the 2000s. This is returning to that idea shed of the connotations connected to the Sidhe. 

This is also something I am developing for my Wasted Lands campaign, which I'll be talking about more and more.

For these myths, I am also combining bits of the Greek nymphs and Roman Genius loci into a single idea. Thus these people are very specific to their environment, so the Light vs. Dark bifurcation.  I am purposely trying to avoid distinctions like Seelie vs Unseelie courts. That is another part of the world (though close by) and centuries away. 

The Álfar

The Álfar were a race of immortal, nearly divine people that some claim existed before the gods. Their origins vary, but almost all agree they are the children of the Earth (Großmutter).  One group lives above ground and cherishes the light (Ljósálfar) and another lives underground and loves the dark (Dökkálfar).

It is believed that these creatures are the progenitors of all nature spirits (elves, nymphs, dryads) and other earth creatures (kobolds, dwarves, gnomes). Like their forebears the have no souls but are not immortal.

ÁLFAR
FREQUENCY:  Very Rare
NO.  APPEARING:  1-2
ARMOR CLASS: 1
MOVE: 18" 
HIT DICE:  10+10 (55 hp)
%  IN  LAIR:  90%
TREASURE  TYPE:  Q (x10)
NO.  OF  ATTACKS:  2
DAMAGE/ATTACK:  Sword (1d8+3) or by spell
SPECIAL  ATTACKS:  Spell
SPECIAL  DEFENSES: +1  or  better weapon to hit
MAGIC  RESISTANCE:  45%
INTELLIGENCE:  High
ALIGNMENT:  Chaotic Good (50%) or Chaotic Evil (50%)
SIZE:  M  (6')
PSIONIC ABILITY:  Nil

The Álfar are the progenitor race of all elves and other faerie races. Some also claim that dwarves and gnomes can trace their ancestry to these people. They are divided into the Ljósálfar (Light) and Dökkálfar (Dark) depending on where they live: above or under the ground, respectively.

Regardless of their Light vs. Dark viewpoints, they are still the same species.

Álfar can attack with a sword twice per round or cast spells as a 10th-level magic-user. They have access to all magic-user spells and many unique ones as well. 

Courtesy is tantamount to the álfar. They will not attack someone honoring the rules of hospitality, but these rules must be adhered to strictly. They have been known to curse mortals that displease them for even the smallest of slights, and reward them with powerful magic for those that treat them with courtesy and respect. 

The Dökkálfar live underground and are often considered to be evil. The Ljósálfar live above ground in a "land beyond the forest" and are most often thought to be good but no less dangerous to deal with.


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