Showing posts with label RPG Blog Carnival. Show all posts
Showing posts with label RPG Blog Carnival. Show all posts

Wednesday, June 22, 2016

Class Struggles: The Faerie Witch

Still celebrating Mid-summer and all things faerie this week.  What better than to talk about the faerie witch for this weeks' Class Struggles.

The faerie witch is one of the easiest witches to use in a game because they most often fit the stereotype of the lone witch living in the woods.  It is a pervasive and well-established archetype of the witch.

The earliest witch classes did not split the class into traditions or covens, that is something that came later on, so it is hard to judge the merits of those classes as a faerie witch.  Certainly the Compleat Spellcaster Witch and the Dragon magazine witches had spells that would have made it possible to make a faerie witch, they were not overtly so.

I suppose I should really define what I mean by a faerie witch before I move on.  These are witches that are typically solitary, typically live in the woods alone, converse with various natural and supernatural animals.  They have practices that are similar to the druid, but certainly a reverence for nature. Often above and beyond their reverence for mortal lives.  They don't all have to be faerie-blooded or even elven, but sometimes they are.   The faerie witch also covers various hags and other witch-like creatures found living in natural environments.  To give you an idea of what I consider to be faeries witches here is a list of the characters I have built using the faerie witch tradition for various games:
The faerie witch was one of the first "Traditions" I ever wrote for the witch class along with the "Craft of the Wise", "Malefic" and "Tempenstarii" witches.  If you want a rough idea of what I was doing have a look at my Castles & Crusades version of the witch that included the faerie tradition.

So where did this come from?
There is a real-life witchcraft tradition known as "Fairy Wicca", but it would be a lie to say that is where this all came from for me.  Sure I read up on it a lot later on, but it wasn't what I was looking for.   This also me to the "Feri Tradition" as well. Looking back over my own notes over the last few days I can't tell where it came from originally except that I have a note on the back of a print out from my school's mainframe and the date on it is 1989.  The note just lists the Craft of the Wise, Faerie, Malefic and Tempenstarii traditions. Later, in a different color ink, I added Amazon, Veneficia and Voodoo.  But I know where those came from and that puts it closer to 1992.  On a side note it was interesting to delve into these paper archives. I could see the progression of technology as I flipped the pages. Mainframe printouts on white and green paper, my Tandy printer, moving on to a color Panasonic dot-matrix printer and then to the first HP Ink-jet that was the version complete version of my witch class.

Mayfair Witches
Around the same time, Mayfair rolled out it's Witches book by Nigel D. Findley for the Role-Aids line. This book was great and because of that I avoided it for years! It was published in 1990 and I saw it was doing something similar to me so I put it down.  I was deep into writing then and did not want to have my own class influenced.  I really didn't need to worry.  The "traditions" (which is a common word used to describe different kinds of witches) in this book were set up very differently than what I did.  In fact the relationship they had was more like Class and Sub-classes of the D&D 2nd edition type.  Mine had different powers, this one had different spells.  The spells really make it though and something I would like to try doing sometime.
The Mayfiar Faerie Witches (not to be confused with these witches) were more of a guardian of the forrests and friend to animals type.  Strong and fierce.  They were more Angelina Jolie "Maleficent" than the original Disney one.

The Witch & Eldritch Witchery
My faerie witch appeared in my 2nd edition and 3rd edition netbooks.  Their newest incarnations can be found in my "old school" books The Witch and Eldritch Witchery.  It is notable here because it is one of the very few traditions to appear in both books.  These witches have what I consider to be typical powers; summon familiars, talk to animals, lay devastating curses...you know the normal.  But also something that I have added to other versions in the past, assume a fey shape.  For evil faerie witches this would be a hag shape.  I have even toyed with the idea that hags might not be a separate race at all, but rather transformed witches.

ACKS
The witches in Adventurer Conqueror King System's Player's Companion also are divided by tradition and features a "Fairy Tradition" known as a "Sylvan Witch". This tradition (and all the ACKS Witch traditions) have a collection of bonus spells and powers.  I rather like these to be honest. It makes for an interesting middle point between my witches and the Mayfair witches.

D&D 4
Dungeons & Dragons 4th edition actually had two pretty good "faerie" witches; the fey-pact Warlock introduced in the Player's Handbook and the witch sub-class in Heroes of the Feywild.  The fey-pact warlock certainly represents the dealing with the powers of the fae in a darker, more sinister way.  The witch of Heroes of the Feywild is really more of "Sub-class" of the wizard (something similar to 2nd ed with the witch kit) with a lot of powers and spells that give the witch flavor.

On one level I didn't like this since the witch isn't really a type of wizard.  But in reading it I can get past it since the witch is only a type of wizard "mechanically", she uses the same rules as a wizard and thus all the same powers, feats, magic items, Paragon Paths and Epic Destinies the wizard can use.  In this respect it makes her more like what I have done in the past where wizards and witches are both a type of "magic-user".   It gives the witch a lot of power to choose from.

The witch has two builds or covens she can choose from, a Full Moon Coven and a Dark Moon Coven, or if you prefer a good witch and a bad witch.  The covens have some powers associated with them, but the witch is still free to choose powers as she sees fit.
Only Paragon Path is given, the Legendary Witch, and it focuses on the two covens.  It lacks any strong thematic element, but this is a complaint I have had of the Paragon Paths of the post-Essentials line.
The Epic Destiny, the Witch Queen, though is quite good.  I had done something similar as a Prestige Class for 3.5.  This one is different but there are some interesting powers and effects.

What sets this witch apart from another Wizard or a Warlock are her spells and powers.  The witch relies on her familiar to learn magic.  Something I have seen more and more of late in FRPG versions of the witch. Her magic has a distinct feel to it different than that of the warlock, even if there seems to be some overlap.  Witches do get a minor healing power from the Full Moon Coven, and her magics in general are more subtle. She does not for example have a fireball like spell, but she can change monsters into other animals and they take damage for it.  Heavy on the charms and transformations.  Lots of powers with the Psychic key-word.  Some are similar in theme to the Warlock; Horde of Puckish Sprites is not too different, save in level than Pixie War Band.

There is something of an iconic character here in the witch Rowena (pictured above).  I'd like to find out more about her and maybe stat her up.

D&D 5
D&D 5 does not have a Faerie Witch or even a witch per se.  It does have a Warlock that takes the best properties of the 3.5 and 4e warlocks and makes something that I can use.  The warlock does have a Fae patron which has a lot of flavor to it.  A Fae-Warlock taking the Pact of the Tome makes for a pretty good witch-like character for me to be honest.  In fact, that is the character I am playing now in my D&D5 game and it is very witch-like in play.

I am sure there are others out there.  The archetype is just too pervasive not to be.

Hope you are enjoying this Mid-Summer and Full Moon.  Very witchy that.


Monday, June 20, 2016

Midsummer Monstrous Monday: Fire Nymph

Today is the first day of summer, also known as Midsummer.

I know I was planning to do a review today, but a few things conspired against me. Work is really busy, plus today is midsummer and the RPG Blog Carnival this month is about faeries and the faerie realm. Also, my game over the weekend dealt with the disappearance of a character. This character's backstory is tied to today's monster.

Back in the early d20 days the Tome of Horrors hit the shelves and it had a number of old monsters updated for the then 3.0 d20 system and a few new ones as well.  The Fire Nymph was one of those new ones, but also struck me as something that should have been created earlier. Nymphs are fae creatures that also have elemental properties. Plus we have water nymphs, tree nymphs, air nymphs, earth nymphs, fire seemed to be the only one missing.

Since then the Tome of Horrors has been updated, converted to Pathfinder (and here) and to Swords & Wizardry.

What we don't have yet is a 5th edition version.

Fire Nymph

This creature appears as a very attractive and beautiful female with long, flowing fiery-red hair. Her eyes are pale blue and her skin is lightly colored with a cinnamon hint to it.

A fire nymph is a very beautiful creature that dwells on the Plane of Fire. It is akin to the nymph and dryad, though its origins obviously lie elsewhere. Fire nymphs rarely visit the Material Plane, though mages are known to request their company on occasion. A fire nymph is most easily summoned on Midsummers' Eve where they can walk about and interact with mortals and other fey. A fire nymph usually wears translucent robes of white or ash.

Summoning a fire nymph is relatively easy, but not without dangers.  The nymphs' passionate nature causes her to move from one emotional extreme to the next very quickly. When a fire nymph is angry her hair will burst into flames.

Also due to their passionate nature there are many gifted pyromancers that claim to be the offspring of a wizard and a fire nymph.

Fire Nyphs are also known as Pyroeads in some arcane circles.
--
Still working on creating 5e monsters.

Happy Midsummer!

Don't forget to include the hashtag #MonsterMonday on Twitter or #MonsterMonday on Google+ when you post your own monsters!

Friday, June 19, 2015

The Witch Queen of Summer

Note: I am also submitting this as my entry to the RPG Blog Carnival.  Since the topic of June is Summer, this is a perfect post for me.

I have been reading a lot of adventures of late.  Having a lot of fun even if I don't get a chance to play these (but it is looking more and more like I will!).  So here is what I have so far.

A3 Wicked Cauldron (C&C)
B7 - Rahasia (Basic D&D)
Drmg083 (AD&D_1e)
Fane of the Witch King (3.0/d20)
Irrisen - Land of Eternal Winter (Pathfinder)
Night of the Spirits (C&C)
No Salvation for Witches (LotFP)
Reign of Winter Players Guide (Pathfinder)
Saga of the Witch Queen (DCC)
The Baleful Coven (Pathfinder)
The Dancing Hut of Baba Yaga (AD&D_2e)
The Ruins of Ramat (S&W)
The Stealer of Children (LL)
The Witch Queen's Revenge (Pathfinder)
The Witchwar Legacy (Pathfinder)
The_Manor_Issue_6 (OSR)
Witch of the Tarriswoods (OSR)
Witches Court Marshes (AD&D_ish)

So a lot really to work with.

One of the things I noticed right away that there are LOT of Witch Queens associated with winter.   I have talked about Witch Queens many times before.  I even have a Pathfinder/d20/3.x Prestige Class and converted one over from another game.
But the one thing I don't have and what no one seems to have is a Witch Queen of Summer.

Well with Summer coming up this weekend I thought why not cover the Witch Queen of Summer.
Given the adventures above I wanted someone with a bit history, a bit of gravitas and if I can manage it, someone that is a "daughter" of Baba Yaga.

Thankfully everything I need is in Dragon Magazine #83.
This issue featured one of the early versions of Baba Yaga's Dancing Hut as an adventure.   Among other things it also featured two daughters.  Natasha, the evil one, who was also "Tasha" of "Tasha's Hideous Uncontrollable Laughter" fame and "Elena the Fair" a Lawful Good wizard.
If Natasha can become Iggwilv, the Witch Queen of Perrenland then Elena the Fair can become Elena the Witch Queen of Summer.

Of course there are tales of Elena the Fair from Russian folk tales.  I see no reason why those tales can't be true and she still became the Witch Queen of Summer.

Elena the Fair
Witch Queen of Summer
Witch (Daughter of Baba Yaga Tradition) 24th level

Strength: 11 Death Ray, Poison 5
Dexterity: 16 Magic Wands 6
Constitution: 10 Paralysis, Polymorph or Turn to Stone 5
Intelligence: 17 Dragon Breath 8
Wisdom: 17 Rods, Staffs, Spells 7
Charisma: 18

Hit Points: 50
Alignment: Lawful (good)
AC: 1 (Ring of Protection, Garter of Defence)

Occult Powers (Daughter of Baba Yaga Tradition)
Familiar: Mouse
7th level: Kitchen Witchery
13th level: Detect Bloodline
19th level: Boon (instead of Curse)

Spells
Cantrips (7): Alarm Ward, Daze, Detect Curse, Object Reading, Open, Spark, Warm
First (7+2): Bewitch I, Burning Hands, Command, Drowsy, Faerie Fire, Far Sight, Minor Fighting Prowess, Sleep, Handfasting (Ritual)
Second (7+2): Alter Self, Biting Blade, Blast Shield, Ecstasy, Enthrall, Fever, Hold Person, Phantasmal Spirit, Rose Garden
Third (6+2): Astral Sense, Bestow Curse, Cleanse Air, Continual Fire, Feral Spirit, Fly, Mind Rash, Imbue Witch Ball (Ritual)
Fourth (6+1): Air Walk, Betwitch IV, Elemental Armor, Grandmother's Shawl, Moonlit Way, Neutralize Poison, Spiritual Dagger
Fifth (5): Anti-Magic Candle, Bull of Heaven, Dream, Primal Scream, Song of Discord
Sixth (5): Control Weather, Find the Path, Heroes' Feast, Moonbow, True Seeing
Seventh (4):  Ball of Sunshine, Breath of the Goddess, Etherealness, Serpent Garden
Eighth (4): Astral Projection, Creeping Doom, Greater Mislead, Mystic Barrier

As the Queen of Summer one of Elena's duties is to guard the gates of the Summerlands.  This is the afterlife of the Witches and where their spirits go for rest prior to being reincarnated to their next life.

She is also the Protector of Midsummer and sees to it that all witches are protected on the night of Mid-Summers' Eve.

Thursday, May 16, 2013

Campaigns I'd Like to Run: RPG Blog Carnival for May

I am participating in my very first RPG Blog Carnival.  The topic this month is Campaigns I'd Like to Run, and is being hosted by Lowell Francis over at Age of Ravens.

In truth there is a lot I'd love to run.  But there are some that stick out.

Black Rose
Black Rose is my Ravenloft/Blue Rose mash-up.  I detailed it in a series of posts back in the early days of this blog.  Black Rose takes place in the same world as Blue Rose, but only after it had been pulled into Ravenloft.  I am using more of the 2nd Ed and 3.x versions of Ravenloft, not the 4e revisions. I played the hell out of Ravenloft during the 2nd Ed era.  I loved it, but there were things about it that I wanted to do that didn't quite mesh with the "kill things and take their stuff" mentality of AD&D.  The True20 system, while it still has the same roots, can go a little bit beyond that.  True20 is also quite good for doing horror as I discovered.

Generation HEX/Ordinary World
Both of these campaigns would be in the same world and preferably use the same system(s).  Both come out of my enjoyment of modern supernatural books and TV shows.
GenerationHEX is a game focused on kids in a magical school.  Somewhat like Smallville meets Harry Potter.
Ordinary World is a game about supernatural types trying to live in a world full of humans.  sort like Being Human, but also a bit like Charmed.
Unisystem seems like the logical choice here, but I also considered using a different system each time to get a real feel for the characters.  This would be character focused, not plot focus.
Given the character focus of these games I also wanted to try something different.  I wanted to use a different system for the different eras in the character's life.  So Little Fears for when they are all children, Witch Girls Adventures or Monsterhearts for high school, and then Unisystem or World of Darkness for adulthood.  I would sprinkle in other systems for one shots as needed, like ChillCall of Cthulhu or Mutants and Masterminds.
This is something I tried with Season of the Witch and I liked it.

Greyhawk 3000
This one is D&D in SPAAAAAACE!  I'd mix up D&D 3.x and Star Wars with ideas from Gamma world, Star Frontiers, Planescape and Spelljamer.  Have all the D&D worlds as planets and the planes as something like solar systems.  I'd also use some ideas from Starships & Spacemen and some other games.  A bit of Traveler too cause I like that.
I do want to use the D&D mythology, just advance it to something like Star Trek Next Gen level tech.  I think it would be a blast to be honest.

Those are the ones I'd love to do that I don't see me doing anytime soon.  Have too many games going now.

One though I am very likely to run is my Celtic-theme Fantasy Game.

Éire
This game has gone through a lot of changes over the years. Unisystem, True20, Spellcraft & Swordplay.  I think with the release of the Codex Celtarum I might start adapting it to Castles & Crusades.  This is one I would really like to play and am working on getting it done sometime soon.  While I'd love to play this one with my kids, I would also enjoy a more mature approach.  Not "Adult" per se, but a group that appreciates Irish myth and willing to play in a world like that.

These are the campaigns I'd like to run.