Tuesday, February 8, 2011
Orcs of Mystoerth
I have talked about the Desert Orcs of the Zakhara Desert and their allies the Desert Elves. I also plan to use Harvard's more bestial Orcs of Blackmoor for my Blackmoor area (north pole).
Sure my Orcs have a lot in common with Tolkien's Orcs, but I also borrow a lot from Shadowrun, Orkworld and other games. I also like to think of orcs as some sort of human predecessor/off-shot. Almost like the gods were trying to make humans (or maybe the elves were) and the orcs were their disastrous first draft. That would put more emphasis on the human-orc wars than the orc-elven ones. Unless there are some good reasons for the elves to be involved.
My write-up on Goblins can be read here, in case you were curious.
History of the Orcs
Orcs began as one of the first experiments of creating life by the elves. It is said that the greatest sin is that of hubris. In this hubris, feeling they were equal to the gods that had made them, the first elves, nearly immortal beings of great power, created the first orc through their magic. They wished to instill the sturdiness of the dwarves (a race created at the same time as the elves), the tenacity of the goblins and the adaptability of this new race known as human. Though to their horror what they created were the Orcs; a word that means "horror" in the elf tongue. The elves did not know what to do with there creations, so they hid them away in dark mountains, and underground and anywhere where the clime was harsh hoping that nature could do what they could not, kill their creations. But nature didn't instead she took iron of the Orcs and tempered it into steel. The orcs flourished and when the other races discovered what had been done it was too late to stop the orcs.
The hatred of the orcs and elves comes from this point. Orcs see elves and are reminded of what they are not, elves see orcs and are reminded of the failures of their own race. Even if the true knowledge of the elves and orcs has been lost to all but the most learned scholars, the racial memory runs deep.
If orcs just fundamentally hate elves, their hatred of dwarves is more pragmatic. Dwarves and orcs are often found in the same locales fighting over the same resources. So far the only race orcs have seen as worth enough to be considered equal foes are humans.
Background
All orcs have a number of qualities in common. They are typically much stronger than humans and elves, have bestial or "primitive" features. Orcs will cross-bred with anything, but favor goblins, hobgoblins, humans, and ogres. Orcs have interbred with trolls and some hill giants in the past which has re introduced some randomness into their genetic makeup. Though it should be stated that orcs do not prefer this. Orcs are extremely proud of their heritage and consider themselves to be the best of all species as they are the only species to live in every part of the world. Though they are dimly aware that their success is due in part of their adaptability and ability to interbred with others.
Orcs give birth to 1-2 young at a time. The gestation period for an Orc is 4 months. A feamle orc can produce as many as 4 to 6 young per year, but only half will survive their first year. Orcs grow fast, with babies able to walk within months and eat meats by 1 year old. Orcs also reach sexual maturity at age 10 and are considered adults soon after. Female orcs choose mates based on their physical size and their ability to gain meat for the family unit. Males must show prowess in battle and kill any rivals for the female's attention. All orcs have a sense of honor, but it only applies to other orcs. Though they have been known to extend the same code to humans; a race they see as a worthy adversary.
Some orcs do enjoy the taste of human flesh, but they typically only eat human (or demi-human) flesh as a means to strike fear into foes or as part of a shamanistic ritual. Orcs are omnivores, though most prefer only meat. Elk, caribou and reindeer are the chief staples of their diet (depending on territory). No matter what though orcs will not eat the flesh of another orc. That is one taboo they will not break.
Grey Orcs - these are the common orcs of the "Oerth" part of my world. These are the brutish, violent orcs of most D&D worlds. They are found through out the Flanaess. These orcs extend far to the north where they are the original stock of the Blackmoor Orcs. Some scholars believe that these are orcs are the offspring of the Uruks and generations of interbreeding with goblinoids. These orcs are fond of raiding human villages for food and supplies. Some of these orcs have skin tone that is almost pinkish in hue, but they are still called Grey orcs. The largest concentration of Grey orcs are located in the Pomarj region. Here the Empire of Turrosh Mak still reigns as it has since CY 584 (the current CY in my game is CY915). The line of Turrosh Mak greatly favors the Uruk ancestry found in the Grey Orc line. The current orc emperor is Turrosh Bane XIV who came to power after murdering his father and brothers. Bane is devious, intelligent and violent in the extreme.
Green Orcs - The common orc of the "Msytara" side of my world. Like the greys these orcs are violent and brutish. These orcs though also have an bit higher intelligence than their grey cousins and are bit better organized, they constantly fall prey to clan fighting among lesser Green Orc chieftains. Unlike the Greys and the Uruk there is no one leader to try to unite these orcs. These orcs are common to much of the Empire of Thyatis and can also be found in the deep southern jungles of of Pelatan. The largest collection of Green orcs can be found in the Broken Lands outside Glantri.
White Orcs - These are green orcs that have adapted to the frozen wastes north of Hyborea and Norwold.
In the Northwest corner of Brun there is Hyborea and here the White Orcs have interbred with the Animalistic Orcs of Blackmoor to produce a breed of orc that is both strong, violent and smart. These orcs though seldom organize enough to become more of a threat outside of a raiding party. Due to the inherent adaptability of the orcs, these orcs have skin that is bone white. Better to hide in the frozen wastes they call home.
Blackmoor Orcs - These orcs are much more bestial in appearance and manner. Their sizes vary considerably and many have pronounced horns, claws, fur and other "animalistic" features. It is believed these orcs have been the results of the the strange experiments that were common to Blackmoor before the great explosion. These orcs have also interbred so much with goblins and bugbears that within Blackmoor it is nearly impossible to tell the two races apart.
Uruks - Also known as High Orcs or even Black Orcs, these orcs consider themselves to be the pinnacle of the orc race. Their skin is dark and they stand nearly a head taller than men. They are thickly muscled, often with pronounced tusks in their lower jaw and they are fiercely intelligent. While, maybe not more so than humans, but they have a cunning that makes them a horror in battle. Their mortality rate is very high so that they never produce great numbers. Their society is ordered, militaristic and violent. They have a single leader, currently a charismatic chieftain, that can control thousands of these orcs. If the Uruks ever decide to go to war with humanity then it will be a war that engulfs the world.
Desert Orcs - an off-shoot of the Greens. They live in a land where they are at peace with the elves. In fact Desert orcs and desert elves consider each other to be brothers. This relationship was forged thousands of years ago when the rose up together to fight of the evil of the Necromancer Kings. Living under the harsh desert sun has turned the orcs complexion to more of a brown color.
More detail has been posted here, Desert Elves and Orcs.
Half-Orcs - Most times when an orc inter-breeds with another species the result is an orc. The orc may have certain qualities that are similar to their non-orc parent (Goblin-Orcs are smaller, Ogre-Orcs are larger). Though there are often times individuals that seem to posses the better qualities of both parents. These half-orcs can often find a place for themselves in the human lands or the orcs. Half-orcs are more common among the Green and Grey orcs, though all orc sub-species have produced a half-orc one time or another.
Saturday, April 17, 2021
#AtoZChallenge2021: O is for Orc, Desert
Given I kicked off this whole idea with a detailed round-up of the Orc across the editions, it behooves me to at least stat one up. But which one? I have a few. In truth, there is one I have been sitting on for long while now and I should pull it out for a special occasion. I think that day is today. Plus I have done so many water-based creatures, time for something different.
So here is a monster that I talked about in the first days of this blog nearly 12 years ago! The Desert Orc.
Orc, Desert
He was an orc. That was obvious. Though there was something different about him and the others. What I had originally taken to be smaller, younger orcs were in fact elves. Orcs and elves! Traveling together across this great expanse of desert. More than that, they acted as if they were kin! They invited us to their tents where one orc and one elf who referred to each other as “brother” went about an elaborate tea ritual where we were served first. The orc and the elf then presented to each other their cups of tea in something akin to prayer or benediction. Once they drank they turned and smiled at each other. Ritual satisfied, they turned to us. The orc, Nom’dosh Thurgash and his elven brother Nom’dosh Etain, both greeted us in the most cultured elven I have heard outside of the Silver Forests.
“Welcome fellow travelers. How may the humble members of the Nom’dosh Clan aid you?”
- From the Journal of Larina Nix
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Male Orc by Jacob Blackmon |
Frequency: Rare
Number Appearing: 2d12 (3d20) with roughly an equal number of Desert Elves
Alignment: Neutral [Lawful Neutral (Good)]
Movement: 120' (40') [12"]
Armor Class: 6 [13]
Hit Dice: 1d8+2 (7 hp)
THAC0: 16 (+3)
Attacks: 1 weapon (halberd)
Damage: 1d8+2
Special: Can move about in sunlight with no penalty
Save: Monster 1
Morale: 10 (12)
Treasure Hoard Class: I (P)
XP: 15 (OSE) 15 (LL)
Str: 16 (+2) Dex: 12 (0) Con: 16 (+2) Int: 10 (0) Wis: 10 (2) Cha: 12 (0)
Desert Orcs appear to be normal orcs. However, these orcs have more than just a glint of intelligence in their eyes. While their faces are still animal-like, the fierce scowl has been replaced with a stoic set to their jaw, a purpose in their eyes, and a bearing that can't be described as anything else but noble. These orcs, with their sandblasted faces and long pale hair strike you as something new and different.
Desert Orcs are nomads, their ancestral homes in the deserts were destroyed centuries ago by humans. Though they fought back and shook off the yokes of slavery and tyranny by the humans. They travel with the only other people that helped them in their great revolution, the desert elves. Desert elves and desert orcs now consider themselves as one people. They are brothers and every clan has orc and elf members that are equal in all things.
Once united they then discovered that they had skills that were mutually beneficial to each other. Orcs are still militaristic with small war cadres connected to powerful elf families. For an orc, it is an honor to serve since the more powerful the elf family the stronger their own cadre is respected. The stronger the orc cadre, the more respected the family is and the more likely they will get goods to trade. An elf sultan will travel without his wife for example, but never without his orc escorts.
For every 10 desert orcs, there will be a cadre leader of the 2nd to 4th level. For every 50 there is an additional war chieftain of 5th to 7th level. For every 100 there is a marshall and for larger groups a general. Cadres will still fight against each other in mock skirmishes, and while damage will be done they are rarely fatal. A desert orc will never raise a blade against an elf and likewise, a desert elf will never raise a blade against a desert orc. Over 1000 years of mutual respect and fighting side by side has torn down the ancient hatred that has infected their rest of their brethren worldwide.
Tea Ritual
There is a ritual that all desert orcs and desert elves will practice. When camp is made the sultan of the elves and the war chieftain of the orcs will meet in their open tent. The sultan will help the chieftain remove his armor while the war chieftain prepares the tea. When both tasks are complete, and to do this correctly requires practice so both are done at the same time. The sultan and the chieftain offer each other the tea with the renewed promise that their lines will continue to fight and honor each other. Then the remaining elves and orcs will complete their camps. If guests are present then they are served first but no elf or orc are allowed to drink until their respective leaders complete their oaths and drink.
The only species they truly distrust are humans. They both recall the tales of depredations at the hands of the Necromancer Kings. Although humans approaching their camps or caravans with respect will be heard.
--
Ok. So yeah I did it. I made "Good" Orcs. In fact, I made them 12 years ago. I also did "Good" kobolds.
Orcs are like Klingons. Yes, they were two-dimensional and evil in the TOS days, but now we are in the Next Generation and Orcs can be more. Are violent? Of course! Do they still kill people? They sure can! Are they inherently evil? No. Not these orcs. I have other orcs that are every bit as evil as are demons, but individuals can and do vary.
Likewise I am almost at a point in my games where Drow are going to split off into two separate factions, the evil demon-worshipping one and a less evil faction that wants reunification with the other elves.
So if Orcs are my Klingons, then to use a metaphor I have been using since the early 80s, elves and drow are my Vulcans and Romulans. Just like them the Vulcans and Romulans are now a new species, the Nivar. I don't have a name yet for my combined elves.
I am also adding an occasional bit to some entries, "From the Journal of Larina Nix." Or how these creatures are from the point of view of an adventurer. I figure my iconic witch is as good as any to present these details.
Tuesday, February 18, 2025
Orcs and Drow, Klingons and Romulans
Frankly, we are still on the same road that Gygax put us on.
Drow and Romulans
I have mentioned that my wife and I are rewatching all the episodes of every series of Star Trek. Right now (tonight even) we are going to rewatch the classic "The Balance of Terror." The first time since we rewatched it's alternate-timeline counterpart, "A Quality of Mercy."
The Balance of Terror changed Star Trek forever. We see its effects in the "Reunification" trilogy of episodes, its effects on Star Trek The Next Generation, Star Trek Picard, and Dungeons & Dragons.
I have mentioned it many times here before, but the introduction of the Drow as "Evil (with a capital E) Elves" was a parallel to the Romulans as Evil Vulcans in Trek. It was obvious to me back in the early 1980s when I first played through it, but sadly, that plot point was spoiled for me. I don't know the effect either the D-Series adventures or The Balance of Terror had on those unaware. Since then, Drow and Romulans have followed a similar development path.
Both of our pointy-eared races have begun to be more like their good-aligned cousins since their mutual rediscoveries. Relations with the Romulans were beginning to get better even in the time of the Next Generation and practically friendly in Picard to allies in the later seasons of Discovery. Same is largely true for the Drow, save we have not hit the friendly part yet.
I would add that the same relationship and development cycle has become true for Orcs and Klingons.
Orcs and Klingons
When the Next Generation was in the idea stages, creator Gene Roddenberry originally did not want any Klingons in it. The rumor is that the fall of the Soviet Union, the "Evil Empire" of so many decades, prompted him to change his mind and see Klingons as becoming part of the Federation. Good thing too. Klingon episodes were always some of the most interesting ones in the franchise.
Orcs are taking a similar role to Klingons. Granted, while there are individual good, even heroic, orcs, none have stood out yet like Worf Son of Mogh or Drizzt Do'Urden. But this is the early days of orcs now being a part of our Dungeons & Dragons "Federation."
Personally, I have stopped using orcs as pure antagonists for a long time. I almost always got for undead, demons, or evil cultists of any humanoid sort. Does this mean orcs are off the menu? No more than Klingons were. It is amazing for allies how many battles between the Federation and Klingons we saw not just in The Next Generation, but also Deep Space Nine and Voyager. Discovery even began with a fight with the Klingons that started the Federation-Klingon war.
So really. Maybe it is time to shift away from orcs as always evil. They can still be warlike and brutal, but giving them a little more credit can only make them more interesting. Take Orkworld, for example. John Wick was doing what D&D is trying to do now, 25 years ago.
Games should evolve. Otherwise, you are just doing the same old thing all the time. And if I choose to say have orcs and drow and whatever as antagonists again? Well. I can still do that.
But maybe, just maybe it is time to see what orcs can add to the game as a culture.
Monday, July 1, 2024
Monstrous Mondays: Nouveau Orcs
Still busy this week so this is drive-by.
Art previews of the new D&D 5R (D&D 2024) Player's Handbook were released including art for orcs as a playable species. As expected the Grognard crowd is taking this with measured patience one should expect from the elder statesmen of our hobby.
No, they didn't. They predictably completely lost their shit. Again.
This seems especially true of the segments that claim never to play "WotC" versions of D&D and don't pay any attention to them. So the ones that will be least likely to play this version are also bitching and moaning the loudest.
I mean the art is bit too cutesy for me, but a.) this is for a Player's book, not the monster book. and b.) I am not (nor should I be) the target audience. That is something I am going to get back to, but let's address the prominent issue; that of non-evil orcs.
When it comes to orcs many like to point to their history as defined by the Professor. This great, IF (and only if) we are talking about Lord of the Rings or Middle-Earth. This is D&D and Gary did nothing else if not spend a lot of ink telling us that D&D is not Lord of the Rings. So all the talk of "Melkor can't create" is cute but has little bearing here.
D&D and AD&D has had "good orcs" before, this is not a new concept. The Forgotten Realms boxed set had them. The AD&D 2nd Ed Monstrous Compendiums had them. Good Orcs are not a new thing. Even Half-orcs were a playable race as long as they were non-good.
One of the cardinal rules of D&D has always been to change what you want to work with your group. That means yes, people can have "good" orcs, and other groups can have "evil" orcs. This should counter any "one true wayism" that seems to clutter up the D&D-related YouTube channels.
Besides no one is saying you can't have purely evil orcs as well. I have several sub-species of orc, some good, many very evil. Works great for me. Pathfinder 2 has orcs you can have as characters and still fight.
I think what the older crowd, of which I am a member of that crowd, needs to realize is that we are no longer being catered to. We do not have the buying power we have enjoyed for so long. This group, or at least many members of it, have said "we are not buying any non-TSR D&D" and WotC has said "fine, we don't really need your money." And they don't. The younger generations have shown they have buying power all on their own.
Look, Wizards of the Coast is not without some serious flaws and a lot of blame. Their handling of the OGL, sending out Pinkertons, all the layoffs and firings. Not to mention some rather lack lustre adventures. But freaking out over good orcs? Yeah, that should not even be on the list.
So here are a couple of reminders.
- Whatever appears in the D&D 5r books only maters to people playing D&D 5r.
- Nothing posted in D&D 5r effects any other game. Same as nothing in Pathfinder effects any version of D&D.
- Despite the Chicken Littling out there no past book has ever been changed.
Play how you want. Let others play how they want. Stop acting like it's the end of the damn world.
Better yet, adopt these new orcs into your old-school games to challenge your players.
Monday, June 1, 2009
Mystoerth, my Old School Campaign World
Mystoerth

This combines Mystara (the Known World of BECMI/RC D&D) and AD&D's Oerth. This map is based on the work of James Mishler and Chatdemon.
Given this combination I am most likely to run this under my house-rules Basic Fantasy game that melds D&D and AD&D1 together. Though I would write anything generically enough to handle any version of the game.
As you can see it is a good merging of the Mystara Map http://www.geocities.com/havardfaa/mystara_continents.jpg and the World of Greyhawk Map. http://paizo.com/download/dungeon/desktops/Greyhawk_1600x1024.jpg
Both worlds have Blackmoor so I can use its destruction as a common element. I get to keep all the well defined areas of both worlds, leaving a bunch of areas to be developed. Both also have a Hyborea which is nice.
In the case of Mystara's "Arypt" and Oerth's "Erypt" I simply combine them to "Ærypt" and use Gary Gygax's "Necrocopolis" from SSS and some of the ideas from his Mythus game.
For the long dead Blackmoor use Blackmoor from all the new Dave Arneson supplements.
There will be a "Graveyard of the Dragons" from the D&D cartoon (one of the few cool episodes) and it serves as my lost Melniboné-like kingdom of a long dead race and the current home of the Dragonborn.
I have also decided that the world is not hollow (Mystara) and it does not sit in the center of it's solar system (Oerth); intellectual conceits on my part. It does have three moons, two of which can be seen and third that is invisible (Celene, Luna and Lilith). I have a spot for Kara-Tur but the descriptions would have to be changed to fit the realities of the maps. Though I have also considered recently to use some Forgotten Realms goddesses, so the moons might end up being named Sehanine, Selûne, and Shar. In fact, I like that a lot. Sehanine actually has a foothold in Greyhawk anyway and Selûne and Shar are very Greyhawk like.
Gods will be gods, but characters still have the chance to become Immortals. In some cases an Immortal might be more important to a region than say a God, who might aloof and distant. Immortals still involved themselves in world affairs. So I am totally stealing this from both the BECMI/RC Immortal rules and the Epic level tier from D&D 4.
Dates
The last year in Mystara was 1200 AC (Alphatian Calendar) according to the books. The last year in Greyhawk iwas 591 CY (Common Year) according to the books. I used the destruction of Blackmoor as a common element, and I came up with the date of -3000 AC and -3746 CY as the date (no idea how I did that). My present day according to my Excel spreadsheet (which was still in Excel 97 format) is 1661 AC and 915 CY, or about 460 years after the Gazetteers and 324 years after the Greyhawk books. Again, kind of a nod to the new FR book, but I still plan on playing this world with Old School rules.
So what would my world be like? Well here are a bunch ideas I have considered for other games and game worlds in the past. Most of these are random ideas. I'll start with races first and then get into cultures and history later.
Orcs
Orcs are still brutish, prone to violence and often in the employ of evil overlords, but orcs themselves are more mercenary. I would borrow a lot from Warcraft and Shadowrun, and a LOT from John Wick's Orkwolrd. I would make them more a more proud, tribal race. Orcs are still the ancient enemies of the elves, but because orcs tried to settle in elven lands and the elves attacked them. Orcs are still arrogant and prideful and take the smallest slight or insult as challenge to death. Male Orcs are expected to be warriors, female Orcs are expected to raise children and become the shamans of the tribe. An orc will still mostly like attack first and ask questions later. Most orcs have difficulty learning Common, and are thus often seen as stupid. While an orc is generally no less or no more intelligent than a human, it is their prowess in battle that determines their social rank and not their intellect. To an orc there is nothing greater than glory in battle. To die in battle ensures them a place at Gruumish's side in the orc afterlife. Half-orcs are not the result of orc rapes of human women, orcs are far too proud for that; only orc females are worthy enough to bare orc children. Half-orcs are the result of orcs and humans living with close confine to each other for mutual survival and sometimes the will of an overlord looking for the strength of orcs and the intelligence of humans.
Goblins
Goblins are small and crafty. While obviously related to orcs they are smaller, a little more cowardly, and fond of human cities. Goblins in the wilderness areas are typically bugbears or hobgoblins. Real goblins want to be where the crime is. Attracted to money, goblins will run all sorts of scams in order to obtain more. They rarely have the talent to run businesses and the concept of a banker or even an account (someone that deals with someone else's money) is an unheard of concept to a goblin. Money is to be kept in an old sock under the bed or better yet, held on the person. Goblins can learn to speak a large number of languages, mostly to deal with other races. Goblins can interbreed with just about anything humanoid, but the offspring is always a goblin. Hobgoblins and Bugbears are larger and more evil, believed to be an ancient goblin/demon or goblin/devil crossbreed.
Dragonborn
Yes, I'd like to try out some Dragonborn in my old-school games. They live on a small island ("Fireland" on the old World of Greyhawk maps) that is full of active volcanoes. Think of Iceland, only with dragons. The "Dragon Isle" would be a cross between Iceland, Melniboné and the Graveyeard of the Dragons. Dragonborn are an ancient race that have been inactive for centuries. They would take the place of the "dying race" in my games. Something that elves, dwarves and gnomes have done previously. This is place where it is believed that dragons first entered the world.
Elves
Elves are much like they are now. I'll borrow a lot for various editions and have a bunch of different elven races. Right now I plan on using High (Eladrin), Wood, Valley, Grey, Moon, Sun, Desert and Gypsy Elves.
Drow
Drow are evil elves in my world, but I want to take them back to the days of G123, D1-2, D3 and Q1 when they were secret evil masterminds. I will incorporate some ideas I have had about "night elves". I am also considering making drow albinos. Drow had been Night Elves/Star Elves before their fall.
Dwarves
Dwarves will have a more prominent role in the world. Much of what is considered "elvish" stereotypical will fall to dwarves. They are the most populace after humans. Dwarven females do have beards and a dwarf woman without a beard is considered to be too young to marry or to be cursed.
Gnomes
What I wanted to do with them has been done in 4E, so I am likely to use them as their appear there.
Halflings
Going back to the roots and Halflings will be Hobbits.
Mind Flayers
One of my few purely evil races. Mind Flayers came "from beyond the Stars". Their goal is the conquest of all. They have a mad plan to blot out the sun and leave the world in cold darkness.
Saurians
Another evil race Saurians (lizard men, troglodytes, and the like) battled the Dragonborn back when the world was young. They also seek to rule the world and place all the mammals under their yoke.
Trolls
Not green and rubbery, but rather like thin ogres. They are for the most part unchanged but are closer to the trolls of Norse myth.
Monday, February 17, 2025
Monstrous Mondays: Monstrous Maleficarum #2 - Return of the Orcs
Today's Monstrous Monday is a special one, the return of my erstwhile series "Monstrous Maleficarum." In this new and revised version for "5th Era Fantasy RPGs" I am featuring the return of the Orc as a monster you can have as an antagonist.
Just in time for tomorrow's new Monster Manual release.
Volume #2 of Monstrous Maleficarum - Return of the Orcs
Orcs have been a staple of FRPGs since the dawn of the hobby. These creatures are as iconic as they are ubiquitous.
With Monstrous Maleficarum #2 I present the return of the orcs to the latest edition of the World’s Greatest Roleplaying Game. Orcs for the new 5th Era.
Herein, you will find the classic Pig-nosed orc, the mighty green and gray orcs, the blood-thirsty Blood Orcs, the violent Ghost-Face orcs, the noble and good Desert Orcs who call elves “brother,” and the intelligent and equally dangerous High Orcs.
What is Monstrous Maleficarum?
Monstrous Maleficarum is a series of smaller publications to feature new monsters for the 5th Edition of the World's Greatest Role-Playing game. Sometimes these monsters are from previous editions, brought into the new era via the Open Gaming License. Sometimes they are new takes on classic creatures of myth and legend. And other times they will be brand new creatures.
Each “issue” will feature a theme of related monsters.
Every issue will feature 100% Open Gaming Content text.
I will have more to say on Orcs and other "missing monsters" as time goes on.
Tuesday, July 23, 2013
Dream of the Blue Orcs
So the the other night I dreamed about this giant orc with a blue face. Not sure if it was painted blue or was blue. It was wielding a giant axe, but one that looked like it was more chopping word than necks. He was screaming and running at "me". He was also wearing a kilt.
Now a lot of this can be explained away. I have been reading a lot of Tolkien of late and his orcs are more, for a lack of better word, demonic than the typical D&D Orc or even the typical "new" Orc as first given to us by John Wick. I have talked about orcs before and how they fit into my world and the various sub-races.
I was also at the Bristol Ren Faire that day, so that explains the axes and even the kilt.
The idea of a blue orc is a cool one, so I looked for them online. I see there are blue orcs in Heroscape and they have sabre-toothed tigers. That is a cool idea. The axe makes me think northern climes and the kilt, well Scottish. I have a "White Orc", but I was thinking that these Orcs would be south of the artic areas, but still northern and cold. Think Canada.
Given my world's population they could even be another offshoot of the Green Orcs, like the White. Culturewise they are not much different than the Green. Maybe more savage and certainly more tribal. Wars with the Green and White keep their numbers in check. To continue the metaphor, if Blue Orcs live in Canada then the Green live in the US and the White only the most northern places. Greenland, Iceland, Siberia and Alaska.
Blue Orcs do not differ significantly from the other strains/sub-races of Orc in terms of stats. Though if anything I would give them a bit better survival skills in colder climates. Though this also reminds me of the Cailleach Bheur, the hag of Winter. Maybe Blue Orcs worship the Cailleach as some sort of Goddess figure. Pagan Orcs...the idea has some possibility and different than the other orcs. Perhaps they believe that their Goddess carved them from ice and stone and then breathed on them to bring them to life.
The more I think about it the more I like it. I'll have to use these guys soon.
Plus it gives me a chance to come up some Blue Orc witches.
Monday, June 15, 2009
Desert Elves & Orcs
But what about Orcs? Well if the desert elves are the sultans and emirs of the land, then the orcs are their body guards. That's right. I want elves and orcs working together. What happened was many millennia ago when the Necromancer Kings rose to power it was the elves and the orcs that fought them. Once united they then discovered that they had skills that were mutually beneficial to each other. Orcs are still militaristic with small war cadres connected to powerful elf families. For an orc it is an honor to serve since the more powerful the elf family the stronger their own cadre is respected. The stronger the orc cadre, the more respected the family is and the more likely they will get goods to trade. An elf sultan will travel without his wife for example, but never without his orc escorts. I am also thinking that these groups of elves and orcs have also never heard of the elf-orcs wars that plague their cousins. Again stealing a bit from Al-Qadim here, but that is cool. Unlike Al-Qadim I was thinking of making these elves monotheistic and the orcs still worshiping altered versions of their own gods. For example Grumush was a great military leader, not a blood thirsty killer.
There were no Halflings, gnomes or dwarves here. But I will use Yuan-Ti, or rather my world's counter-part, the Ophidians. I have not decided on classes yet, but I am sure they will be slight alterations on the existing ones. For example a Sha'ir will be a normal magic user in OD&D or Spellcraft & Swordplay, and maybe a special kind of warlock in 4e. I have not figured out all the lands yet other than basics, but I am getting the urge to pull down my Al-Qadim information. I'd add some Dark Sun into it as well, IF I felt it fit and it really doesn't. Dark Sun always felt more "John Carter of Mars" to me than "Arabian Nights". What I like most about this idea is it is not Tolkienesque-fantasty-Europe.
I mentioned my Ærypt is a pastiche of Arypt, Erypt and Egypt with Gygax's Necropolis and Ravenloft's Har'Akir thrown in. So this is the lands west of that.
Looking forward to seeing where this takes me.
Thursday, June 23, 2022
Review: Pathfinder 2nd ed Advanced Player's Guide
Like the previous edition of Pathfinder the Advanced Player's Guide introduces some new classes to the Pathfinder game, and like the previous edition, one of those classes introduced is the Witch.
Pathfinder Advanced Player's Guide
As before I am considering the hardcover Special Edition version of this book. The book is 272 pages and has full-color interior art.
This book is Player focused and shares a lot in common with its predecessor. It also follows the format of the Second Edition Core rules.
Introduction
This introduces us to the book and gives us an overview of what we can expect.
Ancestries & Backgrounds
Now here are some neat ideas. We get five new Ancestries here. They are Catfolk, Kobolds, Orcs, Ratfolk, and Tengus.
The Catfolk are fun and comparable to the D&D Tabaxi and Rakasta (not Rakasha). Likewise, the Tengus are like the D&D Kenku. Orcs are orcs, but I like what they are doing with them. Orcs has always been the "Klingons" of D&D. Someone to fight in the TOS ("The Original Series" or "The Old School") but that changed later on. We have Klingons in Starfleet in TNG and beyond and now we can have Orcs as a player race. Orcs are still described as being mostly chaotic (which I like) and even, maybe just a little bit evil. Player Character Orcs don't have to be. Also like Klingons, these Orcs seem to see their gods as something they should strive to kill. A little John Wick influence here? (The game designer, not the character). These orcs would be interesting to play. We also get Ratfolk (anthropomorphic rats) and Kobolds. Now I will admit, I really don't like Pathfinder's ultra-reptilian Kobolds. I am certain they have their fans, but if I am going to play a small annoying creature why would I choose anything but a goblin?
Each ancestry gets a set of ancestry feats to choose at 1st, 5th, 9th, 13th, and 17th levels.
There are new heritages as well including the new versatile heritage which gives you lineage feats as well. I know the "feat haters" are already screaming. Yeah, that might be justified. The lineages are Changeling, Dhampir, and Planar Scions which include Aasimar, Duskwalker, and Tiefling. These feats are also taken at 1st, 5th, 9th, 13th, and 17th levels.
More feats are given for the Core Rules ancestries as well. I think the next goblin I play is going to need the "Extra Squishy" feat.
There are more backgrounds as well including Common and Rare backgrounds.
Classes
Ah. The real reason I bought this book!
In addition to the four new classes, Investigator, Oracle, Swashbuckler, and Witch, there are new features for the twelve Core Rules classes.
The Investigator is an interesting class and one I can see working well in an FRPG. Basically is Sherlock Holme could fit into your game then this class has a place too. The Oracle is a staple of classic mythology and is a divine-powered class. A nice alternative to the cleric. The Swashbuckler is neat and all but I didn't "get it" until I started thinking of them as a DEX-based fighter as opposed to the normal STR-based one. That leaves just one more class.
The Witch has been a great addition to Pathfinder since 1st Edition and I rather like this one too. This witch is an Intelligence-based spellcaster. Like many interpretations of the witch she gets a Patron and Familiar. This is how she learns her spells. Now for me this points more to Charisma, but there are a lot of Charisma-based casters in Pathfinder. Wisdom would have also been a good choice. These witches also get Hexes which are powers they can use that are not spells but spell-like.
While clerics are clearly divine spellcasters and wizards are arcane, witches as a class can move about these distinctions. So depending on their Patron Theme, they can be Arcane, Divine, Occult, or Primal. A Rune Witch is arcane, but a Winter Witch is primal. This time also grants a skill, a cantrip and a spell.
In addition to spells, hexes, patrons, and loads of feats, witches also get Lessons, each lesson gives the witch a hex and their familiar a spell. Witches don't use spell books here, just their familiars. There is so much customization I could make 1000s of witches and no two would be the same.
Witches in Pathfinder fill the same ecological niche that Warlocks do in D&D 5.
Following the witch we get new feats for the twelve core rules classes. Typically a two- or four-page spread continues with PF2e's design aesthetic. Sorcerers, I should note get new bloodlines as well.
There is also a section on animal companions (largely stats) and familiars.
Archetypes
Like the Core Rules of PF2e this has several archetypes that can be applied to classes via the applications of various feats and skills. I do see where some of the 3.x Prestige Classes are now living on here as archetypes. There are also the multi-class archetypes for all the new classes. One of these new archetypes is the Cavalier. I can complete my "Dragon 114" duo with a human witch and an elven cavalier! Some of these archetypes can be be taken as early as 2nd level, others (typically the former Prestige Classes) need more requirements and have to be taken at higher levels. I would need to compare and contrast the archetypes to the old Prestige Classes to see how they work out. I can see where you can build your own Batman now with the monk class, the investigator multi-class feat, and vigilante archetype.
One thing though. I can see these archetype being adapted to D&D5 or even OSR D&D with some care and attention.
Feats
Feats are either the boon or bane of Pathfinder. This chapter has more of them.
Spells
New spell casting classes mean a need for new spells.
Items
New magic items.
All in all this book is a lot of fun. The art is great, and the layout and design is fantastic. There are a lot of great ideas here and I would love to try them out. Hell. I would be content in making a different PF2e witch a day just to see how many I could do. But don't worry, I am not going to that except maybe for myself.
There is a lot here I would love to see find a home in some way for D&D, maybe for D&D6.
Sunday, August 29, 2021
#RPGaDAY2021 Day 29 System
We can see the end from here!
Day 29 System
I feel today is going to be a lot about what sort of game system people prefer. Things like "d20" or "BRP" or a favorite of mine, "Unisystem."
Those are all good choices. But today I want to talk about one that might not yet be yours or anyone's favorite. Not yet anyway.
Today I am going to talk about O.G.R.E.S. and a little bit about O.R.C.S.
The "S" in both stands for "System," so it is redundant to say "O.G.R.E.S. System" or "O.R.C.S. System" just O.G.R.E.S. and O.R.C.S. is fine.
O.G.R.E.S.
O.G.R.E.S. stands for Oldschool Generic Roleplaying Engine System. It is the system that powers NIGHT SHIFT. It sits somewhere between the "rulings not rules" freeform of OD&D and the simple mechanics of d20. The end result is something that feels very familiar and new at the same time.
O.G.R.E.S. features three main subsystems as described by my co-author and designer Jason Vey. They are:
- Percentile checks
- d20 checks
- The Rule of 2
The first two are likely self-explanatory, but here is Jason explaining all three in detail.
Percentile checks are used to check anything that requires a straight probability. Some class abilities use percentile checks (thief skills, for example, and the ranger's tracking). Other class abilities (the druid's nature lore ability) simply work. For the most part, however, any class ability requiring a check will use percentile dice. Also, just about every table in the game (with a few exceptions) uses a percentile roll.
d20 checks are used for anything combat-related. To hit rolls, saving throws, and turning undead are rolled on a d20.
The rule of 2: this is my name for a sub-system in D&D that has never been precisely codified, but is buried deep in the bones of the game. Any time a situation needs to be adjudicated in D&D for which there is not another system, throw a die, and on a result of 1 or 2, it happens. Listening at a door (and not a thief)? You hear noise on a 1 or 2. Looking to notice a secret door (and not a dwarf or elf)? Roll a d6 and you find it on a 1 or 2. Surprise? 1 or 2. The only thing that changes, for the most part, is the type of die--rangers, for example, use a d8 surprise die--and some character types may adjust the probability (elves noticing a secret door without searching is a 1 on a d6).
Three very simple subsystems. Of course, all of these can be reduced to d% rolls. But really it is all simple. That is the point. In a game like NIGHT SHIFT action can happen very fast and you don't want a system of dice rolling to get in the way.
There is a hierarchy here of sorts. Most things will be a d%, followed by combat-related actions with a d20, and finally the Rule of 2. For everything else.
The Night Companion will expand on this and give you more options for play.
O.R.C.S.
O.R.C.S., or Optimized Roleplaying Core System, is the new version of the system that powers Spellcraft & Swordplay. This system is heavily inspired by OD&D and other old-school play styles.
The core of O.R.C.S. is the 2d6 task resolution. Much like the earliest form of D&D BEFORE the d20 was introduced.
Everyone talks about how Swords & Wizardry is the closest thing to OD&D, but they obviously have never played Spellcraft & Swordplay!
I am hoping we will see a lot more of O.G.R.E.S. and O.R.C.S. in the future.
Don't forget NIGHT SHIFT The Night Companion is nearing its last few days. Give us some support. If we hit the stretch goal I will give a new Night World and this will keep me out of trouble for a while.
Wednesday, July 10, 2019
OMG: Demihuman Deities, Part 1
This series will be different since the myths I am looking at now were all almost all wholesale made up by the creators of the AD&D game as it existed at the time. So no appeal to real-world myths here is 100% appropriate, though there are some notable exceptions.
When looking over these beings though we are left with the same question as before.
Would this being be better suited as a god or as a demon?
Let's find out.
Introduction
We start out with the idea that demi-humans and non-human monsters are either Shamans or Witch Doctors. We see this in action later in the BECMI / Rules Cyclopedia version of the D&D rules. We are even given a new class, the Wokani, which (depending on which version of Basic you grab) are either witch doctors or witches in their own right. But I am getting ahead of myself here.
We are also told that some of the creatures in the Monster Manual and Fiend Folio are to be treated as lesser gods.
MONSTER MANUAL
Demon: Demogorgon, Juiblex, Orcus, Yeenoghu
Devil: Asmodeus, Baalzebul, Dispater, Geryon
Dragon: Bahamut, Tiamat
FIEND FOLIO
Demon: Lolth (detailed in D&DG as well)
Elemental Princes of Evil
Slaad: Ssendam, Ygorl
So, if they have a unique personal name then they are essentially lesser gods. Sort what I am doing here really.
Right off the bat some of these creatures are gods and others are named as demons. The are some that fall in the in-betweens and those are the ones I want to investigate further. I am also going to work from my own biases here. I think certain creatures are certain things. Want to do it differently? Great, do it your way.
Gods Among (Demi)Men
Who in this listing of gods are undisputable gods?
I think the following beings make the list.
Skerrit (Centuars), Moradin (Dwarves), Corellon Larethian (Elves, and most of the elven gods), the gods of the Giants, Garl Glittergold (Gnomes), Yondalla (Halflings), Gruumsh (Orcs) (but more on him later). Others are ify.
Side note: I always loved Yondalla. I thought of all the gods of the demi-humans she was perfect. Exactly the kind of goddess the Halflings would have.
Maglubiyet, Hruggek and Gruumsh
In my game world, Goblins are actually a faerie race. They are often evil, but some are just good enough to be considered Neutral. For this reason, I see them more as Chaotic. Hobgoblins in my world are related more to Hobs or more to the point, "Old Hob" aka the Devil. I consider them goblins with a touch of Devildom about them. Much in the same way that tieflings are to humans. Bugbears, on the other hand, are more demonic. Bugbears come from the same root of words that give us boggles, boggleboes, and boogeyman. I have played around with various ideas of goblin gods for a while. At first, I went with Maglubiyet, but there is something about him I don't like, or rather, I don't like in this role. Then I went with the Erlking as Lord of the Goblins and also Jareth as a Faerie Lord king of the Goblins. I even went with atheist goblins for a while after reading GURPS Goblins. I think I am more happy with a Jareth/Erlking blend these days.
That leaves me with Maglubiyet, the Lawful Evil god of Hobgoblins who also is a lesser Duke of Hell (his names sounds like a Duke of Hell to be honest) who wars with Gruumsh. And way over in the Abyss we have the monster Hruggek who is a Chaotic Evil Demon Lord that is the patron of the Bugbears. His name also sounds more demonic to me.
This leaves both beings relatively the same as they were before.
Gruumsh is a different story. The one-eyed Gruumsh is obviously a nod, conscious or not, to Sauron. Also, the orc of Tolkien's world are much more demonic that the orcs of D&D and other modern fantasy. In The Silmarillion, we learn that orcs were created by the Vala Melkor, later Morgoth. So there is an idea of divine creation perverted. Would Melkor be a demon? He is more closely related to Lucifer is analysis, but that only muddies the waters really. I also like the idea that orcs were once related to Elves. Of the two main species in D&D only elves and orcs can mate and produce offspring with humans. So here is a heresy.
Orcs, and indeed Gruumsh, were all elves. Gruumsh was Corellon's brother.
Somewhere, somehow, Gruumsh betrayed Corellon (orcs say it was the other way around) and Gruumsh the orc was born. I just need a good Elvish sounding name to give him before this fall.
Personally, I find this FAR more compelling than the tale of Lolth.
Speaking of which.
Lolth, The What Queen?
Lolth is a lesser goddess. No, wait she is a demon. She was Araushnee, but that doesn't come till later.
I have talked about my issues with drow in the past and how they are really Lawful Evil and not Chaotic Evil. Plus if I can make a Lawful Evil Goddess Tiamat into a Chaotic Evil I should be able to do the opposite for Lolth. Which of course means she would not really be a demon anymore. She is more of devil. BUT. I like the idea that she is a demon. Can I make a LE Demon? no. not really.
I think the simple answer here is that Elves, Orcs, and other fae creatures like Goblins don't fit into the Devil-Demon dichotomy very well. I am inclined to pull them out and let them be their own thing. Lolth is called the "Demon Queen" but that is more due to her "Fallen" status than anything else.
Despite my stated goal of trying to pull these beings into the likes of demons, I am happy with them being their own thing.
Gnolls and You Know Who
Before I end today's discussion I should point the example that falls right into line with what I am doing. Gnolls and the Demon Prince Yeenoghu. Here we have a strong non-human species and they worship a demon as their god. It works. It works well.
Too well. Why does a weak-ass demon prince (ok relative) like Yeenoghu have humanoid, intelligent worshipers but more powerful ones like Orcus and Demogorgon do not? I will dig into it next time.
Wednesday, June 22, 2022
Review: Pathfinder 2nd ed Bestiary
So I knew that even if I never bought anything else for the Pathfinder Second Edition game I was going to buy the Bestiary. And much like it's Great-Grandfather AD&D, I picked up the Bestiary first. I grabbed the Core Rules (that I discussed yesterday) based entirely off of what I read in this book.
I guess I really should have done this one on Monday instead of a monster, but I wanted to do the core rules first.
So what does this book have and why did I like it so much? Well, it has a lot going for it.
Pathfinder 2nd ed Bestiary
For this review, I am considering the Hardcover version I purchased at my FLGS. For Pathfinder 2e I have been going with the Special Edition covers. My oldest gets the Special Ed covers of the D&D 5 books and I get the regular ones since D&D 5 is "His" game. I normally like to get the Special Ed covers since I am a sucker for a book with a ribbon in it. Plus he has no plans to play PF2e and we even combined our PF1e books into one collection and sold off the rest (which is how I can buy these!)
The book is 360 pages with full-color art. You know when you walk into the floor of the Gen Con trader hall and the smell of new books hits you? That's how this book smells. Like Gen Con, but in a good way.
This book contains about 415 different monster stat blocks. Before I get into those blocks I want to speak about the layout. The PF1e Bestiary worked hard to get monsters down to one page per monster. Sometimes there were variations, but it was obvious the Paizo crew (and many others of the d20 boom) liked the presentation of one monster per page as in the AD&D 2nd days. PF2e takes this design strategy and extends it to the next level. Sometimes we get one monster per page. Many times we get a monster type (for example the Alghollthu) that extends across 2-, 4- or more pages (always an even number) that are facing each other. So in this case the Skum and Faceless Stalker.
This continues throughout the book. The practical implications here are 1.) finding something is easy IF you know the group it might be under. 2.) you can lay your book flat and have access to everything you need for the monster. There is of course one other. While I love my special editions, if I went to the Paizo website and got all of these as PDFs I could do the exact same thing I have done with the AD&D 2nd Edition Monstrous Compendiums and the various S&W Monster books, I can print them all out and organize them all into one large folder. Note you can do the same things with the D&D 4e Monster books too. Maybe this is something I should consider when doing my Basic Bestiary.
Continuing on. The stat blocks are easy to read and honestly understand if you have played any form of D&D form the last 20 years. There is the Name, it's level (which replaces HD and CR). Under that there are the descriptor tags, this includes Alignment, Size, and Traits. So our faceless stalker is a Chaotic Evil medium-sized aberration and it is level 4. There are some basic "monster stats" such as skills, perception and abilities mods, and what items if any it has. It's Defence block is next with AC, saves, HP and resistances, immunities, or vulnerabilities. It's attack block follows. The feel is very much like that of D&D 5e.
The block is smaller than that of PF1e (thank goodness!) and all the important bits are readily visible,
Like the Core Book this features sidebars with more details. This often includes rumors, mentions of other types, and more.
About the Monsters
Most monster books take a LOT of cues from the 1st Edition AD&D Monster Manual. Many feature the same set of monsters. Enough that I often refer to the Demons Type I to VI and the Succubus as "The Usual Suspects." Does this Bestiary follow suit? Almost, the Hezrou (Type II) and Nalfeshnee (Type IV) are missing but the others are here.
Either due to space or to make the the stat blocks come out right there are a lot of creatures here that you do not normally see in a "core" monster book and some that I expected are missing. Nothing game-breaking mind you. In fact it gives a great flavor to the book. There are many you expect, all the dragons for example, and some I didn't, like the gug and lillend.
One of the neatest things about this book is reading over what are classical monsters too many of us and seeing how they are different not just through the lens of PF2e, but from different creators and a different world. I have already talked about how much I enjoy Pathfinder's goblins, but they really do feel different here. This change is then reflected in other creatures like the barghest. Some are quite different, like the kobolds, and others are largely still the same, like orcs.
Speaking of orcs. A while back I did a post discussing what should be part of a universal stat-block and I used orcs as my example. The reasoning was that orcs are one creature that has appeared in all versions of D&D (yes there are others, but they are ubiquitous) and they are a good typical foe for 1st level adventurers. How do the Pathfinder (PF1e and PF2e) orcs stack up?
Orcs in D&D 3.x were (are) CR ½. This meant they were a good, but not necessarily deadly, challenge to a party of 1st-level characters. In Pathfinder 1e they are now CR ⅓, so even easier really. Pathfinder has the Orc Brute at Creature 0 and Orc Warrior at Creature 1 with 15 and 23 hp respectively. Still something a group of first levels could take on, but maybe slightly harder.
How does this book stack up to my Monster Manual test?
My Monster Manual Test is how I feel when I first open a game book. While this book can't reasonably live up to the hype of when I first picked up the AD&D Monster Manual it does do the exact same thing; It made me want to buy the system so I could know more about it. Like PF2e Core this book is gorgeous and just wonderful to read through. The designers have made me invested in their world and I want to know more.
Enough that I have more books to cover!
Friday, January 8, 2010
The Church of Lolth Ascendant
Lolth was betrayed.
The members of the Church of Lolth Ascendant firmly believe that Lolth, the Demon Queen of Spiders and Goddess of the Drow was in fact Araushnee, the Elven Goddess of Fate and Destiny. This is not in dispute. What is disputed however, are the events that lead Araushnee to become Lolth and what happened after.
Araushnee was born the same time as all the Elven Gods in the time just After Dawn. She was the most beautiful of all the Seldarine, her ebon skin glistened in the moonlight and looked like carved wood in the sun. Corellon said she was made out of piece of pure midnight and her hair reflected the light of the stars above. For this he gave her domain over the stars and secrets they keep. They say that the other Gods were jealous of her, but she did not see this, for Araushnee was born with the Sight. She could see the complicated strands of fate, understand the webs they could weave and make predictions.
It was these predictions that lead to her downfall.
Araushnee predicted that the peace of the elves would end in violent wars where elf battled “fearsome beasts” (orcs were not yet created), dwarfs and other elves. She was laughed at, but she knew her predictions were true. When the orcs were created and threatened elf territories the others still did not listen to her.
She saw the future Elf/Orc war and tried to warn Corellon. But he ignored her advice and was too busy dallying with the three goddess Sehanine Moonbow, Hanali Celanil and Aerdrie Faenya.
When the elves finally did respond Araushnee had another vision. She saw Corellon defeat Grummush and destroy the all of the orcs. But genocide was not enough for the victorious and bloodthirsty god. He attacked the dwarves and destroyed them, and then the gnomes, Halflings and finally humans. Araushnee saw a world in which only the Elves would remain and Corellon ruled all as a bloody tyrant. Arushnee loved Corellon, giving him two children, but did not want him to become a monster. She knew she had to stop him.
She turned to Sehanine Moonbow, the Goddess of Artisans, who she felt was a sister (despite her infidelity with her husband), to ask her for guidance. But Sehanine was jealous of Araushnee and her dominion of the night sky and of her place at Corellon’s side. She told Araushnee that the only way to protect the elves was to let the orcs know of their surprise raid. Araushnee agreed and left alone for Grummush’s lair. Sheanine remained behind in Arushnee’s home to wait out the battle.
Araushnee went to Grummush and told him of the surprise attack to happen and the strength of the elven forces. He commanded that she remain with him, she said no that it was her fate to die in the battle in the elvish fortress. This she had seen.
Araushnee returned saddened, but knowing that she had prevented Corellon from becoming an even greater monster than Grummush. She stood in readiness for battle with her kin and her children. She did not even notice that Sehanine was not with them. When the battle began the elvish forces were nearly overwhelmed. While they did fight the orcs back and achieve a victory, it was not the slaughter that Corellon was wanting. Orcs still lived, Grummush, wounded, still lived. Corellon raged, demanding to know who had betrayed them. Araushnee said nothing, still in shock over not dying in battle and wondering if her visions had been wrong. Then Sehanine returned, claiming she had been imprisoned by Araushnee, that she had discovered the Drow Queen’s plans to warn and join with Grummush.
Corellon confronted her asking if these claims were true. She admitted to telling Grummush, and that is all Corellon had heard. He went to strike her down but their son Vhaeraun stood in between them. Corellon struck him down instead. Now Araushnee grew enraged. She had sacrificed everything so that the elves could live and Corellon would remain a just ruler, but she was still the mother of this boy and no one, not even the First of the Seldarine, dared touch him in anger. Using all her own power she attacked her former lover. She knew his every move and was able to counteract his every attack and land her own instead. She would have succeeded in killing him had it not been for the lesser goddesses Sehanine Moonbow, Hanali Celanil and Aerdrie Faenya combining their power into one deity to defeat her.
With Araushnee defeated, broken and beyond everything else, despairing over the path Fate had lead her down. Corellon angered, cursed her, her form and her name. Cast her into the Abyss with her son and condemned all drow. He gave her powers to Sehanine Moonbow. He also cast out Eilistraee even though she had stood with her father.
Lolth, as she was now known, hid herself deep in the Abyss and wept.
The Worshippers of Araushnee
The lay worshipper of Araushnee is typically elven, though her voice finds an ear among half-elves and some humans. Her flock is typically younger than other new cults. It is believed that this is due to the fact that drow, once a feared nearly mythical boogeyman 20 years ago, are now more common of a sight. Even good Drow have been known to exist.
Tenants of Faith
Araushnee, now known as Lolth, was a member of the Elvish pantheon.
• She was unjustly banished and imprisoned in the Abyss.
• She wished for nothing more than to be reunited with her fellow elves. She forgives Corellon and even the goddesses Sehanine Moonbow, Hanali Celanil and Aerdrie Faenya. She wants them to welcome her back.
• The Drow are evil, but their evil is one that began with a lie and has been perpetuated by the Drow matriarchy.
• To achieve Arushnee’s reunification with the Seldarine, elven worshipers must achieve reunification with the Drow.
• Evils done in Lolth’s name are often the work of the evil Drow matriarchy, other demons, or even the Seldraine themselves.
Fourth Edition D&D
Araushnee
Lady of Fate, Banished Goddess, Queen of the Demonweb Pits
Unaligned Greater Goddess
Auaushnee, known to the world as Lolth, sits alone in the Demonweb Pits, the prison constructed for her by her former husband Corellon. She presides over Drow and spiders that mimic her ability to weave the stands of fate. Araushnee never answer summons, but communicates to her true followers in prophetic dreams and omens.
Araushnee does not make many demands on her worshippers, feeling that life is demanding enough. But she does hold all her worshipers to the following:
• Find your own fate and follow it.
• Honor Arsushnee not in words, but in deeds and actions.
• Seek to reunite that which has been sundered.
Worshipers: Drow, Dark and Star Pact Warlocks, Fortune Tellers, Diviners
New Feat: Web of Fate [Divinity]
Prerequisites: Channel Divinity class feature, must worship Araushnee (not Lolth).
Benefit: You can use the power of your deity to use web of fate.
Channel Divinity: Web of Fate Feat Power
The strands of fate play out before you like the silken threads of a spider. You may pluck a strand, altering fate in your favor.
Immediate Interrupt Close burst 10
Trigger: An ally in burst makes an attack roll or skill check
Target: One ally in burst
Effect: The target immediately rerolls the attack roll or skill check he or she just made, but must keep the second result, even if it is worse.
Special: You must take the Web of Fate feat to use this power.
Araushnee
Lady of Fate, Banished Goddess, Queen of the Demonweb Pits
Intermediate Deity
Symbol: A spider web or a drow woman holding a distaff
Home Plane: Demonweb Pits
Alignment: Chaotic Neutral
Portfolio: Drow, Fate, Chaos, Night, Stars
Worshipers: Drow, the oppressed, fortune tellers, those that seek redemption, witches
Cleric Alignment: CG, CN, CE
Domains: Fate*, Drow, Chaos, Darkness
Favored Weapon: Distaff (staff)
*Found in Complete Warrior
As the former Lady of Fate, Araushhnee was also responsible for the management of the Weave for elves. It is because of her weaving strands of the Weave into the fate of all elves. This is why Elves are the most magical race and it is something that all elves to this day still feel.
Avatars
Araushnee rarely sends avatars to consult with worshipers preferring to communicate via prophetic dreams and omens. She does this since she feels as living creatures her worshippers need to choose their own fates.
Dogma
Araushnee’s followers are guided to find their own fates and follow it. There will be signs for those that can read them and these signs will guide you. In the spirit of reunification the followers are encouraged to make whole things that have been broken apart. A typical tactic is a group of pilgrims from one elven community to another will ask for odd jobs to do fixing things. While the male members will work, the females will stay with the others to speak of another who wishes to mend. Fortune tellers and others that deal with reading the fates for a price also work in the Word for Araushnee.
Clergy and Temples
The Clergy of Araushnee tend to be young, spirited and have an absolute sense that what they are saying is in fact correct. They will often quote passages out of the Elven canon describing Araushnee’s betrayal and even produce so called “lost works” of Elven scholars that have been deemed to heretical for inclusion. While such works are in fact quite old what is lost to time is whether they were not included because they were heretical, or simply not true. Where they are open the Cult of Araushnee will preach their message of reunification with their Drow cousins and speak of “mending old wounds” both among the elves and among their gods. They firmly believe that if they can get enough worshippers the Seladrine will have to allow Araushnee’s return.
The lay worshipper of Araushnee is typically elven, though her voice finds an ear among half-elves and some humans. Her flock is typically younger than other new cults. It is believed that this is due to the fact that drow, once a feared nearly mythical boogeyman 20 years ago, are now more common of a sight. Even good Drow have been known to exist.
Temples are usually temporary affairs since the cult is tolerated at best and hunted at worse. A typical worship center for the Cult of Araushnee is outdoors in a woodland area (for elven sensibility) and usually at night (out of respect of the Goddess they revere). It is considered a good omen if there are spider webs found in a potential spot and a great omen if spiders spin their webs during the worship service. A sign that Araushnee is pleased.
Araushnee
Intermediate Power of the Abyss
CN
PORTFOLIO: Fate, darkness, chaos, spiders, the drow race
ALIASES: Lolth, Lloth (Menzoberranzan and Uluitur), Megwandir, Moander, Zinzerena
DOMAIN NAME: 66th level/Lolth's Web (the Demonweb Pits)
SUPERIOR: None
ALLIES: None
FOES: Deep Duerra, Eilistraee, Ghaunadaur, Gruumsh, Ibrandul (dead), Kiaransaleen, Laduguer, Moander (dead), the Seldarine, Vhaeraun, Blibdoolpoolp, the Blood Queen, Diinkarazan, Diirinka, Great Mother, Gzemnid, Ilsensine, Ilxendren, Laogzed, Maanzecorian (dead), Psilofyr
SYMBOL: Female drow holding a distaff or a spider’s web
WOR. ALIGN.: N, CG, CN, CE
Specialty Priests
Fate Spinners
REQUIREMENTS: Wisdom 13
PRIME REQ.: Wisdom
ALIGNMENT: CG, CN, CE, N
WEAPONS: Any
ARMOR: Any
MAJOR SPHERES: All, astral, animal, chaos, combat, divination, guardian, healing, protection, summoning, sun (reversed only)
MINOR SPHERES: Charm, creation, wards
MAGICAL ITEMS: As clerics
REQ. PROFS: Etiquette, weaving
BONUS PROFS: Animal training (spiders), spellcraft
• Fate Spinners are allowed to and encouraged to multiclass.
• Fate Spinners are immune to all spider venoms.
• Fate Spinners can communicate with spiders of all kinds, and spiders never harm them in any way.
• At 2nd level, Fate Spinners can cast spider climb (as the 1st-level wizard spell) or spidereyes (as the Ist-level wizard spell found in Wizard's Spell Compendium, Volume 3 or the Ist-level priest spell in The Drow of the Underdark) once per day. If spider climb is cast, it does not prevent spell-casting so long as two limbs grip the surface being climbed, and light objects do not stick to the priest's hands and feet. Spidereyes allows the caster to see through the eyes of a single normal or giant arachnid within 60
yards, but it does not grant any control over the arachnid's movements or direction of gaze.
• At 5th level, Fate Spinners can cast dispel magic (as the 3rd-level priest spell) or web (as the 2nd-level wizard spell) twice per day.
• At 7th level, Fate Spinners can cast summon shadow (as the 5thlevel wizard spell) or spider summoning (as the 5th-level priest spell) twice per day.
• At 10th level, Fate Spinners can cast true seeing (as the 5th-level priest spell, but with twice the normal duration) or spiderform (as the 5th-level priest spell) twice per day.
• At 13th level, fate spinners can cast dream (as the 5th-level wizard spell) once per day.
Fate Spinners are allowed the same spells as are the Arachne if they are drow.
Forgotten Realms
Araushnee has the strongest presence in the Forgotten Realms world of Toril. Her cult, while not wide spread, does have some concentration in the more urban centers of the world where ideas can easily be shared and of course high among the elves. In particular the cult has gained a foothold among the students of the University in Silverymoon and on the streets of Waterdeep. In Silverymoon more humans are found among the cult’s members than anywhere else, though elves still outnumber the human cultists. In Waterdeep, Araushnee’s message is whispered from trader to trader and in the shops and in the fortune tellers’ stalls. A small temple(in truth a small shop) is maintained in the Field Ward. The Temple is in good standing with the city having paid all their dues and strictly adhering to all the laws. So despite complaints the city officials have no cause to throw them out.
It is from these two strongholds of faith that the cult has spread. Recently the cult has been spotted in Baldur’s Gate as Elven travelers have left other parts of the world to come here.
Greyhawk
With little surprise the stronghold of faith for the worship of Araushnee lies in the City of Greyhawk itself. Once felt to be a minor esoteric cult grown out of the idle speculation of University students the cult has spread to many lands where there are elves. There are however more Drow in the Araushnee cult on Oerth than on Toril. Why this might be is unknown, but plannular scholars suspect it might be due to the lesser presence of other good-aligned Drow gods such as Eilistraee on Oerth.
Due to city laws there are no standing temples to Araushnee in the city and the members of the Oligarchy have spoken out about it.
Arushnee’s cult has taken longer to establish here than in other worlds since the events of the Temple of Elemental Evil are still within living memory.
D20 Modern – (Urban Arcana, Shadow Chasers, Dark*Matter)
The worship of Araushnee is open and widespread. Considered to be a neo-Pagan Goddess that has been “re-discovered” she is celebrated as a symbol of triumph (in particular female triumph) over adversity (in particular male adversity). She is revered both by humans and elves alike. Her popularity has grown since she was used as the “spokesperson” for the phenomenally successful “Lolth Fair – A Celebration of Women in Music” event of the previous decade.
Drow in power are less likely to follow Araushnee than those living in the streets or slums of the modern world. Though she has also found solid ground with the various feminist movements among the elves, they differ is feeling Araushnee should not have beg for forgiveness, but rather it is the other elven gods that should be asking for hers.
Witches of Arashnee
Given her status as a “rejected” or “outsider” goddess, the priesthoods of Araushnee could best be described as witches in the classical sense. They worship a god felt to be evil by all of those around. They could also be described as witches in the modern sense, worshipers of downtrodden and most misunderstood goddess.
1st and 2nd Edition, Complete Netbook of Witches
My suggestion of course would be to use my own “Complete Netbook of Witches and Warlocks”. It is a free netbook that is all over the internet now. Just Google it.
Witches of Arashnee are of an Eclectic or Faerie Tradition. Typically they will belong to a small coven of eight or less, eight being the primary number of significance for Arashnee’s cult.
The Gypsy Elves in this book are also among her worshipers and are one of the primary means for the spread of her cult.
Arashnee’s Witches have the following Occult Powers:
Lesser: Brew Truth Drug
Minor: Acquire Familiar (Spiders and Arachnids only)
Medial: Immune to Supernatural Fear
Greater: Fascination
Superior: Foretell Future
3rd Edition, Liber Mysterium, the Complete Book of Witches and Warlocks
While there are a number of d20 compatible witches on the market, I also suggest using my “Liber Mysterium” book on witches. Again, it is free and can be found with a Google search, most likely that same search that works above.
Witches of Arashnee are of an Eclectic or Faerie Tradition. Typically they will belong to a small coven of eight or less, eight being the primary number of significance for Arashnee’s cult.
Typically the Witches of Arashnee hail from Eclectic or Faerie (Kuruni) traditions, with most witches being human and elf respectively.
They have the following Occult Powers
Minor (7th Level): Fate’s Luck
Medial (13th Level): Dream, as per the 5th level Wizard spell.
Greater (19th Level): Foretell Future
Links
A cool blog post I found about Lolth and Ereshkigal, http://dovearrow.wordpress.com/2008/02/10/the-descent-of-lolth-and-the-goddess-ereshkigal/
That Wikipedia thingy, http://en.wikipedia.org/wiki/Lolth
Forgotten Realms wiki, http://forgottenrealms.wikia.com/wiki/Lolth
Yet Another Fantasy Gamer Comic, Lolth is a semi-regular, http://yafgc.shipsinker.com/