Monday, June 26, 2023

Monstrous Mondays: Shayṭān and Ifrit

 Been spending a lot of time with Gods and monsters over the last few weeks. Today I wanted to continue that idea with some of the creatures in between. Also, I want to talk more about using monsters like these in the WASTED LANDS and NIGHT SHIFT RPGs.

Shayṭān and Ifrit
Your humble author surrounded by Shayṭān and Ifrit

Shayṭān and Ifrit

The wonderful thing about O.G.R.E.S. as presented in the WASTED LANDS and NIGHT SHIFT rules is how flexible it can be. Many monsters are simplified down to basic concepts.  A demon for example is give some basic power levels and then a number of powers that can be added or swapped out for nearly infinite variety. Even the name "demon" is flexible.

Here I think old-school players (and Game Masters) will recognize the foundations of many monsters and fans of modern horror RPGs will recognize the flexibility baked into the system.

While this means there is no great need for multiple Bestiaries, there is still utility in spelling some details out for players that need something quick.

Enter the Shayṭān.

I have been spending a lot of time going over the myths and legends of the world. They are all quite fascinating really, and while my love for the original AD&D Monster Manual knows no equal, one thing is clear, that the monsters depicted within pale in comparison to the monsters of myth. This is not really a slight. Space in the MM was limited, and there had to be a game focus.

Take the Effriti from the Monster Manual and to a lesser degree, the one from the D&D Expert Set. I mention the Expert set specifically because it's entry for Effriti was similar, but different enough, from the Monster Manual to make look into the creature more. The tantalizing and (in my mind) poorly explained "Lesser" also sent me out to explore more. 

These creatures are interesting, something of a cross between a devil and a fire elemental. Interesting enough to be featured as the cover of the AD&D Dungeon Master's Guide. ut the Ifrit of myth are more interesting still.  

There is also no way I can do them justice here, but I would love to take a start at it.

Shayṭān

The Shayṭān are a class of spirits corrupted by the Deeper Dark. They are, or were, predominantly elemental spirits like the Ifrit, Jinn, and Marid, but some are lesser spirits like the Qareen, and others still are greater spirits like Iblis.

In their corruption, they have become similar to demons, and many scholars will conflate the two. Indeed their methods and their purposes are also very similar.

Like the wind, Shayṭān will most often be invisible and intangible but can appear as various mundane creatures. The greatest power of the Shayṭān is to form bodies out of the base elements (fire, air, earth, water) to interact with humans, whom they tempt away from goodness.  For example, the Ifrit are the Shayṭān of fire. 

The typical Ifrit is a "Rank III demon," according to scholars. It has the following differences, it can only gate in lesser Shayṭān, not other demons. They are harmed by celestials, supernatural attacks, and Chosen Ones (NIGHT SHIFT). 

Iblis

Iblis appears as an Ifrit of the largest size, but he can also appear as an angel/celestial or as a normal human. He is the ruler of all Shayṭān. 

No. Appearing: Unique
DV: 0
Move: 30ft. Fly: 60ft.
Vitality Dice: 22 (180 Vitality Points)
Special: 4 attacks (2 claws, bite, 1 great sword), Shayṭān abilities, Summon Rank I shayṭān 100%, Summon Rank II shayṭān 85%, Summon Rank III shayṭān 75%, Summon Rank IV shayṭān 60%, Fear gaze, spells, +3 or better weapon to hit, regeneration (4 vitality/round), see in darkness, telepathy 200 ft.

Iblis, sometimes referred to as the Great Duke, the Enemy, or even just The Shayṭān, is the ruler of all shayṭān. His preferred form is that of a normal man, sometimes in the guise of a priest, pilgrim or other holy man. He can also appear as an 18' ifrit surrounded by flames. He has a third form, that of an angelic being that some claim is his original form before he was corrupted. 

Ilis enjoys corrupting other mortals as he himself had been. He shares no love for the other denizens of the Deeper Dark and sees other shayṭān as his to control. He claims no kinship to any other group and maintains that he alone is the source of evil in the world (a dubious claim at best).

Iblis is very knowledgeable about magic and there is no spell that he does not know or have access to. Sorcerers often seek him out to learn secret lore, but the summoning of Iblis is a secret itself and to do so incorrectly invites his wrath.

Use in the Wasted Lands

In this game, Iblis and the Shayṭān are new to the world and are seeking out ways to control the minds, and souls, of the humans left here after the Old Ones have departed. 

Use in NIGHT SHIFT

Is this the same Iblis as the one from The Dreaming Age? Iblis himself seems to think so but plenty of scholars and occult philosophers point out that we know when he began to appear in myth and texts and say it is unlikely, save that this Iblis occupies the same concept as the Iblis before. Or they are indeed one and the same 

Use in Old-School Games (OSR, Dungeons & Dragons)

Iblis is on par with the powerful Arch-Dukes of Hell. In fact he is their rival in many things. Iblis considers the Arch Dukes to be "lesser copies" of himself and the Lords of Hell feel Iblis should be brought to heel as a renegade member of their ranks. Their multitude of similarities only heighten the minor differences they have.

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Please don't forget to sign up for the WASTED LANDS Kickstarter beginning tomorrow!

#Dungeon23 Tomb of the Vampire Queen, Level 6, Room 26

Room 26: The Chamber of the Blood Pool

Going back to Room 24 and taking the next left, this takes you to another dark chamber. 

Room 26

This room is dominated by a large stone pool in the middle of the floor. The pool is still filled with blood.

Upon entering the candles light and six ghostly figures appear. They come into focus as they light the candles, telling the party (in Elvish) that they welcome them and must prepare them for the bath. At this they take out long wicked-looking knives and they attack.

The ghosts are Umbrals, and they are former shadow elf maidservants to the Vampire Queen.

The umbrals can't harm anyone with their knives, but the wail of lament is another story.

The walls are covered in murals that tell the tale of how the Vampire Queen came to the Shadow Elves, slew thousands (she walks on their skulls), and enslaved the others. Other murals show this bathing room where the maidservants cut the throats of other shadow elves to fill the bath, where the Vampire Queen goes in looking like a monster and comes back out looking young and beautiful again. There are a few panels where the Vampire Queen can be seen striking her servants and drinking their blood. 

The umbrals have no treasure, but there are still the remains of some gowns in a dressing nook. They have gold threads and jewels totaling 3,000 gp. 

Sunday, June 25, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 6, Room 25

Archway 1, Room 25: The Hall of the Dead

This archway on the far left from Room 24 leads down to a dark chamber. 

Room 25


This room is filled with the bones of Shadow Elves (based on the skulls). The bones are piled high in heaps, and the floor is red-brown with what looks like dried blood. 

In the center of the room is a raised platform, on which is a sarcophagus. The sarcophagus is made of black marble, and it is covered in intricate carvings.  The writing is an ancient form of elvish with many words from the Chaotic alignment language added in. Bards, Elves and a magic can be used to decipher it.  It reads "Here lies Agartis, Commander of the Shadow Elf legions, left hand of his Dark Mistress, Darlessa, the Queen of Vampires."

If the party opens the sarcophagus inside, they will find a richly dressed warrior, who spares no time in getting up to attack.

The warrior is a Barrow Wight. He is armed with a +2 longsword and wears boots of spider climbing.

He turns as a 7 HD creature. 

When Agartis begins his second round, he will be joined by 3d4 skeletons. These skeletons also attack. They are turned as Zombies. 

Saturday, June 24, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 6, Room 24

 The large statue of the Vampire Queen at then end of this hallway has two arched doorways that lead deeper into the greater temple. 

Room 24

From here are five other archways that lead to other chambers. There are two on the left, two on the right and the grand archway in between and straight ahead.  Going from left to right in a clockwise fashion:

(links go live on their posting day)

Archway 1, Room 25: The Hall of the Dead

Archway 2, Room 26: The Chamber of the Blood Pool

Archway 3, Room 27: The Chamber of the Vampire Queen Altar to Orcus

Archway 4, Room 28: The Chamber of the Mirrors

Archway 5, Room 29: The Chamber of the Shadows

This room is shaped like a pentagon with archways on the flat sides.

Before the party can choose a door, four ghostly figures manifest before them. 

The Ghosts are Schreckengeists, and they had been former adventurers. They have no physical attacks other than their scream, and they are harder to turn (turn as wights).


Friday, June 23, 2023

Kickstart Your Weekend: Witches & Wasted Lands

 I have already featured these two, but I want to do them again.

This one has not launched yet, but the sign-up page is ready. Elf Lair is looking to get as many sign-ups as they can prior to launch.

Wasted Lands: The Dreaming Age Role Playing Game

A tabletop RPG of cosmic horror, swords, and sorcery in a savage lost epoch, 1000 years after the Old Ones fell to their eternal sleep.

Wasted Lands: The Dreaming Age Core RulesWasted Lands: The Dreaming Age Campaign Guide

I am very, very excited about this one. Although I am not really part of the development, I get the joy of seeing it in development and enjoy it as a fan. Plus, this has been Jason's baby for years, but I'll add my typical nonsense to my table. 

You can read more about what I am doing with the Wasted Lands here.

Witches of Midnight

Witches of Midnight

This one caught my eye a while back. I have read over the draft rules, and there is a lot here to digest.

While doing that, I will share an interview with the Witches of Midnight Team and let them tell you about this game.

https://theotherside.timsbrannan.com/2023/06/interview-with-witches-of-midnight-team.html

Check them both out!


#Dungeon23 Tomb of the Vampire Queen, Level 6, Room 23

 Continuing on the 9th alcove (5th one on the left) hides a secret door.  Opening it is easy, but it is obvious is not been opened in years. Once the door is found, it still takes a Strength of 18 to open.

Room 23

Inside this room is 500 GP, and seven gems worth 1,400 gp total.

Additionally, there is a dagger +2.



Thursday, June 22, 2023

Wasted Lands Playtest: War at the Gates of Dawn. Chaoskampf in your Games

Chaoskampf
One of the later additions to Dungeons & Dragons lore was that of the Dawn War. Introduced in 4e and detailed a bit more in The Plane Above: Secrets of the Astral Sea book, this war dealt with the war between the Gods and the Primordials at the Dawn of Time. Among other things, it leads to the creation of the Abyss, the devils, and more. It destroyed entire planes and creatures and built the shape of the D&D multiverse.

It is also nowhere near an original idea.

That is not a slight. In fact, it is a feature.

In studies of mythology, this is known as the Chaoskampf or the battle against Chaos. We see this in Greek Mythology as the Gods vs. the Titans. In Norse Mythology, as the Gods vs. the Giants. And in Sumerian Myths such as Marduk vs. Tiamat.  We even see it in Christian myths as God and the Angels vs. Satan and his followers. It features again in Ragnarok and Revelations. 

It is, quite literally, one of the oldest stories in the world.  The roots go back to Proto-Indo-European Gods and myths, but it is likely much, much older than that even. Jung would say it is something buried deep in our collective unconsciousness about imposing order over chaos.

It is also part and parcel of the Wasted Lands experience.

In the Wasted Lands, you play human (or near human) figures fighting back against the forces of chaos. The forces of chaos are the Old Ones, but these creatures and their minions are largely indistinguishable from the Titans, Giants, or even the Primordials of any number of myths and legends.

How does this all tie together? Easy really. 

Let's say you are a D&D fan (doesn't matter the edition) and you would like to play out this Dawn War (something I have done myself to great enjoyment). Why? Well it could be for fun, or for me it was to let the characters gain insight to what is happening in the world of the gods and this all came to them in a dream.  You can use the Wasted Lands RPG to accomplish this.

War at the Gates of Dawn

The War at the Gates of Dawn is my "serial numbers filed off" of the Dawn War. Though there is really no need for that since like I said, there are many of these in all mythologies and since it took place in (or at the beginning of) the Multiverse.

So how do you dothis? Easy.

Step 1: Choose Your Setting

This is the easiest; you are going to go back in time in your own D&D/Pathfinder/d20 game setting. I take the point of view that all the worlds that share similar gods began in one universe and then fractured at this point. 

Step 2: Choose Your Primordials/Titans

When I ran this before my Primordials were Vaprak, who late become Demogorgon, Tharizdûn, and the god that would become Orcus and Dispater. Additionally, I could use my concepts of Die Hüne from my Roma/Norse Pantheon.  But any Titans will do, really. I find Kaiju fit this role rather nicely.

Step 3: Choose your Gods, aka Characters

This will depend on your setting, but if you go with the notion that all Dawn Wars are THE Dawn War and all worlds come from a similar source, then you can go nuts. A place where Pelor, Odin, Isis, the Raven QueenBahamut, Selûne, and Sarenrae all fight side by side. In fact, I would say it is highly appropriate for all the gods of different myths (aka games) to come to this battle. 

I let my players choose the god their character worshipped, was closest to, or had a Pact with. 

Would-be Gods

Step 4: Go Nuts

Now the characters, either as 1st level or higher, need to battle the machinations of the Old One/Titans/Primordials. This makes the Dawn War/War at the Gates of Dawn a much longer conflict.

The Wasted Lands rules are VERY customizable. You can cleve very close to the D&D of your choice in terms of gameplay. The differences in the rules and the tone and tenor of them will give your "War at the Gates of Dawn" a different feel than your typical game, reinforcing how this is a different time.

My son is play-testing Wasted Lands with his D&D 5e group now, and they all claim that the rule differences make them feel like they are playing something "old and brand new" at the same time. The rules aid in the immersion of the game and help them get into their characters better. 

Now, could you get the same effect with, say Basic D&D or some other version of D&D/AD&D? Sure, but what you would be missing are the customizable rules of Wasted Lands and, of course, the Divine Touchstones that really set the characters apart. 

Doing it this way lets you start with the early days of the war and build up to what is really the biggest battle in all of D&D/Greek Myths/Norse myths or the myths of your own world. 

I ran this a while back it worked amazingly well. My oldest is doing it now in his own world where the players take on their favorite gods and have to battle the forces of chaos in the manifestation of The King in Yellow. If the shouts and cries I hear coming from our game room is any indication then it has been an epic success so far.

I think that encapsulates the Wasted Lands well. Simple in execution but epic in scope.