Monday, December 19, 2022

Monstrous Monday: Álfar Skalds

We are almost at the Winter Solstice, and Christmas is less than a week away.  

My thoughts this month have been coming back to D&D 5e and what the future for that might be.  At least for the next year or so, 5e will be largely the same, so I will be getting some 5e content out here to enjoy it.  I also just finished reading the Finnish epic poem, the Kalevala. Really one of the foundational stories of D&D to be honest. You can see where so much of D&D came from; Gygax's interpretation of this tale, and Tolkien's use of it in the formation of Middle Earth and his Legendarium. 

So my thoughts on all of these are rummaging around and I was thinking I need more types of cold creatures, bards, and more magic.  Some of that I showed off last week with my Jötunn Troll

So here is some 5e content from the frozen lands of the far North.

Elf, Álfar Skald
Elf, Álfar Skald
Medium humanoid (elf), Chaotic Neutral

Armor Class 13 (Hide armor)

Hit Points 17 (3d8 +3)

Speed 30 ft

STR 12 (+1)
DEX 13 (+1)
CON 13 (+1)
INT 14 (+2)
WIS 11 (+0)
CHA 12 (+1)

Saving Throws Con +3, Cha +5

Skills Performance +5, Persuasion +5, Perception +3, Survival +3

Damage Resistances Cold

Condition Immunities Blinded

Senses darkvision 120 ft., passive perception 13

Languages Common, Elvish, Giant

Fey Ancestry. The Álfar has advantage on saving throws against being charmed and can't be put to sleep.

Innate Spellcasting. The Álfar’s innate spellcasting ability is Charisma (spell save DC 13). The Álfar can innately cast the following spells, requiring no material components:

At will: minor illusion
1/day each: animal friendship, healing word

Fleet of foot. Like all elves, the Álfar are fleet of foot and can travel over snow and ice with no restrictions.They are immune to difficult terrain caused by ice and snow.

Protected eyes. Álfar have a protective membrane over their eyes. They do not suffer disadvantage from blizzards or poor weather.

Actions

Shortsword. Melee Weapon Attack: +3 to hit, reach 5ft. one target. Hit: 6 (1d6 +3) piercing damage.

Sling. Ranged Weapon Attack. +3 to hit, range 30/120 ft., one target, Hit: 5 (1d4 +3) bludgeoning damage.

Description

Álfar are the elves of the coldest reaches. Also known as “snow elves” they are tall (6’ to 6½’), with long straight white or light blond hair. Some, though, have long black hair. Their skin is pale and their eyes are so pale that they appear nearly white or light bluish-white. This is due to a protective membrane over the eye that allows them to see even in the coldest of temperatures or the blowing of snow.

Álfar are typically encountered in roaming bands of hunters or in warmer climes, herders of goats and sheep. They will typically be armed with a shortsword and sling with up to 20 sling stones handy.

Like all elves, they produce beautiful works of art, though they lack the raw materials of their forest-born brothers and sisters. They are a nomadic species, often following large game in their frozen territories. For this reason, their chief artistic expressions are saga songs.  These tales of ancient times, gods, and heroes can last from a few minutes to several days to perform, often with other singers (Skalds) joining in and taking over for others. Álfar skalds are revered by their communities.

Álfar bards are known as skalds. Their role in the Álfar community is to memorize the saga songs of these nomadic elves, some which take days to completely sing. Skalds advance as bards.

Friday, December 16, 2022

Star Trek: Ambassador Class Enterprise-C Build

Quick one today. Well, quick for me, but a bit of work for the original content creator.

I have not talked about my BlackStar game in a long time. I have not played any of it for a long time, to be honest. But I do have some new plans coming up, and my oldest has some ideas he wants to try out too.

Ambassador Class Enterprise-C Build

Before I get back to all of that I found this great modeler on YouTube, Epyc Models. He builds an Ambassador Class Enterprise-C, which puts my meager attempts to utter shame

Have a watch.






Seriously cool, right? I need to check out his other videos after this for more ideas. 


Thursday, December 15, 2022

Review: HYPERBOREA Products

Atlas of Hyperborea
A few newer products for HYPERBOREA I have picked up recently. Some came with the Kickstarter, others I picked up.

Atlas of Hyperborea

PDF and softcover. 36 pages.

This covers the whole HYPERBOREA world. There is an overview map and then broken up into detailed segments.  The softcover book is great, and the PDF does allow you to zoom in for more detail.

It is a good map, but you need the HYPERBOREA RPG to get the full use out of it.

Hyperborea Annual Calendar

PDF. 14 pages.

This is a great product. It is the 13 month, 28-day per month HYPERBOREAN calendar. It has the moon phases of the two moons, Phobos and Celene, and plenty of room to add your own details.  While you need the RPG to use this for Hyperborea, it would work out well for a homebrew world if you liked.

Forgotten Fane of the Coiled Goddess

Forgotten Fane of the Coiled Goddess
PDF. Color cover, black & white interior art.

This is an old-school adventure for 4 to 6 characters of 5th to 7th level.  

Lemuria. Ancient cults. Dinosaurs and demon apes. This adventure has everything. I kinda wish it could have been done for lower levels because it is a great introduction to sorts of adventures that HYPERBOREA should be the best at. While I originally grabbed this as a supplement to some other related adventures (and still might use it as such) it really, really feels at home in Hyperborea the most.

On that note it can be easily used in whatever OSR/Old-School system feels the most as home to your groups.

Plus it has a Dimetrodon in it. So I am already sold on it. 

Wednesday, December 14, 2022

Review: HYPERBOREA Referee's Manual

HYPERBOREA Referee's Manual
Yesterday I covered the Player's book. Today let's go with the Referee's Manual.

HYPERBOREA Referee's Manual

PDF and Hardcover. 308 pages. Color cover, black & white art with full-color art pages.

Chapter 10: Introduction Again, this is our introduction this time for the Game Master or Referee's point of view. What the Referee does for the game and more. 

Chapter 11: Refereeing This get's into the Game Mastering process in detail. This covers grant experience for the characters and setting up the campaign. 

Chapter 12: Bestiary Our monster section and truthfully one of my favorites. The expected ones are here, but there are also plenty of new ones.  This covers roughly 130 pages.  There are interesting new takes on some classic "D&D" monsters, plus many new ones like a bunch of new "lesser" and "sublunary" demons. The format is most similar to Basic or Labyrinth Lord, and it is full of the usual suspects with some Lovecraftian Horrors, and even remnants of alien and bygone ages. "Demons" are here, but no devils. 

Dæmons

Chapter 13: Treasure Covers treasure types and magical treasure. Among the magic items are things like Radium Pistols and other sc-fi artifacts. Very pulpy. It also includes some rules on scribing spell and protection scrolls. There is even a small section on Alchemy in Hyperborea. Very useful to have really.

Chapter 14: Gazetteer.  The lands are a pastiche of Howard, Vance, Lovecraft, and Smith.  If these names mean anything to you, then you know or have an idea, of what you are going to get here.  This section has been greatly expanded from the previous editions. Included here are the gods again and a little more on religion.  Basically, you get the idea that gods are either something you swear by (or to) or get sacrificed to by crazy cultists.  So yeah, you know I am a fan.

Appendix A: Weather in Hyperborea. Likely more important here than, say, other game worlds. Weather in Hyperborea is dangerous. 

Appendix B: Hazards of Hyperborea. There are horrible things waiting for you in Hyperborea and they are not all monsters or the weather. 

Appendix C: Waterborne Expeditions. Covers waterborne adventures and combat. 

Appendix D: Warefare and Siege. Your characters have built their strongholds. Now someone wants to know it down.  Here are the rules.

Appendix E: OGL Statement. The OGL statement for this book.

HYPERBOREA

Nearly every aspect of this game has seen expansion since the 2nd Edition; some sections more than others, but it is a great upgrade.

Tuesday, December 13, 2022

Review: HYPERBOREA Player's Manual

HYPERBOREA Player's Manual
I started my Hyperborea 3e week yesterday with a new monster; let's start it off properly with a review of the new 3e HYPERBOREA Player's Manual.

With the new 3rd Edition, we have some changes. First, the game is now simply called "HYPERBOREA" and not "Astonishing Swordsmen & Sorcerers of Hyperborea 3rd Edition."  Secondly, the Player's Manual and the Referee's Manual are now separate books. Much like the 1st Edition was. Only this time, they are full hardcover books.

HYPERBOREA Player's Manual

PDF and Hardcover. 324 pages. Color cover, black & white art with full color art pages.

For my review, I am going to be considering the hardcover from the Kickstarter and the PDFs from DriveThruRPG.

The book starts with the credits, acknowledgments, and dedication to John Eric Holmes, the author/editor of the "Holmes" Basic edition. 

Chapter 1: Introduction this covers what this game is and what RPGs in general are. This is important and worth a read since it sets the stage for what sort of sub-genre this game covers, "swords, sorcery, and weird science-fantasy."  The classics of Swords and Sorcery are covered here briefly and how they add to the feeling of this game. This is pure Howard, Lovecraft, and Smith.

Chapter 2: Character Generation covers character creation. This chapter is brief covering of what you can do with the five chapters.  This also has a listing of the common "facts" known to every character. There is a section on leveling up. 

Chapter 3: Statistics or the "rolling up characters" chapter. The six recognizable methods are presented here. The most common of course is Method III; roll 4d6 drop the lowest.  We also have the same six attributes we have always had.

Each class has a "Fighting Ability" (FA) and a "Casting Ability" (CA) which relates to attacks. So yes, even magicians can get a little better in combat as they go up in level.  It's a great little shorthand and works great.  So a 4th level Fighter has a fighting ability of 4. A 4th level magician still only has a fighting ability of 1 and a cleric 3 and thief 3.  Subclasses can and do vary.

AC is descending (like old school games), BUT with the Fighting Ability stat it could be converted to an ascending AC easily.

Chapter 4: Classes We still have our Basic Four; Fighter, Magician, Cleric, and Thief.  Each also gets a number of subclasses.  Fighters get Barbarian, Berserker, Cataphract, Huntsman, Paladin, Ranger, and Warlock.  The Magician has Cryomancer, Illusionist, Necromancer, Pyromancer, and Witch. The Cleric has the Druid, Monk, Priest, Runegraver, and Shaman.  Finally, the Thief has the Assassin, Bard, Legerdemainist, Purloiner, and Scout.  

Each subclass is very much like its parent classes with some changes.  The classes look pretty well balanced.


HYPERBOREA Witch

Chapter 5: Background This covers all the things about the character that "happened" before they were characters.

Races are dealt with first. They include Amazons, Atlanteans, Esquimaux, Hyperboreans, Ixians, Kelts, Kimmerians, Lemurians, Picts, and Vikings along with the catch-all "Common" race of man.  No elves or dwarves here. Physique is also covered. 

Alignment is a simpler affair of Lawful Good, Lawful Evil, Chaotic Good, Chaotic Evil, and Neutral.

Along with race, there are various languages the characters can learn/know.  There are also gods here, an interesting mix of Greek, Lovecraftian, Norse, and Smith gods. 

There are background skills and weapon skills. Though I misread "charcoaler" as "chocolatier," and now I want a character with this background. 

Chapter 6: Equipment Or the "let's go shopping" chapter.  If you missed the "to hit modifiers vs. armor types/AC" in AD&D then I have a treat for you. Weapons here are more detailed than they were in previous editions of HYPERBOREA; or at least more detailed than my memory of the older editions.  Just checked, this one is much more detailed. 

Chapter 7: Sorcery This is our spell chapter but it also covers alchemy. Spells are split up by character class. Spells are limit to 6th level since classes are all limited to 12 levels. Spell descriptions are all alphabetical. This covers about 75 pages.  

Chapter 8: Adventure. This chapter improves over the previous editions. It covers all sorts of adventure topics like hirelings and henchmen, climbing, doors, nonstandard actions, time and movement.

Chapter 9: Combat. All sorts of combat topics are covered. Critical hits, unarmed combat, mounted combat and more. Damage and madness are also covered. The madness section is small and not really designed to mimic the real world. 

Appendix A: Name Generator. Pretty useful, really, to get the right feel of the game. Afterall "Bob the Barbarian" isn't going to cut it here. 

Appendix B: Lordship and Strongholds. What each class and subclass gains as a Lord or Lady of their chosen strongholds.  There is a great section on creating strongholds as well.

Appendix C: Cooperative Gaming. This covers how well to play in a group.

Appendix D: OGL Statement. This is our OGL statement.

These appendices (with the exception of D) are all new. 

There is also a great index.

So I will admit I was unsure about backing the 3rd Edition of HYPERBOREA.  I have the 1st and 2nd Editions and they have served me well over the last few years.  This edition brings enough new material to the table that it really is the definitive version of the game. 

The leatherette covers are really nice and I am happy I waited for it. Since the Player's and Ref's books are now separate, I could, if I wanted, pick up another Player's book.

The art is great. There are some reused pieces and still plenty of new ones. It uses the art well and helps set the tone of the game.

Leatherette covers


HYPERBOREA

Monday, December 12, 2022

Monstrous Monday: Trolls of Hyperborea

It is getting cold here in Chicago, and that makes me want to pull out some Hyperborea. So I am going to be spending some time with the new Hyperborea this week. It is also Monstrous Monday, so let get a monster ready for that.  

My wife and I watched the new Netflix movie "Troll" recently. It was fun. It will not win any awards for originality, but it was fun. Reminded me a bit of the "Troll Hunter" movie from a bit back. We also watched the original "Willow" movie from 1988. It also had some trolls in it, though very different.  She had never seen the movie, and it had been decades since I had. It reminded me once again how much I don't care for the standard AD&D-inspired troll and prefer something closer to myth and legend.

Giant Troll

So. Let's put this all together with something new-ish.  So here is a troll I am reworking and presented in Hyperborea format.

Troll, Jötunn

Jötunn Troll: #E 1 | AL CE | SZ L (30') | MV 40 | DX 9 | AC 2
HD 14 | #A 3/1 (claw/claw/bite) | D 1d6+5/1d6+5/2d6+5
SV 10 | ML 8 | XP 2,300 | TC D | Special: See Below

This immense rock-skinned brute wields a tree branch for a club. Their mouths are filled with jutting teeth and tusks.

Jötunn trolls are gigantic horrors. Prowling in frigid wastes, these rapacious creatures have the same insatiable appetites of common trolls but require much more sustenance because of their excessive size. Jötunn trolls stand 30 feet tall and weigh roughly 25,000 pounds. They can live for up to 1,000 years. Their most curious feature is many will have multiple heads, sometimes even sprouting a new head after several years.  It is generally believed that the older the troll, the more heads it will have.

Jötunn trolls spawn with either their own kind or with other trolls. In the latter case, there is only a 5% chance the offspring will be a jötunn troll. Apart from brief mating periods, jötunn trolls are solitary, although some cull together bands of other giants into devastating war parties that can lay waste to entire regions. Like all trolls, the Jötunn Troll can regenerate. This begins the round after taking damage, and they regenerate at a rate of 4 hp per round in temperatures near freezing.  If the temperatures are warmer, then this slows to 3 hp per round. At temperatures of 100 degrees or more, their regeneration stops altogether. They cannot regenerate from fire or acid-based attacks.

Once every 1d4 rounds as a regular attack action, a jötunn troll can emit a cacophonous roar. All creatures within a 60-foot spread of the troll must make a save vs. paralysis or become confused for 1d4 rounds. This is a mind-affecting effect. 

A jötunn troll with multiple heads has a +4 bonus on all saving throws against mind-affecting effects. In addition, whenever a jötunn troll must make a save vs. these effects, it can roll the saving throw twice and take the better of the two results.

Jötunn Trolls have highly advanced senses. So highly tuned, in fact, they can "smell" the difference between "good" and "evil" alignments, preferring to attack, and hopefully eat, those of good or lawful alignments over evil or chaos. These senses allow them to small prey as far away as 300 ft and "smell alignment" as far away as 30 ft.

Based on the "Jotund Troll" from Pathfinder

Section 15

Troll, Jotund. Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

Thursday, December 8, 2022

One Man's God Special: Syncretism Part 4, Orcus and Dispater

This post really is a transitory one.  It takes on ideas from my One Man's God and my One Man's God Special: Syncretism and transitions it in-a-matter of speaking to my new In Search Of posts. 

Today I want to talk about syncretism, but not in the sense I have in my last few posts. I covered the basics of syncretism a while back. In two different posts syncretized the Greek and Egyptian gods and the Roman and Norse gods.  It is to the Greek and Roman gods that I turn today.  In particular, I will focus on the Roman side of the Greek One Man's God posts in OMG: Greek and Roman Mythos, Part 4 Tales of Brave Ulysses, and my attention is on Orcus. 

In Search of Orcus

Demon Lord Orcus
Orcus, Demon Prince of the Undead

Orcus has always been a major bad guy in my and many others' games. Not just because he is a great demon lord and master of the undead, that is plenty of reason, but even more so from the very mysterious Etruscan background of the god Orcus

I mentioned Hades a lot in this series before. He is the God of the Underworld and was so feared that he was often never called on by name, he gains the epithet "The Rich One" and, much later on, "The Lord of this World," something that has also been later attributed to Satan. 

As Greek myths merged into Roman myths, several gods were syncretized to arrive at the Roman Pluto.  These include many gods of the underworld, the dead (but not death), and riches such as the Etruscan Atia, the Etruscan Tuchulcha, and the Roman Dīs Pater.   Mixed in all of this are the Greek Horkos and Roman/Etruscan Orcus

This is what is going on in our world. But what of the worlds of Dungeons & Dragons?

I'll be 100% honest here. I think the "official" history of Orcus is pure garbage. Orcus starting out as a human? No. Not in my world. Orcus was a god. Romans swore sacred oaths to him. He has a dwarf planet named for him. He was not some human necromancer. He was more.

But before I get to Orcus and what he was or is, I want to discuss Dis.

In Search of Dīs Pater

Dispater, The Iron Duke
Dispater, the Iron Duke

I will admit that the AD&D Dispater was always one of my favorite devils. Looking into his official background is more appealing than it is for Orcus, largely because there is not much of it.  I think role-playing wise I molded him after the devil character from the TV series "From the Brothers Grimm" episode Bearskin. Sort of the evil gentleman devil.  

In later editions of D&D, the "Iron Duke" have become akin to an infernal arms dealer and paranoid. Certainly an interesting choice but how does that square with the Dīs Pater, or Rex Infernus, of Roman myth?

Both Dispater and Dīs Pater are very wealthy. Both are considered to be the Lord of the Underworld (or at least one of them). Dīs Pater has a connection with the dead via Pluto/Hades who he was conflated later on. Dispater's only connection with the dead is via the souls he traffics in Hell.

Like the god Orcus and later on Satan, Dīs Pater is a good of riches and "Lord of the World."  This does fit into the notions of how Dispater is currently being presented.

How the Gods Die, and are Reborn

Things with Gods never should be clean-cut. If there is nothing else I want to show here, then let it be that Gods and Demons are a messy bunch.  They live, and they can die, and they can be split up and recombined.

I mentioned in my Syncretism of the Greco-Egyptian Gods that, in some cases, scholars have pointed to the syncretism of Set and Hades in early notions of the Christian Satan. There is more than this of course (see the "messy" note above), but this is a good start for me today.

One of the themes I like to play with in my games is the conflict between the old and new gods, or more specifically, the conflict between Paganism and the rise of Monotheism. In D&D this has its manifestation in the Dawn War

In my games the servants of the good gods, angels, and the like, who fell became the Baalseraph or the unique devils.  Demons have various origins, but some used to be gods.

Orcus used to be a God. 

Sort of.  In my overly complicated mythologies here Orcus was an avatar of a God of the Dead. I am currently using Hades/Pluto as a stand-in here but I will come up with something later. So this God of the Dead creates an avatar and this is Orcus of Roman myth, he also has another avatar, more akin to Dīs Pater but is more of psychopomp (like Hermes or Vanth).  Here is where things get weird. This god is killed, maybe during the Dawn War, maybe before. The two avatars do not die, but rather go a little mad, each thinking they are the rightful heir to this god's mantle. Both "fall" and are "demonized." The psychopomp of Dīs Pater falls and becomes Dispater the Iron Duke.  The other avatar is demonized to become Orcus, the Demon Prince of the Undead.

Each remembers being a god, if somewhat vaguely.  For Orcus, this manifests in his desire to become a God himself and his rage to destroy all life when he can't. For Dispater, this manifests as his extreme paranoia, his desire to control all around him, and his hoarding of his wealth.

It also has one other aspect may be unique to my games.  Orcus and Dispater hate each other. It is a deep existential dread that the other has something they need OR need to destroy. Both work against the other. Their warlocks, priests, and cultists (who have rituals that are oddly similar) work against each other.  It goes beyond anything that the Blood War might suggest; it is a personal hatred they share.

What would happen if Dispater and Orcus put aside their animosity and worked together? Or worse, what if some magic was used to re-combine them back into the God they were?  I shudder to think to be honest, but there is no way that would be good for anyone.

Maybe there is a third part of this god. A Neutral Evil one that does know what they were and what roles Orcus (CE) and Dispater (LE) play in this. Who is that entity? What do they want?

I still might take a page from Christopher Golden and Thomas E. Sniegoski's series, The Menagerie, and have Hades dead. This third creature, likely much weaker than the other two, would live in the remains of Hades' kingdom.

Links

One Man's God Special: Syncretism