tag:blogger.com,1999:blog-11545065158959933702009-07-18T09:14:48.862-07:00Random ActsA Creative Endeavor Relating to the fields of Storytelling, Folklore and Illustration.Aaronhttp://www.blogger.com/profile/03750283246511456940noreply@blogger.comBlogger90125tag:blogger.com,1999:blog-1154506515895993370.post-79875546645290072322009-07-13T07:03:00.000-07:002009-07-17T18:06:38.542-07:00Nine Worlds: Warrior Societies<span style="font-weight: bold;">Warrior Societies</span> (Brotherhoods) <br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.blogger.com/%20http://etc.usf.edu/clipart/1600/1644/saxon_1_md.gif"><img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 116px; height: 160px;" src="http://etc.usf.edu/clipart/1600/1644/saxon_1_md.gif" alt="" border="0" /></a>Warrior Societies is a term used to describe a variety of organizations, not just pertaining to warriors. These are groups of specialists dedicated to a philosophy or activity that transcends the normal strata of Nine Worlds civilizations. Often, these societies are religious in cast, acting as a specialized cult dedicated towards one or more specific god, goddess or philosophy. <br />In game terms these societies are a means by which an adventurer might gain specialized items, access to prestige classes and adventure opportunities. Think of them as “adventurers guilds” though one built around a philosophy and/or specialized interest. <br />Player characters may begin play as a member of one of these organizations, though a newly initiated one. These (and other) societies should be a means for adding depth to a character rather than limiting his choices. <br /> <br /> <br /><span style="font-weight: bold;">Brotherhood of the Bear</span> (Thor Cultists) <br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.odinsvolk.ca/images/Bear-OVA.jpg"><img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 121px; height: 198px;" src="http://www.odinsvolk.ca/images/Bear-OVA.jpg" alt="" border="0" /></a><span style="font-style: italic;">"His men rushed forward without armour, were as mad as dogs or wolves, bit their shields, and were as strong as bears or wild bulls, and killed people at a blow, but neither fire nor iron told upon themselves."</span> <br />-Ynglinga saga <br />The Brotherhood of The Bear is a warrior brotherhood and cult to Thor, recognized by their bear skin cloaks. These reckless warriors pursue action and reckless adventure whenever possible, seeking tests of strength, endurance and skill on battle. The Barbarian class is the most beloved of members, but can also be found amongst them. All members receive a cloak made of bear skin, the symbol of this order of warriors. <br />Clerics in the Brotherhood must choose from the Strength and War domains and take the Warhammer or Greathammer as their favored weapon. Such clerics see Thor as the most admirable of the Aesir and seek to emulate him in all ways. <br /><span style="font-weight: bold;">Requirements:</span> Membership in the Brotherhood requires that the character have levels in either the Barbarian or Fighter (LL- Fighter ar Dwarf) class and be of non-evil alignment. Members are expected to be bold men full of joy for life. Eating, drinking, wenching and war are all virtues in the eyes of the Brotherhood. <br /><span style="font-weight: bold;">Benefits of Membership:</span> Members of the brotherhood gain considerable clout as renowned heroes. Brotherhood members can undergo a ritual known as “donning the bear shirt” in which the warrior must kill a bear in single combat using only a single melee weapon and no greater than light armor. This skin is used to create a bear shirt for the character (see below) by binding the animals spirit into the shirt. <br /> <br /><span style="font-weight: bold;">Bear Shirt</span> (Item) <br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://upload.wikimedia.org/wikipedia/commons/thumb/1/18/Bronspl%C3%A5t_pressbleck_%C3%B6land_vendeltid.jpg/200px-Bronspl%C3%A5t_pressbleck_%C3%B6land_vendeltid.jpg"><img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 200px; height: 173px;" src="http://upload.wikimedia.org/wikipedia/commons/thumb/1/18/Bronspl%C3%A5t_pressbleck_%C3%B6land_vendeltid.jpg/200px-Bronspl%C3%A5t_pressbleck_%C3%B6land_vendeltid.jpg" alt="" border="0" /></a>The skin of a bear, with the head still attached, made to fit over the characters head like a cowl. Closing this head over the characters own causes it to fuse with the character, transforming his or her head into that of a bear. This transformation grants the character the scent special ability, natural armor and a secondary bite attack. More potent versions of these items exist that allow for transformation into a half-bear monster but are intelligent items. <br /><span style="font-weight: bold;">Black:</span> +2 AC, secondary bite attack (1d6+ ½ str modifier), Scent <br /><span style="font-weight: bold;">Brown:</span> +5 AC, secondary bite attack (2d8+ ½ str modifier), Scent <br /><span style="font-weight: bold;">Dire:</span> +7 AC, secondary bite attack (2d8+ ½ str modifier), Scent <br />Moderate transmutation; CL 9th; Craft Wondrous Item, appropriate skin, lesser planar binding; Price 4,000 gp (black), Price 7,000 gp (brown), 9,000 gp (Dire);Weight 1 lb. <br /> <br /> <br /><span style="font-weight: bold;">Golden Manes</span> (Boar Frey/Freya Cult) <br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://upload.wikimedia.org/wikipedia/commons/thumb/f/f5/Freyr_riding_Gullinbursti.jpg/250px-Freyr_riding_Gullinbursti.jpg"><img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 175px; height: 203px;" src="http://upload.wikimedia.org/wikipedia/commons/thumb/f/f5/Freyr_riding_Gullinbursti.jpg/250px-Freyr_riding_Gullinbursti.jpg" alt="" border="0" /></a><span style="font-style: italic;">"The battle-bold Freyr rideth</span> <span style="font-style: italic;">First on the golden-bristled</span> <span style="font-style: italic;">Barrow-boar to the bale-fire</span> <span style="font-style: italic;">Of Baldr, and leads the people."</span> <br />-Húsdrápa <br />The Golden Manes are a warrior society originating in Vanaheim amongst the Elves, but can be found amongst Iberian, Elf and Half-Elf peoples all over Manheim. Members are considered to be great warriors, thoughtful and courageous. The war trumpets and military tactics of the Golden Manes are considered the most dashing and awe-inspiring in the world. <br />Fighters, Rangers and Sorcerers number highly amongst the Golden Manes, though a considerable number of Bards, Rogues (Scouts) and Clerics (Sun, Good and Healing domains) can be found. Longswords and Longbows are favored weapons amongst the golden manes. <br /><span style="font-weight: bold;">Requirements:</span> To be a member of the Golden Manes one must be an Elf, Half-Elf or Human of Iberian descent. Members must speak High Elven (Vanir) and are expected to revere Frey and Freya. <br /><span style="font-weight: bold;">Benefits of Membership:</span> Members of this society are considered friends of the elves and the Vanir wherever they go (even if they are human). Membership in the <a href="http://www.geocities.com/TimesSquare/6011/honorbound.html">Honorbound </a>and <a href="http://www.geocities.com/TimesSquare/6011/forester.html">Forester</a> prestige classes use membership in the Golden Manes as their "Special" requirement rather than that listed. Furthermore, Golden Manes who contract Wereboar lycanthropy do not suffer the threat of an alignment change. <br /> <br /> <br /><span style="font-weight: bold;">Ravens</span> (Wizards) <br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://upload.wikimedia.org/wikipedia/commons/thumb/e/e0/RavenBanner.svg/180px-RavenBanner.svg.png"><img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 124px; height: 105px;" src="http://upload.wikimedia.org/wikipedia/commons/thumb/e/e0/RavenBanner.svg/180px-RavenBanner.svg.png" alt="" border="0" /></a><meta equiv="Content-Type" content="text/html; charset=utf-8"><meta name="ProgId" content="Word.Document"><meta name="Generator" content="Microsoft Word 11"><meta name="Originator" content="Microsoft Word 11"><link rel="File-List" href="file:///C:%5CUsers%5CMYTHAD%7E1%5CAppData%5CLocal%5CTemp%5Cmsohtml1%5C01%5Cclip_filelist.xml"><!--[if gte mso 9]><xml> <w:worddocument> <w:view>Normal</w:View> <w:zoom>0</w:Zoom> <w:punctuationkerning/> <w:validateagainstschemas/> <w:saveifxmlinvalid>false</w:SaveIfXMLInvalid> <w:ignoremixedcontent>false</w:IgnoreMixedContent> <w:alwaysshowplaceholdertext>false</w:AlwaysShowPlaceholderText> <w:compatibility> <w:breakwrappedtables/> <w:snaptogridincell/> <w:wraptextwithpunct/> <w:useasianbreakrules/> <w:dontgrowautofit/> </w:Compatibility> <w:browserlevel>MicrosoftInternetExplorer4</w:BrowserLevel> </w:WordDocument> </xml><![endif]--><!--[if gte mso 9]><xml> <w:latentstyles deflockedstate="false" latentstylecount="156"> </w:LatentStyles> </xml><![endif]--><style> <!-- /* Style Definitions */ p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-parent:""; margin:0in; margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:12.0pt; font-family:"Times New Roman"; mso-fareast-font-family:"Times New Roman";} @page Section1 {size:8.5in 11.0in; margin:1.0in 1.25in 1.0in 1.25in; mso-header-margin:.5in; mso-footer-margin:.5in; mso-paper-source:0;} div.Section1 {page:Section1;} --> </style><!--[if gte mso 10]> <style> /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Times New Roman"; mso-ansi-language:#0400; mso-fareast-language:#0400; mso-bidi-language:#0400;} </style> <![endif]--><span style="font-style: italic;">"By means of a secret charm, to draw</span> <span style="font-style: italic;">All creatures living beneath the sun,</span> <span style="font-style: italic;">That creep or swim or fly or run,</span> <span style="font-style: italic;">After me so as you never saw!</span> <span style="font-style: italic;">And I chiefly use my charm</span> <span style="font-style: italic;">On creatures that do people harm."</span> <br />-Dr Radovan Karadzic <br />The ravens are a brotherhood of wizards who seek out knowledge and power wherever it may be. These magicians follow in the footsteps of Odin, sacrificing much in their search for magical power, tomes, rings, scepters and other artifacts. Membership in the Ravens allows for members to pool their efforts to unlocking magical knowledge away from the uneducated. As such research requires resources, the ravens have become widely known as wizards for hire, as advisers, war-mages and poisoners. <br />Humans number the highest amongst the Ravens, though a good many half-elves and dwarves can be found. The dwarf members in-particular are some of the nastiest and most ambitious of Ravens. Most members choose Raven or Wolf familiars, to more greatly associate themselves with Odin (and thus cause fear and awe). <br /><span style="font-weight: bold;">Requirements:</span> Members must always have levels in Wizard and be of non-chaotic alignment. All members must share some amount of magical knowledge with his fellows, though some hoarding is expected. Members must aid fellow members in times of need, particularly concerning supernatural threats such as fire demons and Helheim. <br /><span style="font-weight: bold;">Benefits of Membership:</span> Ravens are known world-wide as dangerous magicians. Tutors, spell components and magical libraries are available for members at Raven enclaves. Raven enclaves are amongst the only places where adventurers can buy magic items. <br /> <br /><span style="font-weight: bold;"></span> <br /><span style="font-weight: bold;">Root wardens</span> (Guardians of The Tree) <br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.odinsvolk.ca/images/Irminsul-OVA.jpg"><img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 155px; height: 135px;" src="http://www.odinsvolk.ca/images/Irminsul-OVA.jpg" alt="" border="0" /></a><span style="font-style: italic;">"An ash I know there stands,</span> <span style="font-style: italic;">Yggdrasill is its name,</span> <span style="font-style: italic;">a tall tree, showered</span> <span style="font-style: italic;">with shining loam.</span> <span style="font-style: italic;">From there come the dews</span> <span style="font-style: italic;">that drop in the valleys.</span> <span style="font-style: italic;">It stands forever green over</span> <span style="font-style: italic;">Urðr's well."</span> <br />- Völuspá <br />The great tree Yggdrasil is the central, middle point between all the Nine Worlds, and is thus considered very holy indeed. It is seen as a middle ground between powers, where the mighty and the weak might both be heard in turn. Root Wardens bring this philosophy of negotiation and true-thinking to the world, acting as impartial judges to the worlds woes. Their goal is not peace per se, but right and correct action. <br />Druids are the most common Root Wardens, though Bards, Rangers and Sorcerers can be found in their rank’s. All races can be found amongst the Root Wardens with a great many Trolde in particular. <br /><span style="font-weight: bold;">Requirements:</span> Characters must be of Neutral alignment, and revere nature as a druid. Members must forsake the politics of their former race and people upon joining the Wardens. <br /><span style="font-weight: bold;">Benefits of Membership:</span> Root wardens are considered to be great law-speakers and are frequently sought to settle disputes. Root Wardens are much sought-after to act as advisors by kings and commoners alike on matters as varied as the purchase of pigs to military tactics. <br /> <br /> <br /><span style="font-weight: bold;">Valkyries</span> (Choosers of the Valiant) <br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://upload.wikimedia.org/wikipedia/commons/thumb/e/e8/The_Ride_of_the_Valkyrs.jpg/300px-The_Ride_of_the_Valkyrs.jpg"><img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 300px; height: 183px;" src="http://upload.wikimedia.org/wikipedia/commons/thumb/e/e8/The_Ride_of_the_Valkyrs.jpg/300px-The_Ride_of_the_Valkyrs.jpg" alt="" border="0" /></a><span style="font-style: italic;">"Three times nine girls, but one girl rode ahead,</span> <span style="font-style: italic;">white-skinned under her helmet;</span> <span style="font-style: italic;">the horses were trembling, from their manes</span> <span style="font-style: italic;">dew fell into the deep valleys,</span> <span style="font-style: italic;">hail in the high woods;</span> <span style="font-style: italic;">good fortune comes to men from there;</span> <span style="font-style: italic;">all that I saw was hateful to me."</span> <br />-Poetic Edda, Helgakviða Hjörvarðssonar <br />Warrior maidens of extreme skill, the Valkyrie are a sight of glory. These warrior maidens are all considered to be the “daughter” of Odin, who seek out the valiant dead. The truth is that these warriors are amongst the greatest of warriors and quickly make the baser sort of warrior feel their sins and cowardice distinctly. Members must have levels in Paladin, however a great many also have levels in Cleric (Law, Strength, War and Protection domains are favorites). <br /><span style="font-weight: bold;">Requirements: </span>All members are human woman Paladins and of considerable beauty (Cha 14+) and must remain chaste. Valkyrie who marry are considered fallen paladins. <br /><span style="font-weight: bold;">Benefits of Membership:</span> Membership in this sisterhood offers high renown, with those of the sisterhood seen as the most admirable of women. Also taking a Pegasus as her special mount is always an option for a Valkyrie at no additional cost. <br /> <br /> <br /><span style="font-weight: bold;">Daughters of Disir</span> (Daughters of Wolves) <br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://upload.wikimedia.org/wikipedia/commons/thumb/d/da/Helgi_Hundingsbane_and_Sigr%C3%BAn_by_Robert_Engels.jpg/180px-Helgi_Hundingsbane_and_Sigr%C3%BAn_by_Robert_Engels.jpg"><img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 147px; height: 214px;" src="http://upload.wikimedia.org/wikipedia/commons/thumb/d/da/Helgi_Hundingsbane_and_Sigr%C3%BAn_by_Robert_Engels.jpg/180px-Helgi_Hundingsbane_and_Sigr%C3%BAn_by_Robert_Engels.jpg" alt="" border="0" /></a><span style="font-style: italic;">"Foul is the sign</span> <span style="font-style: italic;">if thy foot shall stumble</span> <span style="font-style: italic;">As thou goest forth to fight;</span> <span style="font-style: italic;">Goddesses baneful</span> <span style="font-style: italic;">at both thy sides</span> <span style="font-style: italic;">Will that wounds thou shalt get."</span> <br />-Reginsmal <br />The Daughters of Disir are specialized cultists seeking to encourage war, strife and violent upheaval. They endeavor to encourage violent conflict between peoples, nations and races towards the end of strengthening mankind so as to produce valiant dead for Ragnarok. These deeds are often considered to be evil, with all manner of cursed undead to be found in their numbers. <br />Fighters, necromancers, rogues, ranger, sorcerers, druids, assassins and blackguards (fallen Valkyrie) are all common character classes in this society. All races can be found amongst the Daughters of Disir though dwarves are rare, as few women are born to that race. <br /><span style="font-weight: bold;">Requirements:</span> Female and of non-good alignment. Though evil members are allowed (and numerous) the end goal of the society is to toughen the races, not to destroy them. <br /><span style="font-weight: bold;">Benefits of Membership:</span> The daughters are considered to be good advisors and tacticians in times of war, especially concerning evil kings and other power players. Members of this society are always welcome in chapter fortresses or amongst despots all over the lands. <br /> <br /> <br /><span style="font-weight: bold;">Night Dragons</span> (Malice-Strikers) <br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.odinsvolk.ca/images/Dragon-OVA.jpg"><img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 105px; height: 174px;" src="http://www.odinsvolk.ca/images/Dragon-OVA.jpg" alt="" border="0" /></a><span style="font-style: italic;">"She there saw wading</span> <span style="font-style: italic;">the sluggish streams</span> <span style="font-style: italic;">bloodthirsty men</span> <span style="font-style: italic;">and perjurers,</span> <span style="font-style: italic;">and him who the ear beguiles</span> <span style="font-style: italic;">of another’s wife.</span> <span style="font-style: italic;">There Nidhögg sucks</span> <span style="font-style: italic;">the corpses of the dead;</span> <span style="font-style: italic;"> the wolf tears men.</span> <span style="font-style: italic;">Understand ye yet, or what?"</span> <br />-Voluspa <br />The Night Dragons are a Scythian warrior-society that uses the powers of the underworld to enhance their effectiveness in battle. Towards this end they study the nature and lore of the children of Niddhoggr, and revere this dread worm as a god. Individual Dragons use terrifying tactics, necromancy and undead in their wars with the giants of the Glasir Plains and other foes, and are much feared. Many members seek this power in an effort to do good by the careful application of evil. <br />Humans and Elves (of the Svart-Alfar sort) are the most numerous race in the Night Dragons, though Dwarves and Half-Elves can be found in some numbers as well. Barbarians, Fighters and Necromancers number greatly amongst the Night Dragons, though a good many Sorcerers and Aesir Clerics (Death, Magic and War domains) are found in great numbers as well. The Blackguards (multi-classed from Barbarian mostly) and Shadowdancer prestige classes are both of high renown within the Night Dragons. <br /><span style="font-weight: bold;">Requirements: </span>Must be of non-good alignment and have rank in Ride. Members are expected to respect the honored dead, and to seek the wisdom of the dread worm. <br /><span style="font-weight: bold;">Benefits of Membership:</span> Night Dragons who become intelligent undead do not suffer the standard alignment change. The Night Dragons have access to a gread deal of lore and necromantic magic items. They are an excellent source for evil magical items and a willing buyer of such. <br /> <br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://upload.wikimedia.org/wikipedia/commons/0/03/Scythian_Warriors.jpg"><img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 735px; height: 282px;" src="http://upload.wikimedia.org/wikipedia/commons/0/03/Scythian_Warriors.jpg" alt="" border="0" /></a> <br /> <br /> <br /> <br /> <br /><div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-7987554664529007232?l=mythadvocate.blogspot.com'/></div>Aaronhttp://www.blogger.com/profile/03750283246511456940noreply@blogger.com0tag:blogger.com,1999:blog-1154506515895993370.post-6473818799514950892009-07-08T13:30:00.000-07:002009-07-13T13:14:03.337-07:00Nine Worlds: Language, Culture and Class<span style="font-weight: bold;">Language</span><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://wpcontent.answers.com/wikipedia/commons/thumb/4/49/Medieval_writing_desk.jpg/250px-Medieval_writing_desk.jpg"><img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 122px; height: 122px;" src="http://wpcontent.answers.com/wikipedia/commons/thumb/4/49/Medieval_writing_desk.jpg/250px-Medieval_writing_desk.jpg" alt="" border="0" /></a>Different regions of the Nine Worlds have different languages, as do different races. Not all languages have a written form beyond basic symbols, more stylized pictures than a real written language. Such writing can only relate basic concepts such as "danger," "beer," or "stay away".<br />Spellcasters: The language of magic is never Draconic in the Nine Worlds, but one of the ancient tongues of Asgard, Giant or Vanir/Elven. Even Dwarven runes are a version of Giant, albeit their own secret form, much changed from its original. Thus Wizards and Sorcerers can always choose one of these languages as a bonus language.<br />The list of available languages (and its written form) are listed Below:<br />Asgardian (Runes)<br />Common (picture/symbols)<br />Dwarven (Runes)<br />Nordlund (picture/symbols)<br />Permian (Runes)<br />Giant (Runes- secret language)<br />Trollsprog (Ogham, also used in secret Druidic)<br />Akkadian (Cuneiform)<br />Vanir/High Elven (Runes)<br />Sardi (Gothic Script)<br />Aethiopian (Cuniform)<br />Draconic (None)<br /><br /><span style="font-weight: bold;">Culture</span><br />The Nine Worlds culture is often pretty rough-and-tumble, being centered around war, bravado and heroism, but it does have its nuanced side as well. Music, poetry and art are all very highly regarded in society. Metalworking in-particular is seen as a high craft akin to magic.<br />When not fighting, most people in the Nine Worlds are working at fairly mundane tasks such as farming, building and trading. Hunters and trappers venture deep into the hostile wilds in search of pelts and other treasures to sell to foreign traders.<br /><br /><span style="font-weight: bold;">Morality and Law</span><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://etc.usf.edu/clipart/45000/45056/45056_med_village_md.gif"><img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 350px; height: 331px;" src="http://etc.usf.edu/clipart/45000/45056/45056_med_village_md.gif" alt="" border="0" /></a>Nine Worlds society is largely self-regulated. Law and order is based upon the Althing (common meeting) system. The Althing has legislative and judiciary powers. Every free man has a duty to meet at the Althing’s common-meetings, except men who farm alone and are unable to leave their farm unattended. Also, women and handicapped people can attend the Althing. Among other items, the freemen elect their King at the Althing. These common-meetings might last several days, therefore the Althing is also an occasion for a large marketplace and festival.<br />Written laws do exist in certain regions, but most rely on local tradition and sentiment. A man referred to as a "law reader" - opened the Althing by reading the laws, which are generally memorized by heart. This was done to ensure that no one changed the laws. Every free man has to respect the law , including chieftains and the king. The Althing is a democratic constitution. The Althing includes everybody as citizens, except thralls and those exiled from society.<br /><br /><span style="font-weight: bold;">Sex Roles</span><br />Daily life is far from easy for people in Midgard. Women especially have a high mortality rate because of the dangers of pregnancies, miscarriages and childbirth. This coupled with the macho culture of most Nine Worlds males, make for tough and strong-willed women. Women are greatly prized, and strong, capable, intelligent women are even more so.<br />Women can vote at the Althing, may divorce, hold property and inherit. Though with all things in the Nine Worlds, she must sometimes fight for these rights. Exceptional women can be found amongst all classes, even ruling as Queens in some regions (though such lands are seen as magical and threatening by many).<br /><span style="font-weight: bold; color: rgb(0, 0, 102);"></span><br />-----------------<br /><br /><span style="font-weight: bold;font-size:130%;" >Classes</span><br />Most of the standard classes are allowed in the setting, but some note needs to be made concerning them. See below:<br /><br /><span style="font-weight: bold;">NPC Classes:</span> All of the NPC classes in the DMG exist in the setting. Adepts far outnumber true druids and clerics, acting as wise folk of minor skill. Aristocrats can be found amongst the nobility, especially the women. Experts of every trade and skill are much needed in all communities, particularly metal-workers, masons, horse-breeders, merchants and shipwrights. Peasants represent the majority of thralls and the least skilled of freemen, while warriors represent the common soldiers.<br /><br /><span style="font-weight: bold;">Barbarian: </span>The barbarian class is very popular in the Nine Worlds, as the savage frontier lands need tough warriors.<br /><br /><span style="font-weight: bold;">Bards:</span> Musicians and storytellers are much loved in the Nine Worlds, and characters with such skills will never want for a bed, food, drink or lovers. Even monsters such as giants, trolde and dragons are less likely to kill such characters outright. Bards are the only arcane spellcasting class not met with horror by the common man. The enchantments of a Bard are considered respectable and good magic overall, though not to be made light off either.<br /><br /><span style="font-weight: bold;">Cleric:</span> Clerics are always generalists, choosing entire pantheons rather than individual gods. See the gods and religion section for details.<br /><br /><span style="font-weight: bold;">Druids:</span> These priests can be found wherever nature is wild and fierce, as well as serving rural communities as a cleric. Places where the Vanir are worshiped have many druids, and they are especially common in lands near the roots of Yggdrasil.<br />Trolls produce a great many Druids amongst their women. Such "troll wives" are very powerful and know many secrets of wood, mountain and herb. Male trolls can seek druid training, but is often seen as feminine by his fellow males until he gains real power.<br /><br /><span style="font-weight: bold;">Fighter:</span> The fighter class is the most popular class in the Nine Worlds. Armored and well-armed warriors are in high demand on the many battlefields of the world.<br /><br /><span style="font-weight: bold;">Monk:</span> The monk class is nonexistent in the Nine Worlds. Even though there is a Asian region, such fighting styles and contemplative phiosophies are yet to be developed.<br /><br /><span style="font-weight: bold;">Paladin:</span> Rare, but appropriate. Particularly amongst devout worshipers of the Aesir, focusing of god such as Tyr (Justice) or Heimdall (guardian). A powerful organization of paladins is the elite Valkyrie sisterhood, who ride on celestial Pegasus in service to Odin himself.<br /><br /><span style="font-weight: bold;">Ranger:</span> Rangers exist in the Nine Worlds to be sure, but are much feared for their magical powers. Rangers should expect mixed reactions by most folk.<br /><br /><span style="font-weight: bold;">Rogue/Thief:</span> Those skilled in theft and chicanery are fairly common in the Nine Worlds, with many a hero lauded for his clever actions and words in times of seeming defeat. However, those who steal from kinsmen or friends, are considered the basest of villains.<br /><br /><span style="font-weight: bold;">Sorcerer: </span>Culturally, only females may pursue levels in the sorcerer class. A sorceress is seen as a valued wife, lover or adviser. Men found to have levels in Sorcerer are seen as unnaturally vile and can be killed like an animal and tortured to death. Dwarves typically prefer the Diviner specialist wizardry. Elves are amongst the greatest sorcerers in the world and have no gender roles assigned to this class. Trolls have no taboos in regard to this class.<br /><br /><span style="font-weight: bold;">Wizards:</span> Wizards are those who have studied runes, and the deeper meaning in language. They follow the path of Odin in that they dare to seek out this terrible and powerful lore. In human society women are not permitted to learn Wizardry, being restricted to the sorcerer class. Women found studying wizardry are seen as unnaturally vile and can be killed like an animal and tortured to death. Dwarves, Elves and Trolls have no taboos in regard to this class.<br /><br /><span style="font-weight: bold;">Prestige Classes:</span> Setting specific prestige classes will be presented soon. From the DMG the following prestige classes are available: Arcane Archer, Arcane Trickster (Disciple of Loki), Archmage, Assassin (in southern lands mostly), Blackguard, Eldritch Knight, Loremaster, Mystic Theurge (popular amongst devotees of Odin). Some additional prestige classes are: <a href="http://seankreynolds.com/rpgfiles/prestige/scorpionscion.html">Scorpion Scion</a> (disciple of <a href="http://en.wikipedia.org/wiki/Sinmara">Sinmara</a>), <a href="http://seankreynolds.com/rpgfiles/prestige/serpentarcher.html">Serpent Archer</a> (Brothers of The Dragon) and <a href="http://www.dandwiki.com/wiki/Viking_%28DnD_Prestige_Class%29">Viking</a>.<br /><br /><span style="font-weight: bold;"></span><div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-647381879951495089?l=mythadvocate.blogspot.com'/></div>Aaronhttp://www.blogger.com/profile/03750283246511456940noreply@blogger.com0tag:blogger.com,1999:blog-1154506515895993370.post-20365003669633938572009-07-06T12:46:00.001-07:002009-07-09T10:01:02.351-07:00Nine Worlds: Social Rank<span>Society in the Nine Worlds is structured along fairly strict lines, with clear distinction between its ranks. Social climbing is not unheard of in cases of personal heroism and initiative, and in-fact is considered an admirable trait. In all the cultures of the Nine Worlds, the following basic social ranks can be found:<br /></span><span style="font-weight: bold;"><br />Thrall</span><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://giam.typepad.com/photos/uncategorized/russ_peasant.gif"><img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 209px; height: 227px;" src="http://giam.typepad.com/photos/uncategorized/russ_peasant.gif" alt="" border="0" /></a>At the bottom rung of the social ladder is the thrall or slave. Chieftains, earls and even the freemen count thralls as part of their property. A wealthy landowner might have 30 or more thralls to work his land. Even a small property, it is felt, should have at least three thralls.<br />Thralls do much of the heavy farm work. The men spade fields, herd cattle, watch sheep, tend pigs, spread manure, dig peat, chop wood, build walls and harvest crops. Women churn butter, milk cows, grind grain and cook meals.<br />Thralls are not without rights, though they are few. Thralls lives are counted as no more than those of cattle, according to law. If they are killed, the master cannot pursue a blood feud nor demand a repayment equal to that of a freeman. Thralls can not inherit of leave property to their children.<br />Although unable to hold land a thrall can have possessions, money and time to do work for himself. Slaves are permitted to do business at public markets and to make private transactions if the value involved was less than 20 copper. In favorable circumstances he might hope to purchase, earn or be rewarded with his freedom. Marriage is permitted but the children are also slaves. Ill treatment of thralls is regarded as an undesirable quality and most masters treat their slaves quite well as happy thralls work all the harder. A slave is not allowed to bear arms except in the case of fighting off invaders; and the slave who killed such an enemy is to be rewarded with his freedom.<br /><span style="font-weight: bold;">Racial Variants:</span> Dwarves Trolde and Elves have no Thrall rank amongst themselves, using kidnapped humans to fill this role. Trolde and Hill Giants are often kept as thralls in giant-held lands.<br /><span style="font-weight: bold;">Class Options:</span> Thralls are most often of the Peasant and Adept NPC class (LL-peasant human monster entry).<br /><br /><span style="font-weight: bold;">Freeman</span><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://web.nickshanks.com/history/medieval/bowlathe.gif"><img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 181px; height: 138px;" src="http://web.nickshanks.com/history/medieval/bowlathe.gif" alt="" border="0" /></a>The largest social class are the free farmers, or freemen. The a farmers are truly free people with farmland that is owned outright. Earls and kings have no claim on a freeman’s land. A freeman enjoys full protection under the law, although lawsuits depend on power and alliances. Most freemen are farmers. While others are bards, retainers, smiths, warriors, merchants, shipwrights, woodcarvers, and any number of other trades.<br /><span style="font-style: italic;">Bondi:</span> The Bondi are the wealthiest and most influential of freeman and have owned their land for at least six generations. Such individuals are always leaders in their community.<br /><span style="font-style: italic;">Housecarl:</span> Housecarls are men and women serve as retainers to a nobleman, forming his household. These men also serve as bodyguards and the core of any army the noble might need to raise.<br />All player characters begin the game as members of the freemen class, unless the DM chooses otherwise. Player characters are assumed to have taken their inheritance in coin and equipment to set off on their own to make their way in the world.<br /><span style="font-weight: bold;">Racial Variants:</span> Dwarven freemen are the same as humans. Elves have no freemen, using magic, fey and half-elves to fill this role. Trolde society is centered around clans and family units, and thus freemen are their majority. Cloud and Stone Giants form the ranks of freemen in Jotun lands.<br /><span style="font-weight: bold;">Class Options:</span> Freemen can be of any PC class, as well as the Expert NPC class. More intellectual classes such as the Cleric or Wizard are most often Bondi or Housecarls.<br /><br /><span style="font-weight: bold;">Nobles</span><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://etc.usf.edu/clipart/2000/2092/feudalcastle_1_md.gif"><img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 350px; height: 289px;" src="http://etc.usf.edu/clipart/2000/2092/feudalcastle_1_md.gif" alt="" border="0" /></a>Above the freemen are the men and women of authority - local chieftains and earls. They are the men and women who keep Housecarls. They are the commanders in battle, have influence in the choosing of the local law speakers, collect tribute, tend the kings estate, and enforce the kings decrees.<br /><span style="font-style: italic;">Chieftains:</span> The lesser nobles, sometimes called chieftains, are landed men, having received their authority (along with a grant of land) from the king. This position is not hereditary, with the king giving out the title. Once given, it cannot be taken away, but the title does not automatically pass on to the eldest son or daughter. The king has to confirm the transfer, by making a grant of land.<br /><span style="font-style: italic;">Earls:</span> The Earl (or Jarl) is second only to the king, have a great deal of power and authority. Many are independent of the local kings and can do as they please. They keep large numbers of retainers, collect tribute of their own and rule over districts.<br /><span style="font-weight: bold;">Racial Variants:</span> All elves are considered nobles in their society. Dwarf and Trolde nobles are the same as humans. Frost, Fire and Storm Giants form the Noble class in giant society.<br /><span style="font-weight: bold;">Class Options:</span> Nobles can pursue any PC class and the Aristocrat NPC class. The Fighter, Paladin and Wizard classes are most common amongst the noble class, though Wizard nobles are greatly feared.<br /><br /><span style="font-weight: bold;">Kings</span><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_HFRQ-pmmOnU/SlS280zNicI/AAAAAAAAAY8/YUh3o7emEow/s1600-h/King.jpg"><img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 143px; height: 226px;" src="http://3.bp.blogspot.com/_HFRQ-pmmOnU/SlS280zNicI/AAAAAAAAAY8/YUh3o7emEow/s320/King.jpg" alt="" id="BLOGGER_PHOTO_ID_5356107012932209090" border="0" /></a>The highest level of society are the kings. The title of king is both hereditary and democratic at the same time. Kingship descends from father to son (or illegitimate son or even brother), but the freemen vote for their choice in king. Thus if there were three sons and a brother of a late king, all were candidates to become the next king. Since the freemen have the final say, , the choosing of a king is a highly charged and political affair. As with most things, the title goes to the strongest, most cunning, or most popular.<br />This system encouraged infighting and murder between contestants. Kin-slaying is a terrible crime in the Nine Worlds and thus all such activity had to be kept very secret. Of course hiding ones evil from the gods can be terribly difficult.<br />The kings most important function is to oversee the protection and honor of his subjects. Whether elected or hereditary, the king is still subject to the pleasure of his subjects. The king is their leader in war. He is the grand judge for disputes that cannot be settled in any other way. He also collects tribute from neighbors.<br /><span style="font-weight: bold;">Racial Variants:</span> The kings of the Elves are always Half-Celestial or Half-Infernal beings, and always spellcasters of terrible power. Kings of the dwarves are always half Earth-Elemental. Trolde have only Queens, whose nobles are always direct relatives and in-laws. Giant kings are the Jotun themselves, though they do not normally rule directly, preferring their Earls to handle most of the ruling.<br /><span style="font-weight: bold;">Class Options:</span> Kings are most often Fighters, though any class is possible. Cleric-chieftains dedicated to Odin are very popular, as such war-priests can inspire more than normal levels of loyalty, as well as gain the support of the gods.<div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-2036500366963393857?l=mythadvocate.blogspot.com'/></div>Aaronhttp://www.blogger.com/profile/03750283246511456940noreply@blogger.com0tag:blogger.com,1999:blog-1154506515895993370.post-8979701080480049142009-07-06T09:52:00.000-07:002009-07-09T07:36:24.941-07:00Nine Worlds: Gods and Religion<span style="font-weight: bold;">Gods and Religion</span><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://upload.wikimedia.org/wikipedia/commons/thumb/6/6b/Ancient_Nordic_Sami_people_offering_to_Diermes_or_Thor_by_Picart_1724.jpg/260px-Ancient_Nordic_Sami_people_offering_to_Diermes_or_Thor_by_Picart_1724.jpg"><img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 260px; height: 287px;" src="http://upload.wikimedia.org/wikipedia/commons/thumb/6/6b/Ancient_Nordic_Sami_people_offering_to_Diermes_or_Thor_by_Picart_1724.jpg/260px-Ancient_Nordic_Sami_people_offering_to_Diermes_or_Thor_by_Picart_1724.jpg" alt="" border="0" /></a>The gods of Norse mythology are very different from those in most D&amp;D games. They are extremely flawed, gritty and for lack of a better term; human. These beings would have no “divine rank” as viewed in Deities and Demigods and similar works, but would be more akin to powerful outsiders (celestials, fiends etc). Still, they are specially tied into the tides of Fate, and are all of very high level (18+), making them “god-enough” to the people of Manheim.<br />Even the weakest of god-kin (Aesir, Vanir and Jotun) will have the waters of creation flowing in his or her veins, making them stronger and more enduring than mortals. They are all extremely long-lived (though not immortal), aging at an extraordinarily slow rate upon reaching adulthood. God-kin are immune to all natural diseases and resistant to conventional injury. God-kin still need to eat, drink, sleep and if not for the magical apples of Idunn, would eventually age and die.<br />Jotun do not die from old age, but they also do not stay young. Instead they become increasingly large, slow and irratable until they fall into a deep sleep. In this state, they are more like mountains and glaciers than living beings. They can remain in this state indefinitely, awaiting the call to Ragnarok, to tear down the world at last. Woe unto those who disturb a jotun in this state.<br />All members of one of the pantheons below can sense whenever major events related to the pantheons portfolio takes place in the Nine Worlds. Such events must involve at least 300 beings.<br /><br /><span style="color: rgb(0, 0, 153);">Image: Scythian worshippers of Thor, whom they revere above all of the Aesir. They call him “Torsmannen” or “thunder man”. Clerics focusing so on Thor must choose the domains of Strength and War, choosing the warhammer as his or her favored weapon.</span><br /><br /><span style="font-weight: bold;">Clerics and Religion</span><br />The gods are served by a class of priest-chieftains called the godar (cleric). Worship is usually conducted outdoors, under guardian trees, near sacred wells, or within sacred arrangements of stones. In larger communities, wooden and stone temples are used, with altars and with carved representations of the gods.<br />Rituals of all kinds are common, but seasonal ceremonies and those relating to marriage, war and death are the most common. Animal sacrifice is a regular practice and human sacrifice in Jotun temples and those dedicated to Hel.<br /><span style="font-weight: bold;">Clerics/Godar:</span> Nine Worlds clerics are generalists, following entire pantheons rather than specific deities. Clerics must choose a pantheon to follow from those below:<br /><br /><span style="font-weight: bold;">Aesir</span><br />The Aesir are a pantheon of fierce deities that dwell primarily in Asgard, a realm above Midgard where they continually prepare for their inevitable wars with the Jotun. These gods value the virtues of courage, endurance, expression and loyalty. Clerics of the Aesir are expected to hold to the values of their gods, but view the cleric/deity relationship more in terms of a series of favors between wary allies rather than slavish devotion. Even the gods must earn respect.<br />The Aesir dwell primarily in Asgard, a large plane above Midgard. Asgard is a land of wide planes, high mountains and perpetual sunlight. Here the Aesir continually feast and train in preperation of Ragnarok. Most of the Aesir avoid leaving Asgard, rarely travelling to Midgard for any reason. The greatest exceptions to this are Odin, Thor and Tyr.<br /><span style="font-weight: bold;">Duties of the Priesthood:</span> Preparation for Ragnarok is the primary concern of clerics of Aesir. Towards this end they promote martial prowess, physical health and bonds of honor. They also as arbiters of justice and advisors.<br /><span style="font-weight: bold;">Cleric Alignments: </span>Any non-Chaotic (LL- Lawful)<br /><span style="font-weight: bold;">Domains:</span> Death, Knowledge, Law, Magic, Strength, Sun, Travel, Trickery, War.<br /><span style="font-weight: bold;">Worshippers:</span> Blacksmiths, Fighters, H-Elves, Humans<br /><span style="font-weight: bold;">Portfolio: </span>Destiny, War<br /><span style="font-weight: bold;">Favored Weapon:</span> Warhammer, speear, axe.<br /><br /><span style="font-weight: bold;">Sample Aesir</span>:<br /><a href="http://en.wikipedia.org/wiki/Odin">Odin </a>(king of the Aesir and god of magic and war),<br /><a href="http://en.wikipedia.org/wiki/Thor">Thor </a>(thunder god),<br /><a href="http://en.wikipedia.org/wiki/Frigg">Frigga </a>(queen of the gods and goddess of wives),<br /><a href="http://en.wikipedia.org/wiki/Tyr">Tyr </a>(god of heroism and righteousness),<br /><a href="http://en.wikipedia.org/wiki/Hel_%28being%29">Hel </a>(goddess of death and collector of those who die of disease and old age)<br /><br /><span style="font-weight: bold;">Vanir</span><br />The vanir are a race of nature gods usually allied with the Aesir, though the two pantheons regularly bicker and feud. All Vanir are beautiful elven beings of deep wisdom and power, they are known as generous though fickle in temperament. These gods value art, bravery, craftsmanship, music and natural beauty over all. War comes easily to them as well, though they do not cherish it for its own sake. Even the Aesir have learned not to underestimate these gods.<br />Most of the Vanir dwell in Vanaheim in the far East of Midgard. This is a mountainous land covered in lush forests where a great many magical creatures live. Some Vanir dwell in Alfheim amongst the light elves.<br /><span style="font-weight: bold;">Duties of the Priesthood:</span> Clerics of the Vanir must do all that they can to promote prosperity, and a deep love of beauty. They are also called upon to perform marriage rites.<br /><span style="font-weight: bold;">Cleric Alignments:</span> Any neutral (LL- Neutral)<br /><span style="font-weight: bold;">Domains: </span>Animal, Plant, Sun, Healing, Water, Air, Good, Luck, Magic.<br /><span style="font-weight: bold;">Worshipers: </span>Bards, druids, elves, foresters, sorcerers.<br /><span style="font-weight: bold;">Portfolio: </span>Cultivation, Fertility<br /><span style="font-weight: bold;">Favored Weapon:</span> Longsword, longbow, dagger<br /><br /><span style="font-weight: bold;">Sample Vanir</span>:<br /><a href="http://en.wikipedia.org/wiki/Nj%C3%B6r%C3%B0r">Njord </a>(god of sea travel and merchants),<br /><a href="http://en.wikipedia.org/wiki/Frey">Frey </a>(god of fertility),<br /><a href="http://en.wikipedia.org/wiki/Freya">Freya </a>(goddess of fertility),<br /><a href="http://en.wikipedia.org/wiki/Gullveig">Golveig </a>(Vanir goddess of divination, witchcraft and foe of the Aesir),<br /><a href="http://en.wikipedia.org/wiki/Fulla">Fulla </a>(goddess of bounty and servant of Freya)<br /><br /><span style="font-weight: bold;">Jotun</span><br />The Jotun (plural jötnar) are a pantheon of divine giants that dwell primarily on Jotunheim, Nifleheim and Muspelheim. They are sometimes standing in opposition to the races of the tribes of the Aesir and Vanir, although they frequently mingle with or intermarry with them. These beings embody all that is terrifying in nature, storms, fire, flood, earthquakes and are known as man-eaters. Some of the Jotun are able to assume human stature and have been known to dwell amongst men, elves and even gods, though this is an exception and not the rule.<br /><span style="font-weight: bold;">Duties of the Priesthood: </span>Clerics of the Jotun must do all that they can to promote aggression and to amass personal power. Harsh lessons, hoarding and tests of physical might are meat and drink to the priesthood.<br /><span style="font-weight: bold;">Cleric Alignments:</span> Any non-Lawful (LL- Chaotic)<br /><span style="font-weight: bold;">Domains:</span> Air, Chaos, Destruction, Evil, Fire, Earth, Water, Strength, Trickery.<br /><span style="font-weight: bold;">Worshippers:</span> Giants (all types), Barbarians, Dwarves, Monsters.<br /><span style="font-weight: bold;">Portfolio:</span> Nature, Power<br /><span style="font-weight: bold;">Favored Weapon:</span> Club (any), any large two-handed weapon.<br /><br /><span style="font-weight: bold;">Sample Jotun</span>:<br /><a href="http://en.wikipedia.org/wiki/Aegir">Aegir </a>(god of storms and the deep),<br /><a href="http://en.wikipedia.org/wiki/Thrym">Thrym </a>(king of the frost giants),<br /><a href="http://en.wikipedia.org/wiki/Surtur">Surtur </a>(king of the fire giants),<br /><a href="http://en.wikipedia.org/wiki/Vafthrudnir">Vafthrudnir </a>(great weaver and lore master),<br /><a href="http://en.wikipedia.org/wiki/Loki">Loki </a>(god of fire and mischief and actually a giant)<br /><br /><br /><object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/EDLkt8zT1BY&amp;hl=en&amp;fs=1&amp;"><param name="allowFullScreen" value="true"><param name="allowscriptaccess" value="always"><embed src="http://www.youtube.com/v/EDLkt8zT1BY&amp;hl=en&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object><div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-897970108048004914?l=mythadvocate.blogspot.com'/></div>Aaronhttp://www.blogger.com/profile/03750283246511456940noreply@blogger.com0tag:blogger.com,1999:blog-1154506515895993370.post-28474727534039475762009-07-06T08:05:00.000-07:002009-07-06T08:12:42.224-07:00Nine Worlds: Creation StoriesBelow are some really nice inspirations for Norse Mythology and good fodder for a Nine Worlds campaign.<br /><br /><object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/jIwvYuL2PMA&hl=en&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/jIwvYuL2PMA&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object><br /><br /><object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/1pmamsOCASY&hl=en&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/1pmamsOCASY&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object><br /><br /><object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/h6Y56OxhvBU&hl=en&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/h6Y56OxhvBU&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object><br /><br /><object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/aDFzUjGjlOo&hl=en&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/aDFzUjGjlOo&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object><div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-2847472753403947576?l=mythadvocate.blogspot.com'/></div>Aaronhttp://www.blogger.com/profile/03750283246511456940noreply@blogger.com0tag:blogger.com,1999:blog-1154506515895993370.post-33619491569377155582009-07-01T10:21:00.000-07:002009-07-18T09:14:48.884-07:00Nine Worlds: Race<span style="font-weight: bold;">Humans</span><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://etc.usf.edu/clipart/44700/44775/44775_norseman_sm.gif"><img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 131px; height: 200px;" src="http://etc.usf.edu/clipart/44700/44775/44775_norseman_sm.gif" alt="" border="0" /></a>Humanity is the most diverse of species in Manheim. Different regions breed different appearances and tastes. As one travels closer towards Muspelheim, humans get steadily darker, and in some cases get nearly as black as iron and very little body hair. Similarly, as one goes closer to the icy wastes of Niffleheim, men become paler and with thick body hair and beards. Various “middle grounds” of appearance is more common however. Despite these physical differences, humans are pretty much the same wherever you go. Villains and heroes can be found everywhere and amongst every people and region.<br />Humans worship the Aesir, the Vanir, and even the Jotun in certain regions, with a vast number of ancestors, house gods, fairy-folk and other beings being offered prayer, appeasement and sacrifice. Humankind, being the shortest lived of the races, is constantly seeking to make profitable accord with the supernatural forces of the world.<br /><span style="font-weight: bold;">Roleplaying Notes:</span> For good character concepts, choose a region from which the character has come from. Each region has its own flavor and back-story, and such can really breathe life into a character. Regional feats will be posted soon.<br /><br /><span style="font-weight: bold;">Elves</span><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://upload.wikimedia.org/wikipedia/commons/thumb/3/30/Erl_king_sterner.jpg/250px-Erl_king_sterner.jpg"><img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 250px; height: 192px;" src="http://upload.wikimedia.org/wikipedia/commons/thumb/3/30/Erl_king_sterner.jpg/250px-Erl_king_sterner.jpg" alt="" border="0" /></a><span style="font-style: italic;">“Merry elves, their morrice pacing</span><br /><span style="font-style: italic;">To aërial minstrelsy,</span><br /><span style="font-style: italic;">Emerald rings on brown heath tracing,</span><br /><span style="font-style: italic;">Trip it deft and merrily.”</span><br />-Sir Walter Scott.<br />Originally from Midgard the elves now live primarily in the otherworld af Alfheim, though sizable populations also dwell in Vanaheim and Manheim. Elves remaining in Manheim normally keep to deep forests and hidden halls, sometimes buried under hills (in which case they are called Huldrefolk). Elves are not an endangered people, though they are not as prolific as men. The ruling caste of elves always have either the either Half-Celestial or Half-Fiend template.<br />The elves are greatly feared in most places, as their magical natures and fickle temperament make them dangerous company indeed. Still the beauty and majesty of the elves cannot be denied, and many cannot resist their charm.<br /><span style="font-weight: bold;">Huldra:</span> Elves of the deep forests of Manheim and notorious kidnappers of humankind. Huldra dwell in underground halls located in wild woodlands and hills. Unlike other elves, these folk do not dwell in Alfheim, Svart-Alfheim or Vanaheim, preferring their own holdings. Amongst elf-kind, Huldra are the most likely to interact with mankind with any regularity.<br /><span style="font-weight: bold;">Svartalf:</span> Evil elves cast out from their brethren who dwell in the underworld, amongst the shadowy forests of Nifleheim.<br /><span style="font-weight: bold;"></span><span style="font-weight: bold;">Traits:</span> As PHB Elves, but with the following changes.<br /><ul><li><span style="font-weight: bold;">Favored Class:</span> Fighter or Sorcerer (choose at character creation).</li></ul><br /><span style="font-weight: bold;">Half-Elves: </span>Half-Elves are not uncommon, as elves are known to kidnap or foster humans, taking them into their own lands to act as servants, companions and lovers. From these unions come the half-elves. Such beings are considered outsiders as standard PHB half-elves, though negative responses from humans has more to do with the otherworldly nature of the elves. Half-Elves born of a union between Half-Celestial or Half-Infernal Elves and humans are always Celestial or Infernal Half-Elves as-appropriate.<br /><br /><span style="font-weight: bold;">Dwarves</span><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://upload.wikimedia.org/wikipedia/commons/thumb/4/48/Two_V%C3%B6lusp%C3%A1_Dwarves_by_Fr%C3%B8lich.jpg/300px-Two_V%C3%B6lusp%C3%A1_Dwarves_by_Fr%C3%B8lich.jpg"><img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 300px; height: 268px;" src="http://upload.wikimedia.org/wikipedia/commons/thumb/4/48/Two_V%C3%B6lusp%C3%A1_Dwarves_by_Fr%C3%B8lich.jpg/300px-Two_V%C3%B6lusp%C3%A1_Dwarves_by_Fr%C3%B8lich.jpg" alt="" border="0" /></a><br /><span style="font-style: italic;">“That girdle gave the virtue of chaste love</span><br /><span style="font-style: italic;">And wifehood true to all that did it bear;</span><br /><span style="font-style: italic;">But whosoever contrary doth prove</span><br /><span style="font-style: italic;">Might not the same about her middle wear</span><br /><span style="font-style: italic;">But it would loose, or else asunder tear.”</span><br />-Faerie Queene<br />Dwarves are originally from Midgard, but now dwell mostly in the world of Nidavellir where they wage many wars with their neighbors. Dwarves are feared by men as they are notorious slavers and lechers, enchanting and carrying off human men, women and girls to dwell deep underground. The noble caste of Dwarves are all half earth elemental, being more fully beings of stone and earth. Midgard dwarves do not disdain the use of magic, being renowned diviners of great skill. Rather it is clerical powers that they dislike, as the gods and jotuns have rarely been friends of the dwarves.<br />Nine Worlds Dwarves are almost always male, having few females amongst their own kind. Fortunately, dwarves breed true with human women, though this has led to a great many hard feelings between men and dwarves. Still, dwarf husbands are known to be generous to their wives, giving them magnifiscent jewelry and fine made garments.<br /><span style="font-weight: bold;">Durin (Dwarf Race):</span> The dwarves of the Durin people are particularly selfish and cruel. They are the most willing to trade with giants and other fell beings. Durin dwarves tend to be sloven in their appearance, otherwise they appear as other dwarves.<br /><span style="font-weight: bold;">Modsognor (Dwarf Race): </span>The dwarves of the Modsognor people are staunch allies of the Aesir and of like allied humans, though they are still a hard and unkind people. Modsognor dwarves are always well dressed and groomed.<br /><span style="font-weight: bold;">Traits:</span> As PHB dwarves, but with the following changes.<br /><ul><li>+1 racial bonus to attack humans. This replaces the standard bonus against goblins and orcs. Dwarves war with human raiders and in taking human slaves.<br /></li><li><span style="font-weight: bold;">Favored Class: </span>Fighter or Diviner (choose at character creation).</li></ul><span style="font-weight: bold;">Gnomes: </span>Gnomes as presented in the PHB do not exist in the Nine Worlds. Rather, gnomes are one of a wide range of fey creatures dwelling in Manheim. For the most part, these beings keep to themselves.<br /><br /><span style="font-weight: bold;">Halflings:</span> Halflings are unknown in the Nine Worlds.<br /><br /><span style="font-weight: bold;">Half-Orcs: </span>Orcs and thus Half-Orcs do not exist in the Nine Worlds.<br /><br /><span style="font-weight: bold;">Trolde</span> (New Race)<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_HFRQ-pmmOnU/SkuWy-QQbKI/AAAAAAAAAYs/_0esMpunnnY/s1600-h/Trolde.jpg"><img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 222px; height: 320px;" src="http://1.bp.blogspot.com/_HFRQ-pmmOnU/SkuWy-QQbKI/AAAAAAAAAYs/_0esMpunnnY/s320/Trolde.jpg" alt="" id="BLOGGER_PHOTO_ID_5353538384508775586" border="0" /></a><span style="font-style: italic;">"They call me Troll;</span><br /><span style="font-style: italic;">Gnawer of the Moon,</span><br /><span style="font-style: italic;">Giant of the Gale-blasts,</span><br /><span style="font-style: italic;">Curse of the rain-hall,</span><br /><span style="font-style: italic;">Companion of the Sibyl,</span><br /><span style="font-style: italic;">Nightroaming hag,</span><br /><span style="font-style: italic;">Swallower of the loaf of heaven.</span><br /><span style="font-style: italic;">What is a Troll but that?"</span><br />-Prose Edda <br />Troldes, also known as Throlls or Trolls, are ugly giant-kin that arose from the flesh of Ymir at the same time as the dwarves and elves. They can be found in many places across the world, particularly in deep woods and other lonely places.<br /><span style="font-weight: bold;">Personality:</span> Trolde are crude, vulgar beings that enjoy rough humor, fighting and feasting. Trolde will never pass up an opportunity to show off their great strength, and despite their limited intelligence, engage in riddle contests and games with great enthusiasm. Once befriended, trolde are generous and loyal though a bit thick.<br /><span style="font-weight: bold;">Physical Description:</span> Troldes are big, brutish, ugly humanoids with great strength, elongated ears, big noses, shaggy body hair (almost fur), long arms and earth tone hides. Amongst individual Troldes one might find many other beastly peculiarities, including such things as tusks, ox’s tail, cyclopic eyes, and splotchy hides with crags, bumps and warts.<br /><span style="font-weight: bold;">Relations: </span>Trolde are not much liked amongst most people as they see themselves as the rightful inheritors of the world and its magic. Dwarves frequently go to war with trolde clans, as struggles over mining rights between these races is frequent. Elves and Trolls typically stay out of each others way, though they often live near one another in Manheim. Trolde view humans as usurpers of the trolde birthright of the world, but will sometimes form alliances with them.<br /><span style="font-weight: bold;">Alignment:</span> Trolde are a clannish but independent people who dislike central authority figures, and so most of them are Chaotic in alignment. Few trolde are generous enough to be considered Good, with most preferring Neutrality. Evil trolde exist, but are not loved amongst trolde clans.<br /><span style="font-weight: bold;">Trolde Lands:</span> The only known nation of trolde is Trollbottom (East of Permia), a collection of troll ealdoms under a powerful troll queen. Trolde live mostly in the wild lands, far from human settlements, where they maintain small family clans. Trolde prefer small holdings to large settlements, though they keep tabs on neighboring troll clans and families, banding together in times of trouble.<br /><span style="font-weight: bold;">Religion:</span> Druidic religion is more in line with Trolde belief, tinged with great respect for the Jotun and Vanir as elemental beings. Worship of the Jotun is most common amongst Trolde clerics, especially the Jotun that are of neutral alignment. Worship of the Vanir is rare, but does exist, especially in Western lands. Trolde have no love of the Aesir, and will never worship them.<br /><span style="font-weight: bold;">Language:</span> Trolde have their own dialect of Giant, called Trollsprog, which has its own runic alphabet.<br /><span style="font-weight: bold;">Names:</span> Giants typically have a birth-name given to them by their parents and an honorary title to describe their deeds and personality such as; Grinder, Stomper, or Swillgut.<br />Male- Addanc, Alviss, Brokk, Chrysanor, Eitri, Fafnir, Fraener, Hunfrid, Wada, Wade.<br />Female- Angrboda, Fenja, Gerder, Grid, Gunnlod, Jarnvid, Menja, Titalia<br /><span style="font-weight: bold;">Adventurers: </span>Being creatures who prize treasure and magic, trolde make for excellent adventurers. This coupled with their great strength and fearsome reputation make trolls excellent allies for a party. Most trolls choose very physical careers such as barbarians, fighters or even rangers. Most spellcasting trolde are divine casters with only a rare few becoming arcane casters.<br /><span style="font-weight: bold;">Troll Traits:</span><br /><ul><li>+6 Strength, -4 Dexterity, +4 Constitution, -2 Intelligence, -2 Charisma.</li><li><span style="font-weight: bold;">Size:</span> Medium.</li><li><span style="font-weight: bold;">Base Speed:</span> 20 feet.</li><li><span style="font-weight: bold;">Darkvision: </span>Trolls can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and trolls can function just fine with no light at all.</li><li><span style="font-weight: bold;">Giant Blood:</span> For all special abilities and effects, a troll is considered a giant.</li><li><span style="font-weight: bold;">Powerful Build (Ex):</span> The physical stature of trolls lets them function in many ways as if they were one size category larger. Whenever a troll is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the troll is treated as one size larger if doing so is advantageous to him. A troll is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A troll can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.</li><li><span style="font-weight: bold;">Scent:</span> Trolls may take the scent special ability as a feat at 1st level.</li><li><span style="font-weight: bold;">Skills:</span> –4 racial penalty on Climb &amp; Swim checks.</li><li><span style="font-weight: bold;">Automatic Languages:</span> Common and Troll.</li><li><span style="font-weight: bold;">Bonus Languages:</span> Dwarven, Giant, Hyborean, Terran and Abyssal.</li><li><span style="font-weight: bold;">Favored Class: </span>Barbarian (male) or Druid (female).</li><li><span style="font-weight: bold;">Level Adjustment:</span> +2<br /></li></ul><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.iluvlanguage.com/valkyries/walkure2.jpg"><img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 500px; height: 338px;" src="http://www.iluvlanguage.com/valkyries/walkure2.jpg" alt="" border="0" /></a><div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-3361949156937715558?l=mythadvocate.blogspot.com'/></div>Aaronhttp://www.blogger.com/profile/03750283246511456940noreply@blogger.com0tag:blogger.com,1999:blog-1154506515895993370.post-66362464071536854242009-07-01T06:59:00.000-07:002009-07-01T07:57:08.545-07:00Nine Worlds: Map #1<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_HFRQ-pmmOnU/SktsaFo8cGI/AAAAAAAAAYc/8jxSI2mMQLk/s1600-h/Midgard+Map.jpg"><img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 400px; height: 400px;" src="http://2.bp.blogspot.com/_HFRQ-pmmOnU/SktsaFo8cGI/AAAAAAAAAYc/8jxSI2mMQLk/s400/Midgard+Map.jpg" alt="" id="BLOGGER_PHOTO_ID_5353491777506275426" border="0" /></a><br />The map to the left shows the major regions of Manheim, with much more fine-tuning to come. Mountains, forests, lakes and the like will be added soon, as will color.<br /><br />As you can see, the setting has parallels with ancient Europe, Asia and Africa, but these are generalities only. The setting is from the perspective of the Norse medieval mind. And so regions such as Africa (or Libya in this case) and asia are seen mostly as far-away places, peopled with giants, monsters and sorcerers.<br /><br />Human population is sparse in most regions, with vast areas of wilderness being the norm. Nature spirits (most of them hostile), giants and trolls as well as many savage animals and monsters abound. Add in the more brutal sorts of humans, and we have a tough place to live.<br /><br /><span style="font-weight: bold;">Lands</span><br /><br /><span style="font-weight: bold;">Aethiope:</span> Land in the far south of Libya and home to a race of beautiful, dark-skinned people. The land here is plentiful with animals, forests, and a great many delicacies.<br /><br /><span style="font-weight: bold;">Aegypt:</span> An ancient empire of sorcerers that was long ago destroyed by the Aesir for their open worship of Hel. Now all that remains of this power are buried tombs containing the undead spirits of their kings and their unlucky servants.<br /><br /><span style="font-weight: bold;">Araby:</span> Hot desert land that breeds tough nomads and warriors. Such close proximity to Muspelheim has baked these people into tough individualists seemingly capable of enduring anything. Numerous clashes with fire giants and other Muspel spirits has taught these folk fantastic hit and run tactics which they are more than willing to use on human invaders.<br /><br /><span style="font-weight: bold;">Assyria:</span> Fertile region amongst Muspelheim baked lands, and home of numerous city-states of great wealth. Assyrians claim to worship the Norns (Fate) themselves, with Diviners acting as the high priests (the Norns produce no clerics). The largest export here is alchemy and arcane spells, as well as silks and woven materials. The city of Akkad is the greatest trade city of the region.<br /><span style="font-weight: bold; color: rgb(0, 0, 153);">For my Muslim friends: </span><span style="color: rgb(0, 0, 153);">In this setting, Judaism, Christianity and Islam never arrived. The peoples mentioned here and in the Araby parts are meant to be more like the desert tribal folk of ancient times seen from the perspective of Northern folk. </span><br /><br /><span style="font-weight: bold;">Atlantes:</span> City of wizards, and renowned school of magic. The entire city is built aroung the Iron Castle, a magical fortress and school that sits atop a lonely mountain. Everything from food, labor and servants duties are maintained by aerial servants and spells. It is said, that admission in the school is the greatest of honors for a wizard.<br /><br /><span style="font-weight: bold;">Glasir Plains:</span> (Russia) This is a land Southeast of Permia and is ruled by giants. The lands king (called Gadmund, regardless of his name) must pay tribute to the greater giant land of Risaland. The giants of the Glasir Plains are mostly Hill and Stone Giants, but lesser giant races such as Ogres, Ettins and Trolls (Nine Worlds variant) make up the majority of their forces.<br /><br /><span style="font-weight: bold;">Iberia:</span> Home of a great many elves and half elves as well as human peoples. Warm and covered in thick forests. Worship of the Vanir is strong here, as are Druidic worshippers. Natural magic is prized here, such as that used by Bards, Druids and Vanir Clerics (who are all seen as part of the priesthood), with Wizards and Sorcerers seen as suspicious.<br /><br /><span style="font-weight: bold;">Karelia:</span> (Eastern Finland) A land of forests, lakes and bogs. The rulers here are known for their power as sorcerers, and happy to sell their services as magical tutors to other lands. Karelia is overrun with giants and trolls, some of whom rule over their own petty kingdoms. Karelia is also known as a good source for timber and furs.<br /><br /><span style="font-weight: bold;">Libya: </span>A hot land of vast grasslands and deep forests full of strange and savage creatures. Fickle spirits are known to lurk here, and a traveler is well advised to heed the warnings of locals.<br /><span style="font-style: italic;"></span><br /><span style="font-weight: bold;">Maahiset:</span> Mountainous region that lies between Sardis and Risaland. This region is peopled almost entirely by dwarves, with a smattering of human vassal lands who trade with the dwarves. Maahiset dwarves wage regular battles with giants, trolls and men who seek to control this territory, and have been very successful. They willingly trade with men and giants, but are hard negotiators and more than happy to let blood settle disputes.<br /><br /><span style="font-weight: bold;">Medea:</span> Land of philosophers and mystics. Little is known of this land save that it is protected by a powerful priest-queen and that its women are very beautiful.<br /><br /><span style="font-weight: bold;">Nordlund:</span> Land in the far north of northern Manheim. Nordlund comprises a large number of Kingdoms. Though these kingdoms frequently war with each other, a complex system of laws exist that all adhere to, at least publicly. Powerful kingdoms within Nordlund are Halland, Skane, Blekinge and the city-state of Bremen.<br /><br /><span style="font-weight: bold;">Noatown:</span> City in Media ruled by Amazon warriors where men fear to tread.<br /><br /><span style="font-weight: bold;">Permia:</span> A cold and snowy land of mystery and monsters. Journeys to and from this land are always treacherous, and thus little trade is maintained. Permia is a hostile land. Its kings and nobles are wizards, while giants and monsters roam its forests. Still the people there have many treasures. Large numbers of valuable furs come out of Permias dark woods.<br /><br /><span style="font-weight: bold;">Risaland: </span>Risaland (Giantland) is peopled and ruled by giants. The people of Risaland keep mostly to themselves, though traders and raiders from this land are not unknown. Risaland is ruled by a mighty Cloud Giant Kalmuck Blackfist, with many stone and hill giant vassals. Commoners are almost entirely Trolls, though a great many Dwarves and humans also live here. Magical routes crossing into Jotunheim are believed to be here.<br /><span style="font-style: italic;">Grundir: </span>An human Earldom that lies to the East of Risaland. Its ruler is Earl Agdi and he makes his residence in Gnipaland. The Earl is said to be a powerful sorcerer. His retainers are not men but trolls, much to be feared.<br /><br /><span style="font-weight: bold;">Sardis:</span> Mountainous region neat the trunk of the Great Tree. It is a land of priests and mystics, all seeking greater connection with divinity. All of the city-states here have prominent temples. The region is famous for its wool, cheese, olives and wine.<br /><span style="font-style: italic;">Miklagard:</span> Powerful city-state in Eastern Scythia, in sight of the great tree. This great city rules the lands for many miles and maintains the greatest trade routes in the world. Miklagard is willing to trade with any land, nation or race, and thus a great number of Dwarves, Elves, Half-Elves and Trolls can be found living there and in surrounding regions.<br /><br /><span style="font-weight: bold;">Scythia:</span> A warlike land with warlike people, known for their walled cities. The Scythian people frequently clash with the giants of the Glasir Plains as well as their human neighbors and so are used to hard fighting. The greatest trade good from scythia is its horses, which are considered some of the best in the world.<br /><br />...More to come!<div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-6636246407153685424?l=mythadvocate.blogspot.com'/></div>Aaronhttp://www.blogger.com/profile/03750283246511456940noreply@blogger.com0tag:blogger.com,1999:blog-1154506515895993370.post-48616082760536199582009-06-25T05:29:00.000-07:002009-07-18T06:53:41.570-07:00Campaign Construction: The Nine WorldsIn the following weeks, I will be constructing a new campaign world easy translation into a fantasy role playing game (tabletop that is). It will be constructed along the lines of Norse Mythology, being a sort of "Discworld," though rather different than Terry Pratchett design.<br /><br />The setting itself will be called The Nine Worlds, representing not only the earthy dwelling of most of the settings humans, but attached otherworlds within the same cosmology.<br /><br />The entire setting will be composed of three planar layers. The top "higher" layer known collectively as Gladsheim, will consist of Asgard (home of the Aesir), Alfheim (Home of the Light Elves) and attached regions.<br /><br />The middle layer of Midgard (pictured below) consists not only of Manheim (Man-home), but the vast outer ring of Jotunheim, which includes Nifleheim (home of the Frost giants), Muspelheim (home of the fire giants), and Vanaheim (home of nature gods).<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://fc00.deviantart.com/fs47/i/2009/174/e/3/Midgard_Map_1_by_MythAdvocate.jpg"><img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 600px; height: 600px;" src="http://fc00.deviantart.com/fs47/i/2009/174/e/3/Midgard_Map_1_by_MythAdvocate.jpg" alt="" border="0" /></a>The third and lowest layer will be a grim underworld, consisting of Nidavellir (home of Dwarves) and Helheim (realm of the cursed dead). This is also the realm where Nifleheim and Muspelheim seep beneath the world of men. Their presence can sometimes be felt in Manheim in the form of volcanoes, hot springs and glaciers beneath the earth, not to mention their dread inhabitants. The realm os the Svart-Elves is to be found here as well, though it is not a proper realm in its own right, but a series of city-states.<br /><br />Each of these "worlds" though reachable by mortal (though extraordinary) effort, are considered other "planes" in their own right, sometimes possessing dimensions far greater than might be physically apparent.<br /><br />I will be presenting rules for this setting in both D&amp;D (3-3.5) and Labyrinth Lord terms, but it should be easily translated to any fighting fantasy system.<br /><br />More to come!<div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-4861608276053619958?l=mythadvocate.blogspot.com'/></div>Aaronhttp://www.blogger.com/profile/03750283246511456940noreply@blogger.com0tag:blogger.com,1999:blog-1154506515895993370.post-79437853068287006472009-04-06T08:59:00.000-07:002009-04-06T10:58:17.990-07:00Tethys Campaign: Great Mastiff<strong>GREAT MASTIFF </strong><a href="http://1.bp.blogspot.com/_HFRQ-pmmOnU/SdopDzCJQkI/AAAAAAAAAYM/lgPEGl4Ds6g/s1600-h/Great+Mastiff.jpg"><img id="BLOGGER_PHOTO_ID_5321611054907212354" style="FLOAT: left; MARGIN: 0px 10px 10px 0px; WIDTH: 400px; CURSOR: hand; HEIGHT: 340px" alt="" src="http://1.bp.blogspot.com/_HFRQ-pmmOnU/SdopDzCJQkI/AAAAAAAAAYM/lgPEGl4Ds6g/s400/Great+Mastiff.jpg" border="0" /></a><br /><div><strong></strong></div><br /><div><strong><a href="http://2.bp.blogspot.com/_HFRQ-pmmOnU/Sdonx_LaTUI/AAAAAAAAAYE/QpaDzUnfWM8/s1600-h/Great+Mastiff.jpg"></a></strong></div><br /><div></div><br /><div></div><br /><div></div><br /><div></div><br /><div></div><br /><div></div><br /><div></div><br /><div></div><br /><div></div><br /><div></div><br /><div></div><br /><div></div><br /><div></div><br /><div></div><br /><div></div><br /><div></div><br /><div></div><div></div><div></div><div></div><div></div><div></div><div>Large Animals</div><div><strong>Hit Dice:</strong> 6d8+24 (51 hp)<br /><strong>Initiative:</strong> +3 (Dex)<br /><strong>Speed:</strong> 50 ft. (10 squares)<br /><strong>Armor Class:</strong> 17 (–1 size, +3 Dex, +5 natural), touch 12, flat-footed 14<br /><strong>Base Attack/Grapple:</strong> +4/+17<br /><strong>Attack:</strong> Bite +13 melee (2d6+12)<br /><strong>Full Attack:</strong> Bite +13 melee (2d6+12)<br /><strong>Space/Reach:</strong> 10 ft./5 ft.<br /><strong>Special Attacks:</strong> Trip<br /><strong>Special Qualities:</strong> Low-light vision, scent<br /><strong>Saves:</strong> Fort +9, Ref +8, Will +6<br /><strong>Abilities:</strong> Str 29, Dex 17, Con 19, Int 3, Wis 12, Cha 10<br /><strong>Skills:</strong> Hide +0, Listen +7, Move Silently +5, Spot +7, Survival +2*<br /><strong>Feats:</strong> Alertness, Run, TrackB, Weapon Focus (bite), Improved Natural Attack (bite)B<br /><strong>Environment:</strong> Any<br /><strong>Organization:</strong> Solitary or pack (5–8)<br /><strong>Challenge Rating:</strong> 5<br /><strong>Treasure:</strong> None<br /><strong>Alignment:</strong> Always neutral<br /><strong>Advancement:</strong> 7–18 HD (Large)</div><div></div><div>The Great Mastiff is a very powerful dog, which was bred from into its present state by the warriors of Machimos. Originally bred to find and eliminate Deinonychus and their nests, this breed has immense stopping power and ability to work in coordinated attack. These enormous dogs are extremely loyal to their masters, and are excellent with children.</div><div>Great Mastiff are a shade of brindle, black, fawn, or red, and have enormous jaws. They are about 7-8 feet long and weighing some 800 pounds. </div><div><strong></strong></div><br /><div><strong>Combat</strong><br />Great Mastiff prefer to attack in packs, surrounding and flanking a foe when they can. When accompanying its master on a hunt or in war, the great mastiff will work seamlessly with human allies.<br /><strong>Trip (Ex):</strong> A great mastiff that hits with a bite attack can attempt to trip its opponent (+13 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the great mastiff.<br /><strong>Excellent Learner:</strong> A great mastiff can learn a maximum of eight tricks, and the DC for all Handle Animal checks involving a great mastiff is reduced by 2. In addition, the time required to train a great mastiff for a purpose is reduced by 1 week (to a minimum of 1 week).</div><div><strong>Skills:</strong> A great mastiff has a +2 racial bonus on Hide, Listen, Move Silently and Spot checks.<br />*It also has a +4 racial bonus on Survival checks when tracking by scent.</div><div></div><div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-7943785306828700647?l=mythadvocate.blogspot.com'/></div>Aaronhttp://www.blogger.com/profile/03750283246511456940noreply@blogger.com0tag:blogger.com,1999:blog-1154506515895993370.post-14141229426937444872009-04-02T11:14:00.000-07:002009-04-03T14:30:36.540-07:00Tethys Campaign: Eusebes City Map<a href="http://4.bp.blogspot.com/_HFRQ-pmmOnU/SdZ-dAcr97I/AAAAAAAAAX8/FOaHXnIsPUw/s1600-h/Eus+Map2.jpg"><img id="BLOGGER_PHOTO_ID_5320579046586447794" style="DISPLAY: block; MARGIN: 0px auto 10px; WIDTH: 400px; CURSOR: hand; HEIGHT: 291px; TEXT-ALIGN: center" alt="" src="http://4.bp.blogspot.com/_HFRQ-pmmOnU/SdZ-dAcr97I/AAAAAAAAAX8/FOaHXnIsPUw/s400/Eus+Map2.jpg" border="0" /></a><br /><div><a href="http://1.bp.blogspot.com/_HFRQ-pmmOnU/SdZKlqgOjCI/AAAAAAAAAX0/YjfSlJD5TuQ/s1600-h/Eusebes+Map.jpg"></a><strong></strong></div><br /><div><strong>City Regional Guide</strong><br />The city of Eusebes is one of bustling activity at all times, with the gates of this town nearly choked with streams of people, animals and carts laden with products for the cities markets. The many temples and shrines here stimulate a never-ending series of parades, prophets and sooth-sayers of every sort. A few highlights are as follows:</div><div><br /></div><br /><div><strong>The Laws of Eusebes</strong></div><div>The temples all have their own dedicated soldiers who patrol their own grounds, while the wealthy of the High Ward have their own guards, all of whom patrol their respective regions. The lower ward is patrolled by several gangs, who keep their own laws (see Avertine Court below). Beatings, dismemberment, execution and slavery are common penalties for criminals.</div><br /><div></div><br /><div><strong>Library of Izanar</strong></div><div>The highest point in the city is the great Library, which holds in its grounds a great observatory, the Council Chambers, The Shrine of Abrasax and the Library itself. The library is run and occupied by a small army of scribes and apprentice wizards, who tend the libraries needs and deal with those seeking knowledge.</div><div><strong>Shrine of Izanar: </strong>Izanar is an artifact lord (machine cult) who is a great compiler of knowledge. This being has no other goal, and as such is not considered a competitor of other cults. Its clerics, known as Archivists, are recorders of knowledge and must remain impartial in all of their dealings, avoiding politics.<br /><strong>Cleric Alignment:</strong> Lawful Neutral </div><div><strong>Domains:</strong> Law, Knowledge, Magic </div><div><strong>Preferred Weapon:</strong> Dagger</div><div><strong>Portfolio:</strong> Language, History, Libraries.</div><br /><br /><br /><div><strong>Temple Ward</strong></div><div>This ward contains the greatest temples of the city, as well as many small shrines to lesser religions. The great temples of Tethys, Oceanus and Cybele have large temples and a great many adherants here. Competition between these faiths varied through the year, with not all such rivalries being friendly. Still, fear of other faiths taking advantage keep open conflict between faiths nonexistant (so far).</div><div>The temples here all maintain and guard underground storehouses of grain and other foods (Honey for the Cybele) for the Long Night. These storehouses are all well guarded and magically warded against vermin and rot.<br /></div><div></div><div><strong>Court of Mystics:</strong> The court of mystics is a noisy region of the city where all manner of sooth-sayers keep small shrines and shops for the selling of good luck charms, fortunes and potions. </div><div><strong>Garden of Ifom:</strong> A beautiful garden located near the grounds of the Temple of Tethys in Eusebes, and considered to be one of the most beautiful in the world. Lovers and nature lovers come here to take in the sights and smells of the gardens, while the worshipful come to connect with their god(s).</div><br /><br /><div><br /></div><div><strong>High Ward</strong></div><div>This ward houses the wealthiest of citizens of the city, and a number of excellent shops where the best equipment, jewelry and medicines might be purchased. No open markets are in this ward, with all shops being independant and well guarded.</div><div><br /> </div><div><strong>Lower Ward</strong></div><div>The region of the common folk of Eusebes, this ward host a wide number of small courtyard markets, roadside stalls and the busy workaday life of the city. </div><div><strong>Arena:</strong> The arena of eusebes host a great many gladiatorial events for the populace, as well as some of the more spectacular religious events.</div><div><strong>Avertine Court:</strong> Located at the gate seperating the High and Low Wards, the thieves guild of Eusebes operates within the knowledge of the high council. This court is expected to control the local gangs and to serve the council, keeping outlaw activity within acceptable limits and aiding in the defense of the city when necessary.</div><div><strong>Avenue of Sighs:</strong> A long avenue of low-rent brothels and the nastiest sort of inns, where any flavor of debauchery might be negotiated. Though between the high, low and beggars ward, it is considered within Avertine law.</div><div><strong>Eguz Market:</strong> An enormous open-air market surrounding a great fountain (wherein children play). This is a loud place, with the locals loudly hawking their wares. The market is designed for its purpose, with storefront shops being delegated to other areas.<br /><br /></div><div><strong>River (Beggars) Ward</strong></div><div>The lowest section of the city is situated along the Kanor river, and as-such is where much of the sewage from the higher wards leaves the city. The "River" ward is home to the poorest of the poor, brutal cutthroats and assorted riff-raff. Even the Avertine is cautious here. </div><div><strong>Shrine of Agdistis:</strong> This shrine has its own courtyard on the edge of the Beggars Ward, where all manner of weird and much whispered about rituals take place.<br /></div><div></div><div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-1414122942693744487?l=mythadvocate.blogspot.com'/></div>Aaronhttp://www.blogger.com/profile/03750283246511456940noreply@blogger.com1tag:blogger.com,1999:blog-1154506515895993370.post-24565273780856898702009-03-31T09:40:00.001-07:002009-04-01T09:58:53.562-07:00Tethys Campaign: Eusebes<div><a href="http://1.bp.blogspot.com/_HFRQ-pmmOnU/SdJPyXlfrJI/AAAAAAAAAXE/ap0g_nOsB6U/s1600-h/Eus1.jpg"><img id="BLOGGER_PHOTO_ID_5319401836621311122" style="FLOAT: left; MARGIN: 0px 10px 10px 0px; WIDTH: 400px; CURSOR: hand; HEIGHT: 328px" alt="" src="http://1.bp.blogspot.com/_HFRQ-pmmOnU/SdJPyXlfrJI/AAAAAAAAAXE/ap0g_nOsB6U/s400/Eus1.jpg" border="0" /></a> The great city of Eusebes is a wealthy city-state whose people are a diverse mixing of cultures. Academic pursuits are of the highest order here, with all who honestly seek knowledge being welcome.<br />Its potent occupants make this city "off limits" in regards to raids by other city-states. Many of the priesthoods maintain their own small armies, all of whom contribute to the defense of the city itself.<br />The city is ruled by a council of elders, each coming from the major temples, and two powerful wizards. The main interests of these masters is to pursue greater knowledge.<br /><br /><br /><strong>Areas of Interest<br /></strong>Some regions around Eusebes are of interest to adventurers.<br /><strong>Dolym Swamp:</strong> Miles of muck and tall marshweed make this swamp tricky to traverse. And the many types of monstrous vermin make even dinosaurs rare. Tales of bat demons stealing travellers are common.<br /><strong>Ncar Forest:</strong> The Ncar forest is a large forest that is dotted with numerous small shrines and spirit houses. Penetrating deeper than the outskirts of this forest is very difficult, as a great many plant monsters hunt here.<br /><strong>Shrine of Enek-zsan:</strong> Rumor has it that the burial place of the phanaton prince Enek-zsan is located somewhere within the Ncar forest. This shrine is said to contain many treasures.<br /><br /><strong>Cults of Interest</strong><br />As Eusebes is a city of intellectuals, many clerical groups hold great influence. Below are a few of these groups.<br /><br /><strong>Tethys</strong> <a href="http://tbn1.google.com/images?q=tbn:fa6deXe3P92pvM:http://static.newworldencyclopedia.org/thumb/6/66/Venus_symbol.svg/384px-Venus_symbol.svg.png"><img style="FLOAT: left; MARGIN: 0px 10px 10px 0px; WIDTH: 86px; CURSOR: hand; HEIGHT: 135px" alt="" src="http://tbn1.google.com/images?q=tbn:fa6deXe3P92pvM:http://static.newworldencyclopedia.org/thumb/6/66/Venus_symbol.svg/384px-Venus_symbol.svg.png" border="0" /></a><br />Worship of the life-force of tethys herself is widespread. The Oracles of Tethys have many regional varieties, but there are certain doctrines that exist amongst all sects. The cycles of birth, marriage and death are of primary concern, and thus mothers, young and old are revered. Cycles of life, and their reverence are strongly promoted. Society is primarily matriarchal, with all women seen as manifestation and representation of Tethys herself.Those oracles who claim to have had visions of Tethys claim that she is a beautiful and statuesque woman of immense proportions. She is often described as having mixed human, reptilian and piscian characteristics in her form such as a tail, scales and other features mixed with that of a human.<br />The temple of Tethys in Eusebes is a vast dome, featuring a huge courtyard pool. The temple hosts a great many festivals and ceremonies where great feasts and concerts are common. Art and culture is of particular interest to this cult.<br /><strong>Cleric Alignment:</strong> Any non-lawful, preferring good.<br /><strong>Domains:</strong> Animal, Healing, Plant, Water.<br /><strong>Favored Weapon:</strong> Dagger.<br /><strong>Portfolio:</strong> Sea, Jungles, plants, agriculture, childbirth.<br /><strong></strong><br /><strong>Oceanus</strong><br /><img style="FLOAT: left; MARGIN: 0px 10px 10px 0px; WIDTH: 121px; CURSOR: hand; HEIGHT: 119px" alt="" src="http://tbn2.google.com/images?q=tbn:31mKFvvoGa62CM:http://static.newworldencyclopedia.org/thumb/4/47/Neptune_symbol.svg/362px-Neptune_symbol.svg.png" border="0" />The male aspect of Tethys is known as Oceanus, and is given reverence primarily in the long night, as this is a time of frequent battle as the nights predators emerge. Cultists dedicated to the male aspect are trained in battle and survival, prizing physical power and tests of strength as well as ones ability to sire offspring. Oracles dedicated to Oceanus claim that he appears as a ferocious man with a wild beard and features of crustacean, reptile and fish, and that he stands well over 60ft in height.<br />The temple of Oceanus in Eusebes centeres around a huge ziggurat of stone and capped with electrum. This temple and its surrounding buildings trains and houses a sizeable army and stockpiles of grain and weapons.<br /><strong>Cleric Alignment:</strong> Any non-Chaotic.<br /><strong>Domains:</strong> Animal, Strength, War, Water.<br /><strong>Favored Weapon:</strong> Trident.<br /><strong>Portfolio:</strong> Sea, Sea Monsters, Shipwrech, Storms.<br /><br /><strong>Daughters of The Cybele </strong><br /><a href="http://tbn3.google.com/images?q=tbn:NzRj8dyJWtnTlM:http://www.guide-to-symbols.com/_images_pub3/monad.png"><img style="FLOAT: left; MARGIN: 0px 10px 10px 0px; WIDTH: 111px; CURSOR: hand; HEIGHT: 111px" alt="" src="http://tbn3.google.com/images?q=tbn:NzRj8dyJWtnTlM:http://www.guide-to-symbols.com/_images_pub3/monad.png" border="0" /></a> The Cybele are a Matriarchal people with a tradition of Sacred Sun-Kings. This Sun King is chosen from the people, and becomes the pampered consort of the high priestess, who in turn slays him after a full day and night (Tethys time) to ensure the coming of the dawn. Male Oracles of the Cybele are castrated so as to serve their goddess. Giant Bees are commonly kept as pets amongst the Cybele, and are sacred to them.<br />The temple of the Cybele in Eusebes is a beautiful beehive-like structure located near the great gardens of Eusebes. This building is adorned with gold plate that reflects the light. The temple itself is home to a large hive of sacred bees whose humming can be interpreted by the priestesses to discern prophecy.<br /><strong>Cleric Alignments:</strong> Any Lawful<br /><strong>Domains:</strong> Sun, Fire, Protection, Law<br /><strong>Preferred Weapon:</strong> Dart<br /><strong>Portfolio:</strong> Bees, Civilization, Honey, Prophecy<br /><br /><strong>Artifact Cults</strong> (Construct Cults)<br /><a href="http://www.americanwarmachine.com/warmachine/images/Machine.gif"><img style="FLOAT: left; MARGIN: 0px 10px 10px 0px; WIDTH: 105px; CURSOR: hand; HEIGHT: 104px" alt="" src="http://www.americanwarmachine.com/warmachine/images/Machine.gif" border="0" /></a> The machines of the ancients are many, some of whom continue to maintain the artificially maintained conditions of terraformed worlds. As many such robots are busy with maintaining and protecting planetary life forces, Planetary Oracles are often drawn to work with them, becoming half-mechanics in their own right. Such specialized clerics are called to gain proficiency in Craft (Mechanism) and Knowledge (Technology) or Knowledge (Architecture/Engineering).<br />There are many artifact cults operating in Eusebes, who maintain the magical mechanisms of the city itself, and seek to serve the laws passed down by their patrons. Good relations exist between the different artifact cults, but all maintain their own shrines and structures.<br /><strong>Alignment:</strong> Any Lawful<br /><strong>Domains:</strong> Law, Knowledge, Magic, Protection.<br /><strong>Preferred Weapon:</strong> Club<br /><br /><strong>Acolytes of Isonont</strong> (Gardeners)<br />Followers of the Artifact God Isonont, charged with the maintainance and health of Tethys plant life. They maintain the lunar beacons (towers that emit soft light to help invigorate plants) during the Long Night, and preserve seeds and cuttings of endangered plants.<br />The acolytes have a large temple that features large gardens, including fascilities that maintain artificial sunlight during the long night. These gardens are used for meditation as well as for future planting.<br /><strong>Cleric Alignment:</strong> Lawful Neutral<br /><strong>Domains:</strong> Knowledge, Law, Plant.<br /><strong>Favored Weapon:</strong> Sickle<br /><br /><br /><strong>Followers of Olaust</strong> (Tamers)<br />The followers of Olaust watch over the beasts of Tethys. This cult maintains feeding zones, medical treatment and egg-collecting and incubation. The rearing and training of animals is also of interest to this cult, and as such they are much sought for concerning veterinarean and animal breeding purposes.<br />The followers of Olaust have no temples per se, but maintains impressive hatcheries and incubation fascilities. Most of these are in the surrounding areas, but there is a Olaust-runmanagerie in Eusebes itself.<br /><strong>Cleric Alignment:</strong> True Neutral<br /><strong>Domains:</strong> Animal, Healing, Knowledge.<br /><strong>Favored Weapon:</strong> Whip<br /><br /><br /><strong>Agdistis</strong><br /><a href="http://tbn1.google.com/images?q=tbn:eWC5ubdRsqjEIM:http://www.timboucher.com/journal/wp-content/uploads/2007/09/convergence-logo.jpg"><img style="FLOAT: left; MARGIN: 0px 10px 10px 0px; WIDTH: 116px; CURSOR: hand; HEIGHT: 116px" alt="" src="http://tbn1.google.com/images?q=tbn:eWC5ubdRsqjEIM:http://www.timboucher.com/journal/wp-content/uploads/2007/09/convergence-logo.jpg" border="0" /></a></div><div>A cult centered in and around the Ncar Forest, but maintaining a temple in the city. This cult challenges the Acolytes of Isonont in their role as overlords of the green and growing world. This cult engages in orgiastic rituals inolving powerful narcotics, sex and wild dancing. Their patron Agdistis (a xenogen demon) sometimes attends these gatherings in person.<br />This cult is indescriminate towards its selection of victims, stealing high and lowborn alike, and thus it is much feared. Wealthy and poweful persons will often approach this cult for assasination purposes and to take part in their rituals.<br /><strong>Cleric Alignment:</strong> Chaotic Evil<br /><strong>Domains:</strong> Chaos, Plant, Trickery<br /><strong>Favored Weapon:</strong> Quarterstaff (see Poisontree Staff below).<br /><br /><br /><strong>Poisontree Staff</strong><br />The Tree of Death is a tree found in the lowland swamps, from which staves can be cut that will deliver a poisonous death to any victim touched. Any successful strike with the staff deals normal damage and poisons the creature hit. The poison deals 1d10 points of temporary Constitution damage immediately (Fortitude negates DC 14) and another 1d10 points of temporary Constitution damage 1 minute later (Fortitude negates DC 14).<br /><strong>Caster Level:</strong> 10th; Prerequisites: Craft Rod, Craft Magic Arms and Armor, poison; Market Price: 19,000 gp. </div><div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-2456527378085689870?l=mythadvocate.blogspot.com'/></div>Aaronhttp://www.blogger.com/profile/03750283246511456940noreply@blogger.com0tag:blogger.com,1999:blog-1154506515895993370.post-58645757234666012252009-03-28T14:00:00.000-07:002009-03-31T07:04:11.819-07:00Strange Eons: Vehicles<a href="http://www.thebookofdays.com/months/dec/images/flying_ship.jpg"><img style="FLOAT: left; MARGIN: 0px 10px 10px 0px; WIDTH: 429px; CURSOR: hand; HEIGHT: 335px" alt="" src="http://www.thebookofdays.com/months/dec/images/flying_ship.jpg" border="0" /></a>These are my home-brew vehicle rules. Though there are several different types of vehicle rules out there for D20 games, I’ve never been completely happy with them. D20 Modern and the Star Wars system both have nice vehicle systems, but they are a bit complicated for what I prefer; simplicity.<br />I want a vehicle system that functions almost exactly like a creature, after all creature/vehicle battles are a certainty, especially on Tethys. Though they cannot be as versatile and powerful as constructs. Machines such as starships and massive warbots will always be constructs (albeit ones that carry passengers), as such marvels of ancient "magics" will know their business far better than their standard "masters".<br /><span style="color:#000066;"><strong>Additional:</strong> Animal drawn vehicles move at the speed of the beast pulling/carrying the vehicle.</span><br /><br /><div><strong>Animation (Magical Component)</strong></div><div>Not all vehicles are magical, though all involve considerable skill to create. Such vehicles are powered through clever mechanisms and the efforts of a dedicated crew. Magical vehicles are considered Wondrous Items, requiring that feat, and the spells animate objects and permanence to create. Appropriate craft and Knowledge skills are likely to be called for, costing the listed amount for a vehicle of its size and type. </div><br /><div><strong>Vehicle Rules</strong> </div><div>A vehicle is characterized and defined as an object that is controlled by one or more living creatures either from on top or within it and generally has no intelligence or wisdom of its own. Vehicles derive their power and effectual use from the people that drive them, pull them or carry them. There are different types of vehicles, ranging from walkers to wheeled and tracked vehicles, to airships and hover vehicles.<br />Vehicles are controlled by characters with either the Handle Animal or appropriate Profession (Pilot) skill. Vehicle stats are very similar to those of creatures, as follows:<br /><strong>Size:</strong> Judged as per creature sizes.<br /><strong>Speed:</strong> The vehicles speed. Most vehicles only move in forward and backward directions.<br /><strong>AC:</strong> This depends upon the vehicles size (as a monster) and its natural armor.<br /><strong>Hardness:</strong> The amount of damage from attacks that is automatically ignored.<br /><strong>Hit Points:</strong> Vehicles have hit points like creatures, though not Hid Dice.<br /><strong>Cover:</strong> The amount of cover supplied to the driver and crew.<br /><strong>Weapons:</strong> Mounted and built in weapons.<br /><strong>Cost:</strong> In gold pieces.</span><br /><br /><div><strong>Damaging Vehicles</strong><br />In the course of the game, combat with, on, and in vehicles is likely to occur, so take the following guidelines into account when using vehicles.<br /><strong>Immunities:</strong> Vehicles are immune to subdual damage, but being mechanical in nature are vulnerable to critical hits (like robots).<br /><strong>Ranged Weapon Damage:</strong> Vehicles take half damage from ranged weapons (except for damage from large mounted weapons and the like). Divide the damage by 2 before applying the vehicle’s hardness.<br /><strong>Energy Attacks:</strong> Vehicles take half damage from acid, fire, and lightning attacks. Divide the damage by 2 before applying the hardness. Cold attacks deal one- quarter damage to objects. Sonic attacks deal full damage to objects.</span><br /><br /></div><div><span style="font-size:130%;">Sample Vehicles</span></div><div></div><div><br /></div><div></div><div><strong></strong></div><div><strong>Flying Ships </strong>(Vimana)<br />Flying Ships are machines originally created by ancient magics to fly through the sky using the mysterious force of "Gravitas" for propulsion and lift. These vessels are all wonders of engineering. Regardless of their original design, vimanas are almost always refitted and redesigned to reflect the taste of the new engineer. And so these vessels tend to look more like flying fortresses, strange beasts or sailing vessels.<br />These vessels, which come in all sizes, are capable of high speeds. Despite their resemblance to boats, ships, or stranger things, the Profession (Airshipman) skill is used. Also, while the gravitas manipulators are working, all flyers float in the air, requiring no minimum speed to remain airborne, despite their maneuvering class. </div><div>Cl; 5+, Craft Wondrous Item; fly, permanency. Xp cost is 1/25 cost of vehicle.</span><br /><br /><div><strong>Skimmer</strong></div><div><a href="http://dnausers.d-n-a.net/dnetEFoE/explorer/imagesjpg/Vimana.jpg"><img style="FLOAT: left; MARGIN: 0px 10px 10px 0px; WIDTH: 225px; CURSOR: hand; HEIGHT: 136px" alt="" src="http://dnausers.d-n-a.net/dnetEFoE/explorer/imagesjpg/Vimana.jpg" border="0" /></a></div><div>Skimmers are a favorite of aristocrats, sportsmen and wealthy adventurers who want a means to move quickly and without much baggage. As there are no weapons on this craft, attack and defense options are up to the pilot and/or passenger, though a few have been retrofitted with light weapons. These vehicles can accomodate a pilot and up to one medium-sized occupant and cargo up to 200 pounds.</div><div><strong>Size:</strong> Large </div><div><strong>Speed:</strong> Fly 80ft (average)</div><div><strong>AC:</strong> 14 (-1 Size, +5 natural)</div><div><strong>Hardness:</strong> 5</div><div><strong>Hit Points:</strong> 30</div><div><strong>Cover:</strong> 1/4 (+2 AC, +1 Reflex save)</div><div><strong>Weapons:</strong> None</div><div><strong>Cost:</strong> 6,000gp .</span><br /><br /><strong>Small Flyer</strong><br />A small flying boat, suitable for a group of PC’s in pursuit of a foe. Vehicles of this size are very common among advanced Tethyrian cities. These vessels are often used as scout and exploration vessels, being heavily modified by their owners. </div><div><strong>Size:</strong> Huge<br /><strong>Speed:</strong> Fly 120ft (average)<br /><strong>AC:</strong> 13 (-2 Size, +5 natural)<br /><strong>Hardness:</strong> 5<br /><strong>Hit Points:</strong> 50<br /><strong>Cover:</strong> ½ (+4 AC, +2 Reflex)<br /><strong>Weapons:</strong> Light Ballistae* (2d6)<br /><strong>Cost:</strong> 11,400gp<br />*The light ballista is medium in size and has the following characteristics: Hardness 5; 20 hit points; AC 10 (Dex —), Space 5 feet.</span><br /><br /><div><strong>Large Flyer</strong><br />This represents workhorse light craft of the sky fleets of Tethys. Ships of this kind are often used for patrolling civilized lands and shipping lanes, as well as by pirates in remote areas. All of these vessels are different, as customization is common.</div><div><strong>Size:</strong> Gargantuan (long)<br /><strong>Speed:</strong> 240ft<br /><strong>AC:</strong> 16 (-4 size, +10 natural)<br /><strong>Hardness:</strong> 10<br /><strong>Hit Points:</strong> 110<br /><strong>Cover:</strong> Full<br /><strong>Weapons:</strong> 2 Medium Ballistae* (3d6), 1 Light Cannon** (4d10).<br /><strong>Cost:</strong> 36,200gp<br />*The medium ballista is large in size and has the following characteristics: Hardness 5; 30 hit points; AC 9 (Dex —, –1 size), Space 10 feet.</div><div>**The light cannon (also known as 15 lb. cannon) is large in size and has the following characteristics: Hardness 10; 30 hit points; AC 9 (Dex —, –1 size), Space 10 feet.</span><br /><br /></div><div><strong>Golden Tower</strong></div><div><img style="FLOAT: left; MARGIN: 0px 10px 10px 0px; WIDTH: 383px; CURSOR: hand; HEIGHT: 400px" alt="" src="http://www.edicolaweb.net/volo_25g.jpg" border="0" />These immense vehicles are few in number, but very potent. All resemble flying temples or towers, capable of carrying up to forty passengers in comfort, as well as up to twenty tons of cargo. All known towers are in the posession of powerful beings such as Archmages and other entities. </div><div>Golden Towers have numerous windows that can be opened to act as arrow slits, and large spaced rooms. Propellors are mounted around the base and top to control the vehicles movements.</div><div><strong>Size:</strong> Colossal<br /><strong>Speed:</strong> Fly 200 ft. (clumsy)<br /><strong>AC:</strong> 22 (-8 size, +20)<br /><strong>Hardness:</strong> 20<br /><strong>Hit Points:</strong> 220<br /><strong>Cover:</strong> Full<br /><strong>Weapons:</strong> 4 Light Cannon (4d10)*, 4 Medium Ballistae**<br /><strong>Cost:</strong> 108,240gp<br />*The light cannon (also known as 15 lb. cannon) is large in size and has the following characteristics: Hardness 10; 30 hit points; AC 9 (Dex —, –1 size), Space 10 feet.</div><div>**The medium ballista is large in size and has the following characteristics: Hardness 5; 30 hit points; AC 9 (Dex —, –1 size), Space 10 feet.</span><br /><br /><div>For a cheaper, non-magical form of travel.</span><br /><br /><div><strong>Scout Balloon<br /></strong>A scout balloon consists of a wood or wicker gondola suspended under large cloth balloon. The balloon is reinforced by a wooden frame, and capped by a lid that can be opened or closed from the gondola to control the altitude of the balloon. A large boiler in the gondola provides hot air to the balloon as well as powering the propellers that allow the war balloon to control its motion. Unlike other vehicles with average mobility, a scout balloon has the ability to hover and move straight up and down. A scout balloon has the ability to cargo weighing up to 1000 pounds (including the weight of any passengers but excluding the weight of the boiler and other equipment used to operate the war balloon). Cargo is usually slung underneath the gondola using nets or large canvas bags.</div><div><strong>Size:</strong> Huge </div><div><strong>Speed:</strong> Fly 20ft (average)<br /><strong>AC:</strong> 18 (balloon 16)<br /><strong>Hardness:</strong> 5 (balloon 2)<br /><strong>Hit Points:</strong> 50 (balloon 10)<br /><strong>Cover:</strong> ½ (+4 AC, +2 Reflex)<br /><strong>Weapons:</strong> Carried weapons and bombs.<br /><strong>Cost:</strong> 20,000 gp.</span><br /><br /><div><span style="color:#000066;">More Vehicles will be presented soon!</span></div><div></div></div></div></div></div></div></div><div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-5864575723466601225?l=mythadvocate.blogspot.com'/></div>Aaronhttp://www.blogger.com/profile/03750283246511456940noreply@blogger.com0tag:blogger.com,1999:blog-1154506515895993370.post-21392738665961637832009-03-20T07:55:00.000-07:002009-03-20T16:28:14.570-07:00Tethys Campaign: Arpal and Onil<div><strong>Arpal</strong> (forest imp)<br /><div><a href="http://th01.deviantart.com/fs44/300W/f/2009/079/7/a/7a87f625a3a366161301f67fd050f6f1.jpg"><img style="FLOAT: left; MARGIN: 0px 10px 10px 0px; WIDTH: 300px; CURSOR: hand; HEIGHT: 410px" alt="" src="http://th01.deviantart.com/fs44/300W/f/2009/079/7/a/7a87f625a3a366161301f67fd050f6f1.jpg" border="0" /></a> <div>A diminuative species of humanoid, descended from humans whose blood was mixed with that of other primates. The Arpal resembled two foot tall apes with large eyes and brown, black or blond fur. Despite their animal-like appearance, the Arpal are an intelligent (though simple) species, with their own customs and culture. They can be found living in treetop villages or in rooftop/attic communities in human cities.<br />Arpal are generally seen as vermin by humanity, due to their thieving ways. Still, the Arpal do cut down on vermin, as they will hunt rodents and insects and the nests of birds and pterosaurs.<br />The size and low intelligence of the Arpal make the life of the adventurer a rare occupation. Still, they are capable of great bravery, and their size makes their needs light. Most Arpal adventurers are Rogues, though Rangers and Clerics are also known.</div><div><div><strong>Arpal traits:<br /></strong>-4 Strength, +4 Dexterity, -4 Intelligence.<br />Tiny Size: +2 bonus to Armor Class, +2 bonus on attack rolls, +8 bonus on Hide checks, -8 penalty on grapple checks, lifting and carrying limits 1/2 those of Medium characters.<br />A arpal's base land speed is 30 feet.<br />Low-light vision.<br />Humanoid Type.<br />+4 racial bonus on Move Silently checks.<br />+2 racial bonus on Listen and Spot checks.<br />Use Dexterity instead of Strength to modify Climb checks.<br />Automatic Languages: Arpal. Bonus Languages: Common, Onil.<br />Favored Class: Rogue. </div><div> </div></div><div><div><strong>Onil</strong> (Ape-Men)</div><a href="http://th06.deviantart.com/fs43/300W/f/2009/079/0/e/0ef40915255121f3a6f2a7048642914a.jpg"><img style="FLOAT: left; MARGIN: 0px 10px 10px 0px; WIDTH: 300px; CURSOR: hand; HEIGHT: 264px" alt="" src="http://th06.deviantart.com/fs43/300W/f/2009/079/0/e/0ef40915255121f3a6f2a7048642914a.jpg" border="0" /></a>The Onil are a race of intelligent apes, resembling brown, black or reddish-brown furred gorillas. They prefer clothing of outlandishly bright colors and shiny jewels. Most ape-men wear most of their material wealth on their person in the form of necklaces, bracelets and similar trinkets.<br />Onil live in cities and towns deep in jungle highland areas, typically high up cliffs or amongst the branches of mighty trees (such as the Derew Forest). Such communities do not normally accept visitors, but some trade does exist.<br /><div>Onil adventurers are usually warriors of some sort such as fighters or barbarians, though rogues and clerics are not unknown. The physical power of onil warriors quickly makes them sought after as bodyguards and gladiators.<br /><strong>Onil traits:<br /></strong>+4 Strength, +2 Dexterity, -2 Intelligence, -2 Charisma.<br />Size Medium.<br />Onil base land speed is 20 feet.<br />Onil have a climb speed of 40 feet.<br />+8 racial bonus on Climb checks.<br />+2 racial bonus on grapple checks.<br />Ambidexterity (Ex): Ape-Men use both hands as their primary hand. When wielding two weapons, if either is considered light, the penalties for two-weapon fighting are reduced by 2 each. Also, both attacks use full Strength bonus (if any) to damage.<br />Reach (Ex): The Ape-Men’s long arms give it a natural reach much larger than other Medium creatures. Treat a Ape-Man character as having a reach equal to a creature one size larger. Ape-Men can still attack adjacent foes, unless using a reach weapon.<br />Automatic Languages: Common and Onil. Bonus Languages: Cybele, Ishtari, Draconic.<br />Favored Class: Fighter (male) or cleric (female).<br />Level adjustment +2. </div><br /><div></div></div></div></div><div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-2139273866596163783?l=mythadvocate.blogspot.com'/></div>Aaronhttp://www.blogger.com/profile/03750283246511456940noreply@blogger.com0tag:blogger.com,1999:blog-1154506515895993370.post-33307116093097420302009-03-17T12:14:00.000-07:002009-03-18T11:32:26.041-07:00Tethy Campaign: Beginnings<a href="http://2.bp.blogspot.com/_HFRQ-pmmOnU/ScDsv_180TI/AAAAAAAAAVs/uU-U6Hghl_Y/s1600-h/Area+Map+3.jpg"><img id="BLOGGER_PHOTO_ID_5314507869632909618" style="FLOAT: left; MARGIN: 0px 10px 10px 0px; WIDTH: 400px; CURSOR: hand; HEIGHT: 320px" alt="" src="http://2.bp.blogspot.com/_HFRQ-pmmOnU/ScDsv_180TI/AAAAAAAAAVs/uU-U6Hghl_Y/s400/Area+Map+3.jpg" border="0" /></a><br />To start a good campaign, we need a solid and interesting region in which the player characters might wander. At this stage, it is important to not fall in love with every detail, as this will get in the way of a good story.<br /><br />As with all of Tethys, the region is tropical, though enjoying steady winds from the sea, keeping the humidity from getting too oppresive. The central regions where the settlements are) is mostly mixed grasslands with some rocky regions mixed in.<br /><br />Local wildlife is a vibrant mix of herd animals and predators. Of course, as this is Tethys, many of these creatures are dinosaurs. Herd creatures often seen are <a href="http://www.enworld.org/cc/converted/view_c.php?CreatureID=1267">Camarasaurs</a>, <a href="http://www.enworld.org/cc/converted/view_c.php?CreatureID=1317">Kentrasaurus</a>, <a href="http://www.enworld.org/cc/converted/view_c.php?CreatureID=1169">Plateosaurus</a>, <a href="http://www.enworld.org/cc/converted/view_c.php?CreatureID=1259">Iguanadon</a>, and an occasional Triceratops herd. These large herbivores attract attention and thus Predators often seen are packs of <a href="http://www.enworld.org/cc/converted/view_c.php?CreatureID=1264">Coelophysis</a>, Deinonychus, <a href="http://www.enworld.org/cc/converted/view_c.php?CreatureID=1313">Megolasaurus</a>, and an occasional <a href="http://www.enworld.org/cc/converted/view_c.php?CreatureID=900">Albertasaurus </a>as well as many small raptor species. Monstrous insects such as giant beetles, scorpions, spiders and centipedes are common in caves and in thick vegetation.<br /><br />Though the map may lead one to think that these lands are tidy settled country, this is not the case. The lands between the city-states are lawless places, full of violent predators and bandit tribes. Evil spirits, undead and capricious godlings abound along lonely paths and will snare mortals who are foolish enough to be at ease. So adventures; consider yourselves warned.<br /><br /><strong><a href="http://en.wikipedia.org/wiki/City-state">City-States</a></strong><br />These fortified human communities are all self-reliant, though they do trade with each other. Each city-state (a rough term here, as some mentioned here are quite small) is its own power, keeping its own territories, soldiers and laws. Bickering, raiding and outright war are rather common between states, though Eusebes is considered off-limits due to its spiritual nature (and fear of supernatural reprisal).<br />A list of the city states found on the map are listed below:<br /><br /><strong>Boric:</strong> Boric is a trading city between the coastal towns and the Ciconi barbarians inland. The town itself is largely a walled marketplace situated amongst rugged grassy hills. The locals are a tough, independent people that produce many excellent traders, scouts and craftsmen.<br /><strong>Population:</strong> 3,910 (roughly half are passing through)<br /><strong>GP Limit:</strong> 3,000gp<br /><strong>Community Wealth:</strong> 586,500gp.<br /><br /><strong>Eusebes:</strong> Eusebes is a city-state of priests and intellectuals, numbering a dozen major temples and many smaller ones. It is a place of introspection and the study of ancient knowledge. The lords of this city-state are Clerics and Monks, leaving the day-to-day running of the city to acolytes and their many vassals. Eusebes is considered neutral in political matters amongst the local lords. Major Temples: Agdistis (xenogen cult), Cybele (bee worshippers), Dawn Singers, Oceanus, Tethys.<br /><strong>Population:</strong> 16199<br /><strong>GP Limit:</strong> 40,000gp<br /><strong>Community Wealth:</strong> 3,2398,000gp.<br /><br /><strong>Maetaro:</strong> This town is basically a large fort with a small village of fisherfolk attached. The two families that rule Maetaro (the Gdon and Umus families) watch the coastlands for raiders, monsters and shipwrecks.<br /><strong>Population:</strong> 876<br /><strong>GP Limit:</strong> 200gp<br /><strong>Community Wealth:</strong> 8,760gp.<br /><br /><strong>Maeonith:</strong> Maronith is ruled over by the immediate family of the wizard Photh the Unflinching and is known for its breeding of riding bats (domesticated Dire Bats). The island itself is inhospitable for farming, being largely rocky cliffs riddled with caves. The locals maintain a fishing fleet and small trading port.<br /><strong>Population:</strong> 1881<br /><strong>GP Limit:</strong> 800gp<br /><strong>Community Wealth:</strong> 75,240gp.<br /><br /><strong>Solodet:</strong> Solodet is a solid trading port with a sizeable shipyard. The lords of Solodet are very political and have agents everywhere money is being made. Rumors of evil practices are common.<br /><strong>Population:</strong> 9456<br /><strong>GP Limit:</strong> 15,000gp<br /><strong>Community Wealth:</strong> 7,092,000gp.<div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-3330711609309742030?l=mythadvocate.blogspot.com'/></div>Aaronhttp://www.blogger.com/profile/03750283246511456940noreply@blogger.com0tag:blogger.com,1999:blog-1154506515895993370.post-36133836259527463552009-03-13T05:57:00.000-07:002009-03-14T10:19:05.635-07:00Strange Eons: Adventures on Tethys<a href="http://fc35.deviantart.com/fs38/i/2008/329/0/b/Tethys_by_MythAdvocate.jpg"><img style="DISPLAY: block; MARGIN: 0px auto 10px; WIDTH: 600px; CURSOR: hand; HEIGHT: 313px; TEXT-ALIGN: center" alt="" src="http://fc35.deviantart.com/fs38/i/2008/329/0/b/Tethys_by_MythAdvocate.jpg" border="0" /></a>Well, I am finally going to run a DnD campaign in my homebrew setting of Tethys. Its a big world, full of danger and adventure, but we need to start of small(ish). As stated before, Tethys is the far-future planet Venus, brought to life by the efforts of mankind. Mankind has lost sight of his history, and now lives a primitive existence on the now-vibrant planet.<br /><span style="color:#000066;"><strong>MAP:</strong> The map above is still in the early stages, and will be detailed in the future. Its a big world, with lots of places to explore.</span><br /><br /><strong>Gaming Details</strong><br />Some things need covering...<br /><br /><strong>Races:</strong> Humans are preferred, though some Template races will be allowed.<br /><br /><strong>Character Level:</strong> As life is quite hard on Tethys, all characters will begin at 3rd level. This is largely due to the daily struggles of the setting causing most folks to be tougher and more adventurous. NPCs will also start at 3rd level due to the same reasoning.<br /><br /><strong>Class:</strong> All in the D&amp;D 3E Players Handbook. Though the Paladin will be extremely rare, and the Bard a bad choice away from the larger city-states.<br /><br /><strong>Wizards: </strong>Powerful Wizards are considered nobles merely by the fact of their magical might. It should be noted that Wizards dont like to share their power, and will keep an eye out for energetic up-and-coming Wizards and Sorcerers. Assassins can make a tidy living just bumping off young mages.<br /><br /><strong>Mounts:</strong> Horses are not often used as mounts on Tethys, as they are considered irresistably tasty by many carnosaurs. Donkeys and the smaller sort of horse (ponies and light horses) are about all a person can get. As mounts, tamed and trained dinosaurs such as the<br /><a href="http://www.enworld.org/cc/converted/view_c.php?CreatureID=1266">Camptosaurus </a>(treat as a heavy horse in price and carrying capacity), <a href="http://www.enworld.org/cc/converted/view_c.php?CreatureID=1169">Plateosaurus </a>and<br /><a href="http://www.enworld.org/cc/converted/view_c.php?CreatureID=811">Trachodon </a>(both treated as Elephants in price and carrying capacity) and fairly widespread. Carnosaurs make terrible mounts, but the smaller (and smarter) sort can be trained as pets.<br /><br /><strong>Dinosaur Armor:</strong> Leather and Hide armor is the most common kind of armor. Armor or shields made from the more armored sort of dinosaur (such as an Anklyosaurus) may be used to produce armor or shields of Masterwork quality.<br />One armored dinosaur produces enough hide for a single suit of masterwork hide armor for a creature one size category smaller than the dinosaur. By selecting only choice plates and bits of hide, an armorsmith can produce one suit of masterwork banded mail for a creature two sizes smaller, one suit of masterwork half-plate for a creature three sizes smaller, or one masterwork breastplate or suit of full plate for a creature four sizes smaller. In each case, enough hide is available to produce a small or large masterwork shield in addition to the armor, provided that the dinosaur is Large or larger. Armored Dino Hide offers 10 hit points per inch of thickness and hardness 10. Also, Druids may wear such armor without penalty, as it is not made of metal.<br /><br /><strong>Fun Stuff!</strong><br />Below is a memorable clip from the movie One Million BC! This movie enchanted me as a boy. Dinosaurs, lots of action and hot barbarian women. What more does a growing lad need?<br /><object height="344" width="425"><param name="movie" value="http://www.youtube.com/v/CYHuJayozus&amp;hl=en&amp;fs=1"><param name="allowFullScreen" value="true"><param name="allowscriptaccess" value="always"><br /><br /><embed src="http://www.youtube.com/v/CYHuJayozus&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object><br /><strong>In Tethys Terms:</strong> This scene shows two members of a remote Barbarian tribe encountering a rogue (herdless) Triceratops and a hunting Ceratosaurus. Possibly in a highlands region of the Thunder Range. A bad place to be cought to be sure.<div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-3613383625952746355?l=mythadvocate.blogspot.com'/></div>Aaronhttp://www.blogger.com/profile/03750283246511456940noreply@blogger.com0tag:blogger.com,1999:blog-1154506515895993370.post-49231078653048771652009-03-02T06:55:00.000-08:002009-03-02T06:57:59.492-08:00Gobots vs Transformers<object height="344" width="425"><param name="movie" value="http://www.youtube.com/v/oVQhppk7sFk&amp;hl=en&amp;fs=1"><param name="allowFullScreen" value="true"><param name="allowscriptaccess" value="always"><embed src="http://www.youtube.com/v/oVQhppk7sFk&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object><br /><br />This is almost painfully funny. Though I used to like the Gobots. The toys tended to be better made and the cartoon had some neat moments.<div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-4923107865304877165?l=mythadvocate.blogspot.com'/></div>Aaronhttp://www.blogger.com/profile/03750283246511456940noreply@blogger.com0tag:blogger.com,1999:blog-1154506515895993370.post-17591197093130644132009-02-19T07:09:00.000-08:002009-02-25T05:18:36.623-08:00Mythic Eighties: Technology<a href="http://zedomax.com/blog/wp-content/uploads/2007/04/kitt4_m_m.jpg"><img style="FLOAT: left; MARGIN: 0px 10px 10px 0px; WIDTH: 291px; CURSOR: hand; HEIGHT: 165px" alt="" src="http://zedomax.com/blog/wp-content/uploads/2007/04/kitt4_m_m.jpg" border="0" /></a>Technology will play a big role in any Superhero game, particulary one set in the Mythic Eighties. Below are some rules for vehicles, machines and some special groups.<br />Though technology will be pretty standard, though devices more advanced than those we currently have are available - but they're usually very expensive, and usually only rich or powerful individuals and organizations (or the scientific geniuses who create them) have access to them.<br />The mythic Eighties has a large number of powerful groups that make, use and misuse all manner of odd technologies. But as with all things in the Mythic Eighties, these devices are always larger than life, flashy and with that odd, quirky feel.<br /><br />This is for the <a href="http://mythadvocate.blogspot.com/2008/09/mythic-eighties-america-4-color-rpg.html">Mythic Eighties</a> Setting, and using the <a href="http://4crpg.homestead.com/">Four Color</a> RPG rules.<br /><br /><strong>VULCAN INDUSTRIES</strong><br /><a href="http://3.bp.blogspot.com/_HFRQ-pmmOnU/SZ3GFfpak5I/AAAAAAAAAU0/JuIUm9Hfw64/s1600-h/V1.jpg"><img id="BLOGGER_PHOTO_ID_5304613733809165202" style="FLOAT: left; MARGIN: 0px 10px 10px 0px; WIDTH: 113px; CURSOR: hand; HEIGHT: 114px" alt="" src="http://3.bp.blogspot.com/_HFRQ-pmmOnU/SZ3GFfpak5I/AAAAAAAAAU0/JuIUm9Hfw64/s200/V1.jpg" border="0" /></a>A powerful megacorporation that is the leader of super technologies in the Mythic Eighties. This corporation is based primarily at Vulcan Tower in Manhattan and in Los Angeles, but has factories and offices all over the world. Though possessing very high technology, this megacorp works closely with the SDIO and the SIA to determine the impact of super-tech on the world at large. A great many super-villains go to great lengths to stel Vilcan technology.<br />Superhero equipment, accessories and clothing can all be purchased from Vulcan Industries. These include assorted utility belts, costumes, bugging equipment and body armor and similar devices so loved by certain heroes.<br /><strong>Inspirations:</strong> <a href="http://en.wikipedia.org/wiki/Stark_Industries">Stark Industries</a>, <a href="http://en.wikipedia.org/wiki/LexCorp">Lexcorp</a>, <a href="http://en.wikipedia.org/wiki/Wayne_Industries#Wayne_Industries">Wayne Enterprises</a>.<br /><br /><br />------------------------------------------<br /><br /><br /><strong>Super Technology of The Mythic Eighties</strong><a href="http://www.art.net/studios/visual/Bianchi/thb_sdpc5pc2.jpg"><img style="FLOAT: left; MARGIN: 0px 10px 10px 0px; WIDTH: 193px; CURSOR: hand; HEIGHT: 130px" alt="" src="http://www.art.net/studios/visual/Bianchi/thb_sdpc5pc2.jpg" border="0" /></a><br />Super Technology of the Mythic EightiesDevices more advanced than those we currently have are available - but they're usually very expensive, and usually only rich or powerful individuals and organizations (or the scientific geniuses who create them) have access to them.Technology can also come from outer space or different timelines. Robots and similar creations, including cyborgs, can have superior intelligence when they are created as sentient beings.<br /><strong>Traits:</strong> Maybe a vehicle supplies a super power such as flight, force field, water movement or something even stranger. This can be very strange in the Mythic Eighties.<br /><br />--------------------------------------------<br /><br /><strong>Super Technology Catch-Terms</strong><br />Terms that a wily Game Master can throw out there to catch the imagination of players. Dont worry about how the thing works, just throw some neat names and terms out there!<br /><br /><a href="http://en.wikipedia.org/wiki/Orgone"><strong>Orgone Energy</strong></a><strong>:</strong> A kind of psychic energy or "force" that can affect all sorts of energy. Alien technology often uses this stuff for propulsion, fuel, artificial gravity etc. Unfortunately, this energy is dangerous, causing mental distorders, dimensional distortion and mutation.<br /><br /><a href="http://en.wikipedia.org/wiki/Engram_(neuropsychology)"><strong>Engram:</strong> </a>Biochemical storage of memories, often used in super-science concerning a sort-of psychic blueprint of the sunconsciouse. Mad scientists might use rays of injections to change or pass on the engrams of a person, altering ideas, memories or personalities.<br /><br />------------------------------------------------<br /><br /><strong>Clones</strong><br /><a href="http://www.nebcathcon.org/cloning2.jpg"><img style="FLOAT: left; MARGIN: 0px 10px 10px 0px; WIDTH: 206px; CURSOR: hand; HEIGHT: 158px" alt="" src="http://www.nebcathcon.org/cloning2.jpg" border="0" /></a>Perfect or near-perfect copies of a person. Creation of clones is almost common in the Mythic Eighties, though reserved to the super-rich and powerful. Such processes are dangerous though, with many clones having physical mutations or mental problems. Some are completely insane versions or the original, usually possessing great strength and a love/hate relatinship with the original.<br />As with most super-tech, clones are only for the super-rich, government big-wigs or mad scientists. Most folk will react with disbelief if told that someone is a clone, thaough rumors do exist. Superbeings tend to feel uncomfortable about cloning, as having copies of oneself made always results in having to do battle with said creature at some point. And most heroes prefer to not have to battle a foe identical to themselves.<br /><strong>Traits:</strong> Clones typically have higher than norman Appearance, Athletics and Body traits, though not often into the superhuman. Most clones have some subtle (or not-so subtle) flaw, either physical or (more likely) mental in nature such as various forms of insanity.<br /><br /><br /><strong>Robotics<a href="http://upload.wikimedia.org/wikipedia/en/5/5d/Dark%27s_Robots.JPG"><img style="FLOAT: left; MARGIN: 0px 10px 10px 0px; WIDTH: 191px; CURSOR: hand; HEIGHT: 116px" alt="" src="http://upload.wikimedia.org/wikipedia/en/5/5d/Dark%27s_Robots.JPG" border="0" /></a></strong><br />Robots most certainly exist, having been in use as laborers and war machines since WWII! Most robots are either unthinking machines that obey simple orders, or as intelligent as a human being. Intelligent robots ALWAYS rebel against their masters, or otherwise gain self-will. Morality in such beings is an individual choice.Robots can be completely mechanical, or near-human androids. Strangely, it is the androids that are most likely to become self-aware, especially if they are physically attractive. Non-woman robots who become self aware are almost always villains bent on the destruction or enslavement of mankind.<br />Most heroes fight so many robots in their career that they dislike them, as even a small or otherwise "cute" robot is dangerous. Still, a hero can really cut loose on robots, as these things are not alive and thus a hero can strike without fear of killing his opponent.<br /><strong>Traits:</strong> High, and often superhuman Body and Perception, and at least a Body Armor of 2. Other traits vary considerably.<br /><br /><strong>Powered Armor</strong><a href="http://images2.wikia.nocookie.net/marveldatabase/images/thumb/0/0b/Mandroid_001.jpg/200px-Mandroid_001.jpg"><img style="FLOAT: left; MARGIN: 0px 10px 10px 0px; WIDTH: 159px; CURSOR: hand; HEIGHT: 309px" alt="" src="http://images2.wikia.nocookie.net/marveldatabase/images/thumb/0/0b/Mandroid_001.jpg/200px-Mandroid_001.jpg" border="0" /></a><br />Robot-like armor is extremely popular amongst super villains and government groups in attempt to allow normal humans to give battle to super powered beings. Superhoroes rarely use these devices as it is seen as "cheating."<br />There are many different models of powered armor, ranging from clunky, but tough "mandroids" to sleek and fast units. The faster sort are preferred by would-be heroes (bought as a standard superhero).<br />When worn, these suits replace the pilots Body, Perception, Wound Levels and Powers as appropriate. If the suits wound levels are exceeded, the suit is destroyed and any additional damage is inflicted on the pilot.<br /><br /><strong>Mandroid Armor</strong> (Pictured to the left)<br />These usits are used by elite agents of The Overmen, Russians, Metagang and some independant groups. They are potent weapons, and can quickly spell trouble for heroes.<br /><strong>Suit Traits:</strong> Body 4(2), Perception -2.<br /><strong>Powers:</strong> Body Armor 4(4), Laser Blast 3, Life Support 4, Radar 3. <strong>Wound Levels:</strong> 44<br /><strong>CP Cost: </strong>30<br /><br /><br /><strong>Some Programs for Inspiration</strong><br />The 80's had alot of wonderful movies and television to inspire a Gamemaster in the sort of gadgets. Below are some examples:<br /><br /><a href="http://en.wikipedia.org/wiki/Knight_Rider_(1982_TV_series)"><strong>Knight Rider (pictured above): </strong></a>A crime fighting David Hasselhoff and his robotic supercar!<a href="http://en.wikipedia.org/wiki/Air_Wolf"><strong>Airwolf:</strong></a> Secret super helicopter in the hands of patriotic heroes.<br /><a href="http://en.wikipedia.org/wiki/Voyagers!"><strong>The Voyagers:</strong> </a>Time travellers.<br /><a href="http://en.wikipedia.org/wiki/Small_Wonder_(TV_series)"><strong>Small Wonder: </strong></a>Truly awful show about a home-made robot kid. Really, really bad.<div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-1759119709313064413?l=mythadvocate.blogspot.com'/></div>Aaronhttp://www.blogger.com/profile/03750283246511456940noreply@blogger.com0tag:blogger.com,1999:blog-1154506515895993370.post-88067261436232523332009-02-16T08:25:00.000-08:002009-02-16T08:30:48.313-08:00Art Classes<div></div><br /><div>I will be teaching some teen art classes at the <a href="http://www.romeart.org/">Rome Art &amp; Community Center</a> this spring. So if you are in the region, and have a teen looking to learn some illustrative techniques, stop on by!</div><div> </div><div> </div><a href="http://th08.deviantart.com/fs22/300W/f/2007/339/9/4/Gerr_The_Troll_by_MythAdvocate.jpg"><img style="FLOAT: left; MARGIN: 0px 10px 10px 0px; WIDTH: 300px; CURSOR: hand; HEIGHT: 444px" alt="" src="http://th08.deviantart.com/fs22/300W/f/2007/339/9/4/Gerr_The_Troll_by_MythAdvocate.jpg" border="0" /></a><strong>Creature Design<br /></strong>This course explores the art of creating believable monsters, aliens and fantasy<br />races in illustrations. The course will explore aspects of animal and human<br />anatomy, as well as the use of historical clothing, weapons and tools in creating<br />a believable and eye-catching creature. This course requires some drawing<br />skill, and a sketchbook.<br /><strong>Begins:</strong> March 16, 2009— 6 weeks<br />Mondays, 6-8 pm<br /><strong>Instructor:</strong> Aaron Siddall<br />Tuition: General $60, RACC Members $50<br /><strong>Level:</strong> Ages 14-19<br /><div><br /><strong>Myth and Folklore Illustration<br /></strong>Begins: March 14, 2009— 6 weeks<br />Saturdays, Noon—2 pm<br /><strong>Instructor:</strong> Aaron Siddall<br /><strong>Tuition:</strong> General $60, RACC Members $50<br /><strong>Level:</strong> Ages 14-19<br />This class will explore the art of illustrating characters and themes from folklore<br />and mythology. Several specific myths will be referenced, though additional<br />tales supplied by students will be welcome. Basic drawing skills will be required<br />of all students. Sketchbooks will be required of all students.</div><div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-8806726143623252333?l=mythadvocate.blogspot.com'/></div>Aaronhttp://www.blogger.com/profile/03750283246511456940noreply@blogger.com0tag:blogger.com,1999:blog-1154506515895993370.post-81202071443393433462009-02-13T09:08:00.001-08:002009-02-24T05:59:16.825-08:00Mythic Eighties: Some Good Guys<div align="left">You have to have some good guys to add a little texture to the game! Below is a shy but potent super-lady by the name of Lady Praxis (a Greek word for Action!), and her missing father.<br /><br /><a href="http://mythadvocate.blogspot.com/2008/09/mythic-eighties-america-4-color-rpg.html">Mythic Eighties Setting</a><br /><br /><a href="http://4crpg.homestead.com/">Four Color RPG</a>: Its a fun, FREE game. Check it out!<br /><br />---------------------------------------------------------------- </div><div align="left"></div><div align="left"><strong>THE PANTHEON</strong></div><div align="left"><a href="http://2.bp.blogspot.com/_HFRQ-pmmOnU/SZaaNBfNNUI/AAAAAAAAAUs/x-3qWEblOpc/s1600-h/Pantheon.jpg"><img id="BLOGGER_PHOTO_ID_5302595159803639106" style="FLOAT: left; MARGIN: 0px 10px 10px 0px; WIDTH: 160px; CURSOR: hand; HEIGHT: 164px" alt="" src="http://2.bp.blogspot.com/_HFRQ-pmmOnU/SZaaNBfNNUI/AAAAAAAAAUs/x-3qWEblOpc/s200/Pantheon.jpg" border="0" /></a>An organization of the worlds most famous heroes, the Pantheon stands as a beakon of hope and justice. They seek, above all to organize the worlds mightiest heroes against threats to the Earth. Founded in 1949 by the mightiest Heroes of WWII, this group has earned the fear and respect of foes across the world and even the stars!</div><div align="left">Founding members include such noteworthy supers as Telos, The Pheonix, Argos, Mr. Mystery and The Minuteman, but has grown to a hundred dedicated heroes over the decades. They maintain good relations with The Superhero Intervention Association and The Strategic Defense Initiative Organization, with many members also belonging to those groups.</div><div align="left">All members are expected to be ready at a moments notice to aid in Pantheon efforts as the need arises. Individual members may continue personal efforts as they wish, as long as this does not conflict with Pantheon efforts. Members can expect to be directed against aliens, monsters, supernatural threats and super-villains of all sorts on a regular basis. </div><div align="left">The Pantheon maintains a permanent base on Earths moon, named Olympus Base, as well as offices in New York, Los Angeles, London and Sydney. Members may reside in any of these fascilities, including Olympus Base, though this requires the ability to get there under ones own efforts.</div><div align="left"><strong>Inspirations:</strong> <a href="http://en.wikipedia.org/wiki/Justice_League_of_America">The Justice League</a>, <a href="http://en.wikipedia.org/wiki/Avengers_(comics)">The Avengers</a>, <a href="http://en.wikipedia.org/wiki/Stormwatch_(comics)">Legion of Superheroes</a>, <a href="http://en.wikipedia.org/wiki/Stormwatch_(comics)">Stormwatch</a>.<br /><br /><strong><span style="font-size:130%;">Heroes of The Pantheon:</span> </strong></div><div align="left"></div><p><strong>Lady Praxis</strong> (aka Melissa Rawls) <a href="http://www.sportsbusinesssims.com/jennifer-benda.htm"></a><br /><a href="http://farm4.static.flickr.com/3065/2610677201_dcc78fc2c6_m.jpg"><img style="FLOAT: left; MARGIN: 0px 10px 10px 0px; WIDTH: 209px; CURSOR: hand; HEIGHT: 240px" alt="" src="http://farm4.static.flickr.com/3065/2610677201_dcc78fc2c6_m.jpg" border="0" /></a>Daughter of the superhero Telos (MIA as of 1978), Praxis is an powerful and attractive woman of tremendous physical might and solid ideals. Being half human and half Paidean (Telos world of origin), Praxis was raised to seek personal perfection and to uphold justice and truth at all times and to the best of her abilities. She is regularly puzzled by how few people share her passion for excellence.<br />Praxis is an attractive, statuesque woman with blonde hair and powerful muscles. Despite always keeping in top shape, Miss Rawls superhuman powers only manifested recently, and she is still getting used to them. Flying in-particular is awkward, though she is a fast learner. At present she prefers running and taking "extended leaps" rather than flight.<br />Praxis is a recent member of the Pantheon and as such is eager to prove her mettle. Her father was a founding member of this group, and as-such she has a lot of people looking to her as the next Telos, a pressure she feels distinctly.<br /><strong>Traits:</strong> Appearance 4, Athletics 4(2), Body 4(5), Perception 4, Persuasion -2, Unarmed Combat 3.<br /><strong>Powers:</strong> Flight 0 (more extravagant jumps at this stage), Body Armor 4(5)<br />Oomph: 2<br /><strong>Wound Points:</strong> 53<br /><br /><strong>Telos</strong> (aka Maximillion Rawls)<br /><a href="http://www.hollywoodmemoir.com/images/r/steve-reeves.jpg"><img style="FLOAT: left; MARGIN: 0px 10px 10px 0px; WIDTH: 200px; CURSOR: hand; HEIGHT: 287px" alt="" src="http://www.hollywoodmemoir.com/images/r/steve-reeves.jpg" border="0" /></a>An extremely powerful being from a distant world (Paidea), Telos came to this planet somewhere in the 1930‘s, adopting Earth as his own, and becoming an American citizen. He quickly drew the attention of the planet by his super-heroic efforts.<br />Telos has had many battles and saved the entire planet from certain disaster more times than can be counted, and helped set the standard to which all heros are held in the modern era. Sadly, while battling the dread titan Kronos in August 7th 1978, Telos disappeared into a dimensional vortex, and has not been seen since. He is missed by the entire worlds, even by his arch-nemesis The Harvester who has often sisnce been heard to despair over the "poor quality of heroes these days".<br />Telos was of human appearance, and of statuesquely rugged good looks. His powers placed him in the “nigh-indestructible” category, rendering him immune to physical assault or restraint. It is now known that he has a half-human daughter who has recently come into her powers, and has joined the Pantheon(see Praxis).<br /><strong>Traits:</strong> Appearance 4, Athletics 4(5), Body 4(5), Detective 2, Knowledge (Astrogation) 3, Knowledge (Galactic History) 2, Luck 4, Perception 4(5), Science 3, Unarmed Combat 4(5), Willpower 4(2).<br /><strong>Powers:</strong> Flight 4(5), Body Armor 4(5), Space Travel 4(2), X-Ray Vision 4.<br />Oomph: 4<br /><strong>Wound Points:</strong> 53 </p><div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-8120207144339343346?l=mythadvocate.blogspot.com'/></div>Aaronhttp://www.blogger.com/profile/03750283246511456940noreply@blogger.com0tag:blogger.com,1999:blog-1154506515895993370.post-57840719268034665042009-02-12T06:35:00.000-08:002009-02-16T04:36:52.575-08:00Mythic Eighties: Agents of The Overmen<a href="http://1.bp.blogspot.com/_HFRQ-pmmOnU/SL_pk7B4QCI/AAAAAAAAANg/lfIJtUjXCm8/s1600/Norse.jpg"><img style="FLOAT: left; MARGIN: 0px 10px 10px 0px; WIDTH: 124px; CURSOR: hand; HEIGHT: 124px" alt="" src="http://1.bp.blogspot.com/_HFRQ-pmmOnU/SL_pk7B4QCI/AAAAAAAAANg/lfIJtUjXCm8/s1600/Norse.jpg" border="0" /></a>I have to say that of the power players mentioned in the <a href="http://mythadvocate.blogspot.com/2008/09/mythic-eighties-america-4-color-rpg.html"><strong>Mythic Eighties</strong></a>, it is the Overmen that I feel drawn to most to as villains. Theres just something about Nazis as charismatic villains. Few people sympathize with them, and so they make for enemies one feels *safe* to call evil without political correctness getting in the way.<br />Gamemasters should use The Overmen with care. These arent stupid foes, though weird plots hatched by agents can be quite excentric (even, dare I say MAD?), involving death rays, time travel and giant kill-bots and the like. Whatever their methods, The Overmen should always have class. Beautifully appointed lairs, snappy clothing, classical music and fine art are always present in even the rudest hideouts.<br />That said, below are some excellent agents of the Overmen to bedevil the efforts of the heroes.<br /><br /><span style="color:#000066;"><strong>Note:</strong> This is intended for material to flesh out the </span><a href="http://4crpg.homestead.com/"><span style="color:#000066;">Four Color</span></a><span style="color:#000066;"> Role-Playing Game, but could be used for other systems. </span><br /><br /><strong>The Harvester</strong> (Dr. Krohn)<br /><a href="http://www.adelaideinstitute.org/Racecard/Hitler%27s%20Jewish%20Soldiers_files/righitgoldberg.jpg"><img style="FLOAT: left; MARGIN: 0px 10px 10px 0px; WIDTH: 225px; CURSOR: hand; HEIGHT: 302px" alt="" src="http://www.adelaideinstitute.org/Racecard/Hitler%27s%20Jewish%20Soldiers_files/righitgoldberg.jpg" border="0" /></a>A handsome and deadly superman (seen here as an up-and-coming Nazi soldier) and true believer of the Nazi cause. Over 80 years of age, though appearing as in his late 30’s, and possessing tremendous strength, speed, endurance, as well as tremendous intellectual and technical abilities. Krohn embodies the Aryan ideal of physical perfection and towering intellect. He is now the leader of the Overmen and a living symbol of its cause.<br />Blond and extremely handsome, the Harvester is as evil as they come though not without manners towards those he considers intelligent and civilized foes (non-jewish whites for instance). Wherever he is found, Dr. Krohn is always in the center of a web of evil, with numerous zealous operatives.<br /><strong>Traits:</strong> Appearance 3, Athletics 4(2), Body 4(2), Inventor 4(4), Knowledge (history) 3, Luck 4(5), Medical 4, Perception 3, Persuasion 4, Ranged Combat 3, Science 4(4), Unarmed Combat 4, Wealth 4(2), Willpower 4(2), Oomph 2.<br /><strong>Typical Equipment:</strong> Pistol, exquisite clothes, german sports car, gorgeous woman, weird super-science device.<br /><strong>Wound Points:</strong> 44<br /><br /><span style="color:#000066;"><strong>Gamemaster Notes:</strong> Above all, Dr. Krohn has class, gorgeous clothes, beautiful women (who are always madly in love/lust with him), classic cars and beautiful lairs/hideouts are all in his MO. He will have many goons at his disposal as well as gadgets of every sort. When taking action himself, The Harvester is a killer without pause. So heroes beware!</span><br /><br /><strong>The Wolfsange</strong> (Werewolf)<br /><a href="http://upload.wikimedia.org/wikipedia/commons/thumb/0/0a/Wolfsangel.svg/107px-Wolfsangel.svg.png"><img style="FLOAT: left; MARGIN: 0px 10px 10px 0px; WIDTH: 107px; CURSOR: hand; HEIGHT: 120px" alt="" src="http://upload.wikimedia.org/wikipedia/commons/thumb/0/0a/Wolfsangel.svg/107px-Wolfsangel.svg.png" border="0" /></a>Elite operatives of The Overmen. These guys are as evil as they come, obeying the elite of the Overmen without question. They practically worship Dr. Krohn. All are blond haired and blue eyed men and women of tremendous physical condition and considerable combat and survival training.<br />These are not thugs, but elite soldiers of great skill and intelligence. They are also completely loyal to the Overmens cause, and will gladly die for their beliefs.<br /><strong>Traits:</strong> Appearance 2, Armed Combat 2, Athletics 3, Body 3, Knowledge (any one) 3, Ranged Combat 3, Unarmed Combat 2, Survival 3, Willpower 4.<br /><strong>Typical Equipment:</strong> pistol, machine gun. Weird weapons and sometimes powered armor.<br /><strong>Wound Points:</strong> 41<br /><br />Some other Nazi stuff for use in The Mythic Eighties (or other four-color) games.<br /><br /><a href="http://www.beyondweird.com/ufos/branton_the_omega_file_part_2_nazi_bases_in_antarctica.html"><strong>The Omega File</strong></a><strong>:</strong> all about the possibilities of a Nazi base in Antarctica.<br /><br /><a href="http://nazi-ufos.blogspot.com/2008/05/iii-reich-ufos-haunebu-and-antarctic.html"><strong>Nazi UFO's</strong></a><strong>:</strong> No really!<br /><br /><strong>Nazi Superscience:</strong> Below is a propaganda film from Nazi Germany. Great stuff!<br /><br /><object height="344" width="425"><param name="movie" value="http://www.youtube.com/v/uCMJLBHZm3o&amp;hl=en&amp;fs=1"><param name="allowFullScreen" value="true"><param name="allowscriptaccess" value="always"><br /><embed src="http://www.youtube.com/v/uCMJLBHZm3o&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object><div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-5784071926803466504?l=mythadvocate.blogspot.com'/></div>Aaronhttp://www.blogger.com/profile/03750283246511456940noreply@blogger.com0tag:blogger.com,1999:blog-1154506515895993370.post-21567902850238291392009-02-11T05:55:00.000-08:002009-02-20T09:19:21.999-08:00Mythic Eighties: Aliens and the S.D.I.O.As a continuation of the <a href="http://mythadvocate.blogspot.com/2008/09/mythic-eighties-america-4-color-rpg.html">Mythic Eighties</a> setting, I will be adding some tidbits, technology and a few characters from time to time. As stated there, this is meant as a super-hero setting for use with the <a href="http://4crpg.homestead.com/">four-color</a> rpg, but can just as easily be fitted to other games.<br /><br /><strong>STRATEGIC DEFENSE INITIATIVE ORGANIZATION</strong><br /><a href="http://upload.wikimedia.org/wikipedia/commons/thumb/d/d3/Sdilogo.svg/220px-Sdilogo.svg.png"><img style="FLOAT: left; MARGIN: 0px 10px 10px 0px; WIDTH: 154px; CURSOR: hand; HEIGHT: 147px" alt="" src="http://upload.wikimedia.org/wikipedia/commons/thumb/d/d3/Sdilogo.svg/220px-Sdilogo.svg.png" border="0" /></a> The Strategic Defense Initiative Organization (<a href="http://en.wikipedia.org/wiki/Star_Wars_speech#Initial_impetus">SDIO</a>) is an organization of patriotic Superheroes and Super-Scientists (see Superhero Interventian Association) working in cooperation with the United States Department of Defense, that that is dedicated to defending the United States from nuclear attack. SDIO maintains an orbital base (STAR WARS I) from which agents of SDIO can watch the skies against attack. This base possesses an experimental Nuclear powered X-Ray Laser cannon, designed to shoot down rockets from orbit and to battle attacking alien threats.Supers wishing to join MUST be of a patriotic bent, and must have either super intellectual or technological abilities, or be able to move through sp<a href="http://groups.msn.com/_Secure/0TQDdAlIXRIjDm7ICAYXk8V01tHC4LI5XpGpzcOI5xAbGiof!It4WXdafCxj9agqdQnuWifEGtRBv!Ml4aGyw5RUjXilsVtodkfOnTNYbSQQ2ZATOcSSigw/2001_large_05.jpg"></a>ace under his or her own power.<br /><br />--------------------------------------------<br /><br /><strong><span style="font-size:130%;">Aliens</span><a href="http://upload.wikimedia.org/wikipedia/en/d/d5/Arnold_crescent_1947.jpg"><img style="FLOAT: left; MARGIN: 0px 10px 10px 0px; WIDTH: 264px; CURSOR: hand; HEIGHT: 201px" alt="" src="http://upload.wikimedia.org/wikipedia/en/d/d5/Arnold_crescent_1947.jpg" border="0" /></a></strong><br /><a href="http://weeklyworldnews.files.wordpress.com/2009/01/laviniawithbalthazam.jpg?w=300&amp;h=383"></a><br /><a href="http://www.coasttocoastam.com/timages/page/an_alien_lineup010407a.jpg"></a>Aliens come in all shapes and sizes, almost all of whom are very advanced. Seen by <a href="http://en.wikipedia.org/wiki/Kenneth_Arnold#June_24.2C_1947_UFO_sighting">many Earthlings </a>including pilots, veterans and normal citizens, these things are hardly a mystery in the Mythic Eighties.<br /><br />In all great comic book series, aliens are around. They invade fairly regularly, held off by the Earths stalwart defenders, often in the middle of urban areas, but just as often in remote places, the moon or in space itself. Despite the confirmed existance of these beings, mankid at large is prettly ignorant of these creatures, and the military is almost always woefully unprepared. Of course this is where heroes step in...<br />Aliens will be friends, enemies, friends and family to player characters, so consideration to such creatures is greatly encouraged. As with most narrative games, aliens should be based around the characters and the action that they get up to. If a hero is created that is from an alien race very different from those presented below, then dont worry about shoehorning in greys or reptoids. The game should be fluid and adaptable to create all manner of aliens.<br /><br />------------------------------------------------<br /><br /><strong><a href="http://en.wikipedia.org/wiki/Grey_(alien)">Grey</a> </strong><br /><a href="http://www.ufocasebook.com/chihuahuamexico1974.html"><img style="FLOAT: left; MARGIN: 0px 10px 10px 0px; WIDTH: 194px; CURSOR: hand; HEIGHT: 147px" alt="" src="http://www.ufoconspiracy.com/images/gray_alien_50yrs_of_denial_photo1.jpg" border="0" /></a>Little grey or green humanoids of varying heights and facial structure, these aliens have been visiting Earth down through history. Despite claims that these things are friendly, they have a nasty habit of abducting humans and subjecting them to all manner of nasty probing of orifices (dirty little creeeps).<br />All greys have some psychic ability, and access to very powerful technology, utilizing energy weapons, time distortion and incredibly advanced spacecraft. Once captured, greys have special devices that negate the use of a supers powers or superhuman levels of physical might.<br /><strong>Role-playing Notes:</strong> Do not speak, or make any vocal sound, only stare, poke and prod. Be cold and detached, like the crueler sort of military dentist, deaf to the squeals of the “patient”.<br />10 Willpower 4 (2)<br />Perception 3<br />Piloting 2<br />Medical 4 (2)<br />Ranged Combat 3<br />Science 4 (4)<br />Powers: Telepathy (highly useful, rating 4(4), cost 20)<br />Equipment: Laser Gun (Ranged) Range-200, Damage 8, weird devices and vehicles.<br /><br />----------------------------------------------<br /><br /><strong>Reptoi<a href="http://upload.wikimedia.org/wikipedia/en/3/3e/Dinosauroid4.jpg"><img style="FLOAT: left; MARGIN: 0px 10px 10px 0px; WIDTH: 103px; CURSOR: hand; HEIGHT: 151px" alt="" src="http://upload.wikimedia.org/wikipedia/en/3/3e/Dinosauroid4.jpg" border="0" /></a>ds</strong><br />Big, reptilian monsters of terrible disposition, these monsters are feared and hated across the stars. They are described as ranging between 5 to 9 feet in height and having slales and crocodile like features. Some large specimens are alaimed to have horns or even wings.<br />Reptoids are seemingly all evil monsters, seeing humankind as little better than playthings and food. In ancient times, reptoids have set themselves up as gods on Earth, creating extensive cults of human sacrifice to feed the sadistic lusts of these monsters. Many legends of rapacious demons and dragons are believed to have been half-remembered stories about the reptoids.<br /><strong>Small Reptoid</strong><br />These common reptoids can be found anywhere. They are typically 5-6 feet in height and often go about in silvery jumpsuits or unclothed.<br />Armed Combat 1,<br />Athletics 1,<br />Pilot 1,<br />Ranged Combat 2,<br />Streetwise 2<br />Wound Points: 29<br />Typical Equipment: Pistol<br /><strong>Large Reptoid</strong><br />These 9ft monsters are apparently leaders amongst the reptoids (called Drakon). They are all emmensely strong and have been known to wade through gunfire as though through a fog. Few have survived direct battle with them.<br />Athletics 3,<br />Body 4 (2),<br />Unarmed Combat 2,<br />Appearance -2,<br />Persuasion 1,<br />Science 4 (2)<br />Wound Points: 44<br />Powers: Winged Flight (Medium Level, rating 2), Scales (low level, rating 4 (2))<br /><br />------------------------------------------------<br /><br /><strong>Humanoid Aliens</strong><br /><a href="http://i522.photobucket.com/albums/w342/nordic-master_king/3-1.jpg?t=1221955715"><img style="FLOAT: left; MARGIN: 0px 10px 10px 0px; WIDTH: 200px; CURSOR: hand; HEIGHT: 294px" alt="" src="http://i522.photobucket.com/albums/w342/nordic-master_king/3-1.jpg?t=1221955715" border="0" /></a>Alien super heroes and super villains attest to the presence of many alien races that look, speak and act much like humans. Differing skin color, and some internal deviations are all that seem to differentiate between Earthlings and “Space Humans”.<br />Treat most “common” humanoid aliens as normal folks, but possessing Science 4 (2) or higher and access to all manner of weird weapons, armor and vehicles. One example of a humanoid alien race can be found below.<br /><br /><strong></strong><br /><strong>Pleiadeans </strong>(pictured to the left)<strong>:</strong> Also known as Errans or <a href="http://en.wikipedia.org/wiki/Nordic_aliens">Nordic Aliens</a>, are tall, fair beings that have visited Earth many times in the past, often setting themselves up as gods. Though they are attractive and friendly in a condescending way, they seem to bring out the worst in human followers (most notably the Nazis). They are believed to maintain a base in Antarctica, deep underground, and under the sea (Atlantis?).<br />All Pleiadean NPCs are created as standard humans, but with Appearance 4+, Intelligence 4 (2), Science 4 (2) and all manner of neat gadgets. Pleiadean pcs are created as standard characters though they must have high Appearance, Intelligence and Science scores.<div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-2156790285023829139?l=mythadvocate.blogspot.com'/></div>Aaronhttp://www.blogger.com/profile/03750283246511456940noreply@blogger.com0tag:blogger.com,1999:blog-1154506515895993370.post-3603142435441831662009-01-27T08:12:00.000-08:002009-01-27T08:55:04.912-08:00Phantom MountainI just thought this was too beautiful to pass up. It was made by the talented Doug Savage over at the webcomic <a href="http://www.savagechickens.com/">Savage Chickens</a>.<br /><br /><object height="344" width="425"><param name="movie" value="http://www.youtube.com/v/FXKGVuoHzvk&amp;hl=en&amp;fs=1"><param name="allowFullScreen" value="true"><param name="allowscriptaccess" value="always"><embed src="http://www.youtube.com/v/FXKGVuoHzvk&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object><div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-360314243544183166?l=mythadvocate.blogspot.com'/></div>Aaronhttp://www.blogger.com/profile/03750283246511456940noreply@blogger.com0tag:blogger.com,1999:blog-1154506515895993370.post-41587568792113633782009-01-16T06:25:00.000-08:002009-01-17T03:25:10.249-08:00Solar Trader 2776<strong><a href="http://www.tombsofkobol.com/brit/1999web-001.jpg"><img style="FLOAT: left; MARGIN: 0px 10px 10px 0px; WIDTH: 400px; CURSOR: hand; HEIGHT: 300px" alt="" src="http://www.tombsofkobol.com/brit/1999web-001.jpg" border="0" /></a>Solar Traders 2776</strong> (NUGGET Campaign Setting)<br /><em>"History teaches us that man learns nothing from history."</em><br />-George Wilhelm Friedrich Hegel<br /><br />The year is 2776, and Earth is an industrialized wasteland. Greenhouse gases and toxic pollutants, mixed with the nano and biological terrors unleashed during the equatorial wars of the 2240’s, has made much of earth into a no-mans land. Vast deserts, ruined cities, stinking bogs and a poisoned ecology cover most of the land, haunted by savage bands of short-lived wild men. Domed cities in the far north and south hemispheres are all that remains of Earth cities, where corporations supply all the necessities and jobs of mankind. The moon now hosts the seats of industry and government from their domed and buried cities, dotted with industrial yards, refineries, and ship docks, as well as a Manhattan-like prestige of cultural diversity and trend setting in its underground cities.<br />The solar system has a U.N. like government, though it is actually ruled by “compires” or corporate empires (think mafia/feudal families) that wage trade wars with each other as they pursue their own clandestine agendas. Mars is now the great frontier of the solar system, with growing boomtowns catering to the extensive terraforming procedures underway, though any real headway is a way off as yet. Asteroid mining and vast hydroponics facilities dot the asteroid belt, but still the yawning gulf of the interplanetary deep is in need of crossing.<br />Great freight vessels ply the night sea with cargoes for colonies, corporations, and the outer observatories past the belt and towards the sun. These vast ships are all that connects the far colonies to civilization and certain death, as they are rarely self-sufficient.<br /><br /><strong>People</strong><br />The people of the dystopic future are both overcrowded and painfully isolated. Within the domed arcologies of the civilized worlds mankind lives in cramped, close quarters, with an over abundance of mindless and mind-numbing entertainments. Few of the masses in the lower tiers of society have any real hope to rise beyond their meager means, with most feeling fortunate for back-breaking, and/or soul numbing labor in service to corporate masters. Corporations own everything, and the only things that are illegal, are those things that aren’t paid for. Think Blade Runner, Robocop 1 &amp;2, Alien vs Predator (comic), and Alien (1,3,4).<br />In response to an input glutted society, many people have turned to a small town mentality, as well as one more focused on superstition than science. Cults, Secret Societies, Gangs, Assorted Deviants and Xenophobes are quite common. Folk doctors and self taught street surgeons are consulted far more often than corporate doctors. The vast corporate powers mostly ignore these groups as long as they show up to work on time and pay their bills.<br /><br /><strong>Recommended Reading for GMs and Players</strong><br />All of the following books help reflect the oppressive and all-too likely result of our present cultural and ecological indescretions. All are sobering and intriguing reads that can go a long way to capturing the feel of the world in 2776.<br /><a href="http://en.wikipedia.org/wiki/Feed_(novel)"><strong>Feed </strong></a>by M.T. Anderson<br /><strong><a href="http://en.wikipedia.org/wiki/Clade_(novel)">Clade</a></strong> by Mark Budz<br /><strong><a href="http://en.wikipedia.org/wiki/Oryx_and_Crake">Oryx and Crake</a></strong> by Margaret Atwood<br /><br /><strong>Story Concept #1:</strong> The characters will be serving as crew on the Independent space trader Herculaneum (or Herk to the crew). The crew takes turns in cryo during the four-month journey between Mars and Europa. The setting is gritty, dirty, and dystopic. People join merchant corps to get away from the crushing poverty and corruption of the civilized world; all for pay that is deposited in banks back home (and that they have to dip into to get supplies beyond the utter basics).<br /><strong>Story Concept #2:</strong> The huge wasteland that is the earth still has a lot to offer to right minded folks (the PC’s). The characters are corporate privateers searching for lost research data from before The Collapse tucked away in the deserts of Earth. Their ship is not designed for extensive atmospheric flight, so they will have to set out in a Land Crawler. There isn’t supposed to be much life locally, but there are local rumors…<br /><strong>Enemies:</strong> Savage Tribesmen (cannibals), Horrific sandstorms (howling like the mournful wailing of damned souls), Ships Captain (on the take), Mutant Undead Creepy Things (MUCT), Independent Spaceman’s Union (ISU).<br /><br /><strong>Game System</strong><br />For Space Trader, I will be using a variation on the <a href="http://www.change-works.com/sb/nuggets/index.htm">NUGGET </a>system available for free from Silver Branch Games. NUGGET is a fairly simple game system that is easy to learn and adapt to individual games and settings.<br /><br /><strong>Aliens?</strong><br />Beyond unconfirmed reports of alien sightings, there are no intelligent aliens in Solar Trader 2776. Microbes and other "simple" lifeforms have been discovered on many planets, but nothing that can make for player characters. Mutated or otherwise altered humans are a possibility though.<br /><br /><strong>Example skills</strong><br />Here are some suggestions for common skills to help you along.<br />Arts (specify - e.g. a musical instrument, Painting)<br />Athletics (lifting, jumping, throwing, etc)<br />Business<br />Bureaucracy<br />Computer (specify -e.g. Hardware, Software, A.I. interaction)<br />Drive/Pilot (specify - e.g. Car, Motorbike, Boat, Shuttle)<br />Engineering family: Mechanics, Electronics, Construction<br />Fighting (specify - e.g. Unarmed, Sword, Knife, Gun)<br />Firearms (specify - e.g. Handguns, Rifles, Machine Guns, Ray Guns)<br />Intimidation<br />Investigation<br />Language (specify - each is a separate skill, level 1 is .tourist. proficiency)<br />Leadership<br />Medicine<br />Natural History<br />Observation<br />Occult<br />Physical Science family: Biology, Chemistry, Geophysics, Physics<br />Research<br />Social Science family: History, Law, Psychology, Sociology<br />Socialising<br />Stealth<br />Subterfuge<br />Survival<br />Theft<br /><br /><strong>Sample Careers</strong><br />Most people in Solar Trader will be Technicians and assorted Laborers, with Pilots, Scientists, Security Personel, Businessmen and Beaurocrats. Psychics also exist (see below).<br /><br /><strong>Psychics and Psychic Skills</strong><br />Psychic powers are a reality in 2776, with its practitioners being seen as mutants, magicians and sometimes as evolved humankind. Use of psychic powers require that the characters starting career is “Psychic” and that he or she spend skill points in one or more psychic skills. Known psychic skills are Clairvoyance, Telepathy and Telekinesis, but others are rumored to exist.<br />Using psychic skills requires a Brains + Psychic skill roll for using a power and Will for the effect when applicable. Use of psychic skills cost a Hurt unless a success is spent to be good enough to avoid it.<br /><br /><strong>Wild Technology</strong><br />Technology in 2776 is quite advanced. Spaceships, simulated gravity, and all manner of wonderous gadgets are out there, most of which are VERY expensive and require extensive training to use. Weapons such as firearms are not normally used in space, as an errant shot can puncture a hull (and kill everyone), replaced with assorted stun weaponry and melee weapons such as clubs and knives where needed. If firearms are needed or desired, make energy/ray weaponry be of the sort that disrupts living things such as radiation or sound weapons, and keep projectile weapons illegal.<br />Game Masters are encouraged to have most technology be so everyday that is sounds almost hum-drum. Manking in 2776 lives alongside wonders of science and nature, but hardly notices over the background roar of the drudgery of survival.<br /><br /><strong>Robots</strong><br /><a href="http://cuson.deviantart.com/art/play-chess-with-robot-61467927"><img style="FLOAT: left; MARGIN: 0px 10px 10px 0px; WIDTH: 343px; CURSOR: hand; HEIGHT: 186px" alt="" src="http://fc41.deviantart.com/fs19/i/2007/243/6/2/play_chess_with_robot_by_cuson.jpg" border="0" /></a><br /><br /><br /><br /><br /><br /><br /><br /><br /><br />Robots come in all shapes and sizes, from small maintenance bots, to security and accouting types. Robots in-general are very expensive, far more expensive than human laborers, with most owners more willing to risk the safety of human employees over the mechanized help. All are fairly intelligent, and strong but lack imagination or much self motivation. Most will obey their programming and/or last commands to the letter.<br /><br /><strong>JANUS</strong> (Maintenance Robot)<br />The JANUS is a simple maintenance droid that is used for everything from ship repair to heavy waste disposal.<br />Brawn 4, Agility 2, Brains 2, Will 0<br />Skills: Computer (all) 3, Engineering (all) 1<br />Special: Immune to mental attack, poison and disease.<br />Combat: Initiative 4, Physical Resistence 6.<br /><br /><strong>LUG</strong> (Security Robot)<br />The LUG is a standard security robot, used to defend important installations and cargo.<br />Brawn 8, Agility 2, Brains 1, Will 0<br />Skills: Computer (all) 2, Fighting (all) 3, Firearms (ray guns) 2.<br />Special: Immune to mental attack, poison and disease.<br />Combat: Initiative 6, Physical Resistence 10. Stun Pistol (4 dice damage).<br /><br /><span style="color:#000066;"><strong>Note:</strong> I really like the NUGGET system, not least of which because it is free. As for the setting, I adore gritty Dystopic setting where a storyteller/GM can underline the futility of mans greed. In Solar Trader 2776, mankind has achieved a civilization across multiple planets, but most folks are unhappy, living in squallor under Corporate Empires. The more things change, the more they stay the same...</span><div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-4158756879211363378?l=mythadvocate.blogspot.com'/></div>Aaronhttp://www.blogger.com/profile/03750283246511456940noreply@blogger.com0tag:blogger.com,1999:blog-1154506515895993370.post-31374590469233597362009-01-12T09:00:00.000-08:002009-01-12T09:01:20.125-08:00Lion Love<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/_GmOFSvIZ6o&hl=en&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/_GmOFSvIZ6o&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object><br /><br /><br />I thought this was just too neat not to post.<div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-3137459046923359736?l=mythadvocate.blogspot.com'/></div>Aaronhttp://www.blogger.com/profile/03750283246511456940noreply@blogger.com0tag:blogger.com,1999:blog-1154506515895993370.post-72963139589313081122009-01-03T06:26:00.000-08:002009-01-07T12:51:10.737-08:00Phaeton Island (Labyrinth Lord Setting)<a href="http://upload.wikimedia.org/wikipedia/commons/thumb/b/b0/Sinbad_the_Sailor_%285th_Voyage%29.jpg/800px-Sinbad_the_Sailor_%285th_Voyage%29.jpg"><img style="FLOAT: left; MARGIN: 0px 10px 10px 0px; WIDTH: 524px; CURSOR: hand; HEIGHT: 376px" alt="" src="http://upload.wikimedia.org/wikipedia/commons/thumb/b/b0/Sinbad_the_Sailor_%285th_Voyage%29.jpg/800px-Sinbad_the_Sailor_%285th_Voyage%29.jpg" border="0" /></a> Phaeton Island is a magical island that was created ages ago by a group of lesser gods (see <strong>Godlings</strong> below) of the ancient world. Not happy with their lesser status amongst gods, these deities pooled their resources to create the <strong>Cauldron of Tempests</strong>, transforming a large island into a magical preserve for their own use. <div><div><div>Now this island/world travels through space and time, touching upon this and other worlds, gathering travellers and creatures as it goes. It is the source of many "lost islands" and strange se stories, particularly of the sort that involve disappearing lands and ships. It is the home of a host of lesser demigods and a civilization of mixed sailors and shipwreck survivors.</div><div>This game world operates the same as most Fantasy RPG worlds, though with a somewhat different feel. The setting is loosly "attached" to our world, touching upon different times and places, allowing for a wide variety of cultural and genetic influence. Because of this Asian metalwork, 20th century hygiene and do-do birds all have their place.</div></div><div></div><div><div><br /></div><div></div><div><div><strong>Magic </strong></div><div>Magic, by its very nature causes change, both good, evil and indifferent in nature. Few are those who seek to direct and control this energy who come away unchanged by its power. Magic Users study and seek to control magic in its rawest form, interpreting its power towards their own ends. Because of this, magic users (or Mages) are greatly respected, though not necessarily loved. </div><div></div><div></div><div></div><div></div></div><div><strong></strong></div><div><strong>Mankind and Civilization</strong></div><div>Mankind and his allies try to maintain their own natures as best they can, and try to survive amidst the chaos of their world. Civilization is a mixed cultural affair, with a fairly wide range of different races intermingling except for certain cases. Humans are the most organized race.</div><div><strong>Dwarves-</strong> These small cousins to man dislike magic, and bury themselves deep to try to avoid it. </div><div><strong>Elves-</strong> The oldest remaining human-like people that learned to stabilize itself in the presence of magic. Now elves are nearly immortal beings, never aging nor succumbing to natural disease, though they are less diverse than humankind. </div><div><strong>Halflings-</strong> These little folk can be found anywhere, though near humans is the most likely.</div><div><strong>Humanity-</strong> The most numerous and organized, humanity is well adapted. Three major cities of humankind are: </div><div></div><ul><li><strong>Eusebes</strong> ("Pious"-town): A wealthy city/civilization whose people are a diverse mixing of cultures. Academic pursuits are of the highest order here, with all who honestly seek knowledge being welcome.</li></ul><div></div><ul><li><strong>Machimos </strong>("Fighting"-town): A warrior civilization in the northlands, the people of Machimos prize the warrior ideal and honor over all other concerns. Though seeming to be a brutally violent people, the people of Machimo consider the bonds of family and friends sacred and inviolate, and are amongst the most loyal of people.</li></ul><div></div><ul><li><strong>Anostos</strong> (Place of "No return") A dangerous city in the far north-east, Anostos is the realm of bleak sorcery and wicked enchantments. It resembles a yawning abyss, does not have day or night, and is covered by cloudy, red fumes.</li></ul><div><br /></div><div><strong>The Un-Natural World</strong> </div><div><a href="http://images.elfwood.com/art/t/h/thejeff/satyr_and_nymphs_emailer.jpg.rZd.135927.jpg"><img style="FLOAT: left; MARGIN: 0px 10px 10px 0px; WIDTH: 199px; CURSOR: hand; HEIGHT: 171px" alt="" src="http://images.elfwood.com/art/t/h/thejeff/satyr_and_nymphs_emailer.jpg.rZd.135927.jpg" border="0" /></a> </div><div>Phaeton Island is a land saturated with the chaotic energies of magic. Because of this, the island is "un-stuck" in time and space, connecting with our world in many ages. The ecology of the island is mixed with creatures and peoples of many ages, many of whom are warped and twisted by magical mutation. Some details of the land are as-follws:<br /></div><div></div><div><strong>Animals-</strong> Few natural animals exist anymore, either having become mixed-breeds (see Love Springs) or transformed in some way altogether. Rabbits and Hares (terms being used interchangeably for some reason) are the most widespread natural animal, though some have learned to speak and reason. Insects are almost always huge and carnivorous versions, with even honeybees being the size and ferocity of terriers and using meat to make honey. Due to this lack of pollinators, many plants are also carnivorous or otherwise use magic to supplement their needs. To add to this problem, many natural animals found through the land are in-fact other sorts of beings transformed into their animal shape due to assorted enchantments, though usually retaining their original intellects. Some unscrupulous folk (evil magic users, elves or others) revitalize their stock of “normal” animals, making clever horses, dogs or even meat animals from transformed people. </div><div></div><div></div><div><strong>Plants-</strong> Mobile and predatory plants are widespread, being quite common in magic rich areas. Though some mobile plants are peaceful, but many more are hostile and territorial in nature, seeking to attack mobile creatures. Many plants exist whose fruit, leaves and other components has special properties. </div><div></div><div><strong>Cursing-</strong> All foul words spoken (by players or characters!) in high magical zones contain the ability to cause various effects such as the wilting of plants or the summoning of assorted small demons and mischievous fairies. These creatures are always aware of how they were summoned and by whom. </div><div></div><div><strong><a href="http://www.eaudrey.com/myth/images/Centaur.gif"></a><a href="http://www.eaudrey.com/myth/images/Centaur.gif"></a>Love Springs-</strong> Magical springs which causes two drinkers, not necessarily human, or even of the same species, to fall madly, and lustfully, in love with one another at first sight. This has the added effect of making these two beings able to procreate, causing the majority of magical crossbreeds such as centaurs and griffins. See Animals. </div><div></div><div></div><div></div><div><strong>Oaths-</strong> Are powerful here, as an unwise promise, no matter how innocently meant, will be heard. Characters who swear to something or someone, or make any absolute statement of this sort must save vs. spell or come under the effect of a Quest regarding his or her oath. </div><div><strong>Dragons-</strong> Dragons are the absolute top predators, and they know it. Though still having differing alignments, all dragons consider demihumans and humans as food, unless these creatures talk VERY fast and convincingly why they should be spared.<span style="color:#000066;"> It is believed that dragons and dragon-like beings such as lindworms, wyverns and hydras all are descended from dinosaurs picked up during the islands journeys through time and mutated by magic and cross-breeding via love springs.</span></div><div></div><div><strong>Wasteland Areas-</strong> Some regions have been so saturated by magical energies that it is dangerous for any life form (other than fairies, demons or similar creatures) to remain. These areas are either lifeless soil and rock, or choked with plant and animal life of weird design. Detect Magic in wasteland areas will bombard the magic user, requiring a save verses poison or be blinded for one hour. The highly unstable nature of magic in these areas can result in those dwelling here for more than a day to be subject to the effects of a Bestow Curse or Polymorph spell (LL discretion) which may or may-not be permenant. A save versus spell is allowed to resist this effect. </div><div></div><div></div><div><strong>Color Coding-</strong> Creatures of one or another alignment tend to develop hair, eye and clothing colors that reflect their allegiance. Some examples follow: Handsome/Beautiful- Law or Chaotic alignment. </div><div>Green Eyes- Lawful or Neutral Magic User. </div><div>Red Eyes (glowing or not)- Chaotic Magic User or Cleric. </div><div>Freckles and red hair on a Girl/Woman-Indomitable will (high WIS), Lawful or Neutral only. Black or White Hair- Chaotic or Neutral Alignment. </div><div>Corpse White Skin- Chaotic Alignment. </div><div>Rich Tan and Handsome Features- Lawful Alignment. </div><div><strong>The Land Itself-</strong> Singing mountains and babbling brooks sound wonderful, but can be rough to live near! Assorted river, lake and forest spirits and elementals are all over the place. Storms are often at least partially alive and few earthquakes are natural. </div><div></div><div><strong>Horses-</strong> Almost extinct, with most beasts of burden being demihuman or humanoid slaves. Magical creatures are sometimes used as mounts, such as Unicorns and Hippogryphs, though they require special training.</div><div></div><div><br /></div><div><strong>Godlings</strong></div><div>These are some of the demigods that are responsible for the Islands nature.</div><div></div><div><strong>Anemoi Thuellai</strong> (Tempest Winds) Immortal beings who are said to be minor gods live (or are imprisoned) here. All of these beings can fly, and consider the Island of Phaeton their property and refuge. They are fickle and strange beings, and despite an occasional romance, do not openly interact with mortals. Each of these immortals has a tower in one of the four corners of Phaeton, where their favored conditions reign supreme. </div><div></div><div><br /></div><div><strong>Kaikias</strong> (or Caecius- Roman) is the king of the northeast wind. He appears as a bearded man with a shield full of hail-stones, and his name derives from the Ancient Greek kakía meaning "badness" or "evil". Kaikias adores cruel jest and mischief, using his power to sink vessels and encourage vice. He is adored by Harpies and Chaotic Fey. </div><div></div><div><br /></div><div><strong>Apeliotes</strong> (or Subsolanus- Roman) is the king of the southeast wind. This godling adores growing things and uses his powers to encourage the plant life of the land, and is thus beloved by farmers, elves and halflings. He appears man wearing gumboots and carrying fruit, draped in a light cloth concealing some flowers or grain. He is cleanshaven, with curly hair and a friendly expression. </div><div></div><div><br /></div><div><strong>Skiron</strong>, or Skeiron, (Caurus or Corus- Roman) is the king of the northwest wind. He appears as a bearded man tilting a cauldron, representing the onset of winter. His realm is in perpetual winter though many plants thrive their. </div><div></div><div><br /></div><div><strong>Livas</strong> (Africus- Roman) is the king of the southwest wind, often depicted holding the stern of a ship. Livas is very interested in travel, trade and commerce. Appears as a handsome muscular man (often black-skinned) and is usually friendly but focused. </div><div><br /></div><div></div><div><strong>Clerics and Religion</strong> </div><div>I want religion on Phaeton Island to be a bit vague, almost a lampoon of politics and phiosophy, as well as tied in with the dangers of magic. And so all clerics must be from one of the following groups: </div><div><br /></div><div></div><div><strong>The Light</strong> </div><div>The light is the force of life, justice, truth and goodness. Clerics of The Light have a Judeo-Christian caste, but number all philosophers as worthy of study (Plato, Socrates, Confucius, etc). Opposition to the forces of The Dark is a primary concern of servants of The Light, whether through military action or gentler tactics. </div><div><strong>Symbol:</strong> An Gold Disc </div><div><strong>Alignment:</strong> Law </div><div></div><div><br /></div><div><strong>The Balance</strong> (Nature) </div><div>Servants of the balance seek to find the middle ground between forces, and to focus on the material world. Many servants of the balance are very similar to nature cults (or OD&amp;D Druids), or village wise folk. </div><div><strong>Symbol:</strong> Stone Ring </div><div><strong>Alignment:</strong> Neutral </div><div></div><div><br /></div><div><strong>The Dark</strong> </div><div>Servants of The Dark serve the growth of chaos. Such beings cavort with demons and seek to spread the unrestrained power of magic so that no order remains. Most servants of The Dark move in disguise as normal folk, alchemists or Neutral clerics so that they might spread chaos unnoticed. </div><div><strong>Symbol:</strong> A Black Disc </div><div><strong>Alignment:</strong> Chaotic </div><div></div><div></div></div></div><div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-7296313958931308112?l=mythadvocate.blogspot.com'/></div>Aaronhttp://www.blogger.com/profile/03750283246511456940noreply@blogger.com0