Showing posts with label Pantheon. Show all posts
Showing posts with label Pantheon. Show all posts

Saturday, April 22, 2017

Swords & Wizardry: It's what I'm running.

HAPPY SWORDS & WIZARDRY APPRECIATION DAY FROM NORTHERN APPALACHIA!

Well, it's been more than a while since you've heard from your obscure, rambling host, and Mike Welham has thankfully kept MPR from falling into utter dereliction. It might have something to do with moving across the country and having a new baby, but even before that I was running on low. Out of the interstices I creep to update you on the state of my game, which happily, will also largely be a post of joining in communal OSRness of the S&W kind.


How I got to S&W

The past 10 months, I have been playing in a weekly PF game by Skype, which has just now gone on a hiatus (I leveled my magus up to 5th level, thank you very much). The year before that, I was in a 5e game in which part of the time I DMed Tyranny of Dragons and a part of the time another player DMed Princes of the Apocalypse. In the further past in San Antonio, I had run a S&W Complete game set in Waterdeep in which I relocated old modules to Undermountain -- we were having fun but I couldn't get the group together enough to really build the kind of campaign I wanted. North Texas RPG Con 2016 just whetted my appetite even more for a regular home campaign in which we would build an interesting setting, characters, and stories. Now that I have the kind of home base I want in the old butcher's shop beneath my house (complete with a massive table left by a short-lived textile business of some kind), I have started said game using S&W. 

The Players

I first found some experienced players among some of the college students of a nearby college town. As time progressed, they have proven to have a hard time continuing consistently because of their school and work loads, but I also have added two completely new players -- guys who always wanted to play but couldn't find people to teach them back in the day. Hey, scifi/fantasy reading clubs aren't a bad way to meet new players. I need to branch out again to find some more new players -- I'd like a bigger group and I miss the diversity that the college folks brought to the group. (Read: A group with gals is better.)

The Building Blocks

I started preparing the nascent setting by reading Hommlet and the original City State of the Invincible Overlord booklets. I decided Hommlet would be their home base and the province would belong to the City State. No Temple of Elemental Evil -- I would introduce another evil. The nearby town of Nulb? The characters original hometown, now in ruins thanks to an horrific event when they were children. Underneath the ruins? The Hall of Bones, adapted physically so that I could use the The Lost Catacombs pages for game mats.



I looked at the gods of the CSIO and decided that they were a bit of a mess -- both an inspiring mess (How do I explain this hodgepodge of deities as a historical development and how would they actually work as a society's pantheon?) and a mess that needed some straightening up (too many gods of the same basic kind and other types completely missing). Here are the gods in the original booklet:



Odin
Modron (“Great Mother”)
Brigid
Mabon (“Great Son”)
Thoth
Dagda
Harmakhis (Horus)
Teutates (=Toutatis)
Quetzalcoatl
Lugh
Apollo
Fenris Wolf
Nephthys (but misspelled, just as in DDG&H supplement)
(Spider God?)
Donn (Celtic Death)
Gods of Pegana (the so-called “old gods”)
Toad God in Mermist Swamp (Obviously I'm going to make Tsathoggua)
Unnamed Sea Goddess
Balder
Varuna
Hanuman the Accursed
Idun
The Sea God Manannan
Arghrasmak (Temple of the Gargoyle) “living god”
Crimson Dragon

The historical key to this is that I decided the City State was a originally a colony found by a southern Rome analogue who hired Germanic/Nordic warriors to conquer a region peopled by monsters and Celt analogues. Their great, older rival was an Egypt analogue from whom they appropriated some deities -- all things Romans were wont to do. (Wikipedia has introductory entries on this process in the religious vein.) That allowed me to revise the list by identifying various gods with one another in the following way:



Odin the Dagda, Odin All-Father
Sol Odinsson, Sol Invictus, Sol of the City State, Sol-Horus, Sol-Harmakhis, the Eye of Odin
Modron the Great Mother, Brigid
Mabon the Great Son
Thoth the Terrible, God of Knowledge and Learning
Quetzalcoatl, He-of-the-Mithral-Feathers, 1st Serpent, Dragon King, God of Rivers & Mtns
Fenris Wolf, Lord of Ragnarok
Nephthys, Lady of the Holy Mortuary, Mistress of Wealth
Death (Donn)
Tsathoggua, the Toad God, God of Wetlands and Caverns
Kiopa’a, Star of the Seas, Polestar, Queen of Sea Fae
Arghrasmak the Living God, God of Gargoyles.
Balder, the Hidden Son, Hope of Mankind
Varuna All-Seeing, Lord of Rains, Arbiter of Oaths, Guardian of Cosmic Law
Hanuman the Accursed, God of Therianthropes
Idun, Lady of the Golden Orchard, Long of Time and Limb
Typhon the Two-Faced, Tyrant of All Oceans

The rebellious gods of Pegana I kept around and the god Teutates=Toutatis (thanks, Astrix comics!) became simply a title that a social group would add to the name of their patron deity. I'm still playing around with how I'm going to handle the spider god, though Wraith Overlord: Terror of the City State has a nice idea in it. (Where the heck did that title come from? Still haven't figured it out.) And I'm still playing with what exactly I'm going to do with the Crimson Dragon. Also, a few deities also indicate that the Rome analogue not only had the rivalry with an Egypt analogue, but also some sort of contact with an Indic analogue. (Meso-america is for dragons.)


Deities I added

First off, I needed a paladin patron to take the places of Muir (I don't care for the name) and Cuthbert (I wanted to cut the odd real-world tie here and have a Joan of Arc like feel to the figure, but germanified). Thus was born St. Ingaberht. She heads the following list:

Ingaberht, Patron Saint of Templars and Holy Knighthood

Orcus, Punisher of Broken Oaths, Demon Lord of the Undead
Frey, Lugh, Lord of the Elves
Circe, Witch Goddess
Morithal, Lord of Unceasing Hunger: Remember this little gem!?

This kind of top-down work gave me lots of ideas for the setting and hooks for potential stories, and allows the players to locate their characters within the setting. Less of them took me up on the idea of having their character being from Nulb, but they still came up with ideas for why they were in Hommlet and interested in Nulb and each other, so it worked out.


Now the question, Why and how does S&W provide the ruleset for this campaign? To be continued in a second posting!

Monday, January 21, 2013

Religion in Games

This Mythopoeic Monday sees post #400!  Huzzah!

In honor of Martin Luther King Jr. Day, it is fitting to have an explicitly religious posting today.  A friend of mind recently directed me to three videos on Penny Arcade TV.  In my professional work, I've given a lot of consideration to the issues around faith and rationality, and I've witnessed a lot of close-minded vitriol from those who are convinced that they know what, for example, science and religion are all about, and are unable to entertain any challenging or broadening of the mind.  So I was impressed at what the folks at PATV put together, but not as surprised as they were by the response their videos garnered.

So for a very good perspective on what faith is, on the relationship between faith and science, and for some starting points for consideration of how one includes these in one's gaming, check out these videos.  Though the videos are made with an eye towards video games, they can just as well inspire your thinking about religion in your RPG.

*

Religion in Games Part I
Religion in Games Part II
God Does Not Play Dice

Friday, December 21, 2012

Looking for Lilith

Folks may remember my interest in Lilith.  (See here, here, and here.)  I love George MacDonald's novel named after her.  I remember seeing a Lilith collection at Lucky Dog Books (back when they were Paperbacks Plus) a couple of years back, and when I went back for it, it was gone.  Wondering what I missed, I went looking for the book online, and found Elaine Cunningham's Lilith Unbound.  I thought that must have been the book, but when I saw it was published in 2011, I figured that it is unlikely that this was only a year ago and that it must have been at least two.  So, anybody have any ideas what I was looking at?  Or want to recommend anything else in the Lilith category?

It's so nice to have moments to relax and even blog a little note.  I hope everyone else is soon in this place.  If it were not for the holidays, I'm not sure how those of us in academia would keep going.

Saturday, June 16, 2012

Bring Me the Heart of Snow White

Or better yet, Charlize Theron in a slinky evil queen gown.  Rawr.



What do you do in a world dangerously lacking in meaning because you are overworked and it will be nine months before Game of Thrones season 2 comes out on Bluray?  Go see Snow White and the Huntsman.  At least, that's what I would have done, if I hadn't promised Mrs. Obscure that I would wait until she was in town so we could see it together.  Finally, last night, I got to see it.

The story goes like this: Thor finally returns to earth and Natalie Portman is dead.  In his grief, he becomes an alcoholic. (Is that even possible when drinking only mead?)  The evil queen (she made it impossible for me to pretend she was just misunderstood.  And I REALLY wanted to.  And I prefer brunettes.  Such is the power of Charlize.) promised Thor she would bring Natalie Portman back, if only he'd bring her that chick from Twilight.  The one who is not a good actress, but is very good at doing things with her face.  To be fair, I think she could be a good actress and I might like her in a role that didn't annoy the bejeebers out of me, but she is not ready for the demands that this role strived for.  (The plot writing also failed these high ideals, so she's not alone to blame.)  Any way, Thor goes into the super creepy hallucinogenic woods after the Twilight chick, who, even when she's dirty, now has a much better wardrobe than she used to have.  They meet a troll.  Possibly the most awesome troll ever.

Troll. I think I love you.  (Still not as much as Charlize, though.  But close.)

Thanks, Hollywood.  This scene wasn't in the movie, but it's the biggest pic of the troll I can find.
After not enough time with the troll, Thor and TC go on to spend time with the Iraqi marsh people before they meet the dwarves and the fairies.  Dwarves, you never fail me.  Eventually, there will be the apple and the kiss (oh, I didn't spoil it for you, did I?) and the big battle.  Surely no one doubted that Snow White could be made better if you added a big battle scene.


I love a chick in armor.  Especially if she is leading dwarves.  I tolerate TC in armor -- though I love her armor. 
Thor also thought she looked good, but he was still drunk: we know this because he referred to plate as "mail".

The wife liked this movie better than Mirror, Mirror.  While I prefer it in terms of tone and spectacle, it is not tighter or better written.  The narration at the beginning lagged and took too long -- they needed to find other ways to set it up.  The story has moments of great potential it never capitalizes on, and so it disappointed me as a story, which is what a film should be first and foremost.  However, sets, costumes, effects, and Charlize Theron demand that it be seen.  Because of subject matter, great visuals, and some creative versions of fairy creatures, it manages to pull off a B+



Payoff: if you are working or playing with faerie or the Raven Queen, then I'd say this a must see.  If you are working or playing with vampires, Snow White, the Shadow Plane, or dwarves, then this is a probably should see.  If you saw Prometheus and need more Charlize Theron? Must see.  Chris Hemsworth fans?  Probably see, but after Thor and The Avengers.  Kristen Stewart fans?  Seek help.  I will say this: she made a better Snow White than I thought she would.  But can't they afford to get black hair die for her?  And the little girl Snow White, too, who's hair was way too light.  Seriously, movie makers, if you don't know your subject material, at least listen to your own prologues.

Thursday, April 19, 2012

Q is for QUEEN MOTHER OF THE WEST

Hsi Wang-mu or Xi Wangmu is a Chinese goddess of death, immortality, and the Western Paradise.  She is described in the HarperCollins Dictionary of Religion as having a leopard tail, tiger teeth, a spool-like headdress, sitting on K'un-lun mountain by a sacred tree preparing the elixir of immortality and being accompanied  by the jade hare, the three-legged bird, the toad, the nine-tailed fox, and in some accounts, an armed guard.  She hosts feasts at which seekers are served the peaches of immortality. 

I'm having trouble finding images that fit that description, but check out the following for some other ideas.  Check out this site for not only other illustrations, but the most information I found about her online.  I do not have enough expertise in Chinese religion to judge that online article by Max Dashu, but it is fascinating and packed with details and suggested interpretations of the evidence regarding this goddess.  Yumiyu's illustration is here.  Izabeth's is here.  A more modern looking illustration that looks like it may go with a video game is here.

A number of goddesses have caught my attention during this year's challenge. This one seems to combine a number of elements of Chinese religion, including the alchemical and perhaps the shamanic.

The association between the West and Paradise persists in forms of Pure Land, whose Western Paradise is overseen by Amitabha, or the Buddha of Infinite Light (known in Japan as Amida Butsu).






Friday, April 13, 2012

L is for LUST and LOVE Goddesses

Well, I've already blogged about the Sumerian Inanna, but she's just the first in a long line of goddesses who have LUST and LOVE in their divine portfolio.

In Babylon, she was known as Ishtar.  In Canaan, as Astarte (I haven't done the requisite research, but I really wonder if Anat and QDS [the Holy Lady] are not just other names for Astarte in Canaan).  She is famous in the Greek-speaking world as Aphrodite, but the Romans called her Venus and by that name she graces the night sky both at its beginning and end.  Some of these early figures put war under the aegis of the goddess of love, reminding us of the saying, "All is fair in love and war."  Maybe the Greco-Roman mythology makes this same connection by means of the love affair between Venus and Love.

Lesser known figures are Benzaiten (Benten) in Japan and the Aztec Xochiquetzal.  I'm surprised that there are not more heterosexual divine couples sharing this domain, such as Rati does with her husband Kama in India.

More common is the male fantasy of divine women fighting over who gets it.  In Egypt, Hathor and Bastet cat fight over it.  In Scandanavia, it's Frigg and Freyja, and the former gives her name to the sixth day in English's Friday.  In Yoruban religion, Oshun gets competition from the Mami Wata.

Turning from real world examples to goddesses in gaming, I was always surprised by how Love got short-shrift in the core D&D pantheon.  I think this was redressed in the Forgotten Realms by multiple figures, although, as I've said before, I'm far from an expert in the Forgotten Realms.  I was not surprised that Paizo made up for this lack of attention in their world-building.  In Pathfinder's Golarion, they follow the trend noted above by splitting the field and giving lust to Calistria and love to Shelyn.  (For images, see here and here.)

For the goddess in my own mythopoesis, I like the idea of keeping lust and love together, and adding in luck.  This follows the example of Benzaiten, and I think makes sense.  Perhaps Lakshmi also comes close to combining Lady Luck and Lady Love.  Is there anything that feels more dependent on luck than getting lucky?  Or, to put it another way, doesn't everyone want to be lucky in love?  I'll keep working on it.

Friday, November 11, 2011

Members of Caven

Iron Chef Adventure Challenge: Members of Caven

Well, one accepts one's limitations and does what one can.  At least, I'm pretty sure I was told that at some point in the hopes that maturation might occur.

I finished Mike Monaco's Iron Chef Adventure Challenge, or at least, I made myself accept that I had gotten done what I was going to get done.  The cards that I got in my pack clearly clustered in groups that fit together and gave direction to my imagination.  In some ways, I was quiet lucky in them, and in others, they created a framework much bigger than what I could get done in a month in my spare time.  Mike's generosity and the luck of my draw fired my imagination, and continues to fire it -- so much so that I've got lots of ideas I want to return to in the future.

I used all my cards, though names were changed and non-OGL monsters were replaced with OGL equivalents.  The premise of the adventure centers around a dead demi-god or deity, a patron of secret knowledge, who is killed yet some of his body parts subsistence as undead magical items.  Oh yeah, the being is also named after Jack Vance.  Wink!

If you are interested, here is a link to the pdf.  If you have no interest in fantasy setting equivalents of Translyvania and of Tibet, don't click.  I should say, however, that it became every bit as much character driven as it was place or magic item driven.

A big thanks to Mike Monaco, the folks who donated prizes, the Fawlties for their support when I stressed, Jack Vance, and Roger the GS (for his Original Standard notes, which I didn't use as much as I had hoped or as much as I would if I had time to sort through my insane desire to not only produce something somewhat system neutral, but that could be played by S&W, LL, and Pathfinder with minimum repetition.)

Before I forget, a big thank you and best wishes to all the vets who served and to families who sacrificed on this Veterans Day.  Oh yeah, and WWI: European friends, let's not do that again.  Peace!

Monday, November 7, 2011

Dee's Deities & Demigods

 
Elric by Jeff Dee


I may have mentioned it before, but it bears repeating.  Among the great book losses of my youth, nay, my life, is that I no longer have the original Deities & Demigods, the one with all Cthulhu mythos etc.  One day I will shell out the money to redress that wrong, but for now, I live with my memories.  This must be a very dim reflection of what artist Jeff Dee feels about all that artwork he did for TSR, back in the day.

"Hey, our files are overflowing."
"No problem.  Just take all those old Dee illustrations and heave 'em in the dumpster."

Unbelievable.  Dee is dealing with this loss by offering a project to redraw these lost images (and possibly some new ones) on Kickstarter.  I'm happy to hear it, and I hope the project makes.  If you are just now hearing about this, I hope you will head over, take a look, and consider supporting it.

Thanks to Tim Brannan for passing the word on.  I hope my reblogging helps spread it.

Friday, October 28, 2011

Exclusive: Clockwork Gnome is Rotten to the Core!

FREE CONTENT from the publisher below!

By: blondieb38
It all goes back to my childhood.  I was given an allowance and made Chief Disposal Engineer of the Household.  Dealing with the garbage gave me a little cash, responsibility, and let me start being outside for a little while late at night twice a week.  Above all, it exposed me to all sorts of things I had been sheltered from in my youth and innocence.  The first time I opened up a garbage can on a hot summer day and found it crawling with maggots shocked and disgusted me.  There was something about those pudgy white worms eating rotten meat that reached down deep into my gut and made me want to hurl.  I didn’t, but I can still feel myself gagging.  Since that day, I have always found them really revolting.

That is why when Allen Taliesin announced Morithal the Maggot God in his Campaign Cogs product line, I was filled with revulsion.  And excitement: when imagining evil powers that would give your players nightmares and unite them in iron-willed hatred, it is hard for me to come up with a concept more fitting than the Lord of Unceasing Hunger.

I knew the Clockwork Gnome had been hard at work, tinkering with multiple projects.  But I am thrilled to hear that one of my favorites – which just happens to be the one most appropriate to this time of the year, is coming out soon, and that he had primo exclusive content to offer us Mythopoeic Ramblers.  Like an evil race tied to Morithal.  What’s that?  You're worried about what game system it’s being offered for?  Well, how about Labyrinth Lord and  Pathfinder!?



So consider this not only a fine freebie that will probably cover most gamers round-hereabouts, but a heads-up that The Virtuous and the Vile: Morithal, Lord of Unceasing Hunger will appear in two versions, one designed for the Pathfinder Roleplaying Game (published in the Campaign Cogs line) and one designed for the Labyrinth Lord Roleplaying Game. Both versions will provide a detailed religion for use in any fantasy campaign.

Previewed here is the walking hunger, a new race of creatures that appear in Morithal, Lord of Unceasing Hunger. These abominations are born from the indirect influence of the Morithal, the Maggot God. As a result, they inherit some of that foul god's traits, including a hunger that can never be satisfied.  This preview includes statistics for both game systems.

Morithal, Lord of Unceasing Hunger contains a wealth of information on The Feasting Worm, including myths, an origin story, and details on his cult.  As a part of this preview Morithal's origin story and a myth surrounding his part in the creation of the Underworld are featured below.  

  
Walking Hunger
No. Enc.: 1 (1)
Alignment: Chaotic (evil)
Movement: 90' (30')
Armor Class: 2
Hit Dice: 12
Attacks: 3 (2 claws/bite)
Damage: 1d8/1d8/2d6
Save: F12
Morale: 10
Hoard Class: XVII
XP: 2,800

Due to their lack of skeleton, the walking hunger are impossible to restrain. They may also squeeze into spaces many times smaller than their size. A cloying smell of rotting flesh clings to these beasts at all times, sickening those who come too close. Anyone within 30 feet of a walking hunger must make a save vs. poison or be subjected to nausea and vomiting (-2 to attack rolls) for 1d4 turns.  Walking hunger feel a constant need to feed, an impulse that impedes their senses. Illusions are particularly potent against walking hunger (-4 to saves) but can they also be easily tricked, especially if carrion is involved.  If a walking hunger rolls a 20 or exceeds the number it needs to hit by 4 when using its bite attack, it may swallow its opponent.  A walking hunger can only swallow a creature that is roughly the size of a human or smaller and may only swallow one creature at a time.  While in its gullet, an individual takes 1d8 points of damage each round.  At the Labyrinth Lord's discretion, a swallowed creature may attempt to cut their way free.

Walking hunger look like giant maggots with two, spindly legs and humanoid arms that end in wicked claws.
Instead of a skeleton, the body of a walking hunger is composed of thick, powerful muscles that provide support while remaining flexible.They stand 10 feet tall but weigh very little in comparison.  The walking hunger are genderless creatures and incapable of procreation on their own.  Their birth is still somewhat of a mystery, but it is clear that they only arise in locations with a high density of morthacite (a rare mineral found only in the Underworld) and an unusual amount of carrion. Even when both of these elements are in abundance the creation of a walking hunger is rare, perhaps taking place once every twenty years.  Walking hunger emerge fully grown, both physically and mentally.

By their nature walking hunger are solitary. They consider all other creatures as food and feel threatened by others of their kind.  Combat is always the result when two walking hungers meet, with the winner cannibalizing the loser.  The only thing a walking hunger respects is strength and they will serve more powerful individuals, so long as a steady supply of meat is provided.  A walking hunger's unending appetite means it quickly depletes an area of potential food, forcing it to move its lair in search of new sources of sustenance on a regular basis.

Walking Hunger
What appears to be a massive maggot lies upon the ground, its flesh quivering as it enjoys a putrid feast of rotten meat.  But as it turns its eyeless head towards you the truth is so much more horrifying.  The pallid worm rises upon two legs, pushing itself up from the ground using its thin arms that end in wicked claws.  As the vaguely humanoid creature shambles toward  you the stench of rotten meat assails your nostrils, turning your stomach and making it difficult to breathe. 

Walking Hunger                            CR 8 ( 4,800 XP)
CE Large aberration
Init: +1; Senses blindsight 60 ft.; Perception
Aura stench (DC 22, 10 rounds)
DEFENSE
AC 18 touch 10, flat-footed 17 (+1 Dex, +8 natural armor, -1 size)
hp 126 (12d8+6)
Fort +9; Ref +5; Will +9 (+5 versus illusion spells or effects)
Immune disease
OFFENSE
Speed 30 ft., burrow 20 ft.
Melee bite +14 (2d6+4), 2 claws +12 (1d6+2)
Space 10 ft.; Reach 10 ft.
Special Attacks rend (2 claws/bite, 2d6+6)
STATISTICS
Str 18, Dex 12, Con 22, Int 6, Wis 10, Cha 12
Base Atk +9; CMB +14; CMD 25
Feats Improved Natural Weapon (bite), Improved Sunder, Multiattack, Power Attack, Weapon Focus (bite), Weapon Focus (claw)
Skills Acrobatics +9, Climb +12, Escape Artist +17, Intimidate +9, Perception +7, Sense Motive -10; Racial Modifiers Escape Artist +8, Sense Motive -10
Languages Aklo, Undercommon
SQ compression, driving hunger
SPECIAL ABILITIES
Compression (Ex) Walking hunger lack skeletons and can move through an area as small as one-quarter its space without squeezing or one-eighth its space when squeezing.

Driving Hunger (Ex) The need to consume food never fades for the walking hunger.  This unending appetite often impedes judgment and makes it difficult for a walking hunger to determine truth from falsehood. Walking hunger receive a -4 racial modifier to Will saves versus illusion spells or effects and a -10 racial modifier to Sense Motive checks.

Stench (Ex) Walking hunger are surrounded by the cloying smell of rotting meat.  Any living creature that comes within 30 feet of a walking hunger must make a DC 22 Fort save or be sickened for 10 rounds.  Creatures that successfully save cannot be affected by the same walking hunger's stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC for this ability is Constitution based.
ECOLOGY
Environment subterranean
Organization solitary
Treasure standard

Society and Habitat
By their nature walking hunger are solitary creatures. They form no bonds within their species, considering them to be competitors for resources, and generally treat other creatures as potential food.  Unless controlled by a more powerful force, a walking hunger will always react negatively to the presence of another of its kind.  Battles between these beasts are violent in the extreme with the victor cannibalizing the loser, sometimes while the creature is still alive.

The only thing a walking hunger truly respects is strength.  When another creature demonstrates its superior power a walking hunger will immediately show deference, even going so far as to offer service in exchange for its life.  Temples of Morithal often take advantage of this instinct for self-preservation to compel walking hungers into their ranks for use as guards and soldiers. So long as food is provided, a walking hunger will serve a more powerful individual or group without question.

Ultimately a walking hunger's primary motivation is the search for food.  Every action they take is devoted to satiating their endless hunger and in this way they closely resemble their creator, Morithal. This drive leads a walking hunger to focus only on the immediate future. Planning head is alien to their way of thinking. It this reason alone that a walking hunger will not serve a creature weaker than it, even when offered an endless supply of food.  They would rather feed the direct need and slay the individual rather than make any kind of deal. Naturally this shortsightedness makes a walking hunger susceptible to trickery and manipulation. 

If left alone, a walking hunger will quickly deplete food sources in an area rather quickly.  They prefer to eat carrion and will never consume anything but the flesh of other creatures.  While their predilection for rotting meat helps slow a walking hunger's depredations upon an area, these beasts find it necessary to move their lair on a fairly regular basis. During these periods a walking hunger will pack the valuable goods it has gleaned from its victims and simply wander until they find a new region more to their liking.  As expected, they will avoid powerful communities, but are not opposed to settling near small subterranean villages and using them as personal source of meat. 

Ecology
Walking hunger look like giant maggots with two, spindly legs and humanoid arms that end in wicked claws. They stand 10 feet tall but weigh very little in comparison. Instead of a skeleton, the body of a walking hunger is composed of thick, powerful muscles that provide support while remaining flexible.

The walking hunger are genderless creatures and incapable of procreation on their own.  Their birth is still somewhat of a mystery but it is clear that they only arise in locations with a high density of morthacite and an unusual amount of carrion. Even when both of these elements are in abundance the creation of a walking hunger is rare, perhaps taking place once ever twenty years.  Walking hunger emerge from decaying flesh fully grown, both physically and mentally.

For their entire lives these beasts know only one sensation, a desire to feed that can never be satisfied.  Despite being sapient and possessing the ability to communicate through language, walking hunger form no close bonds and only speak when absolutely necessary.  They are incapable of feeling love, compassion, pity, or even anger and despair.  All that matters to them is food, which makes their attacks disturbingly impersonal.  The closest a walking hunger can come to rage is when they meet another of their kind.  Even so, the impulses they feel to destroy each other stem not from any kind of vendetta or grudge but from a longing to hoard resources.

A walking hunger's impressive appetite is believed to come from the two sources. The first of these is most obvious, the walking hunger share a sympathetic connection to Morithal due to their origins.  His unending hunger is encoded upon them at creation, leaving very little room for anything else.  The second has to do with the walking hunger's bodily functions.  Their metabolism is surprisingly high, meaning they burn energy at a remarkable rate.  Walking hunger find it difficult to stay sedentary for long and only enter a sleep state once every week.  Sleep periods can last anywhere between two and six hours, though they rarely exceed four hours.

Morithal's Unholy Maw
Origins
Records from the earliest days of civilization speak of Morithal as an ancient god.  Cave paintings depict him as an immense maggot that feeds on the flesh of world. He has been the patron of many dark and ancient empires, now ground into dust by the press of centuries. By all accounts Morithal has always existed, plaguing mortals with his insatiable hunger since the beginning of the multiverse.  There can be no question that the Lord of Unceasing Hunger is one of the oldest deities in existence.  In comparison to the Maggot God, the anthropomorphic gods of the mortal races are mere children.

Morithal's story stretches back far further than many imagine, to a time well before the creation of this reality.  It was in the last days of the previous multiverse that the Lord of Unceasing Hunger began his journey to infamy.  Morithal was once a god of abundance, worshiped by farmers and druids on a world whose name is long forgotten.  When that multiverse began to buckle and come to an end, as all things do, Morithal hid himself within a crack in the fabric of space and time.  There he waited until the cataclysm came to an end.  Cut off from his faithful, who no longer existed, the god became hungry for the power of worship.  As milennia passed and the essence of creation began to reform into something that could develop into a new multiverse, the hunger only grew until it consumed everything that Morithal was, his mind was usurped.  When the current reality rose out of the chaos, Morithal slithered from his hole and into legend.

Creation of the Underworld
When Morithal left his hiding place he immediately came upon the initial act of creation, a single planet and star, newly formed in the young Material Plane.  His hunger was all consuming and his only thought was to feast upon the flesh of this planet.  The Maggot God devoured with impunity and in his wake he left endless tunnels and immense caverns.  He feasted for centuries and honeycombed the world with a subterranean complex of incalculable size.

Sensing that new worlds had come into being on the Material Plane and unable to satisfy his ravenous desires with this place, Morithal folded the essence of space and arrived upon a new planet.  Again he gorged himself upon the soil and rock for centuries, hollowing out a labyrinth of passages and caverns.  Yet, his hunger still raged like an unquenchable fire.  As before, Morithal moved on to a new world in the hope his desires might finally be sated.  So has the Lord of Unceasing Hunger done since the beginning of the multiverse, seeking new worlds and hollowing them out as a worm ravages an apple. 

It is said the tunnels beneath the surface of these worlds are connected by the magic Morithal used to pass between them.  Travelers might pass from planet to planet, never aware that they are jumping across the Material Plane through the folds of space.  Some creatures use these invisible portals to travel to and from various worlds, forming trade networks and establishing outposts on a hundred worlds.  Many of his followers build massive temples at these locations, hoping that someday  the Maggot God will return that way.

The Virtuous and the Vile
Morithal, Lord of Unceasing Hunger
The Final Consumption approaches!

Since the beginning of time, the Maggot God has burrowed his way through the earth, indulging a hunger that can never be satiated. Morithal is an artifact from another time, a being who survived the fall of one multiverse and the birth of another. Cursed with a unending desire to consume, He Who Gnaws has hollowed out vast caverns beneath the earth and these have become the subterranean realm of the dark elves, derro, and other depraved creatures. Despite his repulsive nature, Morithal's followers are powerful and many. His cults are everywhere and each of them is tasked with a single goal: to bring about the reign of their god so that he might consume the stars and cast all the worlds of the Material Plane into eternal night.

The Virtuous and the Vile - Morithal, the Lord of Unceasing Hunger includes:
  •  An in-depth overview of Morithal, his origins, myths, and other important traits.
  •  Information on the cults of the Maggot God, their goals, and the benefits of their faith.
  •  A fully mapped and detailed temple of Morithal including statblocks for the NPCs who worship there.
  • The Famine domain (PFRPG version) and new spells that embody the horrid hunger of the Maggot God. 
  • Three new monsters who embody Morithal's unceasing need to feed.

Monday, October 24, 2011

Lolth's Kind of Guy

Hextor by Ralph Horsley

I think it was the day I got my Hextor miniature, but it may have been when I saw WAR's illustration of Hextor (sadly, I can't find a nice link to it).  I took one look at the eight-limbed freak: big, strong, violent, evil.  And, above all, with strong arachnid features.  Just Lolth's type.  That is why, in the version of a fiendish hierarchy that I developled for 3.5, I planned to develop a liaison between Lolth and Hextor, despite their differences in alignment (don't make me state the obvious about male-female relationships in the real world).  I like the idea so much, that I would consider using it in another setting if I never used this setting again. 

Hextor also seems a good choice to me for the worship of goblinoids, especially hobgoblins, given his goblinoid features and his warlike character.  Does anyone know where this design originated?  Hextor was not on my radar back in the days of first edition, only coming to my attention with third edition.  Did Hextor look like this in the old world of Greyhawk materials?  In my opinion, this is a strong design. 

By the way, in spite of the what I said about WAR's illustration, I do like the work that Ralph Horsley has done for WotC, Paizo, and others.  I especially like his use of color.

Saturday, October 22, 2011

Lolth's Web Grows

Lilith by Israel Llona, 2007
Thanks for the interesting comments on Respinning the Demon Queen.  I knew Lolth is (and has been since 1980) super popular, but I was gratified to hear that folks are also as interested in Lilith as I am.  There's a lot of great creative ideas out there, and cross-fertilization and discussion of the original sources is both helpful and enjoyable.  I hope folks will scroll down to the comments in my linked post above to see the jewels hidden down there and join in!  (I'm going to disable the comments here to encourage folks to keep the comments all together over there.)

 Drider by Ben Wooten



EDIT: Comments opened for art talk.

Friday, October 21, 2011

Respinning the Demon Queen

N. Wright has rattled my cage with his post on Lolth.*  I had been thinking about this post for a while, and noted it in my blog schedule document, but I hadn't moved it up the queue, much less written it.  I shall wait no longer!

Lolth (or Lloth)

Every gamer of my generation remembers Lolth, Demon Queen of an underworld filled with drow and giant spiders, this way:
Erol Otus' Illustration from the Fiend Folio, 1981
Erol Otus' Illustration from Queen of the Demon Web Pits, 1980

 And "she also enjoys appearing as an exquisitely beautiful female Dark Elf," in D&D, called drow (Q1:31).  So perhaps she was even more memorable to pubescent and adolescent boys as looking something like this:

Another Erol Otus Illustration from Queen of the Demon Web Pits, 1980

Thus Lolth has two forms of appearing, even as she has two aspects: Goddess of the drow and Demon Queen of spiders.  These forms are both favorites of artists: reward yourself with a Google image search and you will be inundated with forms both of a horrendous arachnid with varying female humanoid attributes, and of the exquisitely beautiful female dark elf.  (All drow chicks are hot, ergo, Lolth must be the hottest of the hot.)

J. M. Collier's Lilith, 1887

Lilith
Another powerful demoness is the similarly named Lilith, from Jewish mythology.  Lilith is another sexy demon: according to the tales of some rabbis, she was Adam's first wife, divorced and turned into a demon because she wanted to be on top during coitus.  Thus she was punished as a threat to the belief in a divinely ordained male dominance.  Denied children of her own, she became an envious demon who kidnapped children.  In some people's mythopoesis, she became the first vampire.  Remember vampires?  How often they have pointed ears and are beautifully irresistible?  Like, well, elves.  Also note, female vampires from earliest days were portrayed as kidnapping children, just as the elves did with changelings.


Mash-Up Time: The Demon Queen Gets a Makeover
These two demon-goddesses offer a strong case for identifying the two figures as the same individual.  They share so much thematically that it is easy to do.  As I noted, even their names are very similar.  If you keep the two names, they can just be differences due to language.  Or you could call her Liloth.  Combining them has happy consequences.

If you are tired of the same old folklore controlling vampire game mechanics, you can now offer vampires a makeover based on their demon mistress: driders could be the spider form available for vampires.  Now we know why the drow moved underground: those who had received Liloth's gift (many of the nobles) had to flee the destructive rays of the sun.  Why should you especially identify bats with vampires?  There is one species of vampire bat, but don't all spiders suck their victims dry of their vital juices? We also have tehe answer for why evil elves and vampires kidnap children: Because they are easy-to-catch-and-carry little bags of blood, that's why.  Changelings would be ones selected to be allowed to survive and grow up to be turned into vampires and sent back to plague their old communities.  And remember the fear about female dominance represented by Lilith?  Of course drow are a matriarchal society under the demon goddess.

Vampires and drow tend to be among lots of gamers favorite monstrous races.  They also are the object of complaint as overly used and overly familiar.  I offer this new spin on the Queen of the Demonweb Pits as a way to creatively revamp both the Lolth and her elven devotees.


* His post led me back to Tim Brannan's earlier post.

Friday, October 7, 2011

Example of a Celestial Hierarchy



In my previous posts on calendar building, I have referred to the fact that they were built for a general, catch-all fantasy setting that would incorporate a lot of the popular figures that D&D players were used to appearing, but that would organize them into a mythos that had some coherence and some unique twists that made the world more satisfying to my mind.  In fact that world takes up the assumptions of monotheism and Christian incarnationalism, but then builds a mythos out of figures of D&D settings and earthly mythology with a pantheon of created immortal beings acting as agents of the divine.  It also assumes the two-axis alignment system, instead of the Law-Neutral-Chaos alignment system that I favor for old school games.  I offer it here as an example of pantheon building and adaptation of published materials, but in particular because it makes sense of the calendar that I posted.  In the future, I will follow this up with its accompanying Fiendish Hierarchy.

D&D Deities adapted for use in
The Celestial Hierarchy
aka "The Shining Host" (i.e., celestial powers under the Deity and the Incarnations of the Divine.)

Greater Powers    (The Celestial Septet, The Seven Sovereigns)
  • Pelor, the Archangel, the celestial sun, soul of the sun, light, strength & healing. More humans honor him than any other power, most widely honored among the good of all races.
  • Taiia, the Angel-wife, the celestial corona, consort of Pelor, goddess of knowledge and solar effects.  Patron of dancers and martial artists (the "monk" class).
  • Ehlonna, aka Ehlenestra, Queen of elves, forests, woodlands, natural flora & fauna, and the waning crescent moon.
  • Moradin, Lord of dwarves and stone giants, the element of earth, and the terrestrial seas.  Patron of smiths, miners, and stonemasons.  (Artifice Domain)
  • Olidammara, Arche of music, ornamentation, revels, wine, rogues, humor, satyrs, gnomes, and tricks. (Essentially a combination of Olidammara & Garl Glittergold. Called by gnomes, “Oli Glittergold.”)
  • Bahamut, Lord of dragons, wisdom, riches well-used, and the wind. Patron of sorcerers.  First of Serpentkind.  Widely honored by the good of other races.
  • The Great Mother, reincarnated as the mothers of the incarnate Lord of each race, though she never remembers her previous earthly life (and hence is known by multiple names).  The only member of the greater powers who ascended from the lower races, rather than being created on their level.  The number of the seven was incomplete until her apothesosis.

Lesser Powers    (The Heptet of Holy Helpers)
  • Corellon Larethian, Lord of elven warcraft, elven magic, and all elven arts.  The champion of Ehlonna and defender of all fey.  Patron of elven fighter/sorcerers and eldritch knights and arcane archers.  The waxing crescent moon.
  • Eilistraee, Lady of good (renegade) drow, song, beauty, dance, swordwork, hunting, the full moon, and moonlight.  Daughter of Corellon and Lloth (conceived before her fall, born after her fall).
  • Ginerva, the Mermaid, Queen of the Seas, Siren of the Waves.  Get ideas from Calypso, Aphrodite, Amphitrite, Thalassa, and Tethys.  Wife of Moradin.
  • Kord, Lord of athletics, sports, brawling, strength, and courage.  Patron of giantkind and the manly ideal.
  • Obad-Hai, aka "The Shalm," Lord of nature, woodlands, freedom, hunting, and beasts. Son of Olidammara and one of Ehlonna's dryads.  Chief of non-female and non-Elven druids and rangers.  Forester of Ehlonna.  The Green man, the horned god.
  • Set, guardian of the dead, underworld, the dark side of the moon, storms, the desert, and scourge of undead (especially mummies).  Lord of Hound Archons.  Original patron of Miżraim.  Had his earthly seat at Djew (Mt) Sutekh, which stands now at the headwaters of the Satet.
  • Yondalla, first tolk (halfling) and Mother of Kora, patron of halflings, agriculture, gardening, harvest, and maternity.  (Think Demeter/Ceres figure.)

Minor Powers
  • Anqet, daughter of Set and Nephthys.  Sacrificed her body to make the River Satet, so that the people of Deshret might have a less harsh life.
  • Anubis, castellan of the house of Set, Captain of the Hound Archons, Gate Keeper of the Blessed Dead.
  • Diactoros, divine guide and messenger, prince of good air elementals.  (Cf. Hermes, Mercury, Raphael.  Takes the place of Fharlanghn, god of horizons, distance, travel, and roads.)
  • Kora, daugher of Yondalla, patron of Spring. Special: Multiple-Personality Disorder, Psychosis.  See the Lady of Pain.

Patron Saints
  • Boccob, secondary patron of magic, arcane knowledge, balance and foresight.  Patron of Wizards.  Disciple of Corellon, Taiia, and Bahamut: therefore referred to as "the Triple Master."
  • Saint Cuthbert, patron of common sense, wisdom, zeal, honesty, truth, and discipline. 
  • Heironeous, patron saint of chivalry, justice, honor, just war, daring, and valor.
  • Nephthys, patron of loyal wives, of respect for the dead, and of mortuary science.  Consort of Set, mother of Anubis and Anqet.

I hope this will shine helpful light on the calendar posts (I, II), and will be happy to answer any questions it raises.