Saints Come in All Sizes

Well, I finally missed a weekend post. In my defense, though … I thought I had remembered to post. Not much a defense, really, but what the heck!

Among other things I’m working on, NOD 36 is going to have a hexcrawl somewhat dominated by a country of halflings. These halflings have a faith modeled loosely on Medieval Christianity (very loosely), and thus they honor numerous saints as well as a supreme goddess. Here’s a sneak preview on this halfling faith:

Nertha
Mother Goddess

Nertha is the mother goddess of the halflings. She is believed to be the creator, teacher, and nourisher of the people. In this capacity, she is worshiped as a supreme deity by her cult. The cult is made up of an aristocratic priesthood who holds a great deal of secular power in the valley of the Yore. This is due to the relationships between the priesthood, which is drawn from the younger sons and daughters of the aristocracy, and the landed gentry of Yore, as well as from the vast land holdings of the cult.
The Yorrish liken the universe to a steaming vat of soup, stirred and tended by Nertha in her kitchen, aided by her kitchen saints. The other saints protect her kitchen, and the cosmic soup, from demons who wish to sample (and taint) the soup, or even spill it, destroying the universe and putting out Nertha’s eternal hearth, plunging all creation into blackness.

Saint Amalthy
Patron Saint of Learning and Childbirth

St. Amalthy was a teacher of the Lady who lived 200 years ago in the Southlands. Her cult is based in the Midlands, specifically at St. Amalthy’s Cathedral in Mook.
St. Amalthy was a midwife and strict disciplinarian who tend-ed her flock for fifty-eight summers. She was credited with several miracles associated with healings and divinations about children, and thus became a patron saint of childbirth and medicine. A learned woman, she wrote the much-copied Yorrish Herbal, the standard reference for Yorrish healers.

St. Amalthy’s feast day is Wind Month the 4th. It is observed with much singing and merriment, followed by a week spent in quiet devotion at her shrines. The faithful burn candles and leave newly harvested fruits, which are then dispersed to the hungry. Her followers are called Amalthyeans.

Saint Anka
Patron Saint of Resolve

St. Anka’s life is the source of an oft performed morality play. It is the story of a young girl, dedicated to the Lady, whose father was both a heretic and blasphemer. Although a respected farmer, he refused the Lady and continued in the worship of forest spirits. When he attempted to arrange a marriage between his daughter and an elf of the woodlands, Anka calmly refused. The elf carried her away, but she would neither consummate the marriage nor take food while so imprisoned. She kept the elf’s house and cooked his meals, but would in no way consent to his wooing. He tried music, fine foods, and delicate ballads, but nothing could change the girl’s mind. Eventually, the elf, who was much smitten by her beauty and dignity, pleaded with her father to convert to Mother Church and annul her marriage.

Wracked with guilt, Anka’s father consented. He rode straight away to the elf’s home in the woods, but was greeted with no sign of Anka. Instead, they discovered her bloodied garments, and the foot prints of a pack of wolves. Anka was canonized by Mother Church for her resolve and is considered a patron saint of resolve, especially against the temptations of sin.

The true story of Anka bears only a superficial resemblance to the passion plays and church teachings.

Anka was a beautiful and headstrong girl of the Northlands. Her father was a successful farmer, a country gentleman, who desired that his daughter take a husband. A terrible flirt, Anka had on many occasions consented to the pleadings of the country lads who formed her ever-present entourage.

Anka was taken with wooing and gift-giving, so she had no intention of taking a husband. Many candidates came forward, and always she refused their proposals, but accepted their gifts. One gift in particular, the giver she could never remember, was a silver chain into which were set a multitude of black gems. They seemed to swallow the light and at the same time shimmer gloriously. Anka would spend many hours lying in the meadows about her home, studying the strange (and cursed!) necklace in the sunlight and moonlight.

Eventually, a candidate for her hand came forward from the woodlands. An elf lord of great wit and wealth sought her hand in marriage. The marriage ceremony took place amidst much celebration, but Anka refused her husband’s wedding cake (the exchange of fairy-cakes is integral to the Yorrish wedding ceremony) on well-known religious grounds, and so began a hunger strike in his home in the woods.

Anka refused all food offered her, for how could she tell anyone that under her curse her only sustenance could be the fresh blood and flesh of humanoids; all other foodstuffs made her violently ill. She was visited by monks and nuns to lend her moral support, but the young men and women of her village knew of her dark side. Anka would lead them into the woods for wild reveries, initiating many of them into her intimacy and confidence. In truth, many of the monks and nuns who visited her were also initiated. It was on midsummer night that Anka, now a dedicated servant of evil, led her band into the forest for a final reverie in which a young and amorous halfling boy was sacrificed, his head kept as a shrunken token of his devotion.

Anka’s followers waited for her husband to arrive home from his hunting in the mountains. He was waylaid and sacrificed as well. Weeks later, Anka’s father also disappeared after a bloody struggle in his own home. Most people blamed brig-ands or wolves for the atrocities committed.

Anka and her band still lurk in the northern woods, where they lead black rites for the many monks and nuns who have fallen under her sway. Some clerics in the south are aware of the truth of Anka’s story and seek out her followers without rest, hoping to rid Mother Church of its most shameful secret.

Saint Benn
Patron Saint of Travel, Water and Bravery

St. Benn went to “sea” (the River Og) to convert the heathens that lived outside of Yore’s borders. Needless to say, it didn’t go well for a mouthy, preachy halfling with a habit of wagging his finger under people’s noses. Benn was martyred and has become a patron saint of travel, water and bravery.

Some sages believe that Benn is merely the Yorrish name for the River Og, and that rather than being a missionary he was really the presiding spirit of the river.
Bennites are known for their beautiful waterborne funerals, favored by southern merchants, and for their hospices, which cater to sailors and their families.

Saint Droppo
Patron Saint of Nervous Fidgeting

Droppo is the patron saint of nervous fidgeting, for it is said that whenever a false knave was in his presence he was unable to sit or stand still. The folk of his village attributed this to an inborn celestial character that made deceit anathema to him. He was duly sainted, a cathedral being built in the town of Skalagord where he lived and died. In religious iconography he is depicted in rough clothing and sandals holding a feather. His feast day is on the seventh day of Hay Month.

Church officials have since learned that Droppo was really a clod, often in on the schemes of charlatans who thought him a perfect stooge until he began accidentally giving away their schemes. They have chosen to believe he did this on purpose, and thus allow him to remain a recognized saint.

Saint Dunstan
Patron Saint of Goldsmiths

St. Dunstan is the patron saint of goldsmiths, he himself being a noted goldsmith in life. He is represented in clerical robes carrying a pair of pincers in his right hand. The robes refer to his office as Bishop of Nunc, and the pincers to the legend of his holding the Devil by the nose until he promised never to tempt him again.

Dunstan was a painter, jeweler and smith. Expelled from the royal court, he built a cell near Umpleby church, and there he worked at his handicrafts. It was in his cell that tradition says the Devil gossiped with the saint through the lattice window. Dunstan calmly talked until his tongs were red hot, when he turned round suddenly and caught the Devil by the nose.

Saint Dymphna
Patron Saint of the Stricken

St. Dymphna is the saint of those who are stricken in spirit. She was a native of the Midlands and a woman of high rank. It is said that she was murdered at Zeletor in the south by bandits because she resisted their advanced. Zeletor has long been a famous colony for the insane.

Saint Gabbar
Patron Saint of Tailors
Founder of the Gabbardine Order

St. Gabbar is revered in Yore for his defeat of a bevy of ogres that plagued the country long ago. While there is no doubt that he was a tailor, his race, whether a halfling from Yore or a half-elf from Mab, is disputed. Mother Church claims he was a halfling and will hear nothing more about it. The symbol of the Gabbardine Order is a needle and bobbin, and the monks engage in the garment trade. It has made the order wealthy, for they are the official tailors of the Mother Church, producing all official religious trappings therein. They are also noted as the preeminent giant killers of Yore.

Saint Grumm
Patron Saint of Warfare and Protection

St. Grumm is a popular Yorrish saint credited with the defense of the faithful in the Midlands against incursions of monsters and barbarian hordes. In Ikrod’s Lives of the Saints he is identified with Grumm Steadylegs, a warrior-monk who led a company of riders in the Wars of Redemption, in which Mother Church gradually converted the Midlands and Northlands. Grumm was a sedate and somber halfling, but given to passionate defenses of Nertha and her religious law.

Heretical halfling scholars claim that Grumm was an ancient deity of boundaries. He was consort to Nertha in some legends, and her son in others. Grumm was worshipped at the borders between holdings and between civilization and the wild.
Monasteries dedicated to St. Grumm are concentrated on the frontiers. They are outwardly militant. Monks especially dedi-cated to St. Grumm wear black robes with pointed hoods over their armor. They carry flanged maces in combat and are usually trained riders. They are called Grumblers. St Grumm’s churches have stout, stone walls and heavy doors. They are designed as places of refuge for the halflings in times of war. Almost all halfling hobbles have a small statue of St. Grumm near the door where he can guard against intruders.

St. Grumm’s feast day is Wild Month the 21st, celebrated as “Pie Week” amongst the Yorrish. During Pie Week, one day is set aside for St. Grumm and called Boys’ Day. All halfling boys and men are honored on Boys’ Day with gifts (usually martial in quality like slings and knives) and a parade.

The Boys’ Day parade concludes with a mock Battle against the Big Folk, wherein the parade leader must fight a duel with his enemy, the Big Man. The Big Man is represented in pantomime by two halflings, one sitting atop the other’s shoulders. The Big Man first runs into the street, disrupting the parade and scattering all the participants. He then steals a pie, knocks down a mock-hobble, and attempts to carry off a sheep. The parade leader chases the Big Man around the village square, sometimes losing his spear in the process. Finally, he either strikes the Big Man down with his spear or runs the Big Man out of town with the help of the militia by throwing pies at him. Once the Big Man is dead or driven off, the Battle ends and the halflings triumphantly carry the parade leader around the village on a shield or large platter, ending up at the Feast. Then they eat until they keel over.

Halfling clerics of St. Grumm are almost always Lawful. They always carry a buckler with St. Grumm’s badger symbol on the boss. The lay members of St. Grumm’s cult include gamekeepers, herdsman, militiaman, road wardens, soldiers, watch-men, and woodsmen.

The Order of St. Grumm is a branch of knighthood open to all free men and boys who can pass their tests with sling and bow. The Order’s membership boasts some of the greatest living halflings of Yore. The society is martial in name only, being more a hunting fraternity than anything else.

Saint Mathurin
Patron Saint of Fools

The patron saint of fools, St. Mathurin was in life a pedagogue who labored the whole of his life to preach to chil-dren, adults and even the animals. Yorrish legend says that it is St. Mathurin who first taught animals to speak, thus they are referred to as “Mathurin’s pupils”.

Saint Mommo
Patron Saint of Dance, Music and Poetry

St. Mommo is a very ancient halfling recollection of Tut, the kabir of natural rhythms, and thus of dance, music and poetry. The followers of St. Mommo are distinguished by their brightly colored clothes and their masks. They are portrayers of religious plays and singers of religious ballads. They are, essentially, the entertainers of Mother Church. They exist in their own troupes, and rarely mix with the uninitiated.

Saint Swithun
Patron Saint of Builders

The chroniclers say St. Swithun was a diligent builder of churches in places where there were none, and a repairer of churches destroyed or ruined. He also built a bridge on the east side of the city of Yorld. During the work, he made a practice of sitting there to watch the workmen so that his presence might stimulate their industry. One of his most edifying miracles is said to have been performed at this bridge when he restored an old woman’s basket of eggs which the workmen had maliciously broken.

The Kitchen Saints
Patron Saints of Home and Hearth

As any visitor to Yore knows, the kitchen is the center of halfling life and halfling worship. Three minor saints who enjoy considerable good will and devotion throughout Yore are Praseeda, Landrani and Bertha. Collectively, they are referred to as the Kitchen Saints. They lived long ago and are portrayed as ancient healers associated with both herbal healing and cookery. Heretical sages claim that they are remnants of the pre-Mother Church beliefs of Yore, which was based around a loose pantheon of nature divinities.

Each Kitchen Saint has her own feast day. St. Landrani, the patron saint of beer and cider, is feted on Wood Month the 5th. St. Praseeda, Our Lady of Herbs & Spices, is feted on Hay Month the 3rd. St. Bertha, patron saint of deserts, is celebrated on Pasture Month the 12th.

Mendicant halfling friars dedicate themselves to the Kitchen Saints. These wandering friars are renowned for their jollity and common sense preaching. They are like kindly gaffers and gammers, from whom the youth seek advice. More reserved members of the priesthood fault them for their inattention to canon law and church taboo, but really they resent them for being so much more popular than they.

St Landrani is immensely proud of the plethora of alcoholic beverages she has created for the halflings, and is always busy in the cellar creating (and extensively testing) her latest brew. She is always happy and usually a bit tipsy. St. Praseeda works with her on occasion to create spiced ciders. St. Landrani is depicted as a plump halfling woman with a wide grin and short blonde hair, holding a tankard and bottle of cider. Her symbol is a tankard.

St. Praseeda is the most rugged of her sisters, and spends hours hunting for rare herbs and mushrooms. As busy as this keeps her, she still finds time to potter around in the kitchen, helping her sisters spice up their creations. St. Praseeda is quiet, reserved and friendly. She is depicted as a slender halfling woman with long, tussled blonde hair, a green hood, and a sling bag. Her symbol is the sling-bag of herbs.

Have you ever wondered how halfling children can fall out of trees and walk away with only a little bruise, or why halfling relationships are nearly trouble free? St. Bertha is the answer.

St. Bertha is the most ‘homey’ of the Kitchen Saints, soothing hurt feelings and looking after halfing children while they play. In her spare time, she works in the kitchen with Nertha, cooking up the sweet treats of which halflings are so fond. St. Bertha is depicted as a plump halfling woman with curly blonde hair, freckled skin, and a concerned expression. She carries a spoon and lollipop, and her symbol is the lollipop.

The Kitchen Saints really are the last remnants of the halfling’s old religion. The three sisters remain the matrons of halfling druids – the aforementioned friars. These friars are few and far between, but they can be found wandering the countryside as teachers and guides. The friars are more colorful than most halfling priests, weaving flowers in their hair and wearing green robes. They gather in fields on nights of the full moon to worship the Kitchen Saints and Nertha. There, they throw seeds into the wind, watching them scatter and divining portents from the patterns they make.

Other than the friars, the Kitchen Saints have no official cults. Their worship is carried out by druids, brewers, cooks, nan-nies and peasants. While small shrines to the three sisters are maintained in most churches, most of their worship is con-ducted on small stone altars found in fields, kitchens, brewer-ies, and nurseries. Some of these altars are very ancient. At harvest time, first fruits are offered to the three sisters. Their followers are called either Kitcheners or Pantryeans.

Dragon by Dragon – March 1982 (59)

Well, a day late and a dollar short, but late is better than not at all.

It was in March of 1982 that thousands of people all over the world were unwrapping Dragon #59, with that groovy cover by James Holloway.

So, here’s ten cool things about this issue:

1. The More Things Change …

In “Out on a Limb” we get two arguments/laments/complaints that will feature heavily in RPG discussions for … well, forever probably. First, on over powered PC’s

Ugh! And as if that weren’t enough, when I related this to a friend of mine, he merely sneered derisively and began telling me about what his 50th-level ranger (D:30, S:35) would do to such a wimp. I began to feel dizzy.

And

… I have found that evil characters not only have the most fun, but they add spice and intrigue to the campaign, which helps the other players enjoy it more.

Overpowered characters and evil characters. If you’re dealing with them in your own game, know that you’re not the first, won’t be the last and no, there’s no answer to your problem. Just roll with and try to have a good time.

2. Cantrips

Ah, the introduction of cantrips, or 0-level spells, to AD&D. Now, in 1982 they were something different than they would be later. The 0-level spells were really very simple and not powerful at all, unless somebody knew how to be creative with them. They let you add salt to food or shine up a shield. The bee cantrip was probably the closest you were going to get to an offensive spell, and it’s not detailed in this issue. Still, I remember as a wide-eyed kid thinking that cantrips, like everything else the brain trust at TSR did, were awesome.

3. Giants in the Earth

I always love this feature – stats for literary characters, which also served as a way of introducing little squirts like myself to fantasy literature. This issue has Poul Anderson’s Sir Roger De Tourneville (NG 10th level fighter), a 14th century English warrior who took over an alien spaceship that planned on conquering the Earth. I’ve never read The High Crusade, but I must say I’m intrigued.

It also has stats for L. Sprague de Camp and Fletcher Pratt’s Harold Shea (CG 7th level fighter with special spell abilities). Depending on when you discovered fantasy literature, you might have heard that de Camp and Pratt were tantamount to devils for some of their pastiches of other authors’ works. Again, being an innocent at the time, I took such crimes for granted. Fortunately, I grew up, picked up some paper backs, and found I rather enjoyed some of their original works. Remember kids – don’t take anyone’s word for it when it comes to art – positive or negative – check it out and see what you think.

The article is rounded out with Alexei Panshin’s Anthony Villiers (NG 10th level ranger, 7th level thief) and Clifford D. Simak’s Mark Cornwall (LG 4th level fighter with full sage abilities) and Snively (LG 3rd level gnome fighter with special spell abilities).

Dig also the way things were defined back in the day. “X level something with special sauce”. I think they would have been better off statting up these characters as monsters – use class levels when you need a handy thumbnail sketch. If you have to color too far outside the lines, use freeform monster stats.

4. Gypsies

Even though by 1982 the game had been around for a while, there were still some archetypes left to explore. Gypsies have their place in fantasy stories for sure, but also in old school horror. What would Larry Talbot have done without them?

This article is pretty in-depth, and includes a gypsy fortune-telling chart, and a couple cool new spells. For the chart – read the magic. For one of the spells, look below:

The first is Summon Equine Beings, a “‘druid” spell which may be cast by nobles of third level (bard) or better, or by any of the magic viols. The spell is similar to call woodland beings but brings to the aid of the gypsies one type of the following equine or quasi-equine beings:

4-16 ponies, burros, or donkeys
4-16 horses or mules
4-8 centaurs
1-4 hippogriffs/pegasi/hippocampi
1-2 unicorns

The likelihood of attracting hippocampi is extremely rare, but if the spell is cast on the seashore or in a boat, they have as good a chance of being affected as any other equine being. The number of beings summoned is doubled when the spell is cast by the Great Viol of Pharaoh. All wild equine beings save at -5; domestic horses, mules, ponies, etc., at -4; warhorses and other trained steeds (pegasi, etc.) at -1. A paladin’s warhorse saves normally. Gypsies are always on good terms with any creatures summoned, so no loyalty check applies.

5. Monsters

This issue has Ed Greenwood’s bleeder, which looks like a beholder but has blood-sucking tentacles instead of eye stalks, Michael Parkinson’s Stymphalian birds and Roger Moore’s spriggan. I love spriggans, and have used Stymphalian birds in NOD, though not the version presented here.

6. Traveller

Full admission – never played it, but was always aware of it. I did mess around with character creation once, but that’s it. God knows that TRAVELLER has a big fan base out there, and this issue has two items for the game. The first are stats for a group of characters that appear in a short story in the magazine, “Skitterbuggers”. The second is a full fleshed out spaceport/adventure – “Exonidas Spaceport”. Now, not being a TRAVELLER aficionado, I can’t really review these items – but check them out if you love the system or just need some brain fuel for a sci-fi game. Heck, with all the Star Trek stuff I’ve been playing with lately, I’m sure I could make use of the space port plans if nothing else. The art is quite groovy as well.

7. Halflings

Dragon had a neat series of “Point of View” articles, which examined the different races (and I think maybe some monsters) in depth. Roger Moore writes here about the halflings. Now, of course, none of this has to be taken as gospel, but it’s surely one take on the subject, and useful for folks who were knew to fantasy gaming. It also includes a bunch of halfling deities which found their way into Legends & Lore. I can definitely remember when, as a kid, I did take this stuff for gospel … and loved it!

8. Poisons

Well, if you’ve decided to spice up a game with an evil PC, you’ll surely want some poison to play with. This issue has more poisons than you’ll know what to do with, and it’s a neat reminder of how the old game worked – everything hand-made, nothing standardized and simplified. Personally, I miss it … and don’t miss it. Depends. Here’s a sample poison:

GHOUL SWEAT: A scummy green gel, used like Chayapa. Smells like rotten meat. Its effect is to paralyze for 5-10 (d6 + 4) rounds. It acts immediately. Save for no effect, made at +1.

9. What’s New with Phil & Dixie

I mentioned Phil Foglio’s contribution to Star Trek fanzines a post or two ago, and now here he is as I was introduced to him, in Dragon. I always like the strip, and appreciated the humor … and yeah, had a total crush on Dixie.

Unfortunately, I can’t leave you with Wormy this time, because it didn’t appear. Drat the luck. All in all, a groovy issue with lots of good ideas.

Have fun boys and girls, and be kind to one another!

New Spell – New Monster – New Class

Just a few things that popped into my head lately …

NEW SPELL

Alter Voice
Level: Magic-user 0
Range: Personal
Duration: 1 hour

This spell permits you to alter your voice, mimicking another voice you have heard perfectly. It does not enable you to speak another language, of course. The spell also alters your inner voice, permitting you to fool creatures through the medium of telepathy.

(I’ve watch lots of old movies and TV shows, in which characters have an uncanny ability to duplicate other character’s voices, especially over the phone)

NEW MONSTER

Zoophytic Mangler

Size/Type: Medium Elemental
Hit Dice: 6
Armor Class: 17 [+1]
Attack: 2 slams (1d8)
Movement: 20
Saves: F10 R12 W12
Alignment: Neutral (N)
Intelligence: Non-
No. Appearing: 1
XP: 600 (CL 18)

A zoophytic mangler is an quasi-elemental creature raised from the sea floor by aquatic mages who have learned the spell. The creature is composed of a core of dead coral. Its exterior is covered with hundreds of beautiful, flower-like living corals. These corals exude a poisonous mist that surrounds the monster to a radius of 20′. Any creature breathing this mist must pass a Fortitude save at -2 or be affected as per Poison III. Those who do save are still sickened, and remain sickened for 1 hour after they leave the monster’s presence. This mist works in the open air and underwater.

(Just read a story about a venomous coral that has sickened quite a few folks)

NEW CLASS

Knight of Flowers

I drew this!

Knights of flowers are a variation on the paladin class. It is only open to halflings, gnomes and other small fey folk. A knight of flowers differs from the paladin as follows:

They must be good in alignment, but can be lawful good (the Rose Order), neutral good (the Lily Order) or chaotic good (the Daffodil Order).

They are skilled in nature lore and flower arranging, rather than riding

Can detect poison at will, instead of evil

Learns to turn plant creatures and evil fey, instead of undead

Instead of a gaining a special warhorse, they gain the ability to draw special abilities from wreaths of different flowers. The wreath must be woven by a maiden, dryad or nymph, and the magical potency of the flowers lasts for one adventure. The knight of flowers can only wear one wreath at a time:

+1 to hit Evil — chestnut

+1 to Charisma tasks — dahlia, daisy, dandelion, plum blossom

+1 to Fortitude saves — ivy

+1 to Intelligence tasks — cherry blossom, lilac, pansy

+1 to Strength tasks — laurel

+1 to Will saves — gladiolus

+1 to melee damage — fennel, oak leaf

+2 to save vs. disease and poison — lily

1 re-roll (d20) per day — gardenia

Animal Friendship (1/day) — magnolia

Bane (1/day) — lobelia

Calm Emotions (1/day) — bullrush, olive

Charm Monster (1/day) — orchid

Charm Person (1/day) — amaranth, carnation, jasmine, chrysanthemum, coriander, honeysuckle, tulip

Color Spray (1/day) — iris

Command (1/day) — heliotrope, thistle

Crushing Despair (1/day) — yellow rose, rue

Cure Light Wounds (1/day) — Eglantine rose, lotus

Daze (1/day) — wormwood

Detect Magic (1/day) — witch-hazel

Disrupt Undead (1/day) — cypress

Fool’s Gold (1/day) — buttercup

Good Hope (1/day) — delphinium, peony

Hold Person (1/day — mistletoe

Inflict Light Wounds (1/day) — marigold

Light (1/day) — sunflower

Magic Weapon (1/day) — red rose

Protection from Evil (1/day) — baby’s breath

Protection from Normal Missiles (1/day) — heather

Ray of Frost (1/day) — hydrangea

Silence (1/day) — white rose

Sleep (1/day) — poppy

Speak with Dead (1/day) — asphodel

Surprised on d8 — begonia

Tongues (1/day) — balm

Can neutralize poison instead of curing disease

Casts spells from the druid spell list, instead of the paladin list

Otherwise, they have the paladin’s special abilities

Elemental Racial Variations

I’ve always enjoyed coming with variations on a theme, or variations on existing things in games. Of late, I’ve thought about doing themed variations on some of the existing races in Blood & Treasure – themes like the elements, or insects or animals.

For my first theme, I choose elemental earth. These races could work well in a specialty campaign, especially one set underground or on the elemental plane of earth, or can be used in an exotic section of an existing campaign world.

I’m not sure how well balanced these races would be, but you know – sometimes it just doesn’t matter. If they look like fun, use them!

COAL GNOMES
Coal gnomes look generally like normal gnomes, save their flesh is composed of a substance not unlike coal. They have pitch black skin and beady eyes that glow like embers. These eyes give them darkvision to a range of 120 feet. Coal gnomes are not immune to fire, but they do have a strange resistance to it.

When a coal gnome is struck by fire, it ignites and smolders. The coal gnome suffers one point of fire damage per round, and no more. While they smolder, they can score +1 point of fire damage with each successful melee attack.

Coal gnomes have the same alterations to their ability scores as normal gnomes, the same knacks and the same ability to multi-class. They do not have any Spellcasting ability.

GRANITE DWARVES
Granite dwarves are stoic and seemingly emotionless; at least, they do not often show emotion. Logical and resolute, they look like dwarves carved from granite.

Granite dwarves have the same ability score modifications as normal dwarves, and the same knacks. Their skin gives them a natural AC of 12, and they have the ability to freeze as do gargoyles, for a maximum of 10 minutes. Granite dwarves have darkvision to a range of 60 feet.

Granite dwarves cannot multi-class, for their minds are too focused.

CRYSTAL ELVES
Crystal elves are as graceful and lithe as normal elves. Their bodies are seemingly composed of living crystal, in various colors and hues. They rarely wear clothing, but do adorn themselves with jewelry and sometimes capes or cloaks.

A crystal elf’s skin reflects and refracts light, depending on the angle at which it is struck. When fighting in moderate illumination, all opponents engaged in melee combat with the crystal elf must pass a Reflex saving throw when they miss the elf in combat by more than 3 points, or be blinded for one round. In strong illumination, creatures locked in melee combat must pass this save each round, and creatures within 20 feet must do so when they miss the elf in ranged combat as above.

The crystal elf’s body gives them a +2 bonus to save vs. rays. They suffer double damage from sonic attacks.

Crystal elves have the normal ability score modifications and knacks, darkvision to a range of 30 feet, and they cannot multi-class.

SANDLINGS
Sandlings look like normal halflings composed of sand. They are quick and curious and have more abrasive personalities than normal halflings.

Sandlings ignore one point of damage per hit from physical damage, but water and wind deals +1 point of damage per dice (or 1 point of damage if the attack doesn’t normally deal damage) to them. They have the same ability score modifications as normal halflings, the same knacks, and they gain a knack at escape attempts.

When a sandling is struck for full damage by a physical blow (minimum 5 points of damage), they split into two tiny versions of themselves, splitting the damage as well. They must also split their equipment when they split, and their hit point total, but each of these twins retains its normal level, ability scores and special abilities. The personalities of each twin can vary, based on the original’s alignment:

THREE TIER ALIGNMENT
Lawful = Lawful and Neutral
Chaotic = Chaotic and Neutral
Neutral = Chaotic and Lawful

NINE TIER ALIGNMENT
Lawful Good = Lawful Neutral and Neutral Good
Lawful Neutral = Lawful Neutral and Neutral
Lawful Evil = Lawful Neutral and Neutral Evil

Neutral Good = Neutral Good and Neutral
Neutral = Lawful Neutral and Chaotic Neutral
Neutral Evil = Neutral Evil and Neutral

Chaotic Good = Chaotic Neutral and Neutral Good
Chaotic Neutral = Chaotic Neutral and Neutral
Chaotic Evil = Chaotic Neutral and Neutral Evil

The twins cannot re-merge until they get a full night’s sleep. If that sleep is interrupted, they split apart and must remain apart until they get another chance at 8 hours of rest.

History of NOD Part IV

Wow – so I let myself get lax on updating the blog again. In my defense, I’ve been super busy at work (real work, that one that plays for my mansion and gold-plated yacht) and super busy at home (NOD Companion just needs a little editing and layout work, NOD 22 is coming along nicely, Mystery Men! got a small revision and ACTION X has been reborn as GRIT & VIGOR and is also coming along nicely). So, there’s my excuse. Here’s my post …

HISTORY OF HUMANS AND HALFLINGS

With the power of the elves and dwarves broken, the world was left to the humans and their ilk. We now reach a time a scant five thousand years ago.

As the dragons of Mu-Pan slowly retired into secret places, they left their scions in charge of their warring kingdoms. In time, they would be united in an empire that would have to tolerate numerous dynastic changes and revolutions and stand up to the machinations of the weird lords of Tsanjan.

Thule harbored a rogue elven land called Pohiola. This nightmare kingdom would slowly give way to the invasions of the horsemen of the steppe, as they laid the foundations for such kingdoms as Mab, Luhan and Azsor.

Antilia and Hybresail would remain largely wild places, home as they were to the shattered homeland of elves and dwarves, its human and demi-human populations reduced to barbarism.

In the Motherlands and Lemuria, the human populations learned well from their former elven masters, and founded sorcerous empires founded on demon worship. In time, such empires as Irem, Nabu and Kolos would fall in spectacular eldritch fashion. In their ashes, a new empire was born that would rule much of the Motherlands – Nomo. Nomo was founded when a band of elven adventurers led by Prince Partholon left the shores of Antilia in a dozen longships and make their way to the Motherlands. Finding themselves among a tribe of human barbarians, they soon asserted themselves as their masters, founding the city-state of Nomo and eventually extending their control over much of the sub-continent. Under Nomo’s emperors and empresses a 2,000 year empire was begun which would end only with the disappearance of the Emperor during adventures in the mysterious West.

With the emperor’s disappearance, Nomo fell into factional fighting, with each faction supporting its own candidate for emperor. The former tributary kings and queens in the empire also staked their claims on the throne.

Thus it is in today’s land of NOD. City-states built on the ruins of kingdoms built on the ruins of empires, all threatened by encroaching chaos.

RACIAL CLASS VARIANTS
In Blood & Treasure, I introduced the notion of variant classes. These were meant to illustrate the way one might create new classes using old classes as a base, with fairly minor changes.

BARBARIAN VARIANT: HALF-ORC THUG

Half-orcs often grow up on the mean streets, learning to excel not as trained fighters but as street brawlers. These half-orc thugs advance as barbarians, save for as follows: They may only use padded or leather armor and bucklers, they have the following skills: Bend Bars, Break Down Doors, Climb Sheer Surfaces, Gather Rumors, Hide in Shadows, Jump, Move Silently and Pick Pockets.

PALADIN VARIANT: ELVEN GALLANT

Gallants are elven paladins as dedicated to romance and wooing women as they are to righting wrongs and protecting the weak. While most paladins can be a bit stodgy, elven gallants are rather dashing and devil-may-care.

In a three-fold alignment system, gallants must be Lawful. In a nine-fold system, though, they need only be Good. Gallants cast spells from the bard spell list rather than the paladin spell list.

THIEF VARIANT: DWARF PROSPECTOR

As adventurous as dwarves can be, their first loves are always gold, gems and silver. Many, if not most, get their first taste of adventure as prospectors, heading into the hills or depths in search of metals or stones to mine.

Dwarf prospectors have the following skills: Climb Sheer Surfaces, Find Traps, Hide in Shadows, Listen at Doors, Move Silently, Notice Unusual Stonework, Open Locks, Remove Traps and Spelunking. In addition, they can wield picks and hammers.

THIEF VARIANT: GNOME PRANKSTER

Gnomes are innately magical folk, and some learn from a young age to tailor their magical abilities to the profession of thievery. These gnome thieves are noted for their enjoyment of taunting their victims with pranks and riddles, leaving calling cards and boasting of their thefts before they happen.

In place of a gnome’s normal innate spells, a prankster can cast the following spells: Mage hand, open/closer and ventriloquism.

THIEF VARIANT: HALFLING GYPSY

Many of the halflings that people meet are of a breed known as the pikey – wanderers from the east who live a semi-nomadic life among the larger races, making a living telling fortunes, picking pockets, stealing pies (they love pies) and bilking the naive.

Gypsies have the abilities of thieves, save they replace the backstab ability with the bard’s ability to fascinate. Their skills are as follows: Balance, Climb Sheer Surfaces, Escape Bonds, Gather Rumors, Hide in Shadows, Move Silently, Pick Pockets, Train Animals and Trickery.

The Canting Crew

Before we get on with the new class (which may or may not work, but it’s a fun experiment), I want to announce that all my hard copy books are 10% off right now at Lulu.com. Go check ’em out if you’ve been waiting, and keep your eyes open for Lulu.com sales to make the deals even sweeter.

THE CANTING CREW

In my quest to create yet another odd character class, I have dreamed up the canting crew. Actually, the inspiration for the class was a small band of robbers cutting a swathe through time after stealing a map of creation. You’ve probably heard of them. Watching Time Bandits made me think of a band of halflings causing trouble, and that made me think of the swarm rules in d20 and one thing led to another and … the canting crew. Obviously, this is not a traditional character class, so it’s not only not for every player, but not for every campaign. Truth be told – I have no idea if this will even work.

REQUIREMENTS
Dexterity 9+, Charisma 13+
Non-lawful, non-good; robber gangs are not necessarily evil, but they are certainly not good
Halfling or gnome (or other small races, if allowed in your games)

ARMOR ALLOWED
Padded and leather armor; no shields

WEAPONS ALLOWED
Club, dagger, dart, hammer, light mace and sling

SKILLS
Hide in Shadows, Move Silently

CLASS ABILITIES

A canting crew starts out as a single rogue, the boss. As the crew gains levels, it also gains members, with each member representing one hit dice, or level, of the crew. Each time a new member is added to the crew, that member should be named, and a dice should be rolled on the following table to get an idea of what that new member brings to the crew.

When a member of the crew brings a competence in a task, that particular member is skilled in that task, and his presence and tutelage makes Gives rest of the members a knack in that task. If a canting crew is divided, this distinction might be important.

The canting crew attacks as a swarm. Attacks against the crew deal damage to the band’s collective hit points. The crew can split up to make attacks, or even choose not to throw all their weight against a single opponent. For however many members of the crew are attacking a single foe (usually no more than eight against a medium-sized creature), treat the attacks as coming from a robber crew of that level. Thus, three robbers attacking a creature attack as a 3rd level crew, i.e. with a +2 attack bonus. The crew, no matter how they are split up, uses saving throw values for their crew’s full level. Any feat taken by the robber crew is assumed to be held by all members of the crew. Feats or abilities that come with individual members are possessed only by that member.

On the downside, robber crews are composed of multiple halflings or gnomes, and each member requires his or her own equipment and rations. This makes running a robber crew a bit expensive, so make sure you don’t pass up a chance for treasure or theft!

Damage against a robber crew must also be addressed. When a robber crew’s hit points are reduced to 0, it is assumed that all of the members have been killed, the boss being the last to fall. For every three points of damage a crew suffers, there is a 10% chance that one member, chosen at random, is killed and must be replaced when the crew next reaches civilization. While the crew is short a member, they are also short that member’s skills or abilities and their help in a fight. When the crew does reach civilization, a new random member is added to the crew.

A 3rd level canting crew learns how to cover one another’s retreats. Members of the crew can retreat at a full run without drawing an attack from their foes.

A 5th level canting crew’s chattering and dodging about has a chance of confusing their opponents. Each round a crew decides to caper instead of actually attacking, their foe must pass a Will saving throw or be stunned for that round. To confuse an opponent, at least three members of the crew must be engaged in combat with that opponent.

A 7th level canting crew learns how to look out for each other. They roll their chance of being surprised on 1d8 instead of 1d6. In addition, when they fight, each member of the canting crew engaged with a single creature over the first member increases the Armor Class of the group fighting that creature by one.

A 9th level canting crew can establish a hideout for themselves, per the thief class. The canting crew does not attract a lieutenant, but they do attract a number of lesser rogues and thieves, with the members of the canting crew each taking on a small gang of their own to tutor and control.

What’s In Santa’s Sack – Halfling Edition

Image from here

Christmas is maybe the most halfling holiday of the year … well, except for Thanksgiving. Either way, you have to imagine that old St. Nick has a few packages in his sack for those little Lawfuls of the Shire …

1. Cheese – and lot’s of it.

2. Mithril mixing bowl – nothing sticks to mithril except dire molasses

3. Jar of dire molasses

4. Rose-colored glasses (+1 to save vs. sadness and fear)

5. Lederhosen – pre-worn in by the elves at the North Pole and thus smelling of peppermint

6. Toe hair combing kit in a fancy leather case

7. Scented foot oil

8. Pennywhistle, mouth-harp and set of musical spoons – to pass the time on long trips

9. Brand new slingshot with a compass and a thing that tells the time in the stock

10. Crushed velvet bag containing 10 silver sling bullets

11. A set of hand-carved bird calls – includes one’s for giant eagles, rocs and giant owls (1 in 6 chance of attracting an owlbear)

12. “Get Out of Gaol Free” card signed by St. Cuthbert himself

13. Stickum – useful for halfling thieves (bonus to climb and pick pocket checks)

14. Autographed copy of There and Back Again

15. Set of three nosegays (+1 save vs. poison gas)

16. Daisy chains, enchanted to never wilt

17. Elven cloak (ever since that book came out, every halfling wants one)

18. New hurling stick (can be used as a club or to hurl things like flaming oil or holy water)

19. A prize pig of surprising intelligence, large enough to be used as a mount

20. Sack of walnuts

21. Shire Army Knife (fork, spoon, knife, toothpick and corkscrew)

22. Silver locket containing a curly auburn lock – find the owner and get a free kiss

23. Embroidered shirt or dress – hand stitching

24. Gnarly, wooden walking stick

25. Sack of jelly babies

26. Glass bottle of bay rum

27. Seat cane with silver top (counts as a silver club for attacking incorporeals and lycanthropes)

28. Dragon-nip – throws dragons off your scent when sneaking into their hordes

29. Silver dagger

30. Book of Riddles – useful for stumping gollums

A Gaggle of Random Races

First – a commercial message

If you’ve been waiting for a Lulu sale to buy Blood & Treasure, wait no longer

Now then … random races. When I’m stuck for something to write, either for the blog or a hexcrawl, I often venture into one of the many fine random generators floating around the internet. Thus – some random races. All of these races were generated at Abulafia, a site I highly recommend for referees and writers.

In each of these cases, I’ll present the product of the generator, and then some notes on how I would interpret this, along with a race write-up for Blood & Treasure.

WHITE GNOMES

“This culture is made up of Gnomes, they are known for their long, white hair and long beards. They are known for their feistyness, they are usually considered to have minds that are practically non-existent and in battle they are known to untrustful of officers, their favored tactic is destruction by plague. They are organized into towns lead by a king who takes his place by being elected. The race worships the death god, they make weekly sacrifices to their god(s). They are known to possess magic including clerical magic and sorcery.”

Sounds like these gnomes are morons, and a bit on the chaotic side. They are almost like the anti-gnomes – death worshipers, and with some spell casting ability.

White gnomes are abysmal little creatures, members of the unseelie court who resemble their normal kin save that they are hairy little brutes with long white hair and long white beards on the males. White gnomes have very dark, macabre senses of humor, and they seem to take a grim satisfaction in the misfortunes of others.

White gnomes are small creatures with a base speed of 20 feet. They have darkvision to a range of 60 feet and have a knack for listening at doors.

White gnomes are as rugged little folk, but a bit short on brains. They add one point to their starting constitution scores, but lose one point of their starting intelligence score. These ability modifications cannot increase a score above 18 or reduce it below 3.

White gnomes have a natural affinity for death and death magic. A white gnome with a charisma score of 10 or higher can cast the following spells, each once per day: Inflict minor wounds, bane and doom.

White gnomes speak Common and Gnome. They might also speak Dwarf, Goblin, Hill Giant, Orc, Sylvan and the language of nocturnal mammals.

White gnomes can multi-class as cleric/fighters, cleric/magic-users or cleric/thieves.

GULLINBURSTI

“This culture is made up of Half-Orcs, they are known for their long, golden hair and nonexistent beards. They are known for their acceptance, they are usually considered to have minds that are practically non-existent and in battle they are known to mutinous , their favored tactic is a slow artillery supported advance. They are organized into republics lead by a council who takes his place by killing his predecessors. The race worships the gods of war, they make offerings of food on mondays to their god(s). They are known to possess magic including battle magic and wild magic.”

Half-orcs with golden hair. First thing that came to my mind was gullinbursti, the golden boar from Norse mythology.

Gullinbursti are half-orcs with a strong strain of elf blood (so it’s no surprise they are outcasts and loners). They have the faces of orcs with long, golden hair on their heads, and shorter fur on the rest of their body. Gullinsbursti have a more intelligent look in their eyes than most half-orcs.

Gullinbursti are medium-sized creatures with a base speed of 30 feet. Their mix of orc and elf blood grants them a one point bonus to their starting strength score, and though they are more urbane than the average half-orc, their piggish faces leave them with a one point penalty to their starting charisma score. These modifications cannot put a score above 18 or below 3.
Gullinbursti have darkvision to 60 feet. They have a 30% magic resistance to sleep and enchantment spells, and are immune to the paralyzing touch of ghouls.

Gullinbursti speak Common. They might also speak Elf, Orc, Gnoll, Goblin, Hill Giant, Ogre or Dragon.

Gullinbursti can multi-class as cleric/fighters, fighter/magic-user and fighter/thief at fist level. If they choose not to multi-class at first level, they can change careers as humans.

MOGS

“This culture is made up of Catmen, they are known for their short, orange hair and long beards. They are known for their acceptance, they are usually considered to be dumb as a box of rocks and in battle they are known to disciplined, their favored tactic is a head-on charge. They are organized into bands lead by a warleader who takes his place by being chosen by his predecessor. The race worships a pantheon of gods, they make offerings of food on mondays to their god(s). They are known to possess magic including prayer magic and clerical magic.”


There are plenty of what you might call stereo-typical catmen out there – high dexterity, etc. I’m picturing something more akin to Garfield – lazy, stout bastards who enjoy killing things smaller than they.

Mogs are big-boned cat people with long, orange fur and black tabby markings. They have long “beards” on their chins and narrow eyes that never betray their emotions. Mogs have a penchant for cruelty and bullying, and most people have a tough time trusting them.

Mogs are medium-sized humanoids with a movement rate of 30. They are a sluggish folk, and suffer a one point penalty to their starting dexterity score. Although they prefer to save their energy, they are always on the alert, and enjoy a one point bonus on their starting wisdom score. These modifications cannot put a score above 18 or below 3.

Mogs have darkvision to 60 feet. They are only surprised on a roll of 1 on 1d8 and have a knack for finding secret doors and listening at doors. Mogs become excited when they know a foe is on the ropes, getting a +1 bonus to hit and damage against creatures with fewer than half their starting hit points.

Mogs speak Common and their own tongue. They might also speak Dwarf, Elf, Gnoll, Goblin and Halfling.

Mogs cannot multi-class, as they are simply too lazy to be bothered.

HOBORKS

“This culture is made up of Hoborks, they are known for their short, red hair and short beards. They are known for their generosity, they are usually considered genius and in battle they are known to attack at the right moment, their favored tactic is an ambush. They are organized into bands lead by a warleader who takes his place by being elected. The race worships Order Gods, they make offerings of weapons to their god(s). They are known to possess no magic.”

Illustration by the great Tony DiTerlizzi

This one works based on the word “hoborks” alone. It could be interpreted as hobgoblin-orc crossbreeds, but hobbit-orc crossbreeds would be pretty kick ass as well. For this one, I wanted to base it on a halfling made big and stupid with orc blood.

Hoborks look like large, ugly halflings with black, bristly hair on their heads, feet and hands. They have lank legs and arms and big hands (known for their iron grips) and feet. Hoborks are pig-headed, hamfisted bullies who love a good fight (but not a fair fight).

Hoborks are medium-sized creatures with a movement rate of 20 (due to their bow legs) and darkvision to a range of 120 feet. Hoborks are as tough as nails, and loathe to succumb to pain, so they enjoy a one point bonus to starting constitution. This same pig-headed-ness and “full speed ahead” sort of thinking deprives them of one point of their starting wisdom score. These modifications cannot put a score above 18 or below 3.

Hoborks have a knack for moving silently, for they prefer to surprise foes from behind. Their large hands grant them a +1 bonus on grapple attacks – they are born stranglers.

Hoborks speak Common and Halfling. They might also speak Dwarf, Orc, Goblin, Kobold, or Ogre.

Hoborks can multi-class as cleric/thieves, fighter/thieves and magic-user/thieves at fist level.