Post-Apocalypse of the Gods

This is a notion I’ve had for a while, sort of simmering on the back burner. I caught an old episode of Hercules Legendary Journeys yesterday though, the one where he meets the Norse gods, and so I got to thinking about it again. What follows is a thumbnail sketch of what might make for an interesting campaign that blends D&D-esque fantasy with Gamma World-esque post-apocalyptic gaming.

Ragnarok

If you’ve done any reading of the Norse myths, you are undoubtedly aware of Ragnarok – the twilight of the gods. At Ragnarok, Loki leads the giants and other bad guys against the gods, and most of the major “characters” end up dead – Thor and the Midgard serpent kill one another, Odin and Frigga are swallowed by Fenris and he is in turn killed, Loki and Heimdall kill one another. Good stuff, and somewhat unique in western mythology I think. Heck, some obscure movie studio is apparently making a movie about it.

What I always found cool about Ragnarok, though, is that although it was the end of some of the gods and results in a flood that wipes out most of humanity, it is not “The End”. There is a post-Ragnarok world just waiting to be explored and conquered!

Post-Ragnarok

From memory – so please excuse any omissions or errors – Balder returns from Hel after Ragnarok to become the new king of the gods. I also remember that Thor’s sons, Magni and Modi, inherit their father’s hammer – presumably they take up where dad left off as protectors of man and god. In addition, two human beings managed to take shelter in Yggdrasil and were left to repopulate Midgard, so humans are still around.

If we play around with the concept, we can maybe make a fun campaign out of it.

On the fantasy side, we have the gods, and thus we have clerics and magic. We can also preserve at least some of the monsters of mythology – Norse mythology, of course, but monsters from other mythologies are welcome as well. Since we’re in a post-apocalyptic setting, we can also throw in all the original weirdness from D&D – green slime, bulettes, beholders, as well as monsters from post-apocalypse settings – maybe Magni and Modi travel around in a chariot pulled by spider-goats?

Like this, only ruined and full of mutant demigods

On the science side, we can borrow from Marvel comics and use an Asgard that is as much science as it is sorcery. Some of that technology was left behind on Midgard, perhaps, but even better stuff is hidden away in Asgard if only some high-level adventurers can figure out how to get to it. The remaining gods – maybe we can call them The New Gods – now dwell on Midgard with humanity (though a bit separated, as the gods always prefer to dwell in gated communities).

Another option would be to set Ragnarok at some point in the near future, thus allowing modern technology to exist in the ruins of the world, ruins that are now visited by the primitive people who have established settlements close to, but not too close to, those ruins, to scavenge for supplies.

The Campaign

The campaign can be set in post-apocalypse Scandinavia/Iceland/Greenland, or you could even use Minnesota. Since the world is flooded in Ragnarok, you can use some maps that show what the geography would look like with higher sea levels – that will keep things just different enough to fool the players for a while and give them the enjoyment of figuring out what world they’re exploring.

New towns and cities have sprung up, blending the old and the new. The wilderness is haunted by mutants, worgs and the scattered remnants of the giant races. Perhaps the elves of Alfheim visit now and again – let them be grey elves and beautiful and judgmental – and some of the dwarves survived the apocalypse hidden away in their mountains – let them be duergar and foul and greedy.

Above is a quick sketch of a campaign world, with the sunken city of Lug inhabited by mutant amphibious englishmen (use tritons to make it easy, or sahuagin to make it scary), the Swamp People of old Paris, with their giant frogs, the Gnomes of Zurik hiding away all that gold, the City of Black Bear, which can serve as a tent-pole mega-city-state with legions of warriors threatening more peaceful folk beyond, and of course New Asgard, where the gods and their servants dwell, and from which come the paladins of Balder to spread a new enlightenment among mankind.

Dragon by Dragon – September 1980 (41)

September 1980 is the time.

Between the covers of a Dragon Magazine is the place.

I’m pressed for time today, so let’s get down to business and discover the top ten best things about Dragon Magazine #41 (then I need to kill weeds, mow the yard, get a haircut, edit Mystery Men! and commission art).

1. METHODISTS AND MELEE
Our first article is a time capsule of what was going on in the RPG world at the time, namely the backlash by pseudo-religious folks against D&D. 

Written by Arthur W. Collins … or more properly Reverend Arthur W. Collins … who created the neutral dragons from a few issues ago, this one seems like a “let’s get a religious guy who digs D&D to write an article about how great the hobby is, so the other religious people who hate D&D will look worse.”

For example …

“The non-churched population generally views the Christian faith (and religion in general) in terms of a body of rules and regulations designed to keep one from enjoying oneself. This is a false view, but a prevalent one, and voices in the Christian community have been raised of late saying that such things as Dungeons & Dragons are questionable at best (damnable at worst). The double effect of misunderstanding and misguided righteousness on either hand have made fantasy role-playing games a hot topic in the religious community. It is my purpose to lay out a Christian understanding of the uses of fantasy, and then speak from a pastoral perspective on the value of role-playing games.”

It’s a fine article, and worth reading.

Side note – although I cannot be sure, this might be the fellow himself.

2. JIM HOLLOWAY

Holloway is beginning to appear in Dragon at this point (I think I mentioned him in the last review), which is cool with me. I was always a big fan of his stuff – it had an Osprey quality about it that I always liked – grounding the fantasy in some gritty reality. He’s still learning at this point – the cover is him as well, and isn’t as crisp as later Holloway covers will be. Still – it’s fun watching these artists grow.

3. MOLDVAY’S GIANT IN THE EARTH

Such a great series of article, if for no other reason they offer wonderful opportunities to argue with other nerds about which fictional character could kick which fictional character’s ass.

This one includes stats for some female fantasy favorites, and a couple fellows from the sagas.

C.L. Moore’s Jirel of Joiry (14th level fighter with 18/49 strength)

H. Rider Haggard’s Ayesha (27th level cleric, 9th level fighter with ability scores ranging from 15 to 18/00 – I’m guessing her player used the “roll 20 dice, take the best 3 method”)

Robert E. Howard’s Valeria (17th level fighter, 8th level thief)

Sigurd Fafnirsbane (20th level fighter, 12th level magic-user, 8th level cleric) – this fellow also includes a bit on the Norse runes

Starkad (23th level fighter)

4. DRAGONS HAVE ONE MORE REASON TO WORRY

This issue has two interpretations of the effects of bathing in dragon’s blood, via the sage of Sigurd / Siegfried.

The first is by Robert Plamondon, who gives us the following:

1. AC benefit is one step for every 10 hit points of the dragon, dropping fractions.

2. Successive applications are cumulative to AC 0 (or AC 20 using ascending AC).

3. The only way to beat AC 0 is to slay Tiamat or Bahamut, who give AC -2 and AC -6 respectively.

4. The formula for combining armored skin with actual armor is AC = AC of armor + AC of skin -10. So, AC 9 skin and AC 8 armor combine for AC 7 (=9+8=17-10=7). The formula works for ascending AC as well.

5. The dragon must be dead and must have been slain with edged or piercing weapons. Initial damage cannot have been delivered by heat, cold or electricity. Poison ruins the blood. The magic in the blood lasts for 1 hour. Only one person may bathe in the blood.

6. The toughening of skin is permanent, and only protects against attacks that would pierce the skin, so the bonus can be added to saves against poison needles).

7. There may be a weak spot, where the blood did not cover. The DM knows this, and perhaps assassins could discover this weak spot as well.

The second way to go is Moldvay’s. He points out in the original myth, Sigurd does not bathe in blood, but rather accidentally sucks a blood-covered finger and gains the ability to speak with animals.

To Robert’s system, Moldvay would make the following changes:

1. Armored skin and armor do not stack – use the better of the two.

2. The blood must be the dragon’s heart blood.

3. Only the character that delivered the killing blow can get the benefit of the blood.

5. MAGIC DOORS

Alan Miller in the Bazaar of the Bizarre has a nice random table of magic door abilities, which include intelligent doors, wizard locked doors, illusions, doorknobs that cast fear and doorbells.

6. PRIMITIVE COMPUTER GAMES

There’s a nice article reviewing several Avalon Hill computer games from back in the day. These babies were for the TRS-80 and Apple Pet, and were loaded via cassette. They cost $15 in 1980, which corresponds to about $43 today.

What I really found interesting was the size of these programs, which ranged from a low of 8.5 K to 15 K. Boy, they could do a lot with a byte back in the olden days.

Also this:

“A final note here about pirate copies. Computer programs are just like books and games; they have copyrights. The manufacturer charges the customer for what it costs to research, produce, package, and distribute the games. Some profit is thrown in on top of all this. Without the profit they wouldn’t be in business . . . and you wouldn’t get the games! They are not out to gouge the public. Our markets (oil excluded) are still competitive; if someone else can make a better product for less, the expensive line will either lower prices or fail.

Unlike the recorded music industry, the home computer game field is in its infancy, and there is no real standard yet for just how to market such things. Some companies cloud their programs in machine language, which makes the game harder, but still not impossible, to copy. What it does do is make the program, and the game, next to impossible to change. Other manufacturers, and I heartily applaud Avalon Hill for doing so, put their programs in BASIC (the language most hobby computers speak). This allows the gamer to “play” with his game. You can modify each program in a thousand ways to customize it as you see fit. A gamer can look at every facet of his copy of a board game, throw out the rules he doesn’t like, and make up new ones to suit his fancy. A computer program is no different; let’s keep it this way—and respect those copyrights!”

7. NAPOLEONICS

William Fawcett has a neat article with skirmish rules for 25mm Napoleonic figures. Obviously, I won’t republish them here, but they are well worth a look. If you just added a fantasy supplement to these bad boys …

SIDE TREK – RIDES NEEDED

Yeah, the old days were sure different. Dig this little tidbit …

RIDE NEEDED: I would like to go to Dundracon ’81 and I need a ride from the Los Angeles area. I will help pay for transportation. John Salguero, 449 East Avenue R-7, Palmdale CA 93550.

(Note: Requests and offers for rides to/from convention sites will be printed in this space free of charge for anyone who sends notification to Rides, c/o Dragon Publishing, P.O. Box 110, Lake Geneva WI 53147.)

8. MONSTER ART

The “Dragon’s Bestiary” in this issue features the Silkie by Tom Moldvay. Good monster, and indicative that the game had already started moving beyond the dungeon.

What I really liked about this, however, was the art by Roslof.

Likewise – Ed Greenwood’s Tomb Tapper is all well and good, but dig the art!

9. FINIEOUS FINGERS

I didn’t love this strip like I loved Wormy, but it was probably more D&D than Wormy and probably the first good effort of translating the game into a comic strip. Here’s a nice collection of NPC’s for your own game:

10. THE HALLS OF BEOL-DUR

This is a full adventure by Dave Luther, Jon Naatz, Dave Niessen and Mark Schultz. You have to love an adventure that starts with this:

“It is highly preferable that a large party begin the adventure (attrition will take its toll), and it is essential to the success of an expedition that most, if not all, party members be 8th level or higher.”

It also has a formula for an “original procedure for saving throws” which is really a system for ability checks:

“Roll 3, 4, or 5d6 (the number of dice varies) and subtract one point from the dice roll for every two levels of experience the character has attained. Compare the resulting number to a specified ability (this also varies), and if the adjusted dice roll is less than the character’s score for the ability in question, the saving throw is considered made.”

It’s a solid dungeon delve, with tricks, traps and monsters galore. Also some pretty neat art.

  
That will do it for Dragon 41, folks. Not the best issue, but a good one overall. Enjoy the day, the Super Bowl, the sunshine, etc. 

Dragon by Dragon – April 1979 (24)

April of 1979 – those heady days of stuff that was happening and things and stuff. Okay, I’m too lazy at the moment to look up what was happening back then, but hey – who cares, right? We know the Dragon was happening, so let’s focus on that.

What did the Dragon have to offer in 1979? More importantly, can we use any of this stuff now?

Lost Civilizations (A Fantasy Supplement for Source of the Nile) by J. Eric Holmes

When you see Dr. Holmes as the author, you know you’ve got some quality material in your hands. Hell, I’ve never even played Source of the Nile and I know this article has to have something useful in it. The article is all about adding some fantasy to the more realistic game of African exploration, specifically of the sort you might get in an H. Rider Haggard or E. R. Burroughs novel.

First up, I love the list of explorer types used in Source of the Nile: Missionaries, Doctors, Zoologists, Geologists and Adventurers. If you were doing an RPG of Victorian exploration, you have your class list right there.

His idea is that when you enter a completely uninhabited hex, there is a chance of it containing a lost city (a roll of 2-3 on 2d6). If in a desert, the city is uninhabited. Otherwise, it is inhabited by survivors of lost Atlantis. The people use bronze weapons and wear ornaments of gold and gemstones, and then you roll dice to determine the city’s organization. Roll 1d6; on a 1-3 the city is ruled by a warrior-king with 1d6 x 1d6 x 1d6 + 10 warriors; if the roll is 4-6 it is ruled by an evil high priest and a white goddess who command 1d6 x 1d6 x 1d6 + 5 warriors. I include this bit because it could be adapted to almost any hex exploration style fantasy game.

When exploring an uninhabited desert city for treasure, you roll 1d6: 1-2 he discovers that the ancient gods still live, his expedition is destroyed and he escapes completely mad; 3-4 traps kill half his askaris and bearers, but he escapes with a bag of diamonds and rubies worth $500 and the secret passages are closed off forever; 5-6 he loots the city for $1000 worth of gems and $200 worth of gold.

This brings to mind something I once did for a game. I was starting with characters above 1st level, and they were from various places in my campaign world (Nod – you might have heard of it). For each character, I came up with one past adventure for each level, each adventure leading them from where they were born to where the adventure was to start. In this way, I gave each player a bit of knowledge about the campaign world and some cool tidbits about their characters. Something to consider.

Keeping the Magic-User In His Place by Ronald Pehr

A classic of old Dragon (hell, a classic of modern articles as well, in as much as it addresses the idea of “balance” between characters). Ronald includes a few ideas of controlling these damn wizards so they don’t mess up the game. Interesting, because it introduces the idea of forced fairness to the game – i.e. I want the game to go one way, but the rules aren’t allowing that to happen. Think of the article previous – the explorer explores a lost city and you roll a dice and that determines what happens – amazing wealth or complete insanity. That’s it. Why? It’s a game, and those are the rules, and playing the game is more important than winning. Or, to state it another way, winning or losing should be a product of the game experience, not a preconceived idea that the game play must support. Why not have wizards who “ruin” the game with fireballs and charm spells? Let everybody have their time to shine, and play it smart. A fireball is a tricky thing, and over reliance on them might be a wizard’s undoing.

Chinese Dragons by David Sweet

One day, these fine monsters will appear in the Fiend Folio, and they were always pretty cool. In fact, it might be fun to do something similar with occidental dragons, replacing the red-blue-green-etc. dragons with ones based on the famous dragons of European myth.

Another Look at LYCANTHROPY by Jon Mattson

This article throws in the idea of different types of lycanthropes that a bitten character might turn into. They are as follows (in summary):

A. Turns completely into the lycanthrope that bit him; i.e. new alignment, etc.
B. Remains in human form, but takes on the mentality of the lycanthrope.
C. Character takes lycanthrope form, but retains his own mentality.
D. As A, but only changes under a full moon or great stress.
E. As B, but only changes under a full moon or great stress.
F. As C, but only … well, you know.
G. Under full moon or great stress, changes into a hybrid of beast and man.

Under option G, he actually writes, “This may sound something like the “Incredible Hulk,” but that is the general idea.” Love it.

There is also a percentage chance for figuring out the character’s new alignment. The new lycanthrope has half the character’s spells and abilities while in lycanthrope form and some modifiers to his ability scores.

Another great quote:

Note: To many people it may seem strange that a wolfs constitution would be better than that of say a bear, but remember that wolves often survive through incredible hardships such as hunger and cold, and I’ve yet to see a bear do as well.

What the?

Ultimately, this is a pretty cool article as it allows the chance that a PC can remain a PC and an interesting party member even after succumbing to lycanthropy.

Roman Military Organization, A Classic Warfare Update by Gary Gygax

An interesting article on the organization of the Roman army.

A Viking Campaign in the Caspian Sea by James E. Brunner

This is a nice history of an actual (well, I assume actual) Viking foray into the Caspian Sea for plunder. A sample:

“In the tenth century the Caspian Sea lay like a great pearl in an ocean of endless steppes and towering mountains. The prows that cut its placid waters belonged to poor fishermen and merchants from every land. Unlike the Black Sea that lay to the west, no northern pirate fleets had ravaged its shores and carried off its great wealth. To the north and the east lay the powerful Khazar Khanate whose capital, Itil, on the Volga Delta, controlled the major trade route to the north. Any merchant or pirate that sought wealth in the Muslim lands to the south had first to deal with the Khazar Khan, whose greed was legendary.”

Primarily interesting to me as it reminds me of Howard’s Vilayet Sea and the adventures had in and around it. When you find fantasy that interests you, take the time to find the reality that underlies it. You might find it even more inspirational.

The article also includes rules for fighting the Battle of Barda’a using Classic Warfare.

The Melee in D&D by Gary Gygax

Here, Mr. Gygax offers up some thoughts on how melee combat is supposed to work in D&D, specifically it seems to answer the complaints of folks who would like more realism in the system. A few important points:

– The game is mostly about creating fantasy personas and their adventures, and that means more than just fighting

– Hack and slash shouldn’t be the first resort of characters

– The system isn’t too unrealistic – it’s built to ensure relative speed of resolution without bogging the ref down in paperwork or creating a high probability of character death

Here’s a bit I found interesting:

“Don Turnbull stated that he envisioned that three sorts of attacks were continually taking place during melee:

1) attacks which had no chance of hitting, including feints, parries, and the like;

2) attacks which had a chance of doing damage but which missed as indicated by the die roll; and

3) attacks which were telling as indicated by the dice roll and subsequent damage determination.

This is a correct summation of what the D&D melee procedure subsumes. Note that the skill factor of higher level of higher level fighters — as well as natural abilities and/or speed of some monsters — allows more than one opportunity per melee round of scoring a telling attack as they are more able to take advantage of openings left by adversaries during the course of sparring. Similarly, zero level men, and monsters under one full hit die, are considered as being less able to defend; thus, opponents of two of more levels of hit dice are able to get in one telling blow for each such level or hit die.”

An article well worth the read.

DUNGEON – More Variations on the Theme by George Laking

This is a collection of extra rules for the DUNGEON game. Since it’s being published again, this might be a good article for folks who love it.

Armies of the Renaissance by Nick Nascati

This is the second part of an article from last issue (I think – too lazy to look at the moment). It covers The Swiss. I’ve long thought the Swiss would be an excellent folk on which to model dwarf armies.

Narcisstics by Darrel Plant and Jon Pitchford

Some monster humor of the disgruntled geek variety, statting up jocks and their female groupies as monsters. I’d convert them to B&T format, but the format in the article is hard to make out, and frankly they’re not just worth it.

Psionics Revisited by Ronald Pehr

This variant takes some of the random chance out of the powers psychic characters receive, tying them more closely to their professions (or so the article says). It appears to divide the powers into two categories: Cognitive Powers and Kinetic Powers, adding a few new powers to the game.

Disease by Lenny Buettuer

This is a set of tables for determining how long it takes a disease to kill a person, and what symptoms are suffered in the meantime. The fatality interval goes from immediate to 10 months, based on a percentile dice roll. Another table determines how many symptoms are suffered and a third what those symptoms are. Honestly – a great idea and one I wish I’d thought of. After all, why do I care what the disease is called? All I want to know is how long the adventurer has to live (more on this below) and what happens to him until he can receive healing.

The other thing I got from this article is the point of diseases in the game. There are many ways to die in D&D, and each should offer up different challenges to the players. Disease in this case becomes a race to be cured.

Bergenhome ’77: the CAT’s Test of American Armor by Stanley Schriefer

If nothing else, this article presents an interesting moment in the history of the magazine. The article is about how well American armor (as in tanks) did in a NATO competition. No stats here. None. Not tied to any game. Just military news that might be interesting to wargamers.

The Return of Conan Maol by Paul Karlsson Johnstone

Weird little article about bagpipers and such.

Choir Practice at the First Church of Lawful Evil (Orthodox): The Ramifications of Alignment by Lawrence Schick

Another interesting article about the three-tier alignment system and their relationship to gods and the powers of those gods. It also divides the three alignments into several “sects” or versions of each alignment. Lawful, for example, is divided into the following:

(A) Absolute Order (High Law)
(B) Harmony/Goodness
(C) Justice/Vengeance
(D) Knowledge
(E) Evolution (Social Darwinism )
(F) War

It then gives information on each of these versions of alignment – its tenets, its practitioners, it’s prime deity. Here’s one example:

Law: JUSTICE/VENGEANCE (Monks, Paladins, Assassins)

Tenets: Good (Law) must be rewarded and Evil (Chaos) must be punished. All creatures are judged impartially by weighing their “good’ and “evil” deeds. Transgressors will be punished according to the depth of their depravity. Criminals must be diligently pursued until brought to justice. (Examples of this alignment’s enforcers might include Solomon Kane, The Shadow, Mr. A., and Javert.)

Prime Deity: MARLY
AC: -4 HP: 300 MOVE:24”
MAGIC: Standard plus See Past plus Detect Truth/Lie.

Honestly – one of the most usable alignment articles I’ve yet read. A great take on the subject, and quite usable. Bonus: Nice piece of art!

Naming People, Places and Things in Petal Throne by G. Arthur Rahman

This article provides a random table for generating the rather non-European names common to MAR Barker’s campaign world.

Monty Haul and the Best of Freddie by James M. Ward

Another adventure in the annals of Monty Haul. A sample:

“The Bronze Dragon was of tremendous size for its breed, measuring over 80 hands long and able to rear to a height of more than half that. The creature had gleaming claws as sharp and damaging as scimitars; buffed with gold dust. Its fanged jaws were kept sharp by biting heavy platemail vests that were a part of its horde. Its massive scaled body rested regally on an altar made of its own gold and silver. Chalices of platinum and coffers of gems and jewels were all about, arranged to please the delicate sensibilities of the dragon. Its giant eyes, that had been but a moment before closed in dragonslumber, opened, aware of the tread of footsteps down the echoing marble corridor, designed for just that echoing effect.”

In Defense of Extraordinary Characters by Rodford E. Smith

A very quick bit about why high level characters make sense, giving as examples from literature Odysseus, Daedalus, Hercules, John Carter, Conan and “everyone’s favorite Kryptonian.” So there you go.

The Society for Creative Anachronism by Allen Hammack

An overview of the society and their doings. These days, this would be what we term a “web page”.

And there you have the April 1979 issue of The Dragon. Not a bad issue all told, with at least two or three articles that I think most folks would find useful.

Demi-Humans Inspired by the Norse Mythos

This idea came to me a few days ago. There is a tradition in RPG’s of turning unique monsters from mythology and turning them into “species of monsters”, Medusa and Pegasus being but two examples. The other day, I was thinking about using the gods of various pantheons as inspiration for designing demi-human races for RPG’s.

This first go at the concept draws inspiration from Norse mythology.

THUNORS
The thunors are tall humanoids with ruddy skin, copious manes of hair in various shades of red (and, very rarely, blond) and eyes that range from blue to grey. They are usually quite strong, with large, meaty hands and faces that suggest an angry Neanderthal. Thunors are good-hearted and hate bullies, but they are also boisterous, assertive, aggressive, stubborn, and prone to solving problems with brute force. Most thunors are aligned with Law.

Despite averaging about 7 feet tall and built like brick houses, thunors are only medium-sized creatures. Their powerful shanks propel them forward at a speed of 30 feet per round. They can see in the dark up to 60 feet. This “darkvision” is in black and white only, but it is otherwise like normal sight.

Thunors are built like oxen and add one point to their starting strength and constitution scores. They are not, however, known for their brain power or self-control, and so must deduct one point from their starting intelligence and wisdom scores. These ability modifications cannot increase a score above 18 or reduce it a score below 3.

Thunors enjoy a +3 bonus on saving throws against electricity and sonic attacks, as well as a +3 bonus on Will saves against magic unless they themselves are spellcasters. Thunor spellcasters lose this bonus to save vs. magic.

Thunors have a mystic connection to both the earth and sky. They are capable of treating half of the damage from their melee attacks with metal weapons as electricity or sonic damage. This is useful for overcoming some creatures’ resistance to weapon damage. When a thunor scores electricity damage, his weapon is surrounded in crackling electricity, and when he scores sonic damage, his hits are accompanied by a thunderous boom.

Thunors are +1 to hit giants, ettins and ogres in combat.

While they do not care much for magic or magic items other than magic weapons and armor, they will deign to use gauntlets of ogre strength and belts of giant strength. Thunor are also capable of using dwarven throwers.

Thunors speak Common and Thunor. They might also speak Dwarf, Elf, Ettin, Kobold and the various languages of the giants.

Thunors can multi-class as barbarian/clerics, barbarian/druids and barbarian/thieves. See Multi-Classing below for how this works.

FREYLINGS

The freylings are lithe, comely folk with large, violet eyes, alabaster skin and hair of copper, silver or gold. Freylings stand about 4 to 5 feet tall, and their narrow frames make them look very fragile. They delight in the sensuous, and have a bad habit of charming people of the opposite sex just for the fun of doing; the feelings of others rarely enter into their calculations.

Because of their height and slender frames, freylings count as small creatures with a base speed of 30 feet.

Freylings tend to be beautiful and vivacious, allowing them to add one to their starting charisma score. Their slight frames tend to be on the weak side, though, so they must deduct one point from their starting strength scores. These ability modifications cannot increase a score above 18 or reduce it a score below 3.

Freylings have darkvision to a range of 120 feet. They can make their bodies glow (per the light spell) for up to a total of 10 minutes. In addition, once per day they can assume the shape of a falcon, cat or boar for 1 round + 1 round per character level. When in this form, they retain their attack bonus and mental ability scores and abilities, but use the attack forms and damage of their new form. They also have any physical abilities of their new form.

Freylings speak Common and Freyr. They might also speak Elf, Gnome, Goblin, Kobold and Sylvan.

Freylings may multi-class as bard/druids, bard/duelists and bard/thieves.

WOTANI
The wotani are a strange, reclusive race of humanoids. They have a slightly simian appearance, their bodies covered with taupe colored hair (it turns white as they age), with only the burgundy colored skin of their faces, palms and the bottom of their feet showing. Wotani walk with a hunch. They have one golden eye, and one eye of pure black.

Wotani are small creatures with a movement rate of 20 feet per round. They have darkvision to a range of 60 feet and have a knack for finding secret doors.

The wotani are wise souls, and add one point to their starting wisdom score. Their propensity to speak in riddles and manipulate people makes them unpopular with folks, and so they deduct one from their starting charisma score. These ability modifications cannot increase a score above 18 or reduce it below 3.

Wotani have a natural affinity for divination spells. A wotani with a wisdom score of 10 or higher can cast the following spells, each once per day: Augury, detect evil and detect magic. Wotani receive a +2 bonus on Will saving throws against divination spells.

Wotani speak Common and Wotan. They might also speak Celestial, the Elemental tongues, Fiendish and Sylvan.

Wotani may multi-class as cleric/diviners, diviner/fighters and diviner thieves. The diviner is a specialist type of magic-user.

LOKAI
Lokais are nimble little bastards, thoroughly untrusthworthy and always scheming. They have swarthy skin, eyes that burn like hot coals (usually red, but intensifying to white and blue when the lokai is scheming) and their hair is actually a flickering flame (bright as a lantern, but they can dim it to a very dim radiance).

The lokai are graceful and slim, and stand about 5 to 6 feet tall. They count as medium-sized creatures and have a base movement rate of 40 feet per round. They have darkvision to a range of 120 feet and have a knack for picking pockets and trickery.

A lokai’s lithe form gives it a bonus of one point to its starting dexterity score. Their silver tongues also give them a one point bonus to their starting charisma score. Unfortunately, they lack in muscle mass and must deduct one point from their starting strength score. These ability modifications cannot increase a score above 18 or reduce it below 3.

Lokai enjoy a +3 save vs. fire and fire spells. They have a +2 bonus to save vs. magic, and can see magical auras (per the detect magic spell). They enjoy a +1 bonus to hit with daggers and darts.

Lokai speak Loki and Common. They might also speak Dwarf, Elf, Gnome, Goblin, Kobold, the various Giant tongues and the secret language of reptiles.

Lokais can multi-class as assassin/enchanters, enchanter/thieves or enchanter/fighters. The enchanter is a specialist type of magic-user.

Deviant Friday – Mike Dubisch Edition

Mike Dubisch does some wonderfully creepy drawings, mostly in the Cthulhu vein. Check it out boys and girls and then check your SAN. Some are a bit NSFW, unless you work in a topless bar, so beware.

Probably won’t be found singing with a crab any time soon, but she might run into trouble with a tentacled horror.
I understand Alan Gribben will be releasing a new version of the text that excludes the word F’tagn – shocking.
It’s not surprising to me that he doesn’t have a Red Sonja or Dejah Thoris in his gallery, but man would I be interested to see what he would do with them!

Deviant Friday – Mahmud A. Asrar Edition

Today we wander back into pin-up land with Mahmud A. Asrar, Anjum on DeviantArt. Most of Anjum’s work is in the superhero genre and Star Wars. Enjoy five of my faves …

 

Dejah Thoris – because showing pin-up art without showing Dejah is just a crime. By the by – how many people think she’ll end up looking like this in the new Disney-produced Mars movie?
Wonder Woman – nice redesign on the costume – better than the official redesign in my opinion.
Valkyrie – always one of my favorite comic book heroines.
Red Sonja – again, pin-ups without Red is just wrong.

 

 

Rom – One of these days I’ll post my monster stats for “Astral Knights”, based on this guy.

Note: This has become the second most popular post I ever made on this blog – far outstripping other Deviant Friday posts. My question to those to continue to visit – what brought you here? I suspect it was Dejah Thoris, but I’d love to know if it’s something else. Thanks!