Showing posts with label Thylia. Show all posts
Showing posts with label Thylia. Show all posts

Sunday, August 15, 2010

New Monster: The Slender Man

Inspired by the "mythical myth" created here: Something Awful Forums, a new monster for AD&D 2e.

Climate/Terrain: Any forested or wilderness area, typically new growth forests where the creature's nature lends it a level of natural camouflage.

Frequency: Very Rare (possibly unique)

Organization: Solitary (possibly unique)

Activity Cycle: Any

Diet: Carnivorous

Intelligence: Exceptionally - Genius

Treasure: Unknown

Alignment: Chaotic Evil

No. Appearing: 1

Armor Class: 3

Movement: 18, 18 (braciation), 12 (climb)

Hit Dice: 7

THAC0: 13

No. of Attacks: 2 claw or 1 bite (see below)

Damage per Attack: 1d8/1d8 (claw/claw), 1d10 (bite)

Special Attacks: Grapple, Bite/Chew, Surprise

Special Defenses: See below

Magic Resistance: 25%

Size: L (approx. 8')

Morale: Champion 16



The Slender Man is very rarely encountered, at least by those who live to repeat the tale, and is believed by some sages to be a unique and malignant entity lurking in the birch and aspen forests of Thylia. It appears as an impossibly thin and wasted humanoid figure standing approximately eight feet tall. When encountered within the forests (its preferred haunt), the creature imposes a -5 penalty to opponents' surprise rolls as from a distance, it is nearly impossible to distinguish from the trees around it. Once it has attacked, though, this benefit is lost as its victims know what to look for.

When combat is joined, most resemblance to humanoid beings is lost as it is revealed that the Slender Man has many tentacles (2-3' long) along the back of its arms and legs permitting it to climb even vertical, virtually smooth surfaces and allows the creature to swing from branch to branch as if it were a mockery of some great ape.

It strikes using two great hands that are, like its frame, impossibly elongated and terrifying and end in sharp, hooked talons. If both claws successfully strike against an opponent in one round, that opponent will be grappled and drawn close to the Slender Man immediately for a bite attack. Once grappled, a victim can only escape by rolling a successfull bend bars/lift gates roll and only has a 50% chance of having and arm free to utilize small weapons against the Slender Man (no medium or large weapons can be used when grappled). While grappling, the Slender Man will continue to chew and drain the blood from his victim for normal bite damage each round and will attempt to flee simultaneously with his victim. It is considered to have STR 19 with regards to encumbrance.

The Slender Man takes only 1 point of damage from piercing type attacks because its thin frame is so difficult to target. Likewise, bludgeoning weapons inflict only half damage. Slashing weapons inflict normal damage while swords of sharpness and vorpal type weaons inflict double damage in addition to all other effects of such weapons. The Slender Man will immediately flee from these types of weapons, but will attempt to slay their bearers by stealth, bearing a specific hatred for them.

Furthermore, the Slender Man is strongly resistant to magic.

It is unclear if there is only one of these creatures, or if there are many, but they have been a part of folklore and terror stories for many years in rural areas and are frequent bogeymen used to frighten children and keep them from wandering into the woods. They are never seen in more heavily urbanized regions and tend to stay towards the fringes of civilization. It is unknown if any of them collect treasure or valuables.

Friday, August 6, 2010

The Thylian Ranger


*note: image presneted here without permission from Serrated Soul.

The Ranger underwent some odd, and annoying, changes between incarnations, not just between the AD&D and D20 versions, but between AD&D 1ed and 2ed. I suppose if I were unkind, I could attribute the change between AD&D editions to that execrable character Drizz't and legions upon legions of fanboys who wanted a character just like him, but that's probably more than a little unkind and out of order. Still, hard to deny.

In the Gary's PHB, rangers were stout men and women who went into the wild "kicking ass and taking names" to be blunt, and were particularly effective in clearing out humanoids and giants, pushing the wilderness back from civilization and protecting civilians from Nature. Essentially, the Chuck Norris of the AD&D world. If you crossed him, the ranger would hunt you down no matter where you went using his awesome tracking abilities and take you apart piece by piece. On top of that, when he reached higher levels, he developed a following of contacts throughout the wilderness and world (for that is what they were originally, contacts not just hangers on).

By the time 2nd edition rolled around and Drizzlemania was in full swing and the Forgotten Realms became the all purpose dumping ground and universal setting for all TSR product, the ranger, if you'll excuse my cynicism, was a sissified and hippified version of himself. Gone was the damage bonus against giant class monsters and in its place we have . . . favored enemy? Ok, I get the concept that gives us the option of a ranger choosing his foe based on what happens to be plaguing the region he hails form, but seriously, the ability is effectively useless by about 4th level. Fifth if we're being generous. So our ranger has been castrated, and it seems that the designers realized this, so they handed him the ability to fight with two weapons at once without penalty. I have yet, after all my years of gaming, to figure out what dual wielding weapons has to do at all with being a ranger other than hopping onto the fan wave of immitating the aforementioned drow. An army of them, in fact.

It doesn't end there, though. The followers list was torn apart and they were turned into tagalongs and pets. It also seems that the focus of the class shifted from a man protecting civilization from nature and the horrors of the wild, to a man who just didn't like cities and so took up a life in the forest to be left alone. Now, rather than gaining some proficiency in magical and druidic spells as added survival tools, the ranger is confined to plant based clerical spells. A tree hugging hippie. Ugh

It's not all bad, really. I do like that the tracking ability was changed to a non-weapon proficiency in which the class is the only one not taking a massive penalty. That, to me, is a significant enough improvement to not entirely discount the class whole cloth.

The less said about what happened to the ranger in third edition the better. Suffice to say I'm still confused by the idiocy that went into the willful misinterpretation of the word "Ranger" to mean "he who attacks with a ranged weapon" and yet still somehow manages to dual wield scimitars pointlessly.

Instead, for my game (assuming I can generate the time and players interested), I plan on merging Gary Gygax's ranger with the 2nd edition ranger. The 2nd edition ranger will serve as the platform, the architecture so to speak. Dual wielding weapons and "favored enemy" will be chicked out summarily and replaced with the damage bonus form the 1st edition ranger. Moving silently and hiding in shadows will be handled per 2nd edition PHB, or perhaps mocking up a system similar to how thieves function (assigning percentage boosts each level).

The followers list in the 2nd edition PHB will be chucked in favor of the 1st edition followers list, and instead of having followers show up at 9th level in a lump, followers will be spread out across levels, showing up periodically according to their abilities. A wolf follower might show up early on at 2nd or 3rd level, while human followers would show up a little after that, and a dragon or other powerful fantastic creatures might not appear until well after. And further, the ranger would have to "earn" his followers. They aren't added class benefits, they're as much NPC's as the mayor of the local village and need to be treated as such.

I want the ranger, in Thylia, to be taken back to its roots with a little mechanical update for the AD&D 2nd edition and to toss out the foolishness that seems to be inbred into the class in later generations.

Wednesday, January 13, 2010

The Lord's Blade

The Lord's Blade - for its original name and wielder have been lost to time - appears to be a bastard sword of good quality, inscribed with runes the length of the blade along either side of a deep blood groove. The cross guard and pommel seem to be plain, unadorned brass, the hilt wrapped in plain leather the last time this sword surfaced. Closer examination by a competent smith, however, reveals that the blood groove is, in fact, no such thing. While most weapons of this type are constructed of a single bar of steel stock formed into a blade and sharpened, this blade is constructed by 6 thin strands of unalloyed iron welded together and overall clad in a hardened steel jacketing. The result is a bastard sword weighing a full 20% more than a typical blade (12 pounds instead of the typical 10 pounds), but which is of exceptional balance and craft. The runes are deeply incised and no scholar has yet been able to translate them without the aid of magic. If a suitable spell is utilized, they can be translated thus: By this symbol I swear this oath, and by this blade I maintain my oath, that leadership is service.

If subjected to a detect magic spell or effect, the weapon radiates a strong aura of magic of indeterminate type. All efforts to elucidate the abilities of the weapon - whether by Identify or Legend Lore spells, or by some other method - fail unless the oath is taken. If someone capable of wielding the blade holds it in both hands and, under the blessing of a Priest of either Light or Dark, speaks the oath, that person will become bound by the oath and all powers of the Lord's Blade will be apparent to him.

*First, due to its exceptional balance and craft, the speed factor is reduced by three whether wielded one handed or two. Further, the sword has a saving throw of 5 against all types of normal physical damage whether due to extreme stress, fire, lightning, and etc. Extremely powerful magics can overwhelm this. Both of these bonuses are inherent to the blade itself and are not magical.

*During combat, it functions as a +2 weapon in all regards.

*In the hands of an acknowledged leader (whether a king, emperor, baron, or merely a mercenary captain), the sword confers a +4 bonus to Charisma. This bonus does not affect the physical appearance of the wielder (i.e., it does not make them handsomer), but improves their ability to command and influence those around them.

The Lord's Blade, while certainly a very powerful magic item, is a tremendous curiosity throughout Thylia, for though its oath would appear to be at odds with an evil world view, it will serve an evil warrior as faithfully as it would the staunchest Paladin. It is believed in some circles that the weapon possesses some level of intelligence or ego, though this has never been proven or even evidenced. Currently, its whereabouts are unknown.

Tuesday, December 8, 2009

Magic Item: Imperator's Regalia

This is the accoutrement of the Imperators, high officers in the Thylian region that govern the colonial holdings and acquisitions of the Imperium, that ruled 400 years ago. To all of Thelerite descent, or those who at least pretend, any of these items is immediately recognizable as a symbol of authority and power within the Thelerite Imperium. Any who bear them will certainly attract attention from those who know and care about such symbols.

Scholars of the period report that in the early centuries of the Thelerite Presence, sets of these regalia were relatively common, possessed by many or even most of the regional lords administering holdings outside of the imperial heartland. It is believed that in that time, each regalia befit its owner's personality both in appearance and power, but today, there are but a few pieces remaining, and each is coveted by those who would see the Imperium returned and re-empowered.

Imperator's Armor

This is a suit of studded leather armor. The leather is died a dark blue, almost navy, color, or perhaps taken from the hide of some strange and unknown creaturefrom faraway lands. The studs are bronze and arranged in intricate patterning resembling intertwined vinces, except for the front where they frame a cunningly wrought figure of a figure appearing to be a cross between a human or humanoid and some sort of draconic creature posession sinewy tale, ellongated neck, and clawed hands: the symbols of the Imperium's ruling family from time immemorial. It is sized for a human, or any humanoid/demi-human being of approximately six feet, though it is known that it can be adjusted for persons anywhere from five-and-a-half feet through nearly six foot four. It carries a simple +2 enchantment affecting both AC and saving throws appropriately. Once per day, the wearer is able to invoke the ability to Detect Lie per the spell according to their own level. If they are not of sufficient to cast the spell as if they were a cleric, then this ability does not function. This armor will not function at all for any being of elf extraction and, in fact, those who attempt to wear it will find it binding and restricting, affording no defensive bonus at all.

Guard of the Imperator

A tall, rectangular medium shield designed to protect a roughly human sized figure from knee to nose. Blazoned across the front is the draconic sillouette of the imperial ruling family, crossed by the bar sinister in blue and black. The shiled appears to be constructed of wood, though of what type it is unclear for it is an unearthly white and it weighs only half of what a similar shield of oak should. At any time, the bearer can sacrifice 1d4 hit points in order to cast a light spell at 5th level of ability. This damage heals normally. The light itself is unbearably painful, though non-damaging, to most types of undead and will drive them back as per a 5th level priest's turning ability. Any who are drained to 0 hit points or less by this power will be drawn wholly into the shield and vanish from this world, their souls beyond the reach of all but the most powerful magics.

Hand of the Imperator

This is, perhaps, the most infamous of the currently known regalia, for it has a truly sinister reputation. A short sword with a broad, leaf shaped blade and a jagged edge in the form of fine barbs running back along most of the length of the blade. The steel is is forged from is stained a dark color, almost black. The sword carries a +1 enchantment, but is also a sword of wounding, inflicting terrible wounds that are difficult, oft impossible to heal. Worst of all, on any critical hit (or natural 20 if no critical hit rules are used), the sword will effect a vampiric regeneration on behlaf of the wielder, healing him for a like amount of damage inflicted upon a foe. For every point of damage inflicted in this manner (but not for normal blows struck with it), there is a cumulative 1% chance that the wielder will become addicted to the sensation and will do anything to experience it as often as possible, even to the point of attacking innocent victims and comrades.

The last owner of this blade is well remembered, though his name is never spoken or recorded if possible. Nazdith the Wild cut a bloody swath across the realm, killing dozens of innocents before he was finally slain by a group of heroes. Unfortunately, the Hand itself was lost and its current wearabouts are unknown.

Imperator's Orb

A six inch diameter orb of copper stamped with the intertwining vines and draconic symbols of the Thelerites: it weighs approximately 5 pounds. It's powers are wholly unknown, though rumored to be anything from functioning as a crystal ball to controlling the Great Wyrms that gnaw at the root of the world.

Tuesday, September 29, 2009

Specialist Wizards

In the comments here, James M. talks about why he dislikes 2nd editions take on specialist wizards. Rather than clutter up the comments over there too much, I'll throw this up here.

I dislike 2e's specialist wizards for two reasons. First is the creation of a universal spell list that lumps both MU and Illusionist spells into a single collection. In 1e, there were spells -- illusionist spells -- that no MU could ever cast, regardless of their ostensible school. I think 2e misreads the meaning of the schools and attempts to over-rationalize them at the expense of flavor and mystery, which is what having separate spell lists for each class did.

Second, and more damning, many of the specialist wizard types exist for no other reason than to fill out a schema. No effort is made to make each specialist type unique. Instead, each type gets an identical bonus for its favored school and cannot cast spells from one or more "opposed" schools. It's in my opinion the triumph of categorization over substance, a kind of "spreadsheet" mentality where everything has to fit in a nice little box according to an outside rationale.

I don't think 2e specialist wizards (or specialty priests for that matter) are unholy abominations and I fully understand the reasoning behind their creation. However, I think they sacrifice too much uniqueness on the altar of simplicity/rationality and, given the choice, I'd rather stick with the original presentations.


While I can sympathize with James' point of view, I can't really agree with it. In my eye, the 1e (or OSRIC since it's effectively the same) Illusionist is no more mysterious than anything else. Nor is it particularly distinct. To me, it looks just like any other magic-user/wizard/arcanist/whatever-the-hell-we're-calling-them-now: a unique spell list is but a distinction without a difference. Honestly, what fundamental difference is there between an Illusionist and a Magic-User in the PHB other than a somewhat exclusive spell list?

Contrary to James' point of view, I think the designers understood the idea of spell schools and spheres perfectly well and that the real objection, here, is that all of 2nd edition's specialists are, at their core, pretty much the same thing. They get the same bonuses and penalties, they chose from a largely identical spell list except for banned and favored schools. In essence, they were as similar as two law school students, one who focused on criminal trial law and the other who focused on corporate finance law. In exchange for sacrificing a certain level of general knowledge (i.e., they do not have the breadth of comprehension that a genarlist does), they gain a depth of knowledge in their chosen field that gives them an edge both in the lab and in the field. In the end, though every one of them works with magic of a different sort, they all belong to the same archetype and class - the hermetic/academic spell caster - and, in my mind, do not at all need to be differentiated more than that. That way lay the dreaded realm of the third edition where every fine nuance on an archetype required it's own unique base class (in some cases there or four base classes) and any number of prestige classes.

Of course, I don't object to the idea that the spell lists are too much the same. Too often, it seems that, for the most part, the spells one wizard carries are virtually identical to just about any other out there. Can't tell you how many times the later 2e modules had every single wizard NPC carry magic missile, even if the evocation school was forbidden them. Personally, I think it might be very interesting to try a campaign in which all wizards are specialists (no such thing as a generalist in this world) and they are able to learn and cast spells ONLY from their favored school: a necromancer, therefor, would cast ONLY necromantic spells. There would be a short list of universal spells, the likes of Read Magic, Detect Magic, and so on, but otherwise, all spells would be the exclusive domain of the specialists.

Now, I'm not at all opposed here to the concept of adding truly unique specialist types. As much as Vancian casting works for D&D, I think the possibility of magically endowed characters who do not utilize recipie like spells is an intriguing one. I've simply never seen an adequate example of it that would work along the lines of the D&D game (or any version of it). Maybe a simple short hand for an elementalist would be to utilize the vancian system, but to remove the "spell book" aspect and have them function more like clerics. Their spell list would be a conglomeration of both clerical and magic-user spells that would fall within that element (i.e., both burning hands and flame-strike would be a part of a fire elementalist's spell list). Instead of a holy symbol or spell book, they would be carrying a fetish or medicine bag type of object which would act as a focus for the magic.

I don't know, I'm ust spitballing here. The entirety of D&D seems built around the concept of Vancian magic (with good reason) and it's difficult to go outside of that boundary without venturing into other realms.

Friday, September 25, 2009

Drow Part II

Disclaimer: I don't have the monster manual entry (or Monstrous Compendium entry, or the like) right in front of me, so I'll likely get something about the TSR standard Drow marginally wrong. I don't really care, it's not my purpose to dissect every little nitpicking aspect of that version of the "evil elf."

First and foremost, Drow are elves, biologically speaking (and in terms of rules mechanics) and do not have a small swathe of special powers and spell like abilities at their disposal. A Drow is, from the perspective of the rules, just an elf out of the player's handbook/monster manual. And, while we're here, might as well get this out too: there are no biological divisions between high elves, sylvan elves, wild elves, gray elves, Kheebler elves, shoe making elves, or elves with purple polka dots. An elf, is an elf, is an elf. Any such differences are socio-cultural, not biological or genetic.

Many generations ago (that's elf generations for those keeping score) the elf race was united and ruled from great cities that stood as beacons of civilization in the wilderness. At the time, the elves were the pinnacle of sentient life and, via various paths, began to explore not only the physical world around them, but the multiverse itself. Despite the popular view of elves as an inherently magical race, these early individuals eschewed magic in most forms, finding the reliance on outside sources of power and of easily lost or removed tools dangerous and demeaning. Instead, they preferred the innate power of the mind, of psionics, a tool that relied upon and enhanced the personal power of each.

At some point, the elves made contact with the Illithids - likely via Probability Travel or some similar means - and were horrified by what they found. The Mind Flayers proved a frighteningly accurate mirror to the elves' own ambitions and values, and to their credit, many elves turned away in revulsion and retreated from their cities to lead more ascetic lives. However, a small minority saw in the Mind Flayers not the terrifying prospect of what the elves were becoming, but an admirable role model. They argued in the public forums that these entities were to be revered as a realization of true potential rather than reviled.

For their crimes, these individuals were hunted and slain wherever they were found, but what remained of elven authorities were unable to locate the core faction of these Drow as they were termed. In reality, the Drow used their powerful psionics to pull a portion of the material world into a pocket dimension which their incensed bretheren (having long ago abandoned entirely the practice of psionics) were entirely unable to locate and enter. Whatever safety the Drow had created for themselves, however, was barbed in that each of them bears the mark of that realm standing a full foot taller than most of their more normal bretheren with pale, nearly white skin and preternaturally blue eyes. Occasionally, there have been those displaying faintly reptilian features and habits.

Their motives are mysterious, but assumed to be nefarious and hostile by most civilized persons who know of the Drow's existance. Typically a Drow within the Prime Material World can be found at the center of a web of intrigue and influence, rarely acting on their own or in the open for they are unwelcome in all places.

Professionaly, the Drow overwhelmingly pursue a career in psionics, finding that they have a natural aptitude for it, especially telepathy and clairsentience: they are masters at the art of gathering and using information and controlling those around them. Infrequently, they combine such power with theivery or martial combat. Only occasionally will a Drow take up the study of arcane magic and will never take up the worship of deities or divine, faith based abilities. Truly, the only thing that the Drow worship is themselves.

And now, just because I can, I include this picture, which is the quintessential Drow.

Tuesday, September 8, 2009

Drow Part I

I don't like the Drow; which is to say that I do not like what the Drow have been turned into after 20+ years of D&D history and gaming. Somehow, somewhere along the line, they changed from an altogether creepy, consciously immoral race of evil elves broken from their kin and mutated by the mysterious radiations of the depths below the earth to an entire race of chaotic good rebels against a decadent and evil society of their peers. I suspect, perhaps too strongly really, that a certain TSR fiction character by a certain author who shall remain nameless, though I tend to think he rather "gave permission" to a practice that was already rampant by that time. After all, I'm sure that by the time D3 came out, there were more than a few persons chomping at the bit to sink their teeth into a Drow character.

Of course, there are other issues at work. First, and in my mind foremost, how many different brands of elf do we really need? There's already mechanically distinct flavors for wood elves, high elves, grey elves, and elves ad nauseum. Do we really need a special entry for "evil elves"? Granted, according to the grand D&D mythos, Drow aren't just evil elves, they're mutated by the magical radiation of their deep, subterranean lairs, but at times that just seems like an excuse for the next generation of gamers to play an "elf with bonuses" rather than anything else. In their first appearance in Gary's writings (I think they showed up in the Monster Manual, but I may be mistaken), they were little more than a legend, a foot note to a larger elf entry. It was the especially magic nature of Gary's underworld that had changed them, an artifact of setting rather than of sort, thus, I don't think that Gary ever intended all Drow to look the same on paper. They were a prime target for referee individualization and in that light, I'm gutting the Drow of all their magical gizmos and noisemakers. They are, from my perspective, holdover elements from the setting of Greyhawk and, worse yet, the Forgotten Realms and have little or no relavence on my conception of what a conciously evil society of elves would be.

Second, there are whole layers of unfortunate implications orbiting around the dark skinned Drow. Of course I'm not going to attribute racism where none exists, but seriously, the situation is ripe for misinterpretation. Which isn't to mention why a race living underground and far from light would have its skin turn black when, scientifically speaking, the opposite would be true. Of course I know that for Gary, the Drow's blackness was largely metaphorical, a blackness of the soul that was physically manifested as darkened skin pigmentation, but at the same time, I don't see the need for this, leastways because the moment a player catches sight of a dark skinned elf underground he knows precisely what he's in for. No, I see no need at all for dark skinned evil elves when there are other, more interesting ways to deal with physiognomatic ways of expressing inner darkness and spiritual rot. Salvatore from Name of the Rose springs to mind. Jeremy Irons as an "uber-morlock" even more so.

Of course, it's only natural from there to move on to the completely dysfunctional society. Honestly, has anybody seen a culture more rooted in backstabbing, betrayal, and self-gratification as the Drow are most often portrayed as? To the point of ineffectuality even. Nope, my Drow will work and play well, if not with others, than at least with each other.

Then there's the whole spider fixation. On the one hand, yeah, spiders creep me the fuck out. On the other, I'm really tired of Lolth and the dysfunction inspired by the whole premise. Honestly, here I'm torn about whether or not to pull it out entirely.

From what's left (a basic, pointy eared elf), I want to build up towards something that's not related to a certain wangsty character that's inspired millions of copy cats.

Friday, August 28, 2009

Magic Item: The Way Stone

I have a feeling that this is far less original than I think it is, but I can't find it anywhere in my books that I have access to at the moment. I'm sure if I'm just copying from a sourcebook that I only remember fuzzily, they'll tell me.

The Way Stone

These devices are simple in both form and function. A flat bit of knapped flint pointed on one end, these devices are easily mistaken for arrow or spearheads from a technologically primitive tribe, though a detect magic spell will reveal a minor enchantment of divination. To use, one must simply hold them in the palm of one's hand and name a desired and known location. The stone will spin to point in the direction of that location.

Successful use of the stone is based upon how well known the desired destination is:

*Location known intimately to user (having physically visited for a period no less than 4 hours) - 95%

*Location known in passing (physically passed through on at least one occasion, but did not stay) - 85%

*Location described in detail (as from one who knows it intimately or from a text) - 75%

*Location known only vaguely or by reputation (have heard of location, but do not know any details about it) - 50%

*Location known only by legend or heresay (true existance unsure) - 10%

A failure indicates 50% of the time that the stone simply does not function and 50% of the time the stone will point to a random, incorrect location.

Note that the stone does not indicate passable routes, only the direction in which a point in space is situated. Thus, if asked to point in the direction of the center of the planet, it will point straight down and not at the location of a tunnel that will eventually lead to the center of the planet.

A very few (5%) of these devices will, in fact, point not to a location, but a passable route to reach that location. In the case of common towns, cities, castles, etc., the stone will likely point to a nearby road that will take the user towards their destination. If no road exists, or the "best" route is a direct, overland route, the stone will point in that direction. Asking the location of mythological locations, or locations that are not entirely within the confines of the Prime Material plane will likely generate a prosaic response similar to a Divination spell: helpful, but likely not direct or straightforward.

Wednesday, August 19, 2009

Illithid of Thylia Part II

Rather than just edit the previous post like any normal human would, I'm going to make this a follow on post.

For the most part, the Illithid remain an unknown quantity in Thylia. Typically living in deep, subteranean caverns, it is rare for the mind flayers to step foot upon the surface of the world, though from time to time, explorers have stumbled upon one of their outposts and lived to tell the tale. What is known to the surface world is based almost entirely on wild stories that grow more lurid and less true with every telling and the academic observations of a handful of sages lucky enough, or mad enough to have gotten their hands upon the body of one of these creatures and some of their belongings: Petras is one of the more widely known "experts" on the subject and occasionally will hire the foolish and greedy to venture beneath the surface of the world to collect samples for him.

In truth, the Illithid are the first sentient species to inhabit the place now known as Thylia, or at least the remnant of it since it is almost certain that their current form is not their original for it is the driving motive behind all of Illithid society to drive their race to physical and mental perfection via targeted modification. Having had practice for many thousands of years, the mind flayers have grown exceedingly skilled at biologic and genetic "artistry" as they would term it. Potential changes are proposed and discussed by a council convened once every century where further and alternate courses of research are explored. When a desired change is fully agreed upon, it is implemented in young Illithid and undifferentiated spawn (a viscous and vile slime kept in great vats by tenders capable, with electric stimulation, of spawning half-power Illithid in 1d2 weeks and grow to full strength over the course of 1 year) where its effects upon the population can be carefully monitored. Eventually, the modification will breed into the population as a whole and the original form left behind.

Long ago, a mind flayer exploratory party discovered the mortal races infesting the sunlit realms and found in them not vermin or food (though they found the brains of these creatures to be particularly appatizing), but a blank genetic/biological canvas upon which to paint their will: a collection of simple, uncomplicated DNA strands compared to the vastly denser Illithid genetic code providing a perfect experimental test-bed to be used without compunction. It's unclear how many test subjects are kidnapped from the surface and how many are purpose bred, but it is almost certain that the humanoid and demi-human races have all been affected by the experiments of the Illithid lurking beneath their feet.

Monday, August 17, 2009

Illithid of Thylia

From "Illithidia: An Examinatory Journal and Summary" by Petras, Scholar and Hedge Wizard:

"Cold, alien, and methodical." Such are the only descriptors that can, academically, be reasonably applied to the little known, almost mysterious, beings known as the Mind Flayers, or Illithid in their own parlance. Those who tell the stories about them, though, tend to add such descriptors as "evil, malignant, horrifying, etc." either out of ignorance, or desire for enhanced narrative interest. Indeed, outside of certain academic circles, very little is known about these entities which is, I'm certain, a result both of the sedentary lives of typical peasants and the difficulty of returning with objective observations from survivors of actual encounters.

From a simple anatomical standpoint, the Illithid are wholly alien and otherwordly compared to native species of Thylia. Vivisections of those few living individuals brought back by enterprising adventurer capatalists reveal few familiar anatomical structures within the Illithid, though I have tentatively identified pulmonary and cardiac systems: however, even these seem entirely divergent in form and function than those found within standard humans and humanoids. For instance, I have found no emotional center within the cardiac system of the Illithid I've examined as one would expect in a human or, say, an elf: the whole seems to be decentralized and independant of other systems. Indeed, these beings show marked differences in basic form even one from the other so much so that it is possible to identify, potentially, two sub-species of the larger whole.

Of motives or intellect, little can be said of these creatures even though the learned are cognizant of some of their actions. Those with first hand experience of the lairs of the Illithid report laboratories similar to those kept by the learned and wise of the cities. Test subjects of various sorts kept confined in cages, tables for vivisection and examination, various delicate tools (extremely fine knives, hooks, probes, and other unidentifiable tools), and other such academic apparatus dominate as well as, on occasion, the apparant results of their experiments in the form of misceganated conglomerate beings: humans with the limbs of wild animals, horribly and purposely mutated persons presumably captured from the surface world, and hybridized creatures somewhat akin to the bizaare owlbear familiar to our world. The Illithid seem to be experimenters, creators, and changers, but to what purpose none can say as they do not speak of themselves nor reveal their thoughts in any intelligable way to the remainder of the academic community.

Whatever their intent and purpose, one must admire the artistic flair of the Illithid's creations and ponder what, if any, entities now living upon the surface world have been touched by thier hand.

Thursday, August 13, 2009

What's With All The Ruins?: or Fantasy Urban Renewal

If there's one surety in any D&D campaign, it's a surfeit of crumbling ruins, mysterious misplaced castles and towers, and vast, intricate, underground complexes. Those underground complexes are another issue unto themselves, but that's neither here nor there. My question today is: where the hell do all those ruins come from?

For the most part, these types of things are only haphazardly explained in most campaigns, or not at all. Which is fine since the real world is replete with abandoned and decaying structures the purposes of which are either long forgotten or not widely known. Hell, Eastern Europe is positively lousy with decrepit castles, monastaries, and stone structures. So it's not exactly a tremendous stretch to imagine a fantastic, medieval stasis type world positively busting with such things. After all, you know how wizards are: they must have some sort of fetish for non-Euclidian geometry in home decor . . .

But the problem for me is that the little Smeagol in me, in all of us really, starts to ask "where are they from?". Who built these places and why? Who was the original owner of the castle that the PC's evicted a tribe of goblins from? Why? Where'd he go? What came before this? I'm always, as a player, snuffling around looking for a root cause, an origin, a precurser, which drives my DM absolutely insane at times. "Sometimes a castle is just a castle" indeed.

It's not crucial to explain every single nuance of the world, and in fact doing so is detrimental in the long run, but a ref owes it to himself and his players to at least throw out a generic, overarching rational for the surplus of crumbling architecture. First off, it provides an easier way for the ref to fend off the overly curious players who look to make a bigger comotion out of relatively minor details. You have no damn clue why that particular castle is there, but if you can tell them something, anything, then they'll probably be satisfied on some level.

Second, and better, it provides a potential jumping off point for deeper explorations by the players. It leads those curious players deeper into the world even though it's only an illusion of depth and into that curious place where the players start helping the ref build the world around them. Tell them the tower is a guard post and the really good ones will start asking the next obvious question: a guard against what? Their speculations can lead to some pretty decent ideas that inspire new directions. Who the hell knew a great hobgoblin nation lay just on the other side of that winding valley path? Or that in the deepest pit of this place was a magicaly spawned portal into some insanity inducing realm responsible for some of the stranges things in the world. Hey, owlbears have to come from somewhere don't they?

For its part, the current region of Thylia being details (the northwestern region of the continent for those who actually care) was the site of a gradual invasion and assimilation by the distant Thelerite Imperium. A fleet of 4 ships made landfall on the western shore and promptly informed the local population (mostly cloistered dwarf communities who cared little for anything but their craft and semi-nomadic bands of humans) that they had been conquered and were expected to render unto the Imperium. The dwarves promptly ignored the invaders in typical dwarven fashion for, south of their home kingdom, they really didn't care a whit what some poncy Imperator had to say. The tribal humans found the whole thing terribly amusing and proceeded with business as usual, treating the Thelerites as a mild curiosity and occasional trading partner: their steel weapons were, after all, far superior to the copper and knapped flint still used by many. The Thelerites, satisfied that they had succeeded in claiming the land expanded ever eastward in waves, leaving in their wake long defensive lines of keeps, towers, and walls that the natives simply went around, under, or over as was convenient.

Around 350 years ago, however, the Imerium began to recede towards the coast again and before long, the carefully built civil structure that they had created was gone. Few, according to the dwarves, cared or even noticed the change.

Wednesday, July 29, 2009

Permanent and Lasting Injury

The 2nd Edition AD&D books specifically discourage players from tracking specific injuries, which I generally agree with. After all, I'm not a kid anymore and I don't get a giggle over the fact that every hit has a 1-in-6 chance of whacking some poor shmuck in the jewels, or neck, or whatever. It's just not necessary and is, in many ways, puerile. It also adds a whole lot of "all the time" complexity that the game just doesn't need.

After all, one of the biggest draws of the D&D type systems for me is the level of abstraction. Whether or not hit points represent purely physical punishment, or a mixture of luck, near misses, and minor wounds sapping a PC's will to go on or something else entirely really isn't all that important. The system is an abstraction for the sake of gameplay and, in the end, it's a completely self-referential one. It's only there to provide a numeric system to govern when your character can no longer function. It makes no real appeals to realism except in that more physical and martial classes get more HP while more "bookish" or "crafty" type classes receive fewer. It's verisimilitude, not realism.

The same goes for the 1 minute combat rounds (of which I am still a strong supporter by the by), the class and level system in general, armor class, and much of everything else in a lot of ways. Everything there sets an acceptable (to us at least) comprimise between realism and abstraction for the sake of game flow.

However, one of the alures of D&D is the loosness of its framework and the ability of the players to "hang on ornaments" so to speak. That's, I think, one of the greatest and most marvelous lessons that TSR learned during the run of AD&D 2ed: that the only thing that separated the core AD&D system from being something else was ornamentation and decoration. Dark Sun, one of the wierdest settings for the game, is little more than AD&D 2ed with a few moderate rules tweaks thrown in (i.e., retooling the attributes charts to account for the concept of Survival of the Fittest run amok, everybody's got psionics, an insanely harsh environment, and so on). That's the strength of 2nd edition, in my mind, it's chameleon like ability to change on the face to

That's a long way to go, I suppose, to get to the purpose of today's post.

Thylia, though I know I've put so little of it up here owing to life going absolutely berserk of late, is at present a bit grim, dark, and gritty. Those phrases have largely lost meaning, especially in WOTC's wake of using them to apply to their new material (one imagines purely in a humerous intent). Things in that world are going badly: monsters lurk in the wilderness, petty warlords claim control over wide expanses of land or just city states, cats and dogs living together . . . But of course, whisper me the difference between that and just about any bog-standard D&D setting?

In order to reflect the darker, somewhat grittier nature of things in Thylia, I'm employing both the modifications to the Vancian spell casting rules I talked of earlier, and a minor system for lasting and permanent injuries.

Simply put, while employing the "at death's door" rule (i.e., you have until -10 hp before you actually die for good), any character or monster/NPC that is reduced to -7 HP or less must make a system shock check or be forced to roll on the chart below to determine what, if any, lasting consequences are assessed.

1. Injury to the face/head. Suffer -1 to WIS/INT/CHA (equal chance of any of them).
2. Torso/Abdomen. Suffer -1 to CON, max HP reduced by 1d20%.
3. Fore/Upper Limb (includes arms (all if multiple), wings, and any other appendage other than a head above body midline). Determine which randomly. Limb is useless unless successfull save vs. death. To-Hit and Damage are -1 with that limb. If quadraped or limb otherwise used for mobility, see Lower/Hind Limb entry below.
4. Lower/Hind Limb (includes legs and other mobility appendages, tails, etc.). Save vs. death else limb is useless. Suffer -1d4x10% loss in movement rate. Limb is -1 to-hit and DAM if appropriate. May require crutch, cane, or other assistave device at DM's discretion.

All effects persist for 1d3 weeks at the end of which the character must make a System Shock check or the effects become permanent unless powerful healing or regenerative magics are applied successfully. At DM's option, surgical arts may be attempted to repair such damage, though they obviously carry significant risks of their own.

I think this will help to bring across the brutality of combat just a little more, and leave open my options open for when truly greivous wounds need inflicting.

Example: Hamlet the fighter is snatched up by a Roc intent on making the hapless adventurer its next meal. Through pure piss and vinneager, Hamlet is able to land a few telling kicks and bites on the bird before too much altitude is gained and the beast drops him. The fall reduces the fighter to -8 HP where he is luckily discovered by a friendly band of elves who bandage his wounds before he bleeds out. Rolling on the chart above nets him a result of 3 and the DM determines that his left arm has been severely broken when Hamlet fell on it. He has failed his saving throw and so the arm is useless for anywhere from one to three weeks. If he fails a System Shock test at the end of that time, the arm is permanently lame and of no use to him at all: a dangerous vulnerability to say the least.

Opinions?

Thursday, July 16, 2009

Evil is Petty

Following on from good men doing evil for the greater good, I'm moving towards one of my favorite, touchiest topics in terms of good and evil.

One of the commonest mainstay fantasy fiction (and sci-fi fiction for that matter)is the Evil Overlord. So common, in fact, that he has his own list that's moderately famous around the internet. Typically, the control vast armies of evil (draconians, orcs/goblins, insert evil monster of the week here) and are hell bent on conquering the world and molding it in their own image, but spend a great deal of time brooding in their tent or castle like Achiles until the heroes of the story (in our case, the PC's) are ready for the confrontation. It's a concept that's at once familiar and comforting to our inbred sensibilities, that a face can be put on evil, that there's an apparatus it has built up around it. The ability to name and identify the evil and, more specifically, to identify it as "that one over there" is empowering for most people, not only because it builds up the image of a confrontable font of darkness, but it's pseudo-exoneration of those who would oppose it, even if only in principle.

The industrial sized, world threatening, archetypal evil lord is such a common image and device that I'm sure everybody here could name at least half a dozen of them, even excluding Morgoth/Melkor, Sauron, and Hitler (as a literary device, really, and not neccessarily the real life figure).

At a game level, the concept is tremendously convenient since it allows us to build everything around a single, larger conflict. Dark Lord McScarypants is threatening Utopiaville and all kingdoms of sweetness and light in a bid to conquer the world and oppress the innocent and kick little puppies on the street. It's up to the heroes to stop him! Everything else just writes itself into that framework and there's really nothing wrong with it.

When we try to break out of the stereotypical molds of games, we tend to do away with the conspicuous Dark Lords and replace them with "the Big Bad Evil Guy" or BBEG as he's commonly referred to on the mind numbing gaming forums. This guy is a bit like a demoted evil overlord. He gives us the convenience of an identifiable source of evil, or at least of the identifiable troubles, but he's somehow less hokey than the overpowering overlord ruling from his thrown of skulls and clotted blood in the land of shadows somewhere over that direction, but could you maybe look into this strange influx of goblins we seem to be having before you run off and take care of that? More conveniently, with the redefinition of "campaign" as a 1 year start to finish story by the newer editions of D&D, it's something that gives a strong focus to the game. The players are there to investigate the machinations and doings of some evil being who is causing troubles locally or globally or whatever. Over a 1 year time period, sandbox play really isn't that great and, it seems, that D20 type D&D requires a stronger focal point than simply wandering around and looking for adventure. The big bad(s) are a narrative tool, just on a slightly less cosmic scale.

As comforting and convenient as that all is, it ignores some specific and overt realities: and how I do love reality for inspiration. The issue is that evil is petty. Evil is, for the most part, small, relatively contained, and self-interested. World spanning and archetypal evils like that are relatively rare. Far more common are small things, like wife beating, child abuse, murder of local political opponents, and so on. Open up the news today, and you'll find an example of just what I mean. For the record, I find that particular news item extraordinarily unpleasant and the punishment leveled against the girl far insufficient.

For every Morgoth, there are ten Sharky's. For every Hitler inaugurating genocidal campaigns against hated ethnicities, there are a thousand Cheyenne Cherry's throwing kittens into hot ovens just to hear the cries of pain and fear it makes before dying. And more often than not, these evils are motivated almost entirely by self-interest and not some Moorcockian esoteric concepts of law and chaos, good vs. evil. The evil priest lurking at the outskirts of civilization sacrificing innocents in the hopes that his dark master will grant him immortality in the form of undeath as a lich or vampire or specter. A man who rapes and murders a woman who, in town council, blocked one of his pet projects.* A woman who bathes in the blood of her handmaidens in order to preserve her youth and beauty. These kinds of people are memorable simply because they are realistic and believable and because their crimes are far more personal than any plotting and scheming dark lord.

Why am I talking about this? Simply because, hand in hand with "all politics are local" goes "most evil is petty, small, and local." While there might be vast, brooding evil intelligences out in the game world, plotting the overthrow of order, the downfall of light, or whatever, far more effective game villains are of the smaller sort. These kinds of opponents tend to stick in players' minds when they are encountered and, as I said within the Bernardo Gui post, force the players themselves to confront something that is challenging or difficult for them.





*I'm very clear here that such topics are not always suitable for all games, nor am I encouraging those who don't want to deal with such unsavory topics to every include them in their games, nor should such topics EVER be treated lightly.

Thursday, July 9, 2009

Bernard Gui Was Lawful Good

James Raggi over at LotFP has put up a series of articles over the last week about alignment. Here's the latest in the series. What's interesting is that the articles are not the standard dithering over defining what Lawful Good and Chaotic Evil really mean as if the definitions in the books weren't already clear, but about larger, farther reaching ramifications, such as what a being of evil incarnate might be like when the evils perpetrated by ordinary humans (even in the name of good) are so heinous as to turn your stomach. A demon or devil, even a relatively low level example, would be evil on a level unknown to lowly humans.

I wanted to get into some of the smaller, closer to home aspects of alignment. How a normal mortal might operate within the framework of the nine-point dual axis (i.e., AD&D alignment system) alignment codification and still break from a 1970's conception of right and wrong and morality: which is not to say anything disparaging against such conceptions, merely that good and evil within the framework of D&D seem to be largely judged from the paradigm of a 1970's educated man, which makes perfect sense since it was written and largely written for 1970's educated men.

My first object lesson is Bernardo Gui, born 1261, died 1331, and arguably the most famous member of the Medieval Inquisition (as VERY distinct from the infamous Spanish Inquisition which he had absolutely nothing to do with). It's remarkable how few people know Bernardo outside of the near caricature by F. Murray Abraham and Umberto Ecco in The Name of the Rose: you see, Umberto disliked the Church in general and the Inquisition in particular and it bled into his writing (which I'm sure he'll be the first to tell you is open to the audience's interpretation) and when the movie was created, it was decided that there was a need for a stronger antagonist than an old monk who hated laughter during the climax, thus was born the enhanced antagonism of Abraham's Gui.

In reality, the man quite literally wrote the book on how the Papal Inquisition was supposed to conduct and comport itself as well as its overall purpose: Practica Inquisitionis Heretice Pravitatis or "Conduct of the Inquisition into Heretical Wickedness." The work discusses the purpose of the Inquisition, describes its "targets" (including a very good description of the Cathars and why they are designated heretical by the Church of the time), and the methodology of accusations, interrogation, indictment, and punishment by members of the Inquisition. Gui did, indeed, advise the use of torture as a method to extract information from accused persons, an act that almost anybody in the Western World would consider irredeemably evil. During his tenure in this position, Gui obtained about 900 convictions, but only turned over a mere 42 to the state for execution. He was very reticent to see the people brought before him executed arguing convincingly that such would be considered a failure of one of the most important purposes of the Inquisition: the detection and rehabilitation of those persons who had strayed from the "correct" teachings of the Church. More common and preferred forms of punishment and rehabilitative therapy included pennance, joining an aesthetic monastic order for a time, a long pilgrimage, flogging, or simply time in the stocks. Killing somebody in this situation would be effectively damning them to hell, something that was to be strenuously avoided as the Church truly believed itself to be in the business of helping to save souls, not condemning them. Thus, execution was reserved for only the most vile and unrepentant heretics.

In the end, and within the context of his historical setting, I would argue that Bernardo Gui would fit in well within the Lawful Good alignment, despite what we would view as reprehensibly evil methods, much of which could be attributed to a Medieval sense of jurisprudence really. Which brings me to my point, at last; while it's certainly great to play D&D within the moral framework of modern folk, there's a lot to be said about opening up to a different moral paradigm. To continue within our example of the Inquisition, how would the players themselves interact with such a person? Upon realizing that torture was being used as a method to seek out and identify heretics (or, perhaps, slightly easier on our modern sensibilities, hidden evil moles), what would the party's attendant Paladin do? The party may be asked to perform tasks for such an inquisition and to abide by its regulations.

Travelling this way is difficult to do without getting hokey and over simplified, but done right, it challenges more than just the technical and role playing skills of the players, it challenges the players themselves. A little narativist in a way? Sure, but even the oldest and grognardiest of games can benefit from some of the better lessons of the White Wolf and Hickman/Weiss revolutions. Dealing with good and evil on a more than just lip service level, forcing players to confront some of their own personal demons within the game, is, in my opinion of course, one of those good lessons. It's another layer of challenge beyond disarming traps, killing monsters with clever tactics, and hauling treasure out from under the nose of a sleeping dragon. How, as a player of a Lawful Good character, do you work within a game world where not only is slavery and martial interrogation (torture) are not only accepted and acceptable functions of society, but are so widespread as to be near universal?

Thursday, June 18, 2009

Spellcasting in Thylia: Modifications to the Vancian System

This is the biggest house rule I will ever implement, or at least the one that causes the most significant change in how the game functions. Just to come right out and say this up front, this modification to the casting system did not originate with me. The game I currently play in (for the last 5 or so years actually) put this into effect and, after 5 years, I can't really imagine playing without it. Whether that's because the rule really is that excellent of a change, or because internally, I was never satisfied with the whole Vancian thing to begin with is something open to debate. Either way, it makes for an interesting modification in my opinion.

First, wizards do not gain new spells upon leveling per the rules. The only way for a wizard to gain new spells is to discover them in "the dungeon" or to trade for or steal them from others. This makes arcane magic, at least, that much more difficult to get hold of so that the players aren't pulling magic our of their orificies at every instant.

Magic is rare and mages are jealous of each other's abilities. This is to counteract some of the change below.

Casting still functions largely as detailed in the PHB. Wizards have a certain number of spell slots per day per level based on their current character level and any specialization they pursue (i.e., a transmuter gets an extra spell slot per level that must be devoted to an alteration spell). However, wizards can, with a percent chance of failure based on their intelligence and the level of the spell, attempt to "wing it" when casting spells. That means that they can forgoe memorizing a spell (or all spells for very intelligent and powerful wizards) in order to enhance their potential versatility. Unfortunately, this comes with a good chance of failing to successfully cast their spells.

Mages can still memorize their spells, and in fact, doing so greatly reduces the percent chance of failure.

For example:
A wizard with INT 15 has a base 65% chance to fail casting a 1st level spell while winging it. A 2nd level spell fails 70% of the time, 3rd 75% and so on. This means that our example wizard will fail 75% of the time while trying to cast a 3rd level spell without prior memorization.

If, however, the wizard in question chooses to memorize his spell in the morning, he reduces his chance for failure by 100%, thus in our example, the 3rd level spell is cast with a -25% chance of failure.


This, in actual play, does increase the utility of a wizard, but at the same time can make him somewhat unreliable. I can't tell you how many times I've heard "it's only a 10% chance of failure" right before a critical spell fizzles because the player wanted to leave the slot open "just in case."

It also has a very nice side benefit: players of wizards end up casting more of their spell selection (i.e., instead of just memorizing the same few over and over again) and there's fewer instances of "ok, we need this or that spell, but the wizard has to rest 8 hours before we can proceed, so everybody break out the bedrolls!"

A few other things to add into the pot:
For a specialist caster (transmuter, necromancer, etc), the caster receives a -10%/+10% failure chance based on whether the spell is in or out of their specialty school.

When leveling up, for every 5 successful times a spell is cast, the charcter gains a -5% chance to fail that particular spell.

At first level, and upon ataining further levels, the character gains 200% discretionary percentage points with which he can reduce any spell's failure chance, or he can hold them in reserve in anticipation of gaining new spells over the next level.

If, upon attempting to learn a new spell, the player fails the roll to learn, he can still scribe it to his book and cast it, but it suffers a +50% chance of failure. This can, and often does, raise the failure chance to above 100% making even memorized casting dodgy.


And one final bit:
A mage must still spend time every day reviewing and studying his spells. If his book is stolen or he has no access to it, he suffers an increased 5% failure chance per day without the book.


It looks a little confusing at first blush (and if I knew how to make this blog thing make tables, it'd be a might clearer) and it certainly does add a lot of book keeping to playing a wizard character or a bard (who follow the same rules, but keyed off of the average INT ahd CHA), but I find that the whole thing is definately worth it.

I like the falvor of it for Thylia, and since spells are rare, spell books cost 1000gp each, and the ink to scribe a spell costs 10gp per page written (not to mention 1 day per page/level of the spell), it's really a fair trade in my book.

Of course, I wouldn't try to port this over to Forgotten Realms or Greyhawk since I don't think it'd fit terribly well there, but in a grim and gritty setting where things are falling apart all over, it sort of fits.

Tuesday, June 9, 2009

Falling In Love With Swords and Wizardry

I splurged recently and picked up copies of Knockspell #1 and #2, Swords and Wizardry, and the S&W monster book. Of course, I had my downloaded copy of the rules beforehand and had gone through them more than once, but in seeing it all out on paper, I feel inspired by it. I'm beginning to see Thylia more and more in the light of Swords and Wizardry and am rapidly coming to a point where I'll use it instead of AD&D 2e if and when Thylia becomes an actual game.

Now all I have to do is find a group of gamers.

And some free time.

Wednesday, May 27, 2009

Lost Technology in Thylia


Just recently, I managed to get my greedy claws on a first edition, first printing of GRRM's Tuff Voyaging for cheap from the local book depository. I think that the fact that it's a first printing, first edition, and that I bought it for a steal (less than I'd pay for a "Value Meal" at the local fast food joint) excites me more than the actual content of the book at this point, but I'm a bibliophile, it's to be expected. Which is not to say the book isn't good so far as of page 17.

I will say, though, that based on my admitted complete guess as to what this "Plague Star" is, I'm very happy. Based on what is said in the text thus far, and what is not said, I'm guessing that the thing is actually some lost bit of ancient phlebotinum from "the old times" and it has some biological effect on organisms exposed to it. Likely some form of experiment by less than scrupulous precursers or some such.

Just a quick aside and fair warning: anybody who feels the need to explain to me outright what the thing is and spoil the rest of the book for me can just bugger the hell right off. I'm looking forward to being surprised as GRRM usually does not let me down that way.

Ok, back on topic.

What I find more interesting, though, is that the locals of the planet around which this Plague Star orbit have worked its existance into their mythology over the, presumable, millenia that it has affected them. It's far less a matter of "Hey, what's that medieval peasant doing with a ray gun?!?!" and rather a reaction that seemed popular back in the day this book was written, that myth, legend, and religion grew out of sentient need to explain the perceived, but the incomprehensible. Thus, the natives perceive the Plague Star, and the fact that it wipes out large segments of the population every three generations, but have no way at all of determining objectively what it is (i.e., no telescopes or anything like that) and so it gets labeled and added to the mythology rather than dealt with in a "scientific" manner.

This is, I suppose, Martin's employment of one of Clarke's laws, that any technology sufficiently advanced is indistinguishable from magic. This, I think, is how ancient technology should be introduced into a fantasy campaign that eschews the gonzo aspect. In the end, I have no problem with high technology making its way into the Thylia campaign, but my desire is for the players to brush up against it and, afterward, to never be quite sure what it was that they came across: a mystery that they either walk away with shaking their heads, or which drives them to continue on, seeking the root of it.

The Dotheric Obelisk

Discovered in the deep taiga, only a few hours' march from the tiny halfling settlement of Dotheris, the obelisk stands nearly 7 meters tall in the center of an inconspicuously verdent glade. The monument has runes in a strange language round the base, runes that defy both mundane and magical means of translation. Many believe that these runes contain secrets from the ancient past when a race with power far beyond the comprehension of current scholars walked the world. This group calls themselves the Dotheric Brotherhood and they have devoted themselves to the study of the obelisk, sure that other examples of the writing or instructions on how to harness its powers must exist. They pursue any scrap of information that might lead to great understanding of the monument, funding quests to unearth other treasures of the age, and even going so far as to employing an entire clan of dwarves to excavate around the base of the monument, looking to catalog its whole dimensions.

The Brotherhood, to some degree, is correct. The obelisk is, in fact, an artifact left behind by a race that came to this world millenia ago, and left mysteriously sometime before recorded history began according to modern scholars. The thing is a device designed to transfer heat energy and water from deep within the planet and bring them to the surface, terraforming the world to more closely resemble the one from which the ancient beings originated. The runes scribed in its side defy translation attempts simply because they are not actually language, but mathematical equations and data that provides activation protocols to the obelisk. The obelisk radiates no magic and is slightly warm to the touch. If activated, it may prove powerful enough to remake this part of the world, or after many thousands of years, it may have malfunctioned or broken down.

Death Jewel

A small blood red gem in an ornate mithril like setting appearing almost as a fine lace netting surrounding envoloping the crystal, all together about the size of a song bird's egg. Legend states that it was originally discovered by Geforic, a trickster hero figure in legend, in the skeletal remains of a humanoid, but not human in the depths of a ruin. In order to keep it safe from the scurrilous thieves of the city (which city is hotly debated, many maintain that it was one of various legendary lost metropolises), he swallowed it, intending to retrieve the precious item "afterward." Unfortunately for him, upon arriving within the city gates, the citizenry began to fall victim to an horrific plague by the hundreds, never manifesting in quite the same way twice. Geforic fled the city while he could, but ill fortune caught up with him as a representative of the local thieves' guild, having witnessed Geforic swallow the Death Jewel, slew the man and claimed his prize. Since, the stone has appeared throughout history in stories, usually accompanied by the utter destruction of a city, or the death of an empire. It is considered a vastly unlucky artifact and no reputable man will willingly let it near him.

In actuality, the item is a bit of high technology from an unknown source. When swallowed, it affixes itself to the person's digestive tract and remains there until death. While so implanted, it provides complete immunity to disease, poisoning, parasite, or similar effect (including rot grubs and violet fungus). It provides this benefit by changing the person's immune system from a reactive, internal process to an active, external, and predatory thing. White blood cells and other immunological organisms travel outside of the body to a radius of 50ft where they actively seek out any potential threat to the host body and eliminate it. Air born plagues, aforementioned rot grubs and violet fungus, green slimes, etc., will be destroyed at the rate of 1hp per round. Unfortunately, the effect also attacks any living organism that is currently infected by or is a carrier for any harmful pathogen and all such entities must succeed in a saving throw vs. disease or be found to have such an infection and become subject to the attack of the host body's external immune system, dying slowly at the rate of 1hp per day and unable to heal naturally. A cure disease spell placed upon such a victim will remove all traces of the disease and thus halt the attack of the immune system and spare the person's life.

Once swallowed and implanted, the device cannot be removed except by the death of the host, or by advanced surgicle techniques not present in Thylia today.

Monday, May 11, 2009

Recurring Themes of Thylia

Life has been rather tumultuous for the last couple weeks and, through a combination of my company "right sizing" the division and various family drama, I've discovered I have less and less time for such leisure activities as posting to this blog and sleeping.

In order to demonstrate to the, perhaps, five people who actually still read this blog that I'm still alive and so is this outlet for my psychotic ramblings, I present the following semi-non-post for your bemusement.


Themes in Thylia
An overarching plot should never be a part of an FRPG adventure or, even worse, an entire campaign.* It more often than not turns the game into a witness event for the players and an exercise in mental self massage for the ref. Such things lead to the likes of adventure paths.

However, I'm not against dropping themes into a campaign: recurrent ideas and concepts, or just images that crop up time and again in seemingly disconnected locations. Such would be a natural side effect, I suppose, of any long standing game of any sort that's largely constructed around the mind of a single individual (such as a DM or whatever we're calling it today). Themes can be as simple as recurring NPC's: for example, a friend of mine uses a recurring, suspiciously adept NPC named Timmy in almost every game he runs. They can be concious or unconcious, dramatic or comedic, or just about anything that becomes a recurrent element of a game.

Of course, when it's done with concious decision, it can be badly mishandled and turn into a tromping boot that lands squarely in the middle of everything which the players are then obliged to deal with directly, or politely ignore. Tracy Hickman's moderately infantile understanding of good and evil in Dragonlance spring to mind as does virtually the entirety of Eberron's setting (though that setting occupies a moderately fuzzy place in my heart for some unknowable reason). Monte Cook once said that a recurrent theme for his campaigns was always an impossibly tall spire, at the top of which rested something so predicatble that his players immediately knew upon sighting it that it was going to become a major plot element in the game in relatively short order: of course this is both good and bad as its various incarnations that I know of aren't really that terrible and are used somewhat artfully to act as centerpieces rather than gigantic overriding plot devices.

Despite the massive potential for catastrophic failure, I plan to incorporate some themology into Thylia when, and if, it gets off the ground as an actual game (closer than one might suspect as I actually have a preliminary map slopped together that I'm pleased with but for the terrible attempt to add color that pretty much destroyed it).

May You Live In Interesting Times The first part of a tripartite curse, and in our real lives is truly a terrifying thought, but in a game world is, in my opinion, the only way to fly. I will not ever pretend that Thylia is a living, thriving, and vibrant world, but I will say that, in terms of the anticiparted starting area, things are happening with or without the participation of the players and the general fabric of the region will change significantly from time to time due to world events, especially if the players spend effort ignoring them. Much of the time, if the players start to pick up on it, I expect them to expend a good deal of effort simply maintaining the status quo rather than affecting grand events. If the game lasts until advanced levels, the PC's may find themselves taking up the leadership of local baronies in order to "plug the gaps" so to speak and form a shield against things that are coming.

May You Find What You Are Looking For Sort of a version of "be careful what you wish for . . ." I greatly like the idea of players chasing down things they think they want (treasure, magic, power, etc.) and actually finding it, and learning that there are a whole host of attendant problems that go right along with it. My major inspiration here is, of course, the horde of Fafnir.

Through a Glass Darkly . . . Fantasy (and by extension, speculative fiction in general) is, to me, the act of holding a tinted mirror up to the real world. My particular mirror is dirty, dark, and makes things look dark, ugly, and thratening. Yes, Timmmy, the world is out to get you.

There Is No Destiny Heroes are not born, prophesied, or created. Heroes are those who are willing to walk into the dark places where others dare not tread. Heroes stand between the metaphorical fall of Night and the light of Civilization and say "you shall do no harm here." Whatever their motives, heroes are the ones who get it done, not the ones who come branded with a fancy title.





With the WOTC versions of D&D taking primacy in the FRGP market, the concept of a campaign has morphed from something that never really ends to a literal 12 month start to finish affair with, supposedly, identifiable beginnings, middles, and ends. They are stories and not adventures any more.

Monday, April 6, 2009

The Heartwood Staff

The origin of this item is completely unknown. It is speculated by the more poetic of sages that it may have come into existence concurrently with Thylia (the world) itself, or may have even been used to create the world through some unknown power. Such speculation, however, is mere flight of fancy as those who know more about it than mere heresay, the druids, guard its secrets assiduously.

The staff is approximately the size of a standard quarterstaff and appears unadorned and unremarkable. It has been rumored that some of the greatest events of history have been precipitated by the staff being carried by an individual who simply did not know what he held in his hand. A detect magic spell will not reveal any magical dweomer, nor will an identify spell yield any usefull information. Legend Lore, on the other hand, may provide some leads for further investigation.

The primary powers of the staff are as follows:

1) The current custodian of the staff functions as if he were a 5th level druid. However, during such time, he must abide by the restrictions of the druidic faith or all such power is lost. One who is already a druid functions as if he were two levels higher.

2)At any time, the staff can provide the function of a Combine spell functioning for any druid or sympathetic creature touching the staff. The duration of this effect is limited only to however long each creature in the effect remains in contact with the staff and can be initiated with one round's concentration.

3) Thrice per day, the staff can be called upon to create the effects of the Weather Control and Plant Growth spells at 20th level effect with area of effect centered upon the staff and its custodian.

4) Once per week, the staff can summon a Nature Elemental (see Monstrous Manual Annual Compendium volume IV for details). The elemental will set about returning the surrounding 1 mile of terrain to a completely natural state, removing all traces of civilization for 24 hours. This power involves the completion of a 1 hour ceremony on the part of the custodian.

5) Once per century, the staff may be used to initiate a major climatological or ecological shift of staggering proportion upon Thylia. For example, a vast desert can be made to bloom and be verdant as a jungle - permanently or until the staff is used to restore the original state. Such use, though, causes an equal and opposite reaction elsewhere in the world (GM determination). The change is not instantaneous, but may take the entire thousand years to complete. Use of this power subjects the custodian immediately to artifact transformation per below. Use of this power requires an 8 hours ceremony and must involve the entirety of a druidic circle of no less than 10 individuals.

Minor powers (see Book of Artifacts or AD&D 1e DMG):
4 x I
2 x II
3 x IV

Curse/Artifact Transformation: There are two modes of transformation. First, upon using any of the primary powers, the custodian must make a save vs. paralyzation or immediately renounce his current occupation, change alignment to True Neutral, and seek out training as a Druid (any PC becomes an NPC for this purpose as the character is no longer under his player's control, but that of the staff itself).

The use of the 5th primary power invokes a 2nd transformation, this one automatic. Upon successful completion of the ceremony and the inauguration of the desired change, the custodian is immediately subsumed by the staff and absorbed entirely to reside within it forever.

If the staff should come into the hands of a non-druid and this becomes known to ANY druid, representatives of the order will arrive almost immediately and demand that it be turned over to them. Quick and polite compliance will earn the respect of the order, perhaps even a reward. Failure to comply will gain the party a very powerful enemy. Currently, the Shadow Circle (a covert sub-group of the Druidic Order who believe that civilization itself is a crime against the Balance) seek the staff for their own agenda. They will stop at nothing to acquire it and, in their eyes, use it to restore the Balance.

Rune Magic

This is something I've been rolling around in my head for the last two weeks. It's basically an alpha draft of runic magic based, in part, on Supplement III psionics somewhat, the runes from the Viking 2e sourcebook, and little bits from the depths of my disturbed and addled psyche. If this makes no sense at all to you guys, then don't worry, it doesn't make a whole lot of sense to me either. I've not decided whether or not I want to actually pursue this line of thinking, or if I want to simply abandon it as a half-baked brain fart and abstract the entire thing.

Just a note: any numbers here are largely based on AD&D 2e, though they'll fit fine in 1e or OSRIC without any trouble. Labyrinth Lord or Swords and Wizardry would require a bit of fiddling, or simply a new chart to be put together. A project for a different day perhaps.

Also be warned that I'm typing this up from the office from notes scribbled on napkins from the Black Barn Restaurant in NJ where this lunatic idea hit me over a bowel of good chili, so don't expect any real coherence here in terms of mechanics.

Introduction: Runes are an ancient and powerful form of magic originating, according to various scholars and sages, with the Mound People. Others claim that the Dwarves created this form of magic due to apparent similarities to their current written language. Just as many theories point to the ancient and lost empire of the elves and still more point to some strange and horrifying origin from the darkness before the world. The truth is, nobody currently living and willing to speak on the topic knows the origin of this form of magic.

Runes are an ideographic form of magic rather than the phonetic magical languages: i.e., one rune represents an entire word or concept rather than just a sound. One rune carries all the power of the idea behind it. Thus, a rune of Death is more than just the runic word for that concept, but carries with it all the attendant baggage that philosophers have written libraries of books about. They are complicated and difficult to learn and, according to some, impossible to master.


Learning a Rune:In order to learn a rune, a source of information must first be found. Preferably, this will be a person already accomplished in runic magic who can pass on the secrets of that particular ideogram personally, though it is possible to learn from a text or by spending a good deal of time researching an example of a complete rune (such research would most certainly be time consuming and possibly expensive, most certainly hazardous). Even with proper instruction, the learning process is far from certain. The time required to learn a rune is equal to 20 days less the average of the character's WIS and INT. These days must be spent in at least 8 consecutive hours of study. Significant interruption will require the learner to start again. If the character only has a text as his source material, the time is 30 days less the average of WIS and INT. Researching a rune without any assistance is a process goverened entirely by the DM.

At the end of this time period, the character will again take the average of his Intelligence and Wisdom. He must then roll 3d6 with a result equal to or less than his averaged mental attributes to successfully learn the power of that particular rune. Rolling above this number results in failure and the character may not try again to learn this particular rune.

A character of any race or class can attempt to learn a rune, though most frequent users are Humans, Dwarves, Fighters, Druids, and Mages. Clerics tend to eschew runes as they gain their power from a higher, purer source. Elves, on the other hand, have no particular incapability of using runes, but find them abhorent for some unspoken reason and will not willingly make use of them and may even drive away obvious users of runes.


Ok, here's where things get a little hairy in my brain.

Creation and Activation of Runes: To use a rune, a character must carve it. It cannot be written in ink upon a page, traced in the air or sand, or spoken as if it were a simple spell. This magic is deeper and older than such ephemeral cantrips. No, a rune must be carved into at least a semi-permanent medium such as stone, wood, metal, or other similar objects. It is not unheard of for some barbaric cultures to carve runes upon their own flesh. The carving process requires a successful Wisdom check.* A failure indicates an error has been made during the carving.

The activation of a rune requires blood: at least 4hp worth. A character on their own can easily open a sufficient wound in his own body, or the body of a willing volunteer. The blood of an unwilling "volunteer" must be obtained in the usual manner. The blood is smeared over the rune, upon which its power activates and remains active for a short time per the description of the individual runes. A character may activate more than one rune at a time, but doing so requires that he succeed at a Constitution check at -1 for each rune after the first. Thus, activating two runes requires a CON check at -1 while three runes requires a check at CON-2. This check applies even if the blood used to activate the runes is not that of the activating character.


Iron Will Not Bite: This rune is most often used by warriors and those in combat. Upon activation, it will reduce all damage done to the character by iron or steel weapons by 1 point per die. This includes magical weapons, but not any weapon made of stone or wood or without a significant steel component. Typically, such a rune is carved upon armor, a helm, or a pendant. This is the most rune most commonly carved upon flesh in such instances. It cannot be carved upon a weapon or other object, but must be placed upon an item that will enclose, encircle, or otherwise indicate the object or individual to be so protected. Duration is a number of rounds equal to the number of hp worth of blood used to activate it (minimum 4).

Death Oracle: Use of this rune permits the user to contact the spirits of the dead and gain truthful answers to his questions. Activation requires a minimum of 4 hp worth of blood and an additional 1 hp for every 5 years the creature has been dead. Thus, a creature dead only a few days is easy to contact while someone dead for centuries may be impossible to contact without the sacrifice of several living beings. Persons contacted by these means will communicate in their own language and will be compelled to speak truthfully, though nothing prevents them from twisting or misrepresenting facts as long as what they say is factually correct. This rune will remain active for approximately 10 minutes.


I'm not at all happy with the last half of this. It seems . . . cobbled together and half-assed, but such is the way of things when trying to move beyond Vancian casting at times.

Comments?



*I had thought about throwing in a proficiency called "runecraft" or some such thing, but then I realized that only about 1% of the gaming world would continue reading past the mention of such a thing. So . . .