Thursday, December 8, 2016

PANGEA ULTIMA: The Lords of Light!

In the Pangea Ultima setting, Clerics will either serve The Lords of Light, The Lords of Chaos or the Balance. Or one of the many specific cults found in the setting. Below are details on the Lords of Light and several deities active in the setting. this uses the Blood and Treasure 2nd Edition rules and the Petty Gods supplement. 


"Lords of Light!" -Thundarr the Barbarian
The Lords of Light, also called the Lords of Aether, and the Gods of the Overworld, are a collection of petty deities that are dedicated to Law and the Order of The Universe. They are the personification and protectors of natural laws, civilization, authority, rules, protection, and the status quo. Some Lords of Light are known to help human beings who have battled the forces of Chaos return to relative safety (though never to an untroubled psyche); it would however be a mistake to assume they are inevitably benevolent. The powers of Law can also represent mindless obedience, fascism, and abuse of power. Clerics of The Lords of Light follow a wide range of creeds and do not have a large united "church", rather they are allied in opposition to the Lords of Chaos. In fact, clerics of the Lords of and often bicker or even out-and-out war with one another over doctrinal differences and personal disputes.
Symbol: Eight spoked wheel or Silver Disc
Cleric Alignments: Lawful (see alignment)
Clerical Powers: Clerics who revere all the Lords of Light can “turn” or destroy undead creatures. Cults dedicated to a specific god or aspect of Law can choose from the following; Creation cult, Fighting cult, Guardian cult, Scholar cult, and Travel cult. See see Blood and Treasure 2nd Edition rulebook pages 15-18 for details on Specialty Priests and Cults.

There are many lawful deities active in the world of Pangea Ultima, each with its own specialty and character. A vast selection of these deities can be found in the Petty Gods OSR sourcebook. The most active lawful deities in my campaign are as follows:

Attrecoppea, The Silken One (see page 11)- Attrecoppea, or Lady Attercop, is the petty goddess of small spiders. Despite her creepy crawler minions, she is a benevolent being who wishes only to protect. She appears as an ebon-skinned woman wearing a sheer silk gown or as a human-sized jumping spider. Her cult is comprised of weavers, hunters and mothers and teaches the importance of diligence and patience. Clerics dedicated to The Silken One are specialty priests of a Guardian Cult (see BnT pages 15-18). They dress in silk and can be of Lawful or Neutral alignment. Attrecoppea’s symbol is a spider.

Bubulmax (see page 23 Petty gods)- Bubulmax is the deity of the mighty-thewed, those who venture forth in life strong of limb, strong of spirit and adequately oiled up. Bubulmax frowns upon weaklings and spreads his gospel of muscular philosophy among the rowdy and boisterous of the lands. His shrines are always found in places of physical exertion such as practice yards, labor sites, and barracks. Clerics dedicated to Bubulmax are specialty priests of a Fighting Cult (see BnT pages 15-18) They dress like wrestlers and can be of any alignment (though Lawful or Neutral are preferred). Their symbol is a flexed bicep or a dumbbell.

Chulg (see page 27)- Chulg is the weird god of heptagons, and overseer of strange angles of reality. This petty gods appearance is so utterly loathsome as to cause fear (as a 7thlevel magic-user) to anyone that looks upon it. This god is very alien in mindset, and so is only rarely sought out. Clerics of Chulg are specialty priests of a Scholar Cult (see BnT pages 15-18). They dress like mad alchemists and deranged mathematicians and can be of any alignment (though Lawful or Neutral are preferred). Chulg’s symbol is a heptagon.

Clerchad (see page 29)- Clerchad, or Clerchad the Counter, is the petty goddess of commerce. She appears as a small woman with dragonfly wings being wearing a simple kirtle. Her clothing shows signs of age and use, with frayed edges and spots of ink here and there. Contrary to her countenance, Clerchad is a much-adored deity among the clerks and bankers. Her shrines are most often found in banks and treasuries and in the homes of merchants. Clerics of Clerchad are specialty priests of a Travel Cult (see BnT pages 15-18). They dress as accountants and clerks and can be of Lawful or Neutral alignment. Her symbol is a coin bearing a dragonfly. 

Dinud (see page 41 Petty Gods)- Dinud is the petty god of eggs, protection, wards and shields. He appears as a tall pale man with a featureless, flawless egg for a head. His voice is deep and always echoes. He usually appears in ivory robes or, when prepared for war, in scale armor made from fragments of dragon eggs and a flawless egg-shaped shield. Shrines to him are usually found among shieldmakers, who seek his blessing to make better wares, and those races that reproduce using eggs, who view him as a guardian of their children. Clerics of Dinud (eggheads) are specialty priests of a Guardian Cult (see BnT pages 15-18) They dress ivory and scale mail and can be of Lawful or Neutral. Dinud’s symbol is an egg.

Floog (see page 52 Petty Gods)- Floog is the god of small mundane things that inexplicably go missing like quills, buttons, corks, individual socks, minor heirlooms, and so on. He appears as two humans joined back to back, having four arms and four legs, and one head with two faces. This god is constantly searching and is the patron spirit of all who constantly loose things. Clerics of Floog are specialty priests of a Travel Cult (see BnT pages 15-18). They dress as mapmakers and travelers and clerks and can be of Lawful or Neutral alignment. His symbol is a knotted string.

Hexadron, The Divine Cube (see page 68 Petty Gods)- Hexadron is a distant deity, The Divine Cube, an entity bound with concepts of mathematics, the holy expression of the number 6, and all things of regular six-sided form such as boxes and dice. Alien in outlook, it cares for little beyond the promotion and expression of its perfect form in the mortal realms, though some esoteric scholars and craftsmen pray to the Divine Cube for mathematical insight or aid in bringing appropriate forms into creation. Temples dedicated to Hexadron are always squard, and very well constructed. Masons revere this god, as do mathematicians, magic users and paladins. Clerics of Hexadron are specialty priests of a Creation Cult (see BnT pages 15-18). They wear cube-themed armor and can be of Lawful or Neutral in alignment.  Hexadron’s symbol is a cube.

Maladmin (see page 100 Petty Gods)- Maladmin is the petty god of bureaucracy, academic rules and note-taking. He may be the pettiest god of all, covering as he does officialdom, inflated titles, paper-shuffling, pointless rules, and procedural delay. He appears as a stooped, gray-skinned man with ink-stained fingers, in a dusty robe. Close up, his skin looks like paper overwritten with fine print. This god delights in vast, dusty libraries and heaps of paperwork. He holds to the doctrine that knowledge must be pursued and never come easy. Clerics of Maladmin are specialty priests of a Scholar Cult (see BnT pages 15-18). They dress like librarians and bookkeepers, and can be of any alignment. Maladmin’s symbol is a Quill nib, cut or made by the cleric.

Thursday, December 1, 2016

PANGEA ULTIMA: Law vs. Chaos.

Though I mentioned alignment in my previous post, I thought I should give the concept a more thorough treatment. So in regards to alignment in the world of Pangea Ultima, I am steering away from Good and Evil as cosmic constants. This is in-part to reflect the Grey and Black morality of Sword and Sorcery settings, and to allow more freedom in how a player character, NPC or the worlds governing bodies and civilization function.
The Three-Fold alignment system being used in the setting are as follows:

Law implies honor, trustworthiness, obedience to authority, and reliability. On the downside, lawfulness can include closed-mindedness, reactionary adherence to tradition, disapproving, and a lack of adaptability. Those who consciously promote lawfulness say that only lawful behavior creates a society in which people can depend on each other and make the right decisions in full confidence that others will act as they should.

Chaos implies freedom, adaptability, and flexibility. On the downside, chaos can include recklessness, resentment toward legitimate authority, arbitrary actions, and irresponsibility. Those who promote chaotic behavior say that only unfettered personal freedom allows people to express themselves fully and lets society benefit from the potential that its individuals have within them.

Neutral implies someone who is with respect to law and chaos has a normal respect for authority and feels neither a compulsion to follow rules nor a compulsion to rebel. They are honest but can be tempted into lying or deceiving others if it suits him/her. 

Clerics, Deities and Cults. 

Wednesday, November 30, 2016

PANGEA ULTIMA: Far Future Fantasy Setting

With the days getting shorter and winter on the way, I like to think on running an RPG campaign. And so as I drift off to sleep at night, my mind starts building worlds and campaign settings and the details of that world. And so I have begun fiddling with a setting recently for use in my home game. I will be using the Blood and Treasure 2nd Edition rules by John Stater for this campaign.

Welcome to Earth, about seven million years in the future. Magic is back, mostly displacing science, and it is both After the End and Just Before the End: Civilization has pretty much collapsed, with only a few organized civilizations still in operation. Monsters infest the wilderness, gleaned from the ancient past and transplanted from alien worlds. 
The central region of the campaign. Each overland hex is 30 miles.
The setting is inspired by wide range of Sword and Sorcery, Post Apocalypse and Science Fantasy settings, books, movies, cartoons and comics. I'm going for a pulpy, gritty feel for the setting with a fair bit of gallows humor mixed in. 

The world is once again wild and full of mystery. Most people grow up in small kingdoms, wild tribes or in the decadent city-states. Magic is the great key to power, and the mightiest Wizards, Clerics and Druids rule supreme where they dwell while lesser dabblers sell potions and prophecies where they can. All of the classes presented in the Blood and Treasure 2E Rulebook are in use, including all of the spells therein. I will also be using the Science rules on pages 244-247. So a melding of weird science and magic can be found throughout the setting.

As this is a Sword and Sorcery setting, I am going to avoid the complexities of the Good vs. Evil paradigm, and the Nine-fold Alignment system. Rather, in the world of Pangea Ultima, players to choose among three alignments when creating a character: Lawful, implying honor and respect for society's rules; Chaotic, implying rebelliousness and individualism; and Neutral, seeking a balance between the extremes. This alignment system better handles the Black and Grey morality of the setting. The gods and goddesses will also be tied into these alignments.

The standard fantasy races are not suitable for Pangea Ultima. Most of the people of the setting are human, near-human or half-human. Other races DO exist, but are usually pretty alien and awful. Below are the most wide-ranging peoples of Pangea Ultima:

These glorious, beautiful creatures trace their ancestry to Celestial beings from higher dimensions. It is said that the Celestial's are the height of what mankind can become, and the Aasimar are a stepping stone towards that perfection. Some have physical traits suggesting their celestial heritage, like silver hair, enlarged eyes (often lacking sclera) and blue blood. Most can blend with human populations, but will always stand out as special. Not all aasimar are good, as many have a natural disdain for "common" folk, and can be quite cruel towards whomever they see as wicked. 
Aasimar average 60″ in height. They have a movement rate of 30′ per round. Aasimar live to be 750 years old. They start the game speaking Common and Celestial plus bonus languages for high intelligence.
At character creation, aasimar add +1 to wisdom (max. of 18) and subtract 1 from constitution (min. of 3).
Aasimar are surprised on a 1 in 1d6 and have cold and fire resistance. They can cast daylight 1/day as a spellcaster with a level equal to the Aasimar’s level.
Aasimar clerics can multi-class as fighters or magic users.

Humans should require no description, for weird fantasy humans and real humans are not terribly different. Of course, in a fantasy world, “human” can be extended to creatures that look inhuman (strange colors of skin, bony protrusions), but which are essentially human beings. 
Humans average 66″ in height and have a movement rate of 30′ per round. They can live to be 110 years old. All humans start the game knowing Common, plus any bonus languages they wish for high intelligence.
Humans get a 10% bonus to all earned experience points. Thus, when a dwarf earns 100 XP, a human earns 110 XP. They also receive a bonus feat at 1st level or, if you do not use feats in your game, a +1 bonus to all of their saving throws to represent their uncanny luck.
Humans cannot multi-class (i.e. advance in two classes simultaneously), but they can dual-class, or change classes at any point during play.

Half-ogres are the children of humans and ogres (giant cannibals). They look like brutish humans with swarthy and dull complexion, dark and lank hair, and large canine teeth. Half-ogres have no society of their own. If they live with ogres, they are the quick-thinking members of the tribe, ever on their toes to prove themselves worthy. If a half-ogre is reared in a human community, he learns to live with suspicion and fear, and often turns to a military or solitary occupation.
Half-ogres average 84″ in height and are built like gorillas. They have a movement rate of 30′ per round. Half-ogres live to be 80 years old. They start the game speaking Common and Ogre plus bonus languages for high intelligence. They can see 60′ in the dark.
At character creation, half-orcs add +1 to strength and constitution (max. of 18) and subtract 1 from their starting intelligence and charisma (min. of 3).
Half-Ogres can wield large weapons as though they were medium weapons.
Half-ogres may dual-class as do humans.

Neanderthal (Flatheads/Ugs)
Neanderthals are close kin to human beings. Some assume them to be stupid, due to their large brow ridges, receding chins, and slightly shorter, denser bodies. In Pangea Ultima, they are the high tech stone users, building cities of stone (Flintstone-style).  Neanderthals have a well-organized chieftain system, armies, organized religion (druids mostly), etc. Many have found human society to their liking and dwell in human towns and cities as laborers and craftsmen.
Neanderthals average 48″ tall. They have a movement rate of 30′ per round. Neanderthals live to be 110 years old. They start the game speaking Neanderthal plus bonus languages for high intelligence. They can also speak to apes of all kinds (but not monkeys).
At character creation, Neanderthals add +1 to constitution (max. of 18) and subtract 1 from their starting charisma (min. of 3).
Neanderthals enjoy a +3 bonus to task checks involving survival.
Neanderthals may dual-class as do humans.

Tieflings are humanoids descended from fiendish beings from lower planes (which are a problem in some regions). Some are indistinguishable from humans, while others have small horns, pointed teeth, red eyes, fine scales, or even cloven feet. No two tieflings are the same (except identical twins, of course). On the world of Pangea Ultima, Tieflings are generally the product of breeding programs, mixing debased lifeforms from the lower planes with human slaves. Despite this, not all tieflings are evil, many hate their lower-planar kinfolk with a passion.
Tieflings average 60″ in height. They have a movement rate of 40′ per round. They start the game speaking Common and Infernal plus bonus languages for high intelligence. Tieflings can see in the dark to a range of 60′. They speak Infernal and Common in addition to bonus languages for high intelligence.
At character creation, Tiefling add +1 to charisma (max of 18) and subtract 1 from wisdom (min of 3).
Tiefling have cold resistance and can cast darkness 1/day as a spellcaster with a level equal to the Tiefling’s level. They gain a +2 bonus to move silently.
Tiefling thieves can multi-class as clerics, fighters or magic-users.

Clerics and Religion. Several monsters. And much more!

Wednesday, October 5, 2016


Along the spacelanes, all manner of different races come together, even ones that in normal fantasy rpg settings would be considered monsters. And along with races comes religion, many of whom have similarities and major differences. So in such a Cosmospilotan civilization, religions get all mushed together over time, and all manner of weird faiths emerge.
So below are some of the faiths and deities found in the Silver Void setting:

These are clerics that revere an Outer Plane and all of its resident deities collectively. Planar churches are the most prevalent religious institutions along the spacelanes and in the Commonwealth. The following are the most widespread and popular (or infamous):
CELESTIA/SEVEN HEAVENS (LG, CG, NG)- Standard Lawful Clerics.
ARBOREA/OLYMPUS (CG)- Air or Weather domain.
BUXENUS/ARCADIA (LG, LN)- Sun or War domain.
ELYSIUM (NG)- Animal or Good domain.
UTOPIA/MECHANUS (LN)- Knowledge domain.
YSGARD/ASGARD (CG, CN)- Strength or War domain.
LIMBO (CN)- Madness domain.
HADES (NE)- Death domain.
HELL (LE)- Evil or Fire domain.
ABYSS (CE, LE, NE)- Standard Chaotic clerics.

The following gods and goddesses are very active in the Commonwealth and the races who travel the spacelanes.

Title(s): Our Lady of Perpetual Motion, Mama Vroom
Home plane: None (mobile)
Power level : Lesser
Alignment: Chaotic Neutral
Portfolio: Horseless vehicles, speed, recklessness
Agenoria, also called “Our Lady of Perpetual Motion”, is the goddess of horseless vehicles, particularly those created by spellcasters. She is also the goddess of freedom, getting laid and blood on the asphalt. She is the patron of all fast-moving vehicles. Her clerics can be of any alignment.
The priests of Agenoria wear gloves, buff coats and goggles over their armor, and the men are expected to cultivate glorious full mustaches; they bear the holy spoked wheel on their round shields and can cast stinking cloud once per day.

Title(s): Brrring,
Home plane: Nirvana
Power level : Lesser
Alignment: Lawful Neutral
Portfolio: Communication, bells, family
Bellman is the god of telephonics and thus also god of telemarketers and family. He appears as a gigantic mechanical being made of rotary dials, cords and buttons in rough humanoid form. This god is alien in mindset, and yet is fascinated with humanoid relationships, and will often ask strange questions of its worshippers and at odd times. Clerics of Bellman can be of any alignment.
His priests wear rotary dials as amulets and wear armor woven from copper wire (equivalent to chainmail), and are capable of casting message by sacrificing a silver piece.

Title(s): Cosmos, Mr. Monday  
Home plane: Limbo
Power level : Intermediate
Alignment: Chaotic Neutral (Chaotic Evil tendencies)
Portfolio: Space, get rich quick schemes, adventurers
Old Man Cosmos is the personification of space, travel and million to one chances, and so almost every adventurer pays at least some lip service to Old Man Cosmos. This deity is fickle and dangerous, blessing and cursing those who call on him, seeming to take great pleasure from visiting all manner of calamity on travelers (testing as he puts it).He appears as an old man of any race, usually unkempt but with a great deal of advice to give to those who treat him well.
Priests of Cosmos dress in traveler’s garb and never cut their hair and/or beards, adopting a ragged traveler appearance, though they are usually clean. Clerics of Old Man Cosmos have no special power over the undead, but gains a +2 bonus to save vs. mind control and can cast bestow curse 1/day. 

Title(s): Lady Aether, Aditi, Silver Lady  
Home plane: Astral Plane
Power level : Intermediate
Alignment: True Neutral (Neutral Good leanings)
Portfolio: Astral plane, space, consciousness
Hemera (also called Aether or Aditi) the personification of the Astral Plane, and is not really a deity per se, however, she does empower clerics and is served by unnumbered hordes of Astral Devas and other celestial beings. She appears as an Astral Deva of titanic size and great beauty and clothed in silvery light. Her priesthood claims that she is the celestial mother of every existing form and being, the synthesis of all things, she is associated with space and with mystic speech. Her clerics can be of any alignment with true Neutral preferred.
Priests of Hemera can cast detect magic at will and are never disoriented in zero gravity environments. When piloting a Spelljammer Helm, priests of Aditi can plane shift the vessel and all hands onto the Astral plane 1/day per 2 levels.

Title(s): The Riveter    
Home plane: Elemental Plane of Fire
Power level : Lesser
Alignment: Neutral Good
Portfolio: Women (all species), liberation, industry
Mater Industria, also called “The Riveter” is the goddess of hard work, industry and preparation for war. She is also the goddess of liberation and workers’ rights, and so her followers are labor bosses and Union organizers. Mater Industria appears as a muscular middle-aged woman holding a hammer and dressed for labor. Her clerics wear heavy gauntlets and leather armor with work aprons. Her clerics must be physically strong (STR 13+). Her clerics can be of any non-chaotic alignment.
All clerics of The Riveter are skilled in Bend Bars, Break Down Doors, and can add heat metal to their allowed 2nd level spells. They have no special power over the undead.

Title(s): The Wanderer         
Home plane: Ethereal Plane
Power level : Intermediate
Alignment: Neutral
Portfolio: Creation, ethereal plane, craftsmanship
Ptah is the Egyptian god of creation and personification of the Etheric Plane. He is an aloof and mysterious deity who does not normally answer prayers, preferring his servants to make decisions for themselves. He appears as an ebony skinned black man or dwarf or as a mighty winged bull. The black-clad priests of Ptah are widespread, and preach that Ptah is the one and true creator deity. Planar clerics of Buxenus are the only true allies of the Seekers of Ptah, as their plane includes the other Egyptian deities. Priests of Ptah can be of any alignment.
Clerics of Ptah have the Turn/Destroy powers of Lawful clerics regardless of the clerics alignment. They can also create magic items as though they were two levels higher.

Title(s): Golden-wings 
Home plane: Elemental Plane of Air
Power level : Lesser
Alignment: Chaotic Good
Portfolio: Flight, freedom, wind
Volania, is the goddess of flight and flying machines, including Spelljammer ships and similar vehicles. Her priests and priestesses wear golden wing pins on their blue tunics. Flying machines of all kinds are of interest to followers of Volania, who will go to great lengths to get access to such vehicles. Spelljamming vessels ore of great interest to this goddess. Her priests and priestesses wear golden wing pins on their blue tunics. Her clerics can be of any non-chaotic alignment.

Priests of Volania can cast fly once per day, but must be sitting in a cart, wagon or boat to do so - they spell effects the vehicle rather than the priest or priestess; in addition, the priestesses can cast create peanuts and coffee or tea (a variation of create food and water) once per day, but only while in flight.

These rules use the Blood and Treasure 1st Edition, a relatively simple and straight-forward game system that hearkens back to older versions of DnD. 

I saw Eternity the other night,
Like a great ring of pure and endless light
-- Henry Vaughan