Thursday, May 15, 2008
Tethys: Planetary Oracles
As with all planetary essences, there is much debate as to whether or not this "life force" is independently conscious, or just an impersonal force. Oracles of Tethys almost always insist that there is some sort of intelligence at work, though slow to react and very very fierce.
Those oracles who claim to have had visions of Tethys claim that she is a beautiful and statuesque woman of immense proportions. She is often described as having mixed human, reptilian and piscian characteristics in her form such as a tail, scales and other features mixed with that of a human.
Domains: Animal, Healing, Plant, Water.
Favored Weapon: Dagger.
Portfolio: Sea, Jungles, plants, agriculture, childbirth.
Dogma
The Oracles of Tethys have many regional varieties, but there are certain doctrines that exist amongst all sects. The cycles of birth, marriage and death are of primary concern, and thus mothers, young and old are revered. Cycles of life, and their reverence are strongly promoted. Society is primarily matriarchal, with all women seen as manifestation and representation of Tethys herself.
Fertility rites and medicines are of utmost importance to the Oracles and followers of Tethys, as She herself is known to be very fertile. Herbalism, midwifery and extensive fertility rites (including orgy's) are very common.
Cult of Oceanus
The male aspect of Tethys is known as Oceanus, and is given reverence primarily in the long night, as this is a time of frequent battle as the nights predators emerge. Cultists dedicated to the male aspect are trained in battle and survival, prizing physical power and tests of strength as well as ones ability to sire offspring.
Oracles dedicated to Oceanus claim that he appears as a ferocious man with a wild beard and features of crustacean, reptile and fish, and that he stands well over 60ft in height.
Domains: Animal, Strength, War, Water.
Favored Weapon: Spear.
Portfolio: Sea, Sea Monsters, Shipwrech, Storms.
Monday, May 12, 2008
Tethys: The Helead
Helead
Medium-Size Humanoid
Hit Dice: 3d8+9 (22)
Initiative: +2 (Dex)
Speed: 30 ft., swim 30 ft.
Armor Class: 15 (+2 Dex, +3 natural)
Attacks: Morningstar +5 melee, Crossbow +4 ranged.
Damage: Morningstar 1d8+4, Crossbow 1d8.
Face/Reach: 5 ft. by 5 ft./5 ft.
Saves: Fort +6, Ref +5, Will +2
Abilities: Str 17, Dex 15, Con 17, Int 11, Wis 12, Cha 10
Skills: Climb +2, Handle Animal +6, Hide +8*, Listen +3, Move Silently +6, Spot +2, Wilderness Lore +4.
Climate/Terrain: Fens and waterways.
Organization: Solitary or clan.
Challenge Rating: 2
Treasure: Standard.
Alignment: Always neutral
Advancement: By character class.
The Helead are a race of shy, semi-aquatic reptiles who were elevated to humanoid status by ancient magic. They dwell primarily along the fens and waterways of Tethys where the live on plants and river fish and birds.
As a people, the helead keep to themselves, only rarely interacting with other races. When they do interact with humans, it is as guides or animal trainers, as they keep Anatotitans and other dinosaurs as pets and beasts of burden.
Helead speak their own language as well as the common tongue.
Combat
Helead are not initially violent creatures, but they live in a violent world. In battle, helead are smart combatants, using terrain and their natural abilities.
Illiteracy: Helead do not automatically know how to read and write. A Helead character may spend 2 skill points to gain the ability to read and write all languages he is able to speak. This is not negated with the taking of literate classes as with the barbarian class.
Skills: Helead receive a +4 racial bonus to Hide and Move Silently checks. *In forested or overgrown areas, the Hide bonus improves to +8.
The helead dwell in hidden villages, located in the middle of swamps on artificial islands, guarded by aquatic monsters. Helead society recognizes no differences between sexes and have no nobles. They are skilled in survival, but produce little art, though they are greedy for shiny jewelry, perticularly gold.
Spellcasting helead are almost always Clerics or Druids, though Sorcerers are held in high regard. Helead clerics typically choose the Animal and Plant domains. The favored class for Helead characters is the Ranger.
Thursday, May 8, 2008
Tethys: Derew Tree Forests
The great forest of Dia Anu if over 2 1/2 thousand miles across, and sports many trees over a thousand years old. The forest itself is home to an enormously diverse ecosystem of dinosaurs, insects, tree-dwelling mammals, and several human civilizations. Much trade goes up and down the many rivers of this region, though these are monster haunted (see Plesiosaurus).
To survive, human civilization must dwell in treetop villages, in buries towns or in fortified cities, lest they fall prey to the many ground dwelling predators. The dark beneath the boughs are home to a great many light hating predators and spirits, and thus the folk of the treetops are a tough and superstitious lot indeed!
To traverse the treetops, the locals have constructed a vast network of catwalks and hidden ladders, as well as the domestication of a great many arboreal species to act as beasts of burden such as the Derew Cricket below:
Large Vermin
Hit Dice: 4d8+8 (26)
Initiative: +1
Speed: 60 ft, Climb 40ft.
Armor Class: 15 (-1 size, +1 Dex, +5 natural)
Attacks: Bite +5 melee,
Damage: Bite 1d6+3,
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Qualities: Darkvision 60ft, Jump
Saves: Fort +6, Ref +2, Will +2
Abilities: Str 17, Dex 13, Con 14, Int -, Wis 12, Cha 4
Skills: Climb +11, Jump +36*, Spot +8
Climate/Terrain: Temperate and warm land
Organization: Solitary or colony (2-5)
Challenge Rating: 2
Treasure: None.
Alignment: Always neutral
Advancement: 5-15 HD (Large)
Though remarkable stupid, these creatures make excellent beasts of burden if trained from birth. They make excellent mounts for use by the tree dweling peoples of the derew forests, though a would-be rider requires a special saddle (masterwork cost) that properly anchors her to the cricket.
Derew Crickets would rather flee than fight, though if pressed they will bite.
Leap (Ex): A Derew Cricket is a natural jumper. It gains a +30 racial bonus to all Jump checks, and its maximum jumping distance is not limited by its height.
Vermin: Vermin are immune to mind-affecting effects.
Wednesday, May 7, 2008
Strange Eons: Poster etc.
To the left is a "movie poster" I produced for a photoshop class. I designed it to resemble those dreadful straight to video sci-fi movies that all within geekdom have watched more than once. I have a great affection for such films.
As can be surmised, this project has gotten me some odd looks from the non-geeks in the class, who have been making sports ads and similar. Ho-hum!
In the project, it all had to come from photos and found objects. Thankfully I just happen to have alot of weird stuff in my home.
Hope you like it!
P.S. The world in the monsters hand is in-fact the world of Tethys, the terraformed Venus.
Thursday, May 1, 2008
Tethys Map 1
- Ishtar (at the top of the map, about the size of Australia)
- Aphrodite (at the right of the map, somewhat smaller than Africa).
- Phoebe and Labda, though continents in their own right are far swampier. Though they do host abundant life.
The Giant Capybara is a common herd beast found almost anywhere, and is preyed upon by almost everything.
More and more to come dear readers...
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