Friday, August 14, 2009

Nine Worlds: Trolde of the Glasir Plains


The Glasir Plains is a region in Midgard that stretches from Eastern Scythia all the way to the Herma river, the border of Risaland. It is a land of vast expanses of grass, bogs and steppe lands. It is here that the greatest collection of Trolde have formed their own savage kingdom.
Long ago, these Trolde were the thralls of the Giants of Risaland, but gained their independence and escaped to the Glasir Plains. There they have established a semi-nomadic way of living, tending herds of horses, and maintaining walled towns and cities of wood and sometimes stone. Though they are separate from Risaland, the Glasir Trolde still pay tribute to their ancient masters, though they resent this tithe greatly.
The other nations have a great deal of fear and respect for the Glasir Trolde, as they are a potent and deadly force. And though savage and occasionally hostile, they can be dealt with, and can make for profitable trading partners for those merchants with a stout heart and strong arm.
Not just trolde live amongst the tribes. A great many Human slaves and trollborn (see below), as well as a great many of the lesser sorts of Jotun. Such jotun are seen as noble kin by the Trolde, and are permitted their own holdings and tribal regions. The addition of Plains or Rock Jotun troops in a war host is greatly desired by most chieftains, as their long range attacks and great strength are invaluable against mounted foes, walled towns and cities.
Racial traits for the Trolde race can be found here.

Godmund (High Trolde King)
“I am but an unknown king with an iron crown, trying to lift a race of savages out of the slime into which they have sunk.” -Bran Mac Morn, Robert E. Howard
The king over all of the Trolde Earls and Chieftains of the Glasir Plains. The king of the Glasir Trolde ascends to the throne, he is renamed Godmund, despite his original name. The position is hereditary, with the closest male relation taking the position upon the elders death. Much like the Emperor of the Ostaran Empire, a new Godmund must be voted in, however in this case the Godmund is voted in solely by the Hagmoot (see below).
Godmund is largely a war king, directing his Earls and Chieftains in battle, and is by necessity an extremely powerful and charismatic being. Politics amongst the Earls, Chieftains and Hags runs hot at court, needing a strong and cunning king to keep the tribes working together. This along with enemies at all sides keeps a Godmund quite busy.
The present Godmund is an old-fashioned Trolde, content to sit on his treasure and let his Earls and Chieftains do as they like, as long as tribute is paid. It is said that he is an enormous Trolde, with many daughters and a personal army of terible potency. His chief wife is reputed to be a Hag of tremendous power and guile.
Capitol: The Godmund resides in the great fortress city of Trolgard, far to the East. The city is surrounded by an enormous stone wall, constructed by Stone Giant masons and enhanced with elemental magic. All races are permitted to visit and trade here, but must obey the customs.
Delegates and traders from many lands may be found here. And as long as they observe the customs of Trolde society, they are permitted to stay. Priests of foreign gods are permitted to erect shrines and temples, but aggressive channelization is met with the full malice of the Hagmoot.

Hagmoot
"The owl is abroad,the bat and the toad,
And so is the cat-a mountain,
The ant and the mole sit both in a hole,
And frog peeps out o'the fountain;
The dogs they do bay,and the timbrels play,
The spindle is now a-turning;
The moon it is red,and the stars are fled,
And all the sky is a-burning."
-Witches Song, Ben Jonson
Trolde society is under the protection of a sisterhood of powerful witches (female trolde druids) who maintain a vast network amongst the tribes. This network is of Druids and specialized Adepts, who advise their chieftains and earls in nearly all matters. Druids in this network must be female, though Adepts may be male (and defer to female members in all matters). The hags are intent of the protection of the ancient traditions of the Glasir Trolde, and use all manner of resources to do so.
These witches specialize in divination and weather oriented magic, creating stone circles and earthen mounds to better track the heavens. Terrible rituals are enacted by the hags, often involving bloody sacrifice and communion with powerful spirits. A great many Cromlech (see Arcane Magic) dot the Glassir plains, and are well marked and watched by the hags.
Only the most foolish of Trolde disregards the advice of the Hagmoot. However many male trolde at least somewhat resent the meddling of the Hags in their affairs, and take what liberties that they can. Many trolde from the tribes fear females of strong personality, even amongst other races, as they are raised to fear "womens magic" and to respect a womans authority.

Life in The Tribes
'For a couple o' pins,' says Troll, and grins,
'I'll eat thee too, and gnaw thy shins.
A bit o' fresh meat will go down sweet!
I'll try my teeth on thee now.
Hee now! See now!
I'm tired o' gnawing old bones and skins;
I've a mind to dine on thee now.'
-The Stone Troll, J.R.R. Tolkien
The Glasir Trolde are semi nomadic, traveling with their herds of horses, only staying in one place for long during the winter months. It is a chieftains duty to lead such migratory bands across the plains, establishing traditional pastureland for his peoples herds. Permanent settlements are maintained by Earls, which are largely stone or wood fortresses with storehouses for grain and other valuables.
Trolde nomads bed down under elaborate tents which are erected at great speed, and are of high quality. Trolde either go along on Horseback or in Wagons, though wagon riding is seen as a feminine practice. Trolde braves with the Run feat (particularly Barbarians) have been known to run rather than ride, showing off their great stamina.
Warrior Society: With the threat of Risaland to the East, the Frost Giants to the North, and a great many predators and other foes around, the Trolde need to be tough, and ready for battle.
All trolde non-spellcaster males are taught at least the rudiments of combat and will always have ranks in a battle ready class. This is most often the Warrior NPC class, with the elite having ranks in a PC class, favoring Barbarian and Fighter.
Social Rank: No Glasir Trolde has a social rank lower than a Freeman, as having been slaves in Risaland, they disdain forcing such a rank upon their own kind. This does not keep them from enslaving Humans however. Amongst the Trolde, their is only one King, called Godmund (see above) regardless of his real name.
Food: Trolde of all lands have enormous appetites, particularly for strong drink. The Glasir Trolde brew several potent alcoholic beverages, including a strong "wine" made from horses milk. Horse and goat flesh is eaten regularly as is the flesh of wild game (and fallen slaves and enemies). Ground grains are rarely consumed by nomad bands, as keeping this fare on the move is very difficult.
Trolde Horse Breeding: Trolde of the Glasir Plains are renowned for their skill in the breeding of horses. Trolde horses are always of the "Heavy" variety. Though most of these horses are kept as food animals, select breeds of war horse are bred for use for cavalry (Heavy War Horse). All trolde bred horses are desired by the other nations, with only geldings being available for sale to outsiders.
Religion: Trolde believe that they are born from the "flesh" of the land (from the flesh of Ymir), and so they see the very land as an object of worship and their parent. Trolde observe a great many rituals, mostly surrounding thanking and appeasing the land and weather for its gifts, and being watchful for its displeasure. Though female trolde handle the majority of Trolde religion, males can be found in the role of Jotun or even Vanir Cleric or Adepts in their veneration.

Trollborn (New Race)
Trollborn are the result of the mating of Trolde and Humans, often from human slaves, though love pairings do exist. Troll women are as likely to pursue such pairings as males, and far more likely to survive the birthing. Trollborn generally resemble big, ugly humans, though some are obviously of Trolde stock. Trolde with the scent feat always recognize a Trollborn for what it is. Though many trollborn have pot bellies and seem obese, all have strong arms and broad shoulders (even the women), and are much prized as warriors.
Within Trolde society, Trollborn are seen as sickly and small, but not without their uses. None may advance beyond the status of a Freeman, but are never considered Thralls. hey are used as scouts, hunters and assorted specialist regularly. In Human society, Trollborn are despised as monsters and suspected of all manner of evil. Still, this evil reputation can be desireable in some circles, and thus they can be found leading bands of outlaws and similar scum.
Traits:
  • +2 Strength, -2 Dexterity, -2 Charisma
  • Size: Medium.
  • Base Speed: 30 feet.
  • Darkvision: Trollborn can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and trollborn can function just fine with no light at all.
  • Giant Blood: For all special abilities and effects, a trollborn is considered a giant.
  • Automatic Languages: Common and Trolsprog.
  • Bonus Languages: Dwarven, Giant, Hyborean, Terran and Abyssal.
  • Favored Class: Barbarian (Male) or Druid (Female).

Tuesday, August 11, 2009

Nine Worlds: Everyday Magic


-->People in the Nine Worlds make use of many small magic’s in their daily lives, leaving the greater workings to gods, clerics and wizards. This is largely evident in the daily rituals and practices observed in nearly every home, farm and household. To survive in the chaotic and often hostile environment of the Nine Worlds, people take part in a number of simple magical practices. Many of them involve no more than simple offerings of respect to local spirits (fey, outsiders of elementals), while others are more complex and even dangerous.
The Adept Class
"No one alive could talk as well as he did
On points of Medicine and of surgery,
For being grounded in astronomy,
He watched his patient’s favorable star
And by his Natural Magic knew what are
The lucky hours and planetary degrees
For making charms and effigies."
-Chaucer, “Doctor of Physic.”
Adepts, skillymen, witches, cunning folk, herb folk, whatever they are called, these NPC spellcasters can be found all over the Nine Worlds practicing their trade in “small” but useful magics. Adepts work as bone-setters, midwives, leeches, veterinarians and potion makers. The large majority of spellcasting servants of the gods will in-fact be Adepts rather than Clerics or Druids, and will always have an excellent grasp of the local political and spiritual environment.
The magic practiced by the Adept is considered good and helpful magic for the most part (though evil Adepts certainly exist). Theirs is the way of folk remedies, luck and dealing with the fickle spirits of field, crop, water and weather, and not the great and terrible magic of wizards or clerics. Adepts tend to be straight talking folk with attitudes and dress similar to that of any other craftsfolk in their community.
Most adepts are Humans or Trolde. Dwarves prefer Diviners, and Elves and Half Elves are far more likely to have full Vanir Clerics. Trolde adepts are almost always male, as female Trolde spellcasters are almost always Druids.

Ceremonies and Rituals
A great many rituals fill the day to day lives of mortals in the Nine Worlds. Many, like marriages and harvests, are mostly parties and an excuse to celebrate lifes small joys. Others are far more sombre affairs, requiring magical rites to perform. Some are detailed below.
Blood Oaths: Blood oaths are when two persons seal an oath or bond with the mingling of their blood. This process is a sacred one to the gods (Aesir, Vanir and Jotun), and is never entered into lightly. This ritual requires that a spellcaster able to cast 3rd level divine spells preside over the event. Once struck, if one of the participants breaks his oath, he of she immediately falls under the effects of a bestow curse spell. The duration of this spell is permanent and cannot be dispelled unless restitution is made towards the offended party.
Burial: Ceremonies for the recently departed are enormously important in the Nine Worlds. For if a dead man or woman is left to rot, he or she is likely to become an undead spirit or walking corpse of some kind. Burial rites require a divine spellcaster capable of casting at least 2nd level spells to send the dead on to their destinations.
Curses: Jelousy and malice sometimes inspire men to use wicked magic against others. Curses of all sorts are used by people all over the Nine Worlds, though it is considered a cowardly and dishonorable practice. Though use of the spell bestow curse is the most effective, non spellcasters can use several small rituals to bring the attention of malicious spirits against an enemy. This usually involves making offerings of blood, burnt hair or other materials (taken from the person to be cursed) given to the spirit. The spirit will become negatively disposed towards the victim, and will often seek to do him or harm. This is considered an evil act, and can carry the punishment of torture unto death at the Althing.
Sacrifice: Sacrificial offering to the gods are common occurrences at feast days or before battle. Such rituals are usually symbolic and meant to flatter and cajole a spirit or god in particular so as to gain its favor and goodwill. Other sacrifices actually enhance spellcasting power based on the type and quality of the victim. See feats below for details.

Disease
"Ring around the rosey,
Pocket full of posies.
Upstairs, downstairs.
We all fall down."
-Ring a Ring o' Roses
Disease in the Nine Worlds is caused by curses, spirits, rats, spiders and worms. Spiders are known to carry disease in their bites and that worms can appear in flesh, teeth and bones at any time (see spontaneous generation above). Treating these ailments require the aid of those skilled in herbs, alchemy and magic. Worms must be driven or pulled out, rats killed and spiders and evil magic driven away. DM's (Gamemasters, Treasure Keepers etc) are encouraged to invent their own foul ailments to bedevil PC's.
Magical Healing: Though a great many spells exist that can combat or even cure diseases, the services of spellcasters is not cheap, particularly regarding more potent spells. Local adepts will often work under a barter system with local farmers and craftsfolk so that healing services can be purchased even by the poor.
Plague: Outbreaks of disease can encompass whole families, villages, towns of even countries, threatening the lives (and souls) off everyone that comes near. In game terms, merely resisting the initial infection of a disease is not enough. Characters dwelling or adventuring near an outbreak of a disease must make saving throws for every hour of exposure.
Undeath: Undead are commonly created from disease, particularly zombies, ghosts, spectres and wraiths. Ghouls and Ghasts often become quite bold when disease is about, as such diseased flesh is often quite tasty (seasoned as they put it), and will often create more of their kind from those not yet dead from such disease. Corporeal undead and flesh golems can carry any disease, carrying the threat of infection to anyone they touch, speak to or who comes into contact with their flesh of fluids. Skeletons have no flesh, and thus rarely carry disease (waterlogged skeletons being the exception).

Herbalism
"Sure-hoofed is my steed in the day of battle: The high sprigs of alder are on thy hand: Bran by the branch thou bearest Has Amathaon the good prevailed."
-Cad Goddeu (the Battle of the Trees)
Druids, Sorcerers, Wizards and NPC Adepts are regularly approached as healers and midwives. As-such, knowledge in Nine Worlds healing and herbalism is very important. Gathering and using these herbs is considered a magical, mysterious art, and those who do so are seen as at least part magician, but are much appreciated for their skill. Some herbs commonly found in a herbalists garden are as follows:
Apple Blossoms (Silver Bough, Tree of Love, Fruit of the Gods): Apple blossoms are sacred to many fey and lesser gods, and is thought to represent a passage into underworld. Used to treat diseases brought by the touch of the undead and as a potent aphrodisiac.
System: Apple Blossom medicines grant a +2 to Fort saves to resist necromantic touch attacks such as ghoul touch, ghoul/ghast paralysis and the like. Apple blossoms are indeed a potent aphrodisiac, taken by men and women.
Basil (Witches Herb, Aethiope, Dittany): Basil is commonly strewn on floors to purify a home, and is used to establish harmony. Basil grows in great abundance in warmer lands, and is used as a seasoning in many tasty foods.
System: Use of basil by a spellcaster grants a +2 enhancement bonus to Decipher Script and Scry checks. Dried Basil leaves will become scorpions if left on the floor overnight.
Catnip (Catmint, Cat's Wort, Nepeta): Catnip is used in the making of love potions, and is adored by cats and cat monsters.
System: Potions of catnip cause all cats and catlike monsters (including outsiders) and women to view the character as attractive and pleasant company. Initial encounters are always begun at friendly, and all attempts at befriending cats gain a +2 enhancement bonus.
Chamomile (Ground apple, Whig plant, Maythen, Ostar Camomile): Chamomile is used for purification and protection, and can be used in incenses for sleep and meditation.
System: Chamomile medicines grant a +2 to Will saves to resist enchantment effects. It also grants deep sleep when taken before bedtime.
Hyssop (Yssop): Hyssop is used in the cleansing sacred places, cleans corrupting flesh, dispels negative (undead) energies. This herb is also repulsive to incorporeal undead.
System: Hyssop potions cause incorporeal undead (ghosts, spectres, etc) to become Sickened (see page 50 of the Blood and Treasure Players Guide).
Lavender (Asarum, Nardus, Elf-leaf): Lavender is used to treat epilepsy and other disorders of the brain. Used to clean sickrooms and to sweeten the air of wealthy homes.
System: Characters treated with Lavender regain WIS damage at a rate of 2 point per day of rest (light activity, no combat or spellcasting). Complete bed rest restores 4 points per day.
Peppermint (Lammint, Brandy mint): Peppermint is used in healing, purification, and the freshening of foul places. Peppermint grows wild in many regions, and is used in many sorts of tasty foods as well as medicine.
System: Peppermint potions cause corporeal undead (ghouls, zombies etc) to become Sickened (see page 50 of the Blood and Treasure Players Guide).
Rosemary (Compass weed, Polar plant): Rosemary is used in the strengthening the memory and helping the brain. Rosemary is also associated with the fidelity of lovers, and is presented to wedding guests as a gift.
System: Characters treated with Rosemary regain INT damage at a rate of 2 point per day of rest (light activity, no combat or spellcasting). Complete bed rest restores 4 points per day.
Sage (Garden sage): Sage is used as a treatment for ulcers, sores, urination issues and hair regrowth. Sage is also used to increase wisdom and mental acuity.
System: Potions of sage grant a spellcaster a +2 to Concentration checks while casting a spell. Sage treatments also grant a +2 to Fort saves to resist diseases of the bladder, and infections.
Thyme (Common thyme, garden thyme): Thyme is used as an antiseptic, for mummification, healing and to bring about restful sleep. Women who wear thyme on their person are irresistible to men, enhancing the scent of female sexuality.
System: Use of thyme on a patient regains subdual damage at a rate of 2 hit point per hour per character level. Women using thyme gain a +2 enhancement bonus to Trickery checks when dealing with men.
Tobacco Leaf: Tobacco is used to treat muscle spasms, and is beloved by many spirit beings. Smoking of tobacco is widespread throughout the Nine Worlds, with an assortment of specialized blends.
System: Offerings of tobacco grants a user a +2 enhancement bonus to Diplomacy checks when dealing with Air Elementals, Water Elements and Fey. Smoking tobacco grants a +2 to saves to resist fear and paralysis effects.
Valerian (All-heal, Heliotrope, Amantilla, Setwall): Valerian is used for treating menstrual cramps, blood loss, and other physically draining diseases. Valerian is also used as an aphrodisiac.
System: Characters treated with Valerian regain CON damage at a rate of 2 point per day of rest (light activity, no combat or spellcasting). Complete bed rest restores 4 points per day.
Yarrow (Arrowroot, Achillea, Lady's Mantle, Woundwort): Yarrow is uses as an anti-depressant, for healing, and to resist fear effects.
System: If a patient is treated with Yarrow and undergoes complete bed rest (doing nothing for an entire day), the character recovers two times the character's character level in hit points.


Wednesday, August 5, 2009

Art Classes at The Kirkland Arts Center

Hello everyone!

I am offering several classes at the Kirkland Arts Center this Fall. I don't have prices yet, but once I do, I will post them.

Children’s Book Layout
Learn the basics of laying out a presentation book for children’s publishing. A must for aspiring children’s illustrators, and for those wishing to show their book concept to publishers. Students are expected to have a book concept and some skill as an artist. A sketchbook will be required for class.
Duration: 8 weeks
Schedule: Monday Sept 14 - Oct 20, 7-10pm

Drawing Fairy Tales, Then and Now
Fairy tales are normally placed in ages past, however this class will explore the timeless themes in fairy tales, and transform them into modern tales of magic and wonder. The students will choose a fairy tale at the beginning, and over the course of the class will re-interpret the story in his or her own artistic vision. Intermediate or greater drawing skill will be expected from all students. A sketchbook will be needed for each class.
Duration: 8 weeks
Schedule: Wednesday Sept 9 - Oct 28, 7-10pm

Drawing Faeries
In this class, students will learn techniques for creating captivating faeries. Intermediate drawing skill will be required by students, as well as a love for these marvelous creatures.
A sketchbook will be needed for each class.
Duration: 8 weeks
Schedule: Thursday Sept 10 - Oct 20, 7-10pm

Kirkland Art Center Inc

www.kirklandartcenter.org

9 1/2 E Park Row
Clinton, NY 13323-1544
(315) 853-8871
Get directions

More information »

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