Friday, August 30, 2013

Arae Rogues Gallery: Papa Dingle


STRength 9
DEXterity 14
CONstitution 15
INTelligence 17
WISdom 18
CHArisma 16
Alignment: Neutral Good
Race: Gnome
Class: 9th Level Cleric/Illusionist (Evoc and Nec prohibited)
Languages: Common, Gnome, Dwarf, Elf, Sylvan, Troll, Burrowing Animals
Hit Points: 35
Armor Class: 15
Base Attack Bonus: +6 (+6 melee, +7 ranged)
Saving Throws: Fort 9, Ref 12, Will 9
Skills: Decipher script, find secret doors, listen at doors, move silently, riding, trickery
Feats: Alertness, Dodge, Widen Spell
Magic Items of Note: Ole Shuteye (+2 Merciful Mace), Bag of holding type V, Boots of Striding and Springing, +4 Ring of Protection, Ring of Spell Storage (Fools Gold, Lightning Bolt, Mage Armor).

Papa Dingle is a Cleric/Illusionist allied with St. Nicholas (see Saints) and is all but the ruler of the town on Aldmist (see Regional Map 1). He is a kind old gnome with a great bushy beard and the hands of a craftsman. He smells of gingerbread and fresh cut wood, and has a perpetual twinkle in his eye. Papa Dingle is kind, generous and a shrewd businessman who has somehow managed to remain an optimist after years of dealing with guild leaders and nobles.
Papa Dingle is mostly retired from Adventuring, though he does occasionally do a bit of exploring and visits old friends, mostly his old adventuring partners and their descendants. The most likely threat to cause him to stir from his workshop is the appearance of fiends such as servants of the Krampus. When this occurs Papa Dingle is all business, pursuing such threats with terrible determination.
Rather than the standard stronghold of a cleric of his level, Papa Dingle has established a large workshop that creates a large number of magical and mechanical wonders. These are largely toys, but a number of prosthetic limbs, clocks, eyeglasses, spyglasses and minor magical devices are also produced and sold. His workshop has been known to apprentice mechanically skilled children free of charge to the annoyance of the other local guild leaders.

Combat
Papa Dingle prefers to avoid combat if he can, but is no coward. When negotiations and trickery are not enough, he will use his considerable magic. He will usually begin by casting sanctuary on himself, followed by protective spells such as mage armor, mirror image or improved invisibility. After protective measures are in place he will use powerful illusions to befuddle opponents and aid allies.
Spell-like Abilities: 1/Day- Audible glamer, dancing lights and prestidigitation.
Magic User Spells Prepared: 0-Level- Detect Magic, Message, Read Magic, Wizard Mark, 1st Level- Animate Rope, Color Spray, Identify, Mage Armor, Phantasmal Force, 2nd Level- Continual Flame, Improved Phantasmal Force, Mirror Image, Wizard Lock, 3rd level- Blink, Dispel Magic, Spectral Force, 4th level- Improved Invisibility, Mnemonic Enhancer
Divine Spells Prepared: 0-Level- Cure Minor Wounds, Detect Magic, Light, Mending, Purify Food and Drink, Read Magic, 1st Level- Bless, Comprehend Languages, Cure Light Wounds, Remove Fear, Sanctuary, 2nd Level- Animal Messenger, Consecrate, Cure Moderate Wounds, Know Alignment, Make Whole, 3rd level- Create Cookies and Milk (Create Food and Water), Cure Disease, Cure Serious Wounds, Locate Object 4th level- Cure Critical Wounds, Divination, 5th level- Commune

Papa Dingles Spellbook
0-Level- All
1st Level- Alarm, Animate Rope, Change Self, Color Spray, Detect Secret Doors, Expeditious Retreat, Feather Fall, Fool’s Gold, Identify, Mage Armor, Magic Aura, Phantasmal Force, Unseen Servant, Ventriloquism
2nd Level- Alter Self, Blur, Continual Flame, Detect Invisibility, Glitterdust, Hideous Laughter, Hypnotic Pattern, Improved Phantasmal Force, Invisibility, Knock, Magic Mouth, Mirror Image, Misdirection, Phantom Trap, Rope Trick, Wizard Lock, 
3rd Level- Blink, Deep Slumber, Displacement, Nondetection, Gentle Repose, Illusory Script, Invisibility Sphere, Lightning Bolt, Sleet Storm, Spectral Force, 
4th Level- Charm Monster, Dimension Door, False Forest, Hallucinatory Terrain, Ice Storm, Illusory Wall, Improved Invisibility, Phantasmal Killer, Shadow Conjuration, Solid Fog, Stoneskin
5th Level- Break Enchantment, Dream, Fabricate, Mage’s Private Sanctum, Major Creation, Mirage Arcana, Persistent Illusion, Secret Chest, Seeming

Saturday, August 24, 2013

Arae: Regional Map 1


Here is the regional map where the campaign will begin. It is a fairly profitable region and part of the largest known government of Humans in Arae. Other regions host warlords, chiefs, petty kingdoms, city-states and towns, but it is here in the Western Middlesea where humans have the strongest hold. More of the Kingdom of Middlesea to come. But as for now, I have given a brief description of the settlements shown on the map:

Aldmist (Abbey Town)
Aldmist is an old town that is governed by St. Nicholas Abbey (see Saints). The town is lively and beautifully constructed, making use of abundant wood and the ingenuity of the residents. All manner of fine wood products are made here, from furniture to wondrous toys. Head of the local toy-makers guild is Papa Dingle (Gnome Clr 9/Ill 8), who leads with ingenuity and laughter.

Eltercollege (Wizard School)
Eltercollege is one of the premier schools for Magic-Users in the Middlesea region. It is both a boarding school for young magic users, and a sort of Alumni-club for graduates. Eltercollege remains politically aloof, preferring to stay out of the squabbles among the Nobles, Merchants and Clergy. The college is defended entirely via magic as well as its reputation for misfired spells and renegade lab experiments.

Lorpond (County)
Lorpond is a bustling port city that watches over both itself and Sprogton. Lorpond is known as an excellent spot to buy or sell virtually anything, and boasts some of the best mercenaries in Middlesea. Count Calder Lorpond (Duelist 6/Sor 7) rules here. Though originally a poor city, the Count has turned his land into a success story through cunning, business sense, magic and political skill.

Inkwell (Duchy)
Inkwell is a stone-walled port city dominated by the mighty Inkwell Keep where Duke Oswald Inkwell (Def 15/ Mage 10) rules. In his youth the Duke was a decorated hero, having served the high king in several wars, even once pitting his sword arm against Vilewreck The Black (and living to tell the tale). But now in his old age he has returned to his first love; books! The Duke has collected a vast library of books and employs scribes, scholars and bookbinders to copy and repair ancient texts.

Oakbridge (Trade Town)
Oakbridge is the local market town, where trade is nearly non-stop. As this is a trade town Oakbridge is the property of the High King of Stratshaw to the North (to be detailed soon), and not subject to taxes or levies by the local gentry. The town is ruled by a council made up of the guild heads, overseen by the Lord Mayor. Oakbridge boasts a large church, two markets (one year-round) and excellent inns. As the name suggests, the town has a large oak bridge that spans the Yandor River.

Pittberry (Abbey Town)
Pittberry is a small town that is governed by the Abbey of St Brigid (see Saints). The town hosts a sheltered port and is blessed with abundant fishing. The town is small and sleepy with little in the way of excitement, but is well known for its wine, and excellent grapes.

Redshine (Barony)
Redshine is ruled by the fearsome Baron Grindan Redshine (The Redshine Robber) who is feared far and wide by raiders, pirates, orcs, trolls and more than a few merchants. Redshine is prosperous, and is known as aggressive in all of its dealings, but has a bad reputation for graft and corruption.

Sprogton (Town)
Sprogton is a town that deals with the swamp-folk to the West and is owned by Count Egil Lorpond, though he does not rule directly. It is a ramshackle collection of building built atop swampy land. The town itself has a strong smell of fish, pitch and swamp gas, but is renowned far and wide for its production of potent and cheap whiskey and assorted swamp-dwelling herbs and meats. Orcs and Half-Orcs are numerous here.

Withill (Barony)
The fortress-town of Withill is the closest to the "Four Sisters", four mountains where it is said there was once an ancient dwarf mine that fell under a terrible curse. Curse or no, the mountains and hills to the West are haunted by bandits and far worse, and the Baron of Withill takes patrolling the nearby hills very seriously. Clerics are always welcome here, especially generalists and clerics dedicated to Phanuel and Sariel (see Archangels) who has a small shrine here.

Trollbottom Swamp
This vast swampy region is full of marshland, swamp reeds higher than a mans head, willow trees and TROLLS. It is said a hundred or so years ago a number of trolls fred here from the dragon Ashwing, and since have grown in number thanks to the swamps abundant fish supply. The orcs and humans who dwell here have managed to keep the trolls somewhat under control by getting them thoroughly addicted to swampwater whiskey, a foul but potent brew made from snozzcumbers.

Yandor River
A mighty river that begins in the foothills of the Four Sisters and winds its way to the sea. A great many tales are told of the Yandor, but most notable is the legends of a mighty fey or giantish lord who keeps a court of water-fey and other things in its rushing depths.

Tuesday, August 20, 2013

Arae: Bigger Map

Here is another preview of the settings overall map. I am liking the look of the setting so-far, and I think it will be a great deal of fun to explore. The world itself is comparable in size but still pretty wild.

More to come!



Friday, August 16, 2013

Arae: Infernal Powers (Old Scratch)

Old Scratch
Alias: The Stranger, Old Nick, The Black Woodsman
Feast: October 30 (Devils Night)
Symbols: Horned Devil, Golden Fiddle
Patronage: Evil lawyers, corrupt judges, politicians, wicked bards, philanderers
Cleric Alignments: Any Evil
Power: Clerics dedicated to Old Scratch are standard "Chaos" clerics as detailed on page 11-13 in the Blood and Treasure Players Handbook, with all of the benefits and restrictions mentioned therein. Also, clerics of Old Scratch have 2x's the standard treasure of normal creatures of their HD, all of which will be in jewelry, gems and magic items.
Favored Weapons: Shillelagh (Cane)

"I bet you didn't know it, but I'm a fiddle player, too. And if you'd care to take a dare I'll make a bet with you. Now you play a pretty good fiddle, boy, but give the Devil his due. I'll bet a fiddle of gold against your soul 'cause I think I'm better than you." -The Devil Went Down To Georgia
Old Scratch is the most widely known and active of the Infernal Powers, and has the most worshipers, though many do not know exactly who it is they serve. Old Scratch appears as a swarthy, handsome male of any race (most often a human or a dwarf), though with some aspect of his demonic nature present, such as small horns, cloven hooves or even a tail. This demon lord maintains a furnace realm which hungers for the souls of mortals, and Old Scratch is always looking for more firewood.
Old Scratch teaches a doctrine of victory through cunning, guile and lies, and a distaste of hard work and integrity. His followers claim The Stranger is a generous and good lord, but the claims of such fallen folk should hardly be trusted. Monsters of all types admire Old Scratch, but he has a particularly large following among Cambion demons, orcs, and evil satyrs.
Clerics
Clerics of Old Scratch are smooth talking hucksters, skilled musicians, false friends and cruel lovers. The kinds of people who slither their way into the confidence of others, seeming to be all that one would want in a friend, lover or companion. Such men and women have entered into a terrible bargain, selling their souls for power, magic and wealth. As clerics they hold off being carried to the furnace by delivering the souls of others to "Old Nick" through the selling of lies, magic and riches.


Please Note: These are meant for use by Game-masters for Non-Player Character Clerics. The Infernal Powers are nasty in the extreme and are the BAD GUYS, with no exception. 

Arae: Infernal Powers (The Krampus)


Krampus
Alias: Belsnickel, Black Peter, Chort, Grampus, Hans Trapp
Feast: December 5
Symbols: Horned Devil, Rusty Chain and Bell
Patronage: Bullies, Cowards, Legalists, Liars, Evil Fey
Cleric Alignments: Lawful Evil
Power: Clerics dedicated to The Krampus can know alignment at will. Clerics of the Krampus have no special power over the undead.
Also, clerics of The Krampus of level 6th and up gain Half-Fiend Template (see page 175 Blood and Treasure GMG), though lacking the ability to fly. Such half-fiend clerics begin looking only moderately demonic, such as small horns or a single hoof, but will begin to look increasingly like the Krampus as they progress in level.
Eventually (13th level or so) a cleric of The Krampus will be clearly demonic, unable to hide his nature. Such clerics will be immensely powerful, and will typically have a number of human and inhuman followers at his disposal
Favored Weapons: Flail

"Judgment is nigh, for the belsnickel ist I!"
-Dwight, The Office
The dreaded Krampus is a powerful Devil who thirsts for the blood, flesh and terror of lawbreakers. He appears in many variations, most share some common physical characteristics. He is hairy, usually brown or black, and has the cloven hooves and horns of a goat. His long pointed tongue lolls out. Sometimes Krampus appears with a sack or a washtub strapped to his back; this is to cart off evil children for drowning, eating, or transport to Hell.
The Krampus is an oddity among infernal beings in that he is unflinchingly honest and always keeps his word (when he gives it). That said he will hold all others to their word and will punish oath-breakers with a cruelty that can make all but the foulest villain turn pale in horror. It may seem a good thing what the Krampus does, but the gnawed bones and pitiful shrieks of his victims makes all feel their own sins too sharply for comfort.
Clerics 
Clerics dedicated to Krampus seem to be goodly though stern Clerics of Heaven or otherwise moral folk. They are clean, law-abiding and honest and usually see themselves as Godly folk. However, clerics dedicated to Krampus mete out stern punishment to others, playing up the cruel preacher archetype. To make matters worse, these clerics become veritable avatars to the horned one during the first week of December, seeking sinners to torment and slay. Hobgoblins and Gnolls are the most likely humanoids to revere the Krampus.

Storytelling Uses
The Krampus is a favorite of mine. Mostly because I enjoy black comedy, also the plethora of rude and untrained children (and adults) that we are plagued with in this age irritate me mightily. But how to use the Krampus in a game? Having a half-fiend cleric stir up trouble during the first week of December is fun, but it is pretty limited, and pretty easy to avoid.
The basic doctrine of the followers of The Krampus is the same as followers of The Holy Trinity (Christians), however it uses a legalistic view of scripture. It is all of the laws and judgments found in The Bible without any of the love. Pointed fingers, and glaring looks, and even the simplest crimes punished with bitter scorn. On the outside it will seem good, but in-fact it leeches joy and warmth.
Communities where the cult of the Krampus is powerful will seem like goodly places. Children will be very well behaved (they'd better be), pickpockets are nonexistent the people are usually prosperous, and everything will be orderly and clean. However everyone will have a tightness to their expressions, and harsh judgment and disdain for "high-falootin" or "sinful" ways will manifest at the slightest provocation. Expect no pity for lawbreakers and "sinners" in such a place.


Please Note: These are meant for use by Game-masters for Non-Player Character Clerics. The Infernal Powers are nasty in the extreme and are the BAD GUYS, with no exception. 

Arae: Infernal Powers (Bellona)

Bellona 
Alias: Discordia, Eris, Strife, Our Lady of Discord
Feast: None
Symbols: Golden Apple
Patronage: Spies, gossips, usurpers, warmongers, arms-dealers
Cleric Alignments: Chaotic Evil, Neutral Evil
Power: Clerics dedicated to Bellona are skilled at trickery and add change self to their list of 2nd level spells. However they have no special powers over the undead. Magic items related to trickery, disguise and shape-changing are quite common among clerics of Bellona.
Favored Weapons: Dagger or Spear

"Well - this is a pleasant surprise. I set my trap for a peasant and LO! - I catch a prince! Away with him - but gently my pets, gently. I have plans for our royal guest." -Maleficent (Sleeping Beauty)
Bellona is the daemon goddess of chaos, strife and discord. She is a fickle and dangerous entity who delights in turning family and close friends against each other, and breaking all bonds of allegiance. If she had her way, all would be unmade by the sword, spear and flame. She is most often depicted as a striking half-elf or human woman of any race, dressed in finery and bearing two to four black-feathered wings.
Bellona is a jelous, petty being, but not reckless. Though she loves random destruction, she encourages her followers to take the long view in the sewing of chaos. Bellona will work with anyone and everyone, even supporting goodly beings to encourage a greater fall and tragic end. She is nothing, if not an artist.
Clerics
The Cult of Bellona is forever stirring up wars, often acting as spies, usurpers and support for warmongers and hostile humanoids and despots. Occasionally, a cleric of Bellona will set his or herself up as a warlord or mercenary leader, selling the military and magical aid of the goddess of strife to whoever will pay. Monsters of a mercenary bent are frequent worshipers of Bellona, especially orcs, ogres, goblins and evil elves.


Please Note: These are meant for use by Game-masters for Non-Player Character Clerics. The Infernal Powers are nasty in the extreme and are the BAD GUYS, with no exception. 

Monday, August 12, 2013

Arae: Map of The Middle Kingdoms (First Draft)


Here we have a first draft map of the Middle Kingdoms, the land where the initial campaign will begin. I will be addint cities, towns, names and such shortly.

Thursday, August 8, 2013

Arae: Divine Patrons Pt II (Saints)

The Holy Trinity is widely revered in the Land of Arae, with many a village cleric serving the Almighty in their communities or abroad. Such clerics are the standard clerics of Law (LG, CG, NG) referenced in page 11-13 in the Blood and Treasure Players Handbook, with all of the benefits and restrictions mentioned therein. However there are many clerics who identify strongly with a particular Holy Saint, once-mortal men and women who served The Holy Trinity, and now have powerful rank in the court of The Most High.
Below are detailed three Saints who serve The Holy Trinity. They are powerful beings who are completely loyal to The Almighty. Individually they can (in DnD terms) be considered Demigods in their own right, but all would react poorly to being called addressed as such.
Each stat block of the Saints has the following details:
Alias: Different spellings and names in other cultures.
Feast: Days in which the Saint is celebrated.
Symbols: Symbols by which the Saint is recognized and invoked.
Patronage: This is what the Saint in question most interests himself. Any event that effects a large amount of the Saints patronage will draw that beings attention.
Cleric Alignments: Clerics who identify and seek to coordinate with a particular Saint must be of this listed alignment.
Power: Rather than turning or destroying undead, clerics of a particular Saint gain the listed power.
Favored Weapons: Clerics of a specific Archangel are also proficient in these weapons, as they are symbolic of their patron Saint.


St Brigid
Alias: Mary of the Gael, Brigit (Elves), Hestia (Dwarves)
Feast: February 1st
Symbols: Brigits Cross, arrows, bells, open flame
Patronage: Babies, bastards, midwives, vets, poets, scholars and dairy farmers
Cleric Alignments: Chaotic Good, Neutral Good
Power: Clerics dedicated to St Brigid can speak with domesticated animals commonly found of farms (cattle, sheep, dogs, chickens etc) as though under a permanent speak with animals spell.
Favored Weapons: Club

“We become that which we love.”
-St Brigid
Saint Brigid is a Half-Elf woman who lived along the Gael Coast centuries ago. It is said that she was the daughter of the ancient Elf-Lord Dagda and a mortal woman. And though it was her mother who raised her, she retained much of the majesty of her mighty father.
She is the patron saint of babies, midwives, and children whose parents aren't married. Brigid also serves as a patron saint for scholars, poets, and farmers (especially dairy farmers). She is widely revered as a model for the industrious woman, especially midwives and those who work with farm animals. Halflings, Half-Elves and Humans are her most ardent followers, though females of all Northerly races revere her, as her blessings in childbirth are greatly desired.
In art, St Brigid is depicted as a beautiful Human or Half-Elf maiden with golden hair and a serene expression. Fire symbolism, including light, candles, illumination, heat, warmth or sunrises are all often used. Arrows, bells, thresholds and doorways are also included in St Brigid symbolism.
Clerics and Churches
Clerics dedicated to St Brigid are almost always women, but a small number of male clerics do serve her, especially among Half-Elves and Half-Orcs. Clothing is typically white or tan plain spun robes meant to be serviceable but not showy. A cross made from rushes or straw is their holy symbol. Chuches dedicated to St Brigid are often orphanages where orphans are trained as clerics, midwives and animal doctors.


Saint Christopher 
Alias: Reprobus, The Traveler
Feast: July 25, May 9
Symbols: Giant or Ogre, Dogs Head, Spear and Shield
Patronage: Bachelors, travelers, gardeners, toothaches, epilepsy
Cleric Alignments: Chaotic Good, Neutral Good, Neutral
Power: Clerics dedicated to St Christopher are skilled at bend bars, break down doors and swimming.
Favored Weapons: Greatclub or Quarterstaff

"Si en San Cristóbal confías, de accidente no morirás" ("If you trust St. Christopher, you won't die in an accident") -Engraving on a Medallion of St Christopher
Saint Christopher is the patron saint of travel, physical labor and opposition to evil. In life he was a particularly intelligent Ogre who, after a wild life of raiding and wickedness, was converted to Christianity by a hermit. In seeking to lead a holy life the Saint dedicated himself to helping travelers cross a dangerous river where he eventually met the Christ Child himself.
Christopher is widely popular, and is especially revered by bachelors, travelers (especially those who need help finding transportation), people dealing with storms, gardeners, people suffering from toothaches or from epilepsy, and people who are dying and want to make peace with God.
In art, St Christopher is depicted as a middle-aged, bearded giant or ogre with a staff who wades across a river carrying a child on his shoulders. In many depictions his staff is a living tree.
Clerics and Churches
Clerics of St Christopher are always physically powerful people (STR 14+) and many are Half-Orcs, Half-Ogres, Orcs and Ogres who have left the ways of their wild people. All clerics of the Saint are used to working outdoors and many are skilled or semi-skilled laborers of one kind or another. Churches to St Christopher are always in rough country and along pilgrimage routes. Such churches are at least half-inn, serving food and drink to traveler.


St. Nicholas
Alias: Sinterklaas, Wonderworker, Father Christmas,  De Goedheiligman (Dwarves)
Feast: December 6
Symbols: Gold Coin, Twin Candles
Patronage: Christmas, children, candy, students, poor people, merchants, pawnbrokers, bankers, travelers, sailors, judges, prisoners
Cleric Alignments: Any Good (Chaotic Good predominates)
Power: Clerics dedicated to St. Nicholas are skilled in Hide, Move Silently and Trickery. Clerics dedicated to St Nicholas have no special power over undead.
Favored Weapons: Whip

"These are your presents, and they are tools not toys. The time to use them is perhaps near at hand. Bear them well." -Father Christmas, The Lion The Witch and The Wardrobe
St Nicholas is the patron saint of Christmas, children, students, poor people, merchants, pawnbrokers, bankers, travelers, sailors, judges, prisoners, and many different cities and churches. In life the Saint was a Bishop in a far away land, where he performed many miracles and acts of charity. He was particularly well known for aiding children and the poor, and for pursuing those who prey upon them. In The Land of Arae he is widely loved by nearly all of the people, particularly among the Elves and Gnomes, who were his first converts in Arae. The Gnomes in-particular adore this saint, whose moniker of "Wonderworker" inspires them to create elaborate toys and other devices.
In art Saint Nicholas is depicted as a smiling, white-bearded Human or Gnome adorned in red, green and gold. He is generally depicted with children and riding in a wagon or sleigh.
Clerics and Churches
Clerics of St Nicholas are happy men and women who seek to bring hope and joy into the lives of others. Those who can grow beards do so (Dwarf women included!), and are frequently blessed by the saint with thick luxuriant growth. Such clerics are always "good with children" and are full of stories, and quickly become a favorite person of the young and young at-heart.
Churches dedicated to St Nicholas are happy places, and usually have sizable food pantry's and a few rooms for travelers. Orphanages dedicated to the Saint are considered the happiest of any such establishment. Gnome made churches are often workshops for mechanical toys and wondrous devices. 

Wednesday, August 7, 2013

Arae: Divine Patrons I (Archangels)

The Holy Trinity is widely revered in the Land of Arae, with many a village cleric serving the Almighty in their communities or abroad. Such clerics are the standard clerics of Law (LG, CG, NG) referenced in page 11-13 in the Blood and Treasure Players Handbook, with all of the benefits and restrictions mentiond therein. However there are many clerics who are moved to become closely allied with one of The Trinitys mighty servants; The Archangels and The Holy Saints (to be detailed soon).
Below are detailed the Seven Archangels (or Seven Spirits) who serve The Holy Trinity. They are immensely powerful beings who are completely loyal to The Almighty. Individually they can (in DnD terms) be considered Lesser to Intermediate deities in their own right, but all would react poorly to being called "gods". Rather they are the "Children" of the Most High.
Each stat block of the Archangels has the following details:
Alias: Different spellings and names in other cultures. Dwarves and Halflings usually use the standard (Human) names and Gnomes usually use the Elven versions of the names. Orcs are universally terrified of the Archangels, and so rarely address them at all.
Feast: Days in which the Archangel is celebrated.
Symbols: Symbols by which the archangel is recognized and invoked.
Patronage: This is what the archangel in question most interests himself. Any event that effects a large amount of the archangels patronage will draw that beings attention.
Cleric Alignments: Clerics who identify and seek to coordinate with a particular Archangel must be of this listed alignment.
Power: Rather than turning or destroying undead, clerics of a particular Archangel gains this listed power.
Favored Weapons: Clerics of a specific Archangel are also proficient in these weapons, as they are symbolic of their patron archangel.


Auriel (God is my light)
Alias: Uriel, Usiel, Uzziel, Oriel, Suriel, Urian, and Uryan. Bridhil (Fey), Varda (Elves),
Feast: September 29 (Western), November 8 (Dwarven)
Symbols: Flaming sword, Fire in palm
Patronage: Sacrament of Confirmation, Summer, art, poetry, science and crafsmanship
Cleric Alignments: Chaotic Good, Neutral Good
Power: Clerics dedicated to Auriel have the same abilities as sages to answer questions (see page 42 in the Blood and Treasure Players Handbook for details).
Favored Weapon: Knife or Dagger

"You cannot understand the things with which you have grown up; how then can your mind comprehend the way of the Most High? And how can one who is already worn out by the corrupt world understand incorruption?" -Ariel to Ezra, 2 Esdras 4:10-11
Ariel means “God is my light.” Ariel is known as the angel of wisdom. He shines the light of God’s truth into the darkness of confusion. People sometimes ask for Auriel’s help to: seek God’s will before making decisions, come up with fresh creative ideas, learn new information, solve problems, resolve conflicts, let go of destructive emotions such as anxiety and anger that can prevent them from discerning wisdom, and recognize dangerous situations so they can try to avoid them.
In art, Auriel is often depicted carrying either a book or a scroll, both of which represent wisdom. Another symbol connected with Auriel is an open hand holding a flame, which represents God’s truth.
Clerics
Clerics dedicated to Auriel are always deeply learned, compassionate men and women. Humility is a vital trait of these clerics, even though they are widely sought as counselors, and confidants. Clerics allied with Auriel look more like tutors, scribes and scholars than priests, and think more of their scrolls and books than they do their persons.


Gabriel (God is my Strength)
Alias: Jibril, Gavriel, Gibrail, and Jabrail. Aldaran (Elves), Bema (Dwarves), The Wild Huntsman.
Feast: September 29 with Saints Michael and Raphael, November 8
Symbols: Trumpet, White Hound with a Red Head (Gabriel Hound)
Patronage: Revelation, music, annunciation, gossip, Winter, righteous vengeance
Cleric Alignments: Any Good
Power: Clerics dedicated to Gabriel can use music to cause one or more creatures to become fascinated with him in the same manner as a bard. This music must come from either singing or a wind instrument (such as a trumpet or horn).
Favored Weapons: Mace

"For he is the minister of God to thee for good. But if thou do that which is evil, be afraid; for he beareth not the sword in vain: for he is the minister of God, a revenger to [execute] wrath upon him that doeth evil." -Rom 13:4
Gabriel means "God is my strength." Other spellings of Gabriel's name include . Gabriel is known as the angel of revelation. God often chooses Gabriel to communicate important messages. People sometimes ask for Gabriel's help to: clear away confusion and achieve the wisdom they need to make decisions, obtain the confidence they need to act on those decisions, communicate effectively to other people, and raise children well.
Gabriel is often depicted in art blowing a horn. Other symbols that represent Gabriel include a lantern, a mirror, a shield, a lily, a scepter, a spear, and an olive branch. Other (older) depictions show Gabriel with a pack of huge hunting dogs, which he uses to harry evil spirits.
Clerics
Clerics dedicated to Gabriel are often musicians and many are renowned animal trainers (particularly horses and dogs). All spend at least some time learning to read music and songs. Clerics of Gabriel are relentless pursuers of justice, looking to correct wrongs and to aid those under the boot of oppression.


Michael (Who is like God?)
Alias: Mikhael, Mikael, Mikail, and Mikhail. Manwe (Elf), Wolcanfrea (Dwarven), The Elder King
Feast: November 8 / November 21, September 29 ("Michaelmas"); May 8
Symbols: Archangel; Treading on a dragon; carrying a banner, scales, and sword
Patronage: Autumn, Churches of The Holy Trinity, Good Dragons, dragon-slayers, paladins, soldiers, guards, grocers, sailors
Cleric Alignments: Lawful Good
Power: Clerics dedicated to Michael can can smite chaotic (CE, LE, NE) creatures in the same manner as a paladin.
Favored Weapons: Morningstar

"At that time shall Michael stand up, the great prince which standeth for the children of thy people: and there shall be a time of trouble, such as never was since there was a nation even to that same time: and at that time thy people shall be delivered, every one that shall be found written in the book." -Daniel 12:1
Michael means "Who is like God?" Michael is known for his exceptional strength and courage. He’s a leader who reigns as the head of all the angels. Michael fights for good to prevail over evil. He protects and defends people who love God. People sometimes ask for Michael's help to: gain the courage they need to overcome their fears, obtain strength to resist temptations to sin and instead do what's right, and stay safe in dangerous situations.
Michael is often depicted in art wielding a sword or a spear. Other symbols that represent Michael include armor, banners, and scales. Gold and Silver Dragons are sometimes shown as companions or mounts.
Clerics
Clerics allied with Michael are Crusaders through-and-through, with many being dual or multi-class fighter-clerics. All clerics of Michael are monster hunters, and will seek to oppose any and all manifestations of evil, particularly those instigated by Infernal beings or their servants. Paladins are mightily drawn to the banner of Michael, for obvious reasons.


Raphael (God heals)
Alias: Rafael, Repha'el, Israfel, Israfil, and Sarafiel. Irmo (Elves), Eord (Dwarves), Losfan (Gnome), The Great Healer
Feast: September 29; October 24
Symbols: Archangel holding a bottle or flask; Archangel and a young man carrying a fish; young man carrying a staff.
Patronage: Apothecaries, alchemists, blind people, love, Spring, laughter, magic users
Cleric Alignments: Chaotic Good, Neutral Good
Power: Clerics dedicated to Raphael gains a +2 bonus to save vs. mind control and can cast break enchantment 1/day.
Favored Weapons: Quarterstaff

“Bless God and give him thanks before all the living for the good things he has done for you, by blessing and extolling his name in song. Proclaim before all with due honor the deeds of God, and do not be slack in thanking him." -Raphael, Tobit 12:6
Raphael means “God heals.” Raphael is known as the angel of healing. He’s full of compassion on people who are struggling physically, mentally, emotionally, or spiritually. Raphael works to bring people closer to God so they can experience the peace God wants to give them. He’s often associated with joy and laughter. Raphael also works to heal animals and the Earth, so people connect him to animal care and environmental efforts. People sometimes ask for Raphael’s help to: heal them (of illnesses or wounds that are physical, mental, emotional, or spiritual in nature), help them overcome addictions, lead them to love, and keep them safe while traveling.
Raphael is often depicted in art holding a staff that represents healing or an emblem called a caduceus that features a staff and represents the medical profession. Sometimes Raphael is depicted with a fish (which refers to a scriptural story about how Raphael uses parts of a fish in his healing work), a bowl or a bottle.
Clerics
Clerics allied with Raphael are herbalists, apothecaries and wandering healers and teachers. Most of them are "Mendicant" priests who live quite poorly, but some set up shop in remote villages or in the wilderness as healers. So great is the dedication of these clerics that all but the worst bandits and monster will often leave them in peace, as such beings may need the healing touch of a cleric soon enough.


Raguel (Friend of God)
Alias: Raguil, Rasuil, Raguhel, Ragumu, Rufael, Suryan, Askrasiel, and Thelesis. Nuada (Elves), The Great Judge
Feast: November 1
Symbols: Gavel and Book
Patronage: Order, cooperation, vengeance, justice, the sea
Cleric Alignments: Lawful Good, Neutral Good,
Power: Clerics dedicated to Raquel are skilled in hide, listen at doors and move silently.
Favored Weapon: Mace

"The forces of darkness are always among us, child. And the light cries out ever for vengeance. There is light and there is darkness, and I cannot rest until the darkness is destroyed and the light shines into the hearts of all." -The Spectre (Raguel). The Books of Magic
Raguel means "friend of God." Raguel is known as the angel of justice and harmony. He works for God's will to be done in human relationships, so they can experience fairness and peace. Raguel also works for God's will to be done among his fellow angels, supervising their work on the assignments God gives them and holding them accountable. People sometimes ask for Raguel's help to: overcome mistreatment and get the respect they deserve, resolve conflicts in their relationships, solve stressful problems in mutually beneficial ways, bring order out of chaos, remain true to their spiritual convictions under pressure, and fight injustice through helping people they know who are neglected or oppressed.
In art, Raguel is often depicted holding a judge's gavel, which represents his work fighting injustice in the world so that good will triumph over evil.
Clerics
Clerics allied with Raquel are renowned detectives, magistrates and other agents of justice. All of them seek to bring peace through clear thinking and selfless acts. Many serve as clerks and accountants for the nobility, as they are considered to be unflinchingly honest.


Phanuel (face of God)
Alias: Paniel, Peniel, Penuel, Fanuel, and Orfiel. Nienna (Elves), Heskil (Dwarves), Merciful One
Feast: September 1st
Symbols: Book, Door
Patronage: Repentance, forgiveness, exorcism, penance
Cleric Alignments: Any Good
Power: Clerics of Phanuel are standard "Law" clerics as detailed on page 11-13 in the Blood and Treasure Players Handbook, with all of the benefits and restrictions mentioned therein. As a bonus to their devotion, clerics dedicated to Phanuel gain the Alertness feat for free (see page 32 in the Blood and Treasure Players Handbook).
Favored Weapon: Sling

“And the fourth voice I heard driving away the Satans and not allowing them to come in front of the Lord of Spirits to accuse those who dwell on earth” -Enoch 40:7
Phanuel means "the face of God." Phanuel is considered to be the leader of the Ophanim group of angels -- the angels who guard God’s throne in heaven.  Phanuel is also known as the angel of repentance and hope. He encourages people to repent of their sins and pursue eternal relationships with God that can give them the hope they need to overcome guilt and regret.
In art, Phanuel is sometimes depicted with an emphasis on his eyes, which represents his work watching over God’s throne, as well as his duties watching over people who away turn from their sins and toward God.
Clerics
Clerics allied with Phanuel are intense men and women who seek an ever-increasing intimacy with The Holy Trinity and to help others do the same. The awareness of their surroundings and themselves make clerics of Phanuel excellent detectives, demon hunters and explorers. Many clerics of the Archangel become thief catchers, and gallows thieves. Despite their usefulness and goodly purpose and devotion, clerics of Pahnuel disturb most folk, as their penetrating attention makes most people nervous.


Sariel (Prayer of God/Angel of Death)
Alias: Suriel, Suriyel, Selapheal, Salathiel, Selathiel, Sealteal, Seraphiel, Sarakiel, and Saraqael. Mandos (Elves), Bannoth (Dwarves), Vadok (Orcs), Angel of Death
Feast: None.
Symbols: Angel bearing scales or a scythe, Black-winged angel
Patronage: Those who are dying, the elderly,
Cleric Alignments: Neutral Good
Power: Clerics dedicated to Sariel may use a touch of death once per day. They must make a successful melee attack against an opponent and roll 1d6 per cleric level. If the roll is higher than the target’s current hit points, they die.
Favored Weapon: Flail or Dire Flail

"Another angel (Sariel), who had a golden censer, came and stood at the altar. He was given much incense to offer, with the prayers of all God’s people, on the golden altar in front of the throne. The smoke of the incense, together with the prayers of God’s people, went up before God from the angel’s hand." -Rev 8:3-4
Sariel means “the prayer of God” or “one who prays to God.” He is also referred to as “Zerachiel” which means “God’s command” and describes Sariel's duties leading people’s souls to judgment. Selaphiel is known as the benevolent spirit of death (one of very few). He brings both judgement and relief for those who suffer, ushering the spirits of the departed to either their rest or their everlasting doom. He is also known as the spirit of prayer and repentance, helping connect to God through prayer, giving them the focus they need to block out distractions and concentrate on praying. Sariel motivates people to express their deepest thoughts and feelings to God in prayer, and to listen carefully for God’s responses.
In art, Sariel is often depicted carrying a golden censer and ushering the souls of the departed to the afterlife. Many of his depictions are ominous or dark, and occasionally bear a skull motif.
Clerics 
Clerics dedicated to Sariel are an interesting, even odd lot. They wear black or grey robes and carry reaping implements (flails).Clerics of Sariel are renowned embalmers, and usually act as undertakers for any community in which they dwell. Such men and women are servants of mercy, and look to bring a peaceful end to those who are coming to the end of their days. They seek to encourage repentance before death, and to ease the passing of those in great pain. Despite this selfless aim, most people fear these "Death Priests" and usually avoid them.

Saturday, August 3, 2013

Magical Land of Arae: A New Campaign Setting

My local library has been so gracious as to allow me to use one of their rooms to host role-playing games. I am using the Blood & Treasure system for this, as I feel that it is both easy to learn and conveys what I think is the best parts of Old School rpgs.
Even though Pangea is a neat setting, and I enjoy using it, I think a more classic setting is in order. I have several players coming to the group who are new to gaming in general, so I thought a setting inspired by more recent Fantasy movies, books and games was in order. So the Magical Lands of Area are underway:

The Magical Lands of Arae
Arae is a land in another world, but not so far away that some rare few have found their way. Magic pulses in the land and air, and its forests, lakes, streams and mountains are all haunted by magical beings.
For inspiration, I will be drawing on recent cartoons, movies and popular books, as well as a host of classic cartoons and oddities. All fantasy-oriented sources that a novice gamer will be likely to come across.

Races
All of the races found in the Blood & Treasure Players Handbook are available. I will be detailing information on Arae's races in the very near future. Added to the standard races is the following;

Orcs
Several types of Orc
"I have my orders. And it's more than my belly's worth, or yours, to break 'em. Any trespasser found by the guard is to be held at the tower. Prisoner is to be stripped."
-Shagrat The Orc
As well as the standard races, full-blooded orcs are a major race in Arae. Though still brutish and often caste as villains, not all of them are slavering beasts, with some even having a rough sense of pride and *cough* honor. However even the most "civilized" orc is lazy and brutish, taking great joy in deceit and violence. Rather than the raiding lifestyle of the wild orc tribes, those living close to mankind have taken to the life of mercenaries, thugs and heavy laborers, jobs they are well-suited for. Orcs thrive under harsh employers, but if shown overt compassion they have a tendency to shirk responsibility or even rebel against their employer. 
Wild (non player-character) orc tribes tend towards the worship of Infernal Powers, particularly Old Scratch. Such tribes are truly horrible, and will often have a number of undead, fiendish and half-fiend beings in their midst. Powerful sorcerers often find such tribes enthusiastic minions.
PLAYER CHARACTER INFORMATION
Orcs modify their starting ability scores as follows: Str +2, Int ‐1, Wis ‐1 and Cha ‐1. Orcs have darkvision to a range of 60 feet. Orcs are skilled miners and craftsmen, capable of creating items of equal quality as Dwarves and Elves, though such items are always ugly, and frequently cursed in some way. Orcs are blinded in bright sunlight. In daylight, orcs suffer  a -10 penalty to hit their targets, and their opponent gains a tactical advantage against them. Blinded orcs are surprised on a roll of 1-3 on 1d6.
They speak Orc, and might also learn Dwarf, Gnoll, Goblin and Ogre. Orcs can multi‐class as cleric/fighters, fighter/ magic‐users and fighter/thieves.
Note: That's right- Orcs! If you can have Elves and Half-Elves, I don't see why you can't have Orcs and Half-Orcs.

Classes
All of the standard classes are available EXCEPT for the Monk. Other classes available in the campaign are the Chevalier, Curmudgeon and She-Devil

Clerics and Religion
The Clerics of Arae are of two primary types. Clerics of The Holy Trinity, and Infernal Clerics. Paladins are ALWAYS followers of the same God, but most are dedicated to a particular Archangel or Saint.

Clerics (Law/Any Good)
"I'm not coming. And if you take my advice you won't either. I've heard that name before... I don't know where, but I don't like it."
-Friar Tuck
Cleric Alignment: Law (Any Good)
Holy Clerics  have dedicated their lives in the service of The Holy Trinity
and are allied with the denizens of the Upper Planes (Heaven, Paradise and Avalon) in the world of men. The primary duties of clerics is the propagating and/or defending the faith, and in opposing the work of the Infernal Realms, wherever it is found. Keeping the nobility alert and ready to oppose evil is a very difficult task, as greed and corruption are ever-present threats to decency and right-thought.
The basic tenants of the Clerics of The Holy Trinity are the Ten Commandments, and the Golden Rule. Though this might seem easy at first it is much harder in practice. The lazier and more earthly sins run rampant in all societies, and tempt even Clerics on a regular basis. Of course the greatest of evils, those dealing with direct involvement and collusion with the forces of the Infernal Planes is terrible in the extreme.
There is no monolithic CHURCH that controls Clerics of The Holy Trinity or doctrine. Local Clerics have their own structure, centered around a Council of Elders usually under a Patriarch (the Cleric with the Highest Level). Different monasteries, dedicated to one or more saints can be found here and there, and wandering, independent Clerics (Friar Tuck-ish) are common.
Religious ceremonies are fairly simple. Christmas and Easter, as well as Harvest Festivals and assorted local holidays abound. Marriage, Christenings and buriels are all conducted by holy men. Such rituals are very important in Arae, as the restless dead and the meddling of fey and infernal spirits is a very real concern.
Clerics of The Holy Trinity are the standard clerics of Law (any Good alignment) and have the standard powers against undead. Specialty priests do exist, following the examples of specific patron saint or archangel, see below for details.
Patrons of Heaven: Clerics dedicated to a particular saint have felt a strong connection with their patron. This is not exactly worship, more of an admiration of the example set by their patron, similar to having a favorite athlete or team. Some examples (with the patrons domain in parenthesis) are below.
Archangel- Michael (War or Weather), Gabriel (Air or Travel), Raphael (Good or Love).
Saints- St Brigid (Fire or Weather), St Christopher (Strength or Water), St Cyprian (Knowledge or Magic), St Nicholas (Travel or Water), Lady Kolyada (Sun), Mama Befana (Fire or Trickery), St Walstan (Animals or Plants).

Druids
The Druids of Arae represent the priests of the "old gods" of hill, stream and forest. Djinni, Elementals, Fey, Undead and other entities that dwell in the hidden places of the world. In the Lands of Arae, there is no real persecution of the old faiths. In-fact open debate and discussion of the particulars of doctrine is encouraged by the wisest Clerics and Druids. Most of the common folk tend to uphold aspects of the old ways as well as being devout disciples of Heaven!
When the New Faith came to Arae, a number of (Neutral Good) Druids converted, becoming clerics themselves. Often melding the two views of the world, seeing the deep reverence of nature and its ways as part of adoration of Gods handiwork.
Of course, people being people, there is sometimes strife. Not all of the Old Gods are good, and their followers can sometimes be troublesome, even to their own people. Politcal strife and jelousy is also a factor.
The Deities of Nature
These are many, and can be of a wide range of power levels. Most are Djinni, Elementals, Undead (some even Good-aligned) and powerful Fey lords, as such beings are basically immortal and can aid or harm a mortal. Dealing with these beings is more a means of respect and avoiding their anger, but is sometimes a friendly and personal relationship. However even the kindest of these beings IS NOT HUMAN, and has an alien mind.
Some of the old gods want blood and sacrifice, the more the better. These are Demon Lords and Devils, and their followers are both evil Druids and Infernal Clerics. These are the dark and blood soaked gods of old which I will be describing in future articles.

DISNEY & DRAGONS: D&D in Fantasyland

Many times, in recent years I have encountered would-be players of Dungeons and Dragons whose sole experience with the fantasy genre h...