<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-1154506515895993370</id><updated>2012-01-09T07:19:32.841-08:00</updated><title type='text'>Random Acts</title><subtitle type='html'>A Creative Endeavor Relating to the fields of Storytelling, Folklore and Illustration.</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://mythadvocate.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://mythadvocate.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><link rel='next' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default?start-index=101&amp;max-results=100'/><author><name>Aaron</name><uri>http://www.blogger.com/profile/03750283246511456940</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://3.bp.blogspot.com/--zWDaSP4MMw/TcC8pXWLiaI/AAAAAAAAAl8/5uzUxgIfznE/s220/Rawk%2BOn%2521.jpg'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>122</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-1154506515895993370.post-1258209952417099362</id><published>2011-10-17T08:24:00.000-07:00</published><updated>2011-10-17T08:39:31.085-07:00</updated><title type='text'>Cogling: A Steampunk Fairy Tale</title><content type='html'>&lt;a href="https://lh6.googleusercontent.com/-rRPMhcb-Wuw/Tpwxrn02BvI/AAAAAAAAApw/yBHw7lZpiXQ/s720/Cog%2BLow%2BRes%2BCover.jpg"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 310px; height: 477px;" src="https://lh6.googleusercontent.com/-rRPMhcb-Wuw/Tpwxrn02BvI/AAAAAAAAApw/yBHw7lZpiXQ/s720/Cog%2BLow%2BRes%2BCover.jpg" alt="" border="0" /&gt;&lt;/a&gt;To the left is the cover design for a book I am working on with super-talented writer &lt;a href="http://www.blogger.com/profile/06875274426197309249"&gt;Jordan Mierek&lt;/a&gt;. The project is the result of our brainstorming, her fevered writing (she is a magician) and my drawing and conceptual weirdness.&lt;br /&gt;&lt;br /&gt;This project has been a blast. Dragons, monsters, crazy gadgets and neat characters galore. Just the thing to delight the heart of an oddball artist such as myself.&lt;br /&gt;&lt;br /&gt;To read a chapter go &lt;a href="http://www.inkpop.com/fiction/fantasy-books/steampunk-faerie-tale#.TptzyMmNKx4.facebook"&gt;here&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;The finished book will be loaded with illustrations (B&amp;amp;W lineart), and is an exciting read. So stay tuned for further updates.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-1258209952417099362?l=mythadvocate.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mythadvocate.blogspot.com/feeds/1258209952417099362/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=1154506515895993370&amp;postID=1258209952417099362&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/1258209952417099362'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/1258209952417099362'/><link rel='alternate' type='text/html' href='http://mythadvocate.blogspot.com/2011/10/cogling-steampunk-fairy-tale.html' title='Cogling: A Steampunk Fairy Tale'/><author><name>Aaron</name><uri>http://www.blogger.com/profile/03750283246511456940</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://3.bp.blogspot.com/--zWDaSP4MMw/TcC8pXWLiaI/AAAAAAAAAl8/5uzUxgIfznE/s220/Rawk%2BOn%2521.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='https://lh6.googleusercontent.com/-rRPMhcb-Wuw/Tpwxrn02BvI/AAAAAAAAApw/yBHw7lZpiXQ/s72-c/Cog%2BLow%2BRes%2BCover.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1154506515895993370.post-4122513414394358559</id><published>2011-04-12T15:43:00.000-07:00</published><updated>2011-04-22T10:53:32.485-07:00</updated><title type='text'>Atomic Dawn: Dinosaurs!</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.dinosaurcentral.com/images/bestscenes/Fantasia.jpg"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 500px; height: 360px;" src="http://www.dinosaurcentral.com/images/bestscenes/Fantasia.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Since the days of the Apocalypse, the world has forever changed. Now, with the seas risen and the warming of the Earth and Sky, much of the world is covered in strange life, some of it very different than that found in the &lt;a href="http://en.wikipedia.org/wiki/Anthropocene"&gt;Anthropocene&lt;/a&gt;. But these changes are not only mutations or engineered versions of earlier forms, though such is clearly evident. Some come seemingly from the ancient past, far before the Age of Man. Now reports of terrible reptilian beasts from the Age of Dinosaurs stalking the wild corners of the world, easily competing with all but the most terrible of mutants. These savage beings are well suited to the rigors of the changed Earth of the Atomic Dawn, and have been pushing deeper and deeper into settled lands.&lt;br /&gt;But where have these primordial beasts come from? Even the most ambitious geneticist would be hard pressed to find viable DNA amidst the fossil remains of these awesome creatures. The answer to this is far weirder.&lt;br /&gt;The parallel dimension known as &lt;a href="http://agartha.webs.com/photos/Album/Agharta.gif"&gt;Agartha&lt;/a&gt;, is a world where prehistoric life has continued to develop unabated.  This alternate plane is believed to have overlapped with our own many times in the past, the largest believed to have been the &lt;a href="http://en.wikipedia.org/wiki/Mu_%28lost_continent%29"&gt;Lost Continent of Mu&lt;/a&gt;. Since the apocalypse, such overlapping zones and portals have once again occurred in remote locales such as deep swamps, jungles and in underground regions. Whether or not these portals are natural or created by the denizens of that realm (see &lt;a href="http://mythadvocate.blogspot.com/2010/05/atomic-dawn-aliens.html"&gt;Aliens&lt;/a&gt;) is unknown, though what is known is that dinosaurs and other things come through  and quickly find our world much to their liking.&lt;br /&gt;Other creatures native to Agartha (and great for Lost World Regions) found in the Mutant Future Rulebook are: &lt;span style="font-style: italic;"&gt;Ant (Giant), Bee (Giant Killer), Carcass Scavenger, Centipede (Giant), Crab (Giant), Fish (Giant), Insect Swarm, Leech (Giant), Lizard (Giant), Morningstar Plants, Rhagodessa (Giant), Scorpion (Giant), Snake (All), Spider (Giant- All Varieties), Toad (Giant), &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Sample Creatures&lt;/span&gt;&lt;br /&gt;Below are some of the dinosaurs seen across Merica in recent years. There are other varieties, but the following have been of immediate concern to the &lt;a href="http://mythadvocate.blogspot.com/2010/08/atomic-dawn-alamo-empire.html"&gt;Alamo Empire&lt;/a&gt;, and thus more details are available. Mutant versions of these creatures do exist, and are always impressive.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;font-size:130%;" &gt;Culloo &lt;/span&gt;(Pteranodon)&lt;br /&gt;&lt;a href="http://2.bp.blogspot.com/_yNA62hgcWDg/S5SBisHtQoI/AAAAAAAABQo/bmOvc5-U0jE/s320/Turu.jpg"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 234px; height: 175px;" src="http://2.bp.blogspot.com/_yNA62hgcWDg/S5SBisHtQoI/AAAAAAAABQo/bmOvc5-U0jE/s320/Turu.jpg" alt="" border="0" /&gt;&lt;/a&gt;No. Enc.: 1 (1d4)&lt;br /&gt;Alignment: Neutral&lt;br /&gt;Movement: Fly: 240ft (120ft)&lt;br /&gt;Armor Class: 6&lt;br /&gt;Hit Dice: 5&lt;br /&gt;Attacks: 1 (bite)&lt;br /&gt;Damage: 1d12&lt;br /&gt;Save: L3&lt;br /&gt;Morale: 8&lt;br /&gt;Hoard Class: VII&lt;br /&gt;A large predatory dinosaur with enormous leathery wings that can span up to 50ft. Culloo  haunt cliffs near water hunting fish and small game such as squirrels, monkeys and other  creatures found in treetops or along riverbanks. Any who have business near waterways is advised to be very watchful for culloo, as they are known  man-eaters and will carry off children or small adults if given half a  chance.&lt;br /&gt;&lt;span&gt;Mutations:&lt;/span&gt;&lt;span style="font-style: italic;"&gt; &lt;/span&gt;&lt;span style="font-style: italic;"&gt;None.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Gillygaloo &lt;/span&gt;(Ornithomimus)&lt;br /&gt;&lt;a href="http://www.prismenfernglas.de/images/paleo/ornithomimus.JPG"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 165px; height: 165px;" src="http://www.prismenfernglas.de/images/paleo/ornithomimus.JPG" alt="" border="0" /&gt;&lt;/a&gt;No. Enc.: 1 (3d10)&lt;br /&gt;Alignment: Neutral&lt;br /&gt;Movement: 240ft (80ft)&lt;br /&gt;Armor Class: 7&lt;br /&gt;Hit Dice: 2&lt;br /&gt;Attacks: 1 (butt)&lt;br /&gt;Damage: 1d4&lt;br /&gt;Save: L1&lt;br /&gt;Morale: 2&lt;br /&gt;Hoard Class: None&lt;br /&gt;&lt;span&gt;Gillygaloo &lt;/span&gt;are 7 ft long, running reptiles that resemble birds. They breed quickly and  have been showing up in all over Merica, particularly in the southwest. Ranchers hate these creatures, as they spook herd beasts and horses and have been known to snatch domestic fowl. Fortunately &lt;span&gt;gillygaloo &lt;/span&gt;  and their eggs are very tasty, though whether or not they can be domesticated remains to be seen. &lt;span&gt;Gillygaloo flesh is comparable to lamb and their eggs large enough to count as a dozen chicken eggs.&lt;/span&gt;&lt;br /&gt;Mutations: &lt;span style="font-style: italic;"&gt;None.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Gwangi&lt;/span&gt; (Allotyrannus*)&lt;br /&gt;&lt;a href="http://images.sodahead.com/polls/000231908/polls_Gwangi4_4743_474759_poll_xlarge.jpeg"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 350px; height: 197px;" src="http://images.sodahead.com/polls/000231908/polls_Gwangi4_4743_474759_poll_xlarge.jpeg" alt="" border="0" /&gt;&lt;/a&gt;&lt;span style="font-style: italic;"&gt;"He who takes from Gwangi the evil one is cursed."&lt;/span&gt; -Tia Zorina, Wise Woman&lt;br /&gt;No. Enc.: 0 (1)&lt;br /&gt;Alignment: Neutral&lt;br /&gt;Movement: 120ft (40ft)&lt;br /&gt;Armor Class: 3&lt;br /&gt;Hit Dice: 15&lt;br /&gt;Attacks: 1 (bite)&lt;br /&gt;Damage: 4d6&lt;br /&gt;Save: L7&lt;br /&gt;Morale: 11&lt;br /&gt;Hoard Class: VII x3&lt;br /&gt;The  Gwangi (Gwaan-Gee) is a ferocious and adaptable predatory reptile that averages 15ft tall and 25ft long from nose to tail. Gwangi are fast and cunning foes, hunting  anything that moves. Ranchers in particular are concerned about these beasts, as herds of rabboxen, cattle and horses are extremely tempting to Gwangi, who prefer the relatively easy prey of domestic stock.&lt;br /&gt;Gwangi are generally solitary creatures gathering only for mating, after which the female will be left to tend to the eggs and resulting young. Female gwangi make surprisingly good parents, burying the eggs in  rotting vegetation and tending to the young dinosaurs until they reach young adulthood. Male gwangi are cannibals however, and will eat even their own young if an opportunity presents itself.&lt;br /&gt;&lt;span&gt;Mutations:&lt;/span&gt;&lt;span style="font-style: italic;"&gt; &lt;/span&gt;&lt;span style="font-style: italic;"&gt;None.&lt;/span&gt;&lt;br /&gt;*A species particular to Agartha.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Piasa&lt;/span&gt; &lt;span style="font-weight: bold;"&gt;Bird &lt;/span&gt;(Pterodactyl)&lt;br /&gt;&lt;a href="http://4.bp.blogspot.com/_iq2vQY1Jeaw/TO1mUO0JRWI/AAAAAAAAW1g/z4h2awsEx3E/s1600/konga1.jpg"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 248px; height: 180px;" src="http://4.bp.blogspot.com/_iq2vQY1Jeaw/TO1mUO0JRWI/AAAAAAAAW1g/z4h2awsEx3E/s1600/konga1.jpg" alt="" border="0" /&gt;&lt;/a&gt;No. Enc.: 1 (2d4)&lt;br /&gt;Alignment: Neutral&lt;br /&gt;Movement: Fly: 180ft (60ft)&lt;br /&gt;Armor Class: 7&lt;br /&gt;Hit Dice: 1&lt;br /&gt;Attacks: 1 (bite)&lt;br /&gt;Damage: 1d3&lt;br /&gt;Save: L1&lt;br /&gt;Morale: 7&lt;br /&gt;Hoard Class: None&lt;br /&gt;These winged reptiles are usually found along rivers and in   swamps, but can show up in almost any non arctic environment. The Piasa   have leathery wings that span 7 to 10 feet. They glide through the air,   watching for prey on the ground. Fishermen despise Piasa   Birds, as these creatures are daring and clever thieves, tearing into all but the toughest nets to steal fish. Fish farms find a constant watch must be kept lest these beasts wipe out the entire stock in a few days.&lt;br /&gt;Piasa birds are not normally dangerous unless frightened, but sometimes will attack children or lone persons if food has been scarce or if frightened. When they do attack, it is in large numbers and of a "bite and run" variety.&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Mutations: None.&lt;/span&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;&lt;br /&gt;Vangon &lt;/span&gt;(Styracosaurus)&lt;br /&gt;&lt;a href="http://t0.gstatic.com/images?q=tbn:u5xktkJn4i9-YM:http://www.theseventhvoyage.com/images/Valleygwangi/styraco1.jpg&amp;amp;t=1"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 299px; height: 168px;" src="http://t0.gstatic.com/images?q=tbn:u5xktkJn4i9-YM:http://www.theseventhvoyage.com/images/Valleygwangi/styraco1.jpg&amp;amp;t=1" alt="" border="0" /&gt;&lt;/a&gt;No. Enc.: 0 (1d4)&lt;br /&gt;Alignment: Neutral&lt;br /&gt;Movement: 120ft (40ft)&lt;br /&gt;Armor Class: 2&lt;br /&gt;Hit Dice: 8&lt;br /&gt;Attacks: 1 (gore or trample)&lt;br /&gt;Damage: 2d6 or 2d12&lt;br /&gt;Save: L4&lt;br /&gt;Morale: 6&lt;br /&gt;Hoard Class: None&lt;br /&gt;These  large, 18ft long reptiles are herbivores, but very  aggressive to those who come near. They live in grassy environments in  sub-tropical and temperate regions. These creatures have a tall straight  nose horn, and a neck frill crowned with at least four large spikes.  Like other large animals, a vangon may charge during the first round of  combat to inflict double damage.&lt;br /&gt;Female vangon live in maternal herds which include other females and  their offspring. Male offspring leave their maternal herd when around  three years old and will either live alone or join other males in  bachelor herds. Male and female herds do not mingle until the breeding  season. During the breeding season, dominant males maintain a small  harem of females for mating. Individual bulls "tend" females until allowed  to mate, by following them around and chasing away rival males. It is during this mating season when vangon are the most aggressive.&lt;br /&gt;Mutations: &lt;span style="font-style: italic;"&gt;None.&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-4122513414394358559?l=mythadvocate.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mythadvocate.blogspot.com/feeds/4122513414394358559/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=1154506515895993370&amp;postID=4122513414394358559&amp;isPopup=true' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/4122513414394358559'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/4122513414394358559'/><link rel='alternate' type='text/html' href='http://mythadvocate.blogspot.com/2011/04/atomic-dawn-dinosaurs.html' title='Atomic Dawn: Dinosaurs!'/><author><name>Aaron</name><uri>http://www.blogger.com/profile/03750283246511456940</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://3.bp.blogspot.com/--zWDaSP4MMw/TcC8pXWLiaI/AAAAAAAAAl8/5uzUxgIfznE/s220/Rawk%2BOn%2521.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_yNA62hgcWDg/S5SBisHtQoI/AAAAAAAABQo/bmOvc5-U0jE/s72-c/Turu.jpg' height='72' width='72'/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1154506515895993370.post-529414749039357803</id><published>2011-04-10T10:30:00.000-07:00</published><updated>2011-10-18T07:00:40.032-07:00</updated><title type='text'>Atomic Dawn: Artificial Intelligence (A.I.)</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://batr.org/sitebuildercontent/sitebuilderpictures/transhumanism_560-3101.jpg"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 292px; height: 162px;" src="http://batr.org/sitebuildercontent/sitebuilderpictures/transhumanism_560-3101.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;span class="postbody"&gt;Self-aware computers had already become heavily  integrated in the &lt;/span&gt;&lt;a href="http://en.wikipedia.org/wiki/Military_industrial_complex"&gt;Military-industrial complex&lt;/a&gt;&lt;span class="postbody"&gt; of the late&lt;/span&gt; &lt;a href="http://en.wikipedia.org/wiki/Anthropocene"&gt;Anthropocene&lt;/a&gt;&lt;span class="postbody"&gt;, giving  rise to a wide array of new technologies, including the first Androids.  After the &lt;/span&gt; &lt;a href="http://en.wikipedia.org/wiki/Transgene"&gt;Transgenic&lt;/a&gt; War(s)&lt;span class="postbody"&gt; broke out, these A.I.'s role quickly changed from  servant to caretaker for the humanity that created them. The greatest  and most effective A.I.'s of this sort worked hard at expanding their  already impressive intellect in an effort to better fulfill their  duties. Many became "merely" more specialized machines, far better functioning but more easily recognizable from their origins. Some  became something far more, transforming to super-intelligent beings of  vast personal power. &lt;/span&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Greater A.I.'s:&lt;/span&gt; These are the Artificial Intelligences that have been greatly enhanced through self-effort. Each of them is a unique being with its own thoughts and motivations. All Greater A.I.'s can be considered to have the following traits:&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Attributes:&lt;/span&gt; Intelligence 21, Willpower 21, Charisma 21&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Mental Mutations:&lt;/span&gt; Increased Willpower, Intellectual Affinity (All), Mental Barrier, Metaconcert, Possession (Androids and robots only), Precognition, Mind Reflection, Quick Mind.&lt;br /&gt;&lt;br /&gt;A Sample A.I.'s of Atomic Dawn&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Apollo Prime&lt;/span&gt; (Greater A.I.)&lt;br /&gt;Apollo Prime is the ruling A.I. of Luna and the force behind the &lt;a href="http://en.wikipedia.org/wiki/Terraforming#Paraterraforming"&gt;paraterraforming&lt;/a&gt;  of Copernicus Crater. From its underground stronghold, this being has  access to a vast array of technology, from hyper-advanced assembly and  repair facilities, nigh limitless energy and an army of loyal androids,  robots and other servants. Nanofactories within this beings body allow  him/her to produce a wide range of drugs and chemicals (all those found  in MF pg 125). This coupled with Apollo Primes vast medical knowledge  and other powers make it possible for him/her to engineer a wide range  of specialized mutants and androids for its paraterraforming efforts.&lt;br /&gt;When  Apollo Prime shows itself, he/she appears as an androgynous humanoid  being composed of a shimmering metal interlaced with geometric shapes.  He/She is described as a courteous but aloof being who seems perpetually distracted. This Greater  A.I. takes the health and protection of Luna as its primary concern,  watching over its ecosystem and the worldhouse dome like a mother hen.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Hit Dice:&lt;/span&gt; 50&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Frame:&lt;/span&gt; Liquid State (Nanoswarm)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Locomotion:&lt;/span&gt; Legs (Pair), Thrusters&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Manipulators: &lt;/span&gt;Advanced Hand&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Armor:&lt;/span&gt; Reactive Diamondoid Armor (AC -4)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Sensors:&lt;/span&gt; Nerve Web&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Mental Programming:&lt;/span&gt; Artificial Intelligence, Greater (see above)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Accessories: &lt;/span&gt;AV Recorder/Transmitter, Diagnostic Scanner, Remote Control Unit, Vocalizer, Magnetic Feet, Inertial Inhibitor, Photon Screen, Robot Repair Unit. Greater A.I. Traits (see above) plus Ancestral Form, Body Adjustment, Control Light Waves, Control Weather, Density Alteration (Self and Others), Disintegrate, Greater Force Screen, Neural Telepathy and Teleport.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Weaponry: &lt;/span&gt;Energy Fists (as Energy Baton), Mutation Eye Rays (treat as Mutation Bomb), Stun Pistol, Warp-Field Claws (as Warp Field Sword), X-Laser Rifle. All of these weapons are seamlessly housed, forming out of Apollo Primes substance.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Copernicus Crater&lt;/span&gt; (Atomic Dawn Locale)&lt;br /&gt;&lt;a href="http://astroblog.cosmobc.com/wp-content/uploads/2010/10/copernicus-dome.jpg"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 357px; height: 265px;" src="http://astroblog.cosmobc.com/wp-content/uploads/2010/10/copernicus-dome.jpg" alt="" border="0" /&gt;&lt;/a&gt;Copernicus Crater is encased in a massive dome composed of carbon nanotubes and maintained by repair nanobots under the control of Apollo Prime. The crater has a diameter of 93 kilometers and is completely terraformed.&lt;br /&gt;Life within the dome is idyllic, with a Mediterranean climate with moderate rainfall, warm weather and gentle tides.&lt;br /&gt;The lower gravity makes plants and animals much taller on average, with flying creatures being truly impressive.&lt;br /&gt;Civilization is sparse and anything of greater than stone age technology being restricted to the Temple Beautiful, a technologically sophisticated pyramid dedicated to healing and enlightenment. It is in this facility that Apollo Prime interacts most with the people who dwell in Copernicus Crater, albeit mostly in the form of holograms or using one of his many avatars (treat as Replicant Androids with 21 in all attributes).&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-529414749039357803?l=mythadvocate.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mythadvocate.blogspot.com/feeds/529414749039357803/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=1154506515895993370&amp;postID=529414749039357803&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/529414749039357803'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/529414749039357803'/><link rel='alternate' type='text/html' href='http://mythadvocate.blogspot.com/2011/04/atomic-dawn-artificial-intelligence-ai.html' title='Atomic Dawn: Artificial Intelligence (A.I.)'/><author><name>Aaron</name><uri>http://www.blogger.com/profile/03750283246511456940</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://3.bp.blogspot.com/--zWDaSP4MMw/TcC8pXWLiaI/AAAAAAAAAl8/5uzUxgIfznE/s220/Rawk%2BOn%2521.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1154506515895993370.post-571229284788122499</id><published>2011-04-07T07:15:00.001-07:00</published><updated>2011-04-12T18:04:33.258-07:00</updated><title type='text'>Snarky Avenger Reboot!</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/-tIOxELCMY4k/TZ3IN_seErI/AAAAAAAAAk0/uJC0dieHq1w/s1600/Snark%2BPostcard%2BFini.jpg"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 248px; height: 320px;" src="http://1.bp.blogspot.com/-tIOxELCMY4k/TZ3IN_seErI/AAAAAAAAAk0/uJC0dieHq1w/s320/Snark%2BPostcard%2BFini.jpg" alt="" id="BLOGGER_PHOTO_ID_5592846455025832626" border="0" /&gt;&lt;/a&gt;To the left you will see the art for a postcard that will be handed out at &lt;a href="http://www.blogger.com/%5Burl%5Dhttp://www.demicon.org/%5B/url%5D"&gt;Demicon&lt;/a&gt;, where I and my partner in crime &lt;a href="http://thesnarkyavenger.com/atmgg/"&gt;Taylor Kent&lt;/a&gt; will be making an appearance.&lt;br /&gt;&lt;br /&gt;This webcomic is a reboot of an earlier attempt, and is far better in the upcoming incarnation. The Snarky Avenger will be launched Tuesday April 19th, and will be posted twice a week. The web-address for the comic will be &lt;a href="http://snarkyavengercomic.com/"&gt;http://snarkyavengercomic.com/&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;The Snarky Avenger is a humorous superhero comic. Pictured here is (from Left to Right)- The Snarky Avenger, Bruce-Ann (Australian Ninja Princess), and The Man with The Bionic Extension (Not what you think!). In the back is a Bug-Bear, who in this setting are a race of aliens that strip planets of their confection making resources, cruelly leaving folks to rely on broccoli for a tasty treat.&lt;br /&gt;&lt;br /&gt;Also- I will be selling some original artwork in the Art Room. So if you want to snap up some quality illustrations by yours truly, stop on by.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-571229284788122499?l=mythadvocate.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mythadvocate.blogspot.com/feeds/571229284788122499/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=1154506515895993370&amp;postID=571229284788122499&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/571229284788122499'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/571229284788122499'/><link rel='alternate' type='text/html' href='http://mythadvocate.blogspot.com/2011/04/snarky-avenger-reboot.html' title='Snarky Avenger Reboot!'/><author><name>Aaron</name><uri>http://www.blogger.com/profile/03750283246511456940</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://3.bp.blogspot.com/--zWDaSP4MMw/TcC8pXWLiaI/AAAAAAAAAl8/5uzUxgIfznE/s220/Rawk%2BOn%2521.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/-tIOxELCMY4k/TZ3IN_seErI/AAAAAAAAAk0/uJC0dieHq1w/s72-c/Snark%2BPostcard%2BFini.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1154506515895993370.post-7110029715695354787</id><published>2011-04-04T06:15:00.000-07:00</published><updated>2011-04-12T05:13:32.891-07:00</updated><title type='text'>Atomic Dawn: Mr. Nicholas</title><content type='html'>&lt;span style="font-weight: bold;"&gt;Mr. Nicholas&lt;/span&gt;&lt;br /&gt;&lt;a href="http://2.bp.blogspot.com/-eZQg1ea0mH8/TaL2Rw3GxLI/AAAAAAAAAlE/o32_fRd2xaM/s1600/Mr.%2BNicholas"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 163px; height: 200px;" src="http://2.bp.blogspot.com/-eZQg1ea0mH8/TaL2Rw3GxLI/AAAAAAAAAlE/o32_fRd2xaM/s200/Mr.%2BNicholas" alt="" id="BLOGGER_PHOTO_ID_5594304472181818546" border="0" /&gt;&lt;/a&gt;&lt;span style="font-style: italic;"&gt;I reckon you done what you done because you didn't know I was who I was. And if I hadn't been who I was, I'd have still been much obliged for you to have done what you done." &lt;/span&gt;&lt;span&gt;-Mr. Nicholas&lt;/span&gt;&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;&lt;/span&gt;Mr. Nicholas is an aged but powerful man with a thick beard, ham-sized  hands, and deep set eyes set in a creased brow. He comes across as an  old grump to most upon  first acquaintance, but this is largely an act  for business and safety sake. When around friends and children, Mr  Nicholas is full of laughter and very generous.&lt;br /&gt;Mr. Nicholas is a  very successful merchant and inventor who has made a name for himself in  many a remote locale as a purveyor of quality whiskey and seller of  trade goods all across &lt;a href="http://4.bp.blogspot.com/_HFRQ-pmmOnU/S787Jf1JEWI/AAAAAAAAAdI/m4f9KfZXvVo/s1600/Merica+4.jpg"&gt;Merica&lt;/a&gt;  and the Kooba Isles. He is widely known to be tough but honest, and  willing to trade with nearly anyone except known man-eaters and slavers  (whom he hates). Because of his accomplishments and growing influence  amongst independent merchants and junk traders, Mr Nicholas now has a  10,000gp bounty on his head posted by the Mega-corporation &lt;a href="http://mythadvocate.blogspot.com/2010/05/atomic-dawn-costmart.html"&gt;CostMart&lt;/a&gt;, though none have yet survived attempts to collect this tempting sum.&lt;br /&gt;Mr.  Nicholas started out as a ambitious junk merchant, but has come very  far over the years due to his brilliant mind, solid work ethic, and more  than a little luck. Now he has several fortress hidey-holes where he  brews moonshine and maintains repair facilities, the largest rumored to  be somewhere near &lt;a href="http://en.wikipedia.org/wiki/Mount_Robson"&gt;Mount Robson&lt;/a&gt;.  His personal technological skills allow Mr Nicholas to understand and  build devices of late 1800's to early 1900's level of technology. More  advanced devices are beyond him though he can repair light damage and  utilize advanced materials with exceptional skill.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Race: &lt;/span&gt;Pure Human&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Level:&lt;/span&gt; 10&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Hit Points:&lt;/span&gt; 76&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Armor Class:&lt;/span&gt; 5&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;THAC0:&lt;/span&gt; 15&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Alignment:&lt;/span&gt; Neutral (Neutral Good)&lt;br /&gt;STR 12 (+0 to attack and +0 to damage)&lt;br /&gt;DEX 11 (+0 to missile attacks and initiative and -0 to armor class)&lt;br /&gt;CON 16 (+0 on poison saving throws)&lt;br /&gt;INT 21 (+30% to technology and 5 languages, English, French, Inuktitut, Nakoda, Spanish)&lt;br /&gt;WIL 14&lt;br /&gt;CHA 17 (-1 to reaction rolls, 6 retainers at morale 9 each)&lt;br /&gt;&lt;a href="http://mythadvocate.blogspot.com/2011/04/atomic-dawn-mutant-future-skill-system.html"&gt;&lt;span style="font-weight: bold;"&gt;Skills:&lt;/span&gt;&lt;/a&gt; Academics 3 (chemistry, history), Athletics 1, Business 4, Crafting (brewing, repair) 5, Diplomacy 4, Medicine 1, Outdoors 2, Perception 1, Performing 1, Piloting 3, Politics 1, Stealth 1&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Equipment: &lt;/span&gt;Ballistic Nylon Long-johns (Red), Borealis II Airship (see below), Dagger, Carbine, Laser Pistol Mk 2, Force Field Belt, several tons of trade goods, lots of moonshine.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Borealis II&lt;/span&gt;&lt;br /&gt;&lt;a href="http://fc07.deviantart.net/fs71/f/2011/087/4/8/48c9acfe855f375d678318327dab1142-d3coc9h.jpg"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 351px; height: 280px;" src="http://fc07.deviantart.net/fs71/f/2011/087/4/8/48c9acfe855f375d678318327dab1142-d3coc9h.jpg" alt="" border="0" /&gt;&lt;/a&gt;The Borealis II is a rigid airship (ala Zeppelin) though using helium,  advanced materials and impressive armors and salvaged gadgets to make it  far more reliable than its WWI predecessors. Photovoltaic cells and  Ethanol burning engines supply most of the power for the airship. This  784 ft long vessel can carry up to 72 tonnes (71 LT; 79 ST) of cargo.  When flying at top speed it would take just over 37 hours for the  Borealis II to cross Merica (barring weather and hostile forces), though  with the many dangers to bypass this is rarely done.&lt;br /&gt;Mr Nicholas  uses this vessel as his primary home, and so it is equipped with a  well-stocked but small workshop, a comfortable lounge/study, and a  still. As much of the vessel is cobbled together from fallen robots and  junked relic vessels, the overall effect is a bit slap-dash, but the  vessel is tough and very reliable. The living quarters can best be  described as "rustic pigsty".&lt;br /&gt;Presently the crew of the Borealis II  consists of a small tribe of &lt;a href="http://en.wikipedia.org/wiki/Homo_erectus"&gt;Homo Erectus&lt;/a&gt; and an assortment of androids, humans  and mutants, all of whom are fanatically loyal to Mr Nicholas and his  officers. There is always at least one Blacksmith and one Scholar  aboard, with the rest being treated as (Sky) Sailors in regards to  skill. The entire crew is male save for the cook, a Canisoid by the name  of Wilma who cooks all the four food groups- Beans, bacon, whiskey and  lard. Salads are strictly forbidden.&lt;br /&gt;The Borealis II is equipped with  docking facilities that hold a high altitude hovertruck and four  hoverbikes (see Mutant Future page 132 for  details) so that cargo and personnel may be transported on and off of  the Borealis II without landing. All of these vehicles have Duralloy Armor (AC 2), and the  truck is pressurized for 10.000 feet.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Required Crew:&lt;/span&gt; 50&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Top Speed:&lt;/span&gt; 87 mph&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Cargo:&lt;/span&gt; 72 tonnes&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Structural Hit Points:&lt;/span&gt; 300&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Armor: &lt;/span&gt;Reactive Armor Skin (AC 1)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Weaponry:&lt;/span&gt; 3 Machineguns (1 top, 1 fore, 1 aft)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Dimensions:&lt;/span&gt; Length 784 ft, Beam- 133 ft, Height- 146 ft.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Special:&lt;/span&gt; Class IV sensor system, Holo Projector, Stealth Skin (invisible to radar),&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-7110029715695354787?l=mythadvocate.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mythadvocate.blogspot.com/feeds/7110029715695354787/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=1154506515895993370&amp;postID=7110029715695354787&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/7110029715695354787'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/7110029715695354787'/><link rel='alternate' type='text/html' href='http://mythadvocate.blogspot.com/2011/04/atomic-dawn-mr-nicholas.html' title='Atomic Dawn: Mr. Nicholas'/><author><name>Aaron</name><uri>http://www.blogger.com/profile/03750283246511456940</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://3.bp.blogspot.com/--zWDaSP4MMw/TcC8pXWLiaI/AAAAAAAAAl8/5uzUxgIfznE/s220/Rawk%2BOn%2521.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/-eZQg1ea0mH8/TaL2Rw3GxLI/AAAAAAAAAlE/o32_fRd2xaM/s72-c/Mr.%2BNicholas' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1154506515895993370.post-5533504459976122147</id><published>2011-04-04T06:07:00.000-07:00</published><updated>2011-04-05T06:14:58.190-07:00</updated><title type='text'>Atomic Dawn: Mutant Future Skill System</title><content type='html'>&lt;a href="http://www.berea.edu/bereadigital/images/Old%20man%20henry%20and%20wife.jpg"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 291px; height: 212px;" src="http://www.berea.edu/bereadigital/images/Old%20man%20henry%20and%20wife.jpg" alt="" border="0" /&gt;&lt;/a&gt;My home campaign of Atomic Dawn for the Mutant Future game has a cultural and technological level more in-line with the 1800s than the Dark Ages, though there are many low tech zones. As-such skill-sets and technological knowledge is similar to that found during the &lt;a href="http://en.wikipedia.org/wiki/American_Old_West"&gt;American Old West&lt;/a&gt;, though access to the machine shops and specialized equipment to make a locomotive (for instance) is very hard to come by. Most places default to a level somewhere between the &lt;a href="http://en.wikipedia.org/wiki/Dark_Ages"&gt;Dark Ages&lt;/a&gt; and 1700's Colonial America, with a few more advanced gadgets and innovations such as revolvers, hand-crank washing machines, pot-belly stoves, shotguns, and beer with bubbles.&lt;br /&gt;If used correctly, skills can make a character more three dimensional, painting a picture of his or her abilities and interest beyond combat or powers. Skills also allow a character to have more options at character creation, especially if the character in question has not rolled the best in Attributes and/or Mutations. Even a blind, irradiated character with a Strength of 4 can still be useful with the right skills.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Skills&lt;/span&gt;&lt;br /&gt;&lt;a href="http://upload.wikimedia.org/wikipedia/commons/thumb/7/71/Shaker_box_maker.jpg/220px-Shaker_box_maker.jpg"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 132px; height: 165px;" src="http://upload.wikimedia.org/wikipedia/commons/thumb/7/71/Shaker_box_maker.jpg/220px-Shaker_box_maker.jpg" alt="" border="0" /&gt;&lt;/a&gt;Skills represent a character’s “background knowledge,” the things that the character knew before becoming a 1st level adventurer. As characters grow in experience, they learn new skills and improve upon what they know. There are twelve different skills in the game, described below.&lt;br /&gt;A character’s aptitude at each skill is described by his skill rank. All characters begin at rank 1 (untrained) in all skills, and ranks can rise as high as rank 5 (world-class mastery). At 1st level, characters begin with 4 skill choices (Pure Humans start with 6), plus or minus their Intelligence adjustment. A 1st level character must devote each of these starting skill choices to a different skill, meaning that a beginning character is rank 2 in some skills, and rank 1 in all others.&lt;br /&gt;Most characters gain a new skill choice at each odd-numbered experience level. Pure Human characters gain a new skill choice at every single level to reflect the innovative spirit of these people and to offset their lack of mutations.&lt;br /&gt;Once a character passes 1st level and starts gaining new skill choices from experience levels, the character can opt to build on previous skill choices and reach skill ranks of 3 and higher.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Skill&lt;/span&gt;&lt;span style="font-weight: bold;"&gt;&lt;span style="color: rgb(255, 255, 255);"&gt;..................&lt;/span&gt;&lt;/span&gt;&lt;span style="font-weight: bold;"&gt;Possible Uses&lt;/span&gt;&lt;br /&gt;Academics&lt;span style="font-weight: bold;"&gt;&lt;span style="color: rgb(255, 255, 255);"&gt;..........&lt;/span&gt;&lt;/span&gt;Arts, sciences, humanities, languages&lt;br /&gt;Athletics&lt;span style="font-weight: bold;"&gt;&lt;span style="color: rgb(255, 255, 255);"&gt;............&lt;/span&gt;&lt;/span&gt;Climbing, tumbling, swimming&lt;br /&gt;Business&lt;span style="font-weight: bold;"&gt;&lt;span style="color: rgb(255, 255, 255);"&gt;............&lt;/span&gt;&lt;/span&gt;Economics, professions, accounting&lt;br /&gt;Crafting&lt;span style="font-weight: bold;"&gt;&lt;span style="color: rgb(255, 255, 255);"&gt;.............&lt;/span&gt;&lt;/span&gt;Making, breaking, brewing, fixing&lt;br /&gt;Diplomacy&lt;span style="font-weight: bold;"&gt;&lt;span style="color: rgb(255, 255, 255);"&gt;..........&lt;/span&gt;&lt;/span&gt;Negotiating, persuading, bluffing&lt;br /&gt;Medicine&lt;span style="font-weight: bold;"&gt;&lt;span style="color: rgb(255, 255, 255);"&gt;...........&lt;/span&gt;&lt;/span&gt;Healing, anatomy, herbs, psychiatry&lt;br /&gt;Outdoors&lt;span style="font-weight: bold;"&gt;&lt;span style="color: rgb(255, 255, 255);"&gt;...........&lt;/span&gt;&lt;/span&gt;Animals, plants, tracking, riding&lt;br /&gt;Perception&lt;span style="font-weight: bold;"&gt;&lt;span style="color: rgb(255, 255, 255);"&gt;.........&lt;/span&gt;&lt;/span&gt;Searching, listening, sensing motives&lt;br /&gt;Performing&lt;span style="font-weight: bold;"&gt;&lt;span style="color: rgb(255, 255, 255);"&gt;........&lt;/span&gt;&lt;/span&gt;Acting, playing music, oratory&lt;br /&gt;Piloting&lt;span style="font-weight: bold;"&gt;&lt;span style="color: rgb(255, 255, 255);"&gt;.............&lt;/span&gt;&lt;/span&gt;Driving, sailing, flying, navigation&lt;br /&gt;Politics&lt;span style="font-weight: bold;"&gt;&lt;span style="color: rgb(255, 255, 255);"&gt;.............&lt;/span&gt;&lt;/span&gt;Bureaucracy, law, contacts, information&lt;br /&gt;Stealth&lt;span style="font-weight: bold;"&gt;&lt;span style="color: rgb(255, 255, 255);"&gt;.............&lt;/span&gt;&lt;/span&gt;Hiding, sneaking, sleight-of-hand&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;The Skill Check:&lt;/span&gt; A character’s skill rank is his chance in 6 of passing a skill check. The referee can call for a skill check, or roll it in secret, and then use the roll to help adjudicate success or failure at some attempted action. The player or the referee rolls 1d6, and if the die roll is equal to or less than the character’s skill rank, the skill check has passed. What this actually means in a given situation is entirely up to the referee.&lt;br /&gt;Referees should be careful not to overuse the dice! A game can be ruined quickly if every action that a character takes might fail or succeed depending on a skill check.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Skills and Armor: &lt;/span&gt;Two particular skills, Athletics and Stealth, rely on a character’s ability to move deftly and without restriction. Therefore, a character wearing chain mail armor suffers a -2 penalty to Athletics and Stealth skill rolls, while a character in plate mail armor suffers a -3 penalty to these skill rolls.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Modified Skill Checks (Optional Rule):&lt;/span&gt; In certain situations, the referee might decide to modify skill rolls using one of the character’s ability scores. Dexterity might modify a Stealth roll, for example; while Charisma could modify a Diplomacy roll; or Intelligence, an Academics roll. In these instances, the modifier to the d6 roll should be one-half of the character’s normal ability adjustment, rounded down.&lt;br /&gt;This means that an ability score of 5 or lower (normally an adjustment of -2 or -3) imposes a -1 penalty on an associated skill roll, while a score of 16 or better (usually a +2 or +3 bonus to rolls and stats) becomes a +1 bonus to a skill roll. In-between scores (6 to 15) never impact skill rolls at all. If the referee wishes to use modified skill rolls, players should record their skill adjustment next to any regular adjustments on their character sheet. Note that the second number in parentheses (the skill adjustment) is merely the regular adjustment halved and rounded down.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Ability         Score&lt;span style="color: rgb(255, 255, 255);"&gt;..........&lt;/span&gt;Adjustment (Skill Adjustment)&lt;/span&gt;&lt;br /&gt;&lt;div style="text-align: left;"&gt;3&lt;span style="font-weight: bold;"&gt;&lt;span style="color: rgb(255, 255, 255);"&gt;...........................&lt;/span&gt;&lt;/span&gt;-3 (-1)&lt;br /&gt;&lt;/div&gt;4-5&lt;span style="font-weight: bold;"&gt;&lt;span style="color: rgb(255, 255, 255);"&gt;.......................&lt;/span&gt;&lt;/span&gt;                  -2 (-1)&lt;br /&gt;6-8&lt;span style="font-weight: bold;"&gt;&lt;span style="color: rgb(255, 255, 255);"&gt;.......................&lt;/span&gt;&lt;/span&gt;                   -1&lt;br /&gt;9-12&lt;span style="font-weight: bold;"&gt;&lt;span style="color: rgb(255, 255, 255);"&gt;......................&lt;/span&gt;&lt;/span&gt;+0&lt;br /&gt;13-15&lt;span style="font-weight: bold;"&gt;&lt;span style="color: rgb(255, 255, 255);"&gt;.....................&lt;/span&gt;&lt;/span&gt;+1&lt;br /&gt;16-17&lt;span style="font-weight: bold;"&gt;&lt;span style="color: rgb(255, 255, 255);"&gt;....................&lt;/span&gt;&lt;/span&gt;             +2 (+1)&lt;br /&gt;18-19&lt;span style="font-weight: bold;"&gt;&lt;span style="color: rgb(255, 255, 255);"&gt;....................&lt;/span&gt;&lt;/span&gt;+3 (+1)&lt;br /&gt;20-21&lt;span style="font-weight: bold;"&gt;&lt;span style="color: rgb(255, 255, 255);"&gt;...................&lt;/span&gt;&lt;/span&gt;+3 (+2)&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Uses in Storytelling&lt;/span&gt;&lt;br /&gt;&lt;a href="http://www.studentsoftheworld.info/sites/country/img/3623_564858_large.jpg"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 143px; height: 183px;" src="http://www.studentsoftheworld.info/sites/country/img/3623_564858_large.jpg" alt="" border="0" /&gt;&lt;/a&gt;Use of this skill system is not just for players! Mutant Lords (Mutant Futures term for a &lt;a href="http://en.wikipedia.org/wiki/Gamemaster"&gt;Gamemaster&lt;/a&gt;) can easily make use of this system to add depth to his campaign setting.&lt;br /&gt;Mutant Lords and Players are  encouraged to come up with their own character origins. Think of  characters from your favorite Post Apocalyptic movies, books or comics,  and try to think of what skills might apply. Hank McCoy (Beast) is a  biochemist as well as an X-man, and Severian from &lt;a href="http://en.wikipedia.org/wiki/The_Book_of_the_New_Sun"&gt;The Book of The New Sun&lt;/a&gt; was a torturer. Think how these careers would translate into Skills and run with it.&lt;br /&gt;As an example taken from the NPC's mentioned on pages 39-41 in the Mutant Future game  book we can construct a simple character origin and career from before he/she/it became an adventurer. As follows:&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Animal Trainer: &lt;/span&gt;Animal trainers have to be alert, skilled in catching animals and in keeping them alive. Thus their primary skills would likely be- Medicine, Outdoors, Perception.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Blacksmith:&lt;/span&gt; Tremendous physical power and endurance as well as great skill and awareness are required to be a blacksmith. Thus along with a high STR (15+) their primary skills would likely be- Athletics, Crafting, Perception.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Scholar:&lt;/span&gt; The life of a scholar is all about reading, and talking to other scholars. Thus along with a high INT (15+) their primary skills would likely be- Academics, Diplomacy, Politics.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Seafarer:&lt;/span&gt; River and ocean trade is a tough but necessary trade, calling for physical skill, awareness and an ability to handle their craft. Thus their primary skills would likely be-  Athletics, Piloting (Ships), Perception.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Spy:&lt;/span&gt; A spy must be sneaky, self sufficient, and sharp to survive long. Thus their primary skills would likely be-  Outdoors, Perception, Stealth.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Junk Merchant:&lt;/span&gt; Trading salvaged trash and treasures for coin and trade goods requires skill with numbers, the gift of gab and the ability to patch up damaged goods (at least as far as appearances go). Thus their primary skills would likely be- Business, Diplomacy, Crafting.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Slave Trader:&lt;/span&gt; The grim business of Slave Trading is a sad reality in the era of Atomic Dawn, and requires awareness, skill in business and the ability to keep slaves healthy (or at least alive). Thus their primary skills would likely be- Business, Medicine, Perception.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="color: rgb(102, 0, 204);"&gt;This skill system is lifted from John D. Higgs (Open Content!) &lt;/span&gt;&lt;a style="color: rgb(102, 0, 204);" href="http://stores.lulu.com/relative-entropy"&gt;Engines and Empires&lt;/a&gt;&lt;span style="color: rgb(102, 0, 204);"&gt; game. A fine product for steampung games using the Labyrinth Lord/Basic D&amp;amp;D system.&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-5533504459976122147?l=mythadvocate.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mythadvocate.blogspot.com/feeds/5533504459976122147/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=1154506515895993370&amp;postID=5533504459976122147&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/5533504459976122147'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/5533504459976122147'/><link rel='alternate' type='text/html' href='http://mythadvocate.blogspot.com/2011/04/atomic-dawn-mutant-future-skill-system.html' title='Atomic Dawn: Mutant Future Skill System'/><author><name>Aaron</name><uri>http://www.blogger.com/profile/03750283246511456940</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://3.bp.blogspot.com/--zWDaSP4MMw/TcC8pXWLiaI/AAAAAAAAAl8/5uzUxgIfznE/s220/Rawk%2BOn%2521.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1154506515895993370.post-9187373454864175623</id><published>2011-04-04T05:11:00.000-07:00</published><updated>2011-04-05T05:20:48.965-07:00</updated><title type='text'>Atomic Dawn: Table of Contents</title><content type='html'>&lt;a href="http://4.bp.blogspot.com/_HFRQ-pmmOnU/S787Jf1JEWI/AAAAAAAAAdI/m4f9KfZXvVo/s1600/Merica+4.jpg"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 132px; height: 97px;" src="http://4.bp.blogspot.com/_HFRQ-pmmOnU/S787Jf1JEWI/AAAAAAAAAdI/m4f9KfZXvVo/s320/Merica+4.jpg" alt="" id="BLOGGER_PHOTO_ID_5458146307745583458" border="0" /&gt;&lt;/a&gt;After meandering around in other settings, systems and subjects, I have decided to jump back into &lt;a href="http://www.goblinoidgames.com/mutantfuture.html"&gt;Mutant Future&lt;/a&gt; and my home campaign setting of Atomic Dawn. I LOVE this sort of setting to play around with. Remaking the world from the ashes of the old is hardly a new idea, but the possibilities are nearly endless. Personally, I prefer a somewhat goofy/sometimes serious sort of setting, where grim reality, gallows humor, social commentary, drama, horror and &lt;a href="http://mythadvocate.blogspot.com/2010/07/mutant-future-x-men-mutants.html"&gt;comic book geekery&lt;/a&gt; all mix up. In Atomic Dawn you will find all of these things and more, so stay tuned!&lt;br /&gt;&lt;br /&gt;Below is a list (in alphabetic order) of the articles I have already written:&lt;br /&gt;&lt;br /&gt;&lt;a href="http://mythadvocate.blogspot.com/2010/08/atomic-dawn-alamo-empire.html"&gt;&lt;span style="font-weight: bold;"&gt;Alamo Empire:&lt;/span&gt;&lt;/a&gt; The last vestige of Americana, and the greatest remaining empire of humanity in Merica (North America).&lt;br /&gt;&lt;br /&gt;&lt;a href="http://mythadvocate.blogspot.com/2010/05/atomic-dawn-aliens.html"&gt;&lt;span style="font-weight: bold;"&gt;Aliens:&lt;/span&gt;&lt;/a&gt;  You should have listened to &lt;a href="http://www.coasttocoastam.com/pages/art-bell"&gt;Art Bell&lt;/a&gt; while you had the chance! Now  these entities from distant dimensions have invaded and set up shop!&lt;br /&gt;&lt;br /&gt;&lt;a href="http://mythadvocate.blogspot.com/2010/04/atomic-dawn-basic-setting.html"&gt;&lt;span style="font-weight: bold;"&gt;Basic Setting:&lt;/span&gt;&lt;/a&gt; This covers the basic ins and outs of the campaign setting, but nothing too specific.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://mythadvocate.blogspot.com/2010/05/atomic-dawn-costmart.html"&gt;&lt;span style="font-weight: bold;"&gt;CostMart:&lt;/span&gt;&lt;/a&gt; The last survivor of the Price Wars is now a major player in the post-apocalyptic world.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://mythadvocate.blogspot.com/2010/05/atomic-dawn-religion.html"&gt;&lt;span style="font-weight: bold;"&gt;Religion:&lt;/span&gt;&lt;/a&gt; Like it or not, religion plays a major role in culture. Here is listed the major religions of the Atomic Dawn campaign setting.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://mythadvocate.blogspot.com/2011/04/atomic-dawn-mutant-future-skill-system.html"&gt;&lt;span style="font-weight: bold;"&gt;Skill System:&lt;/span&gt;&lt;/a&gt; A simple skill system for Mutant Future or Labyrinth Lord.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://mythadvocate.blogspot.com/2010/08/atomic-dawn-alamo-empire.html"&gt;&lt;span style="font-weight: bold;"&gt;&lt;/span&gt;&lt;/a&gt;&lt;a href="http://mythadvocate.blogspot.com/2010/05/atomic-dawn-costmart.html"&gt;&lt;span style="font-weight: bold;"&gt;&lt;/span&gt;&lt;/a&gt;&lt;a href="http://mythadvocate.blogspot.com/2010/05/atomic-dawn-aliens.html"&gt;&lt;span style="font-weight: bold;"&gt;&lt;/span&gt;&lt;/a&gt;I will add to this same post as  develop more components to the setting. I have some great stuff to add, so stay tuned!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-9187373454864175623?l=mythadvocate.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mythadvocate.blogspot.com/feeds/9187373454864175623/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=1154506515895993370&amp;postID=9187373454864175623&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/9187373454864175623'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/9187373454864175623'/><link rel='alternate' type='text/html' href='http://mythadvocate.blogspot.com/2011/04/atomic-dawn-table-of-contents.html' title='Atomic Dawn: Table of Contents'/><author><name>Aaron</name><uri>http://www.blogger.com/profile/03750283246511456940</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://3.bp.blogspot.com/--zWDaSP4MMw/TcC8pXWLiaI/AAAAAAAAAl8/5uzUxgIfznE/s220/Rawk%2BOn%2521.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_HFRQ-pmmOnU/S787Jf1JEWI/AAAAAAAAAdI/m4f9KfZXvVo/s72-c/Merica+4.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1154506515895993370.post-6501182897568424678</id><published>2011-03-11T10:39:00.000-08:00</published><updated>2011-03-12T06:08:59.231-08:00</updated><title type='text'>Avis: Old Scratch and Friends</title><content type='html'>When telling a story, sometimes  you need a cackling villain. Not a guy who does bad things even though he loves his mother, or who has a decent or even good side, but someone who is only motivated by his own greed, and who is Evil with a capital E. Towards this end, let me introduce Old Scratch and a few of his friends. This fiend is very active &lt;span class="postbody"&gt;in the world of &lt;a href="http://mythadvocate.blogspot.com/2010/08/world-of-avis-campaign-setting.html"&gt;  Avis&lt;/a&gt; but can easily find his way into any campaign setting. &lt;/span&gt;Unlike Jack Frost, Old Scratch does not serve any of  &lt;span class="postbody"&gt;&lt;a href="http://mythadvocate.blogspot.com/2010/09/avis-twelve-gods.html"&gt;The Twelve Gods&lt;/a&gt; &lt;/span&gt;,  though he and the Old Man of the Sea and Mother Necessity do have some dealings. Rather, Old Scratch serves himself, seeking to steal souls for his own purposes.&lt;br /&gt;Game Masters should not overuse Old Scratch. He is not just a potent baddie for characters to bash and fight with swords and spells, hes a bit too powerful for that anyway. Rather Old Scratch needs to be fought with riddles, guile and appealing to his twisted sense of honor. Game Masters using Old Scratch need to remember that this demon lord is SMART, and has long ago mastered lying and cheating. Player characters beware!&lt;br /&gt;&lt;span class="postbody"&gt;This monster is made using the &lt;a href="http://www.goblinoidgames.com/labyrinthlord.html"&gt;Labyrinth Lord&lt;/a&gt; system. This system is a re-working of the classic Dungeons and Dragons game system. Simple rules with infinite possibilities.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Old Scratch&lt;/span&gt; (Demon Lord)&lt;br /&gt;&lt;a href="http://2.bp.blogspot.com/_T6QNT39-HnQ/StYd34E-AnI/AAAAAAAAAZE/OKEKRSVt0tY/s400/devilDDW_05.jpg"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 236px; height: 177px;" src="http://2.bp.blogspot.com/_T6QNT39-HnQ/StYd34E-AnI/AAAAAAAAAZE/OKEKRSVt0tY/s400/devilDDW_05.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;span style="font-weight: bold;"&gt;No. Enc:&lt;/span&gt; 1 (Unique)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Alignment:&lt;/span&gt; Chaotic&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Movement:&lt;/span&gt; 120' (40'), fly 180’ (60’)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Armor Class:&lt;/span&gt; -2&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Hit Dice:&lt;/span&gt; 21+ (666 hp)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Attacks: &lt;/span&gt;3 (2 claws, 1 bite)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Damage: &lt;/span&gt;1d6/1d6/1d4 or by weapon +3&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Save:&lt;/span&gt; F21&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Morale: &lt;/span&gt;4&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Hoard Class:&lt;/span&gt; XXXV (Mostly gold and magic items)&lt;br /&gt;&lt;span style="font-style: italic; color: rgb(51, 51, 153);"&gt;"Why should that worry you? A soul? A soul is nothing. Can you see it,  smell it, touch it? No. This soul, *your* soul, are nothing against  seven years of good luck. You'll have money and all that money can buy."&lt;/span&gt;&lt;span style="color: rgb(51, 51, 153);"&gt; -Old Scratch&lt;/span&gt;&lt;br /&gt;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. He usually seems friendly, well mannered, entertaining and helpful, but this is merely a ruse. This demon lord maintains a furnace realm which hungers for the souls of mortals, and Old Scratch is always looking for more firewood.&lt;br /&gt;Though he prefers guile to combat, Old Scratch may attack with two claws and a bite each round, or may use any of the following spell-like abilities at will: &lt;span style="font-style: italic;"&gt;animate dead, bestow/remove curse, cause disease, create food and water, detect magic, dispel magic, ESP&lt;/span&gt; (always active),  &lt;span style="font-style: italic;"&gt;fear,  find traps, gate, illusion, insect plague, irresistible dance, know alignment, locate object, magic jar, mass charm, passwall, polymorph self, project image, read magic, snake charm, sticks to snakes, symbol&lt;/span&gt; (all), &lt;span style="font-style: italic;"&gt;time stop&lt;/span&gt;, and &lt;span style="font-style: italic;"&gt;true seeing&lt;/span&gt;. Old Scratch may only be struck with weapons of +2 or better enchantment. Furthermore, once per day Old Scratch can gate 2d4 7HD Hell Hounds, which often accompany him in his guise as the Wild Huntsman, chasing the souls of the damned (see Damned Souls below). Old Scratch has the following powers: Infravision (120’), Half damage  from cold-based attacks, Half damage from electrical-based attacks, No  damage from fire-based attacks (all), Telepathy (allows all languages to  be understood).&lt;br /&gt;The most potent power that old scratch possesses is the ability to grant one to three wishes to those who sell their souls to him via written contract (the number of wishes are determined at the time that the contract is written). The results of these wishes can be either good or evil, but cannot be made to directly break the character contract with Old Scratch.&lt;br /&gt;Common Magic Items carried: Bag of Holding (Devouring when out of his hands), Amulet vs. Crystal Balls and ESP, Chime of Opening, Carpet of Flying, Ring of Invisibility.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Infernal Witch &lt;/span&gt;(Standard Order Demon)&lt;br /&gt;&lt;a href="http://4.bp.blogspot.com/_qFGNqgjrCuM/TNHb8RDlcqI/AAAAAAAAAb0/DL-pfte_K88/s400/devildnielwbstr3.jpg"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 240px; height: 179px;" src="http://4.bp.blogspot.com/_qFGNqgjrCuM/TNHb8RDlcqI/AAAAAAAAAb0/DL-pfte_K88/s400/devildnielwbstr3.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;span style="font-weight: bold;"&gt;No. Enc:&lt;/span&gt; 1d6 (1d6)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Alignment: &lt;/span&gt;Chaotic&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Movement:&lt;/span&gt; 120’(40’)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Armor Class:&lt;/span&gt; 5&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Hit Dice:&lt;/span&gt; 6&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Attacks:&lt;/span&gt; 3 (claw, claw, bite or by weapon)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Damage:&lt;/span&gt; 1d4,1d4,1d6 by weapon +2&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Save:&lt;/span&gt; F6&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Morale:&lt;/span&gt; 9&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Hoard Class: &lt;/span&gt;XX&lt;br /&gt;Infernal Witches are not mortal spellcasters, but humans who have made a terrible pact with Old Scratch (or other demon lord), gaining infernal powers in return for their immortal souls and service in the mortal world. Infernal Witches (male or female) are generally indistinguishable from human beings, but always have a physical deformity by which their nature may be detected. This deformity can be scaly, warty or slimy skin, an odd odor or an animals tail or feet and can be concealed by cloaks, hats or other garments.&lt;br /&gt;All infernal witches can be considered to be an Alchemist (see page 47 LL rulebook) in regard to potion making. Infernal witches have the innate ability to &lt;span style="font-style: italic;"&gt;charm person &lt;/span&gt;which they use to beguile human men and women. Furthermore, all infernal witches gain the following spell-like abilities- &lt;span style="font-style: italic;"&gt;climbing &lt;/span&gt;(as potion, 1 turn duration), &lt;span style="font-style: italic;"&gt;darkness &lt;/span&gt;(as cleric), &lt;span style="font-style: italic;"&gt;sleep &lt;/span&gt;(1/Day) and &lt;span style="font-style: italic;"&gt;invisibility &lt;/span&gt;(2/Day). Infernal Witches may only be dealt damage with magical weapons that are +1 or better. However, they are susceptible to damage from ordinary weapons made of pure iron. As demons infernal witches gain the following have Infravision (90’), Half damage from cold-based attacks, Half damage from electrical-based attacks, Half damage from fire-based attacks (all), Telepathy (allows all languages to be understood) .&lt;br /&gt;Because not all witches are old or ugly in appearance (many are very attractive) some well meaning or lust filled people think that these creatures can be rescued from their demonic servitude. However this is not possible, these creatures are irredeemable, and can and will commit any evil.&lt;br /&gt;Infernal Witches congregate during the dark of the moon to hold wild celebrations, to which the wickedest sort of intelligent monsters in the area will likely attend, including lesser demons, gargoyles and the like. Sometimes Old Scratch himself might attend such gatherings, at which point he typically gives out gifts of magic items such as a broom of flying or a bridle of polymorph (Transforms a sleeping human into a Light Riding Horse for one night), and any number of cursed items.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Damned Souls&lt;/span&gt;&lt;br /&gt;&lt;a href="http://www.cartage.org.lb/en/themes/arts/painting/paint-late-mid/gothicpaint/weyden/damned.jpg"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 204px; height: 140px;" src="http://www.cartage.org.lb/en/themes/arts/painting/paint-late-mid/gothicpaint/weyden/damned.jpg" alt="" border="0" /&gt;&lt;/a&gt;Damned Souls are the spirits of those who were taken by Old Scratch and burned in the furnaces of Hell. These Damned Souls look much like they did in life, though with a singed look (the fires of hell still on them), and wild mad eyes. These beings are now considered to be lower order demons, and have alignments of “Chaotic” regardless of their natures in life. They hate the living and cannot be redeemed by mortal effort.&lt;br /&gt;Damned Souls have the stats of NPC Dwarves, Elves and Men (of any sort), but posses the spell like ability to cast &lt;span style="font-style: italic;"&gt;fear &lt;/span&gt;2/Day, and the following powers:&lt;br /&gt;As demons, damned souls have the following abilities: Infravision (90’), Half damage from cold-based attacks, Half damage from electrical-based attacks, Half damage from fire-based attacks (all), Telepathy (allows all languages to be understood).&lt;br /&gt;On occasion, damned souls will get loose into the mortal world. When this happens, it is never a good thing, as these beings are unrepentant and profoundly jealous of the living. On occasion, Damned Souls are purposely released by Old Scratch so that he and other demons might hunt them for sport. These "Wild Hunts" are terrible to behold, as despite their evil nature, damned souls were once mortal folk.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-6501182897568424678?l=mythadvocate.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mythadvocate.blogspot.com/feeds/6501182897568424678/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=1154506515895993370&amp;postID=6501182897568424678&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/6501182897568424678'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/6501182897568424678'/><link rel='alternate' type='text/html' href='http://mythadvocate.blogspot.com/2011/03/avis-old-scratch-and-friends.html' title='Avis: Old Scratch and Friends'/><author><name>Aaron</name><uri>http://www.blogger.com/profile/03750283246511456940</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://3.bp.blogspot.com/--zWDaSP4MMw/TcC8pXWLiaI/AAAAAAAAAl8/5uzUxgIfznE/s220/Rawk%2BOn%2521.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_T6QNT39-HnQ/StYd34E-AnI/AAAAAAAAAZE/OKEKRSVt0tY/s72-c/devilDDW_05.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1154506515895993370.post-2179420192458129164</id><published>2011-02-10T17:16:00.001-08:00</published><updated>2011-02-10T17:23:09.805-08:00</updated><title type='text'>Avis: Jack Frost</title><content type='html'>&lt;span class="postbody"&gt;Below is one of the chief servants of the North   Wind (see &lt;a href="http://mythadvocate.blogspot.com/2010/09/avis-twelve-gods.html"&gt;The Twelve Gods&lt;/a&gt; for details), and a powerful "god" of the far North in my home campaign world of &lt;a href="http://mythadvocate.blogspot.com/2010/08/world-of-avis-campaign-setting.html"&gt;  Avis&lt;/a&gt;. Goblins, orcs, frost salamanders, ice elves, trolls, yetis and   other beings revere this demon lord, and he is served by many others.   The people of the North try very hard to stay on the good side of this   fellow, leaving offerings for him on chilly nights and carving statues   of him out of wood or ice. Jack Frost is often more playful than   malevolent, but this changes very quickly as he has a cruel sense of   humor.&lt;br /&gt;This monster is made using the &lt;a href="http://www.goblinoidgames.com/labyrinthlord.html"&gt;Labyrinth Lord&lt;/a&gt; system. This system is a re-working of the classic Dungeons and Dragons game system. Simple rules with infinite possibilities.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Jack Frost&lt;/span&gt; (Demon Lord)&lt;br /&gt;&lt;img src="http://3.bp.blogspot.com/_-snzLnJL_24/SzpQTUmd-BI/AAAAAAAADR8/M5lcYN8I3u4/s1600/Frost_Rackham.jpg" border="0" /&gt;&lt;br /&gt;&lt;span style="color:blue;"&gt;"Dost thou know me?-me, the red-nosed Frost?"&lt;br /&gt;-Jack Frost&lt;/span&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;No. Enc.:&lt;/span&gt; Unique&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Alignment:&lt;/span&gt; Chaotic&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Movement: &lt;/span&gt;120ft (60ft), Fly 120ft (60ft)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Armor Class: &lt;/span&gt;-4&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Hit Dice: &lt;/span&gt;150 hp&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Attacks:&lt;/span&gt; 3 (Claw/Claw/Bite)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Damage:&lt;/span&gt; 1d6/1d6/1d10&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Save: &lt;/span&gt;F21&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Morale:&lt;/span&gt; 10&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Hoard Class:&lt;/span&gt; XXI&lt;br /&gt;Jack  Frost is the cruel spirit of crisp, cold, winter weather and a  chief  ally of the North Wind.  He appears as a gaunt, elfin man with an  over  long nose and a long flowing beard covered all over in frost and  ice.  Though a demon, Jack Frost is a fickle and strange being, sometimes   known to be kind to those with unflinchingly good manners. Still, he   takes great pleasure in nipping scores of noses and ears and toes with   frostbite, and will think nothing of killing all who foolishly enter his   realm. Jack Frost rules over a kingdom of ice in the far north, though   he himself is rarely home as he loves traveling the north, looking for   opportunities for mischief.&lt;br /&gt;Bone-chilling cold emanates from the  Jack Frost, and all creatures  within 120ft that are susceptible to cold  damage receive 1d8 hit points  of damage per round. Jack Frost is  unharmed by all cold-based damage and  nonmagical weapons lower than +2.  Jack Frost is unaffected by sleep or  charm &lt;span style="color: rgb(0, 0, 0);"&gt;spells&lt;/span&gt;.  Jack Frost may  attack with two claws and a bite each round, or may use  any of the  following spell-like abilities, usable at will: &lt;span style="font-style: italic;"&gt;animate dead, cause fear&lt;/span&gt; (as the wand), &lt;span style="font-style: italic;"&gt;control weather&lt;/span&gt; (winter weather only), &lt;span style="font-style: italic;"&gt;detect   invisibility, detect magic, feeblemind, fly, invisibility, know   alignment, phase door, read magic, read languages, simulacrum, sleep,   wall of ice, wither&lt;/span&gt; (as the staff), &lt;span style="font-style: italic;"&gt;gate &lt;/span&gt;and &lt;span style="font-style: italic;"&gt;symbol of pain&lt;/span&gt;. Once per day, Jack Frost may summon 4d6 Wights or 4d4 Yeti and command them to attack opponents.&lt;br /&gt;As  a demon, Jack Frost has the following powers: Infravision (90’), Half   damage from electrical-based, attacks, Half damage from fire-based   attacks (all), Telepathy (allows all languages to be understood).&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-2179420192458129164?l=mythadvocate.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mythadvocate.blogspot.com/feeds/2179420192458129164/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=1154506515895993370&amp;postID=2179420192458129164&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/2179420192458129164'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/2179420192458129164'/><link rel='alternate' type='text/html' href='http://mythadvocate.blogspot.com/2011/02/avis-jack-frost.html' title='Avis: Jack Frost'/><author><name>Aaron</name><uri>http://www.blogger.com/profile/03750283246511456940</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://3.bp.blogspot.com/--zWDaSP4MMw/TcC8pXWLiaI/AAAAAAAAAl8/5uzUxgIfznE/s220/Rawk%2BOn%2521.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_-snzLnJL_24/SzpQTUmd-BI/AAAAAAAADR8/M5lcYN8I3u4/s72-c/Frost_Rackham.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1154506515895993370.post-849223838862014290</id><published>2011-02-03T12:07:00.000-08:00</published><updated>2011-02-22T05:58:00.075-08:00</updated><title type='text'>Porandor: Other Deities</title><content type='html'>Deities other than the Orc pantheon are worshiped in Porandor, with the cults of those beings being allies during the Great War. All of the cults of these deities must pay tribute to the local orc temples and defer to them in rulings of dispute. Despite this rule, squabbling, assassination and outright conflict does occur.&lt;br /&gt;Non-orcish deities tolerated in and around Porandor are those of &lt;a href="http://en.wikipedia.org/wiki/Boccob"&gt;Boccob&lt;/a&gt;, &lt;a href="http://en.wikipedia.org/wiki/Erythnul"&gt;&lt;/a&gt;&lt;a href="http://en.wikipedia.org/wiki/Fharlanghn"&gt;Fharlanghn&lt;/a&gt;, &lt;a href="http://en.wikipedia.org/wiki/Lolth"&gt;Lolth&lt;/a&gt;, &lt;a href="http://en.wikipedia.org/wiki/Tiamat_%28Dungeons_%26_Dragons%29"&gt;Tiamat&lt;/a&gt;, &lt;a href="http://en.wikipedia.org/wiki/Wee_Jas"&gt;&lt;/a&gt;and the following:&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Cegilune &lt;/span&gt;(Lesser Deity)&lt;br /&gt;&lt;a href="http://t3.gstatic.com/images?q=tbn:ANd9GcRNss1WcCHfitSGeCazkF-oLlXLwmTdwSPJCbo5hJ2Jq0UWDFvOtA&amp;amp;t=1"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 225px; height: 169px;" src="http://t3.gstatic.com/images?q=tbn:ANd9GcRNss1WcCHfitSGeCazkF-oLlXLwmTdwSPJCbo5hJ2Jq0UWDFvOtA&amp;amp;t=1" alt="" border="0" /&gt;&lt;/a&gt;&lt;span style="font-weight: bold;"&gt;Title(s): &lt;/span&gt;Queen of Hags, The Great Crone&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Home Plane: &lt;/span&gt;Hagsend (Gray Waste of Hades)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Alignment:&lt;/span&gt; Neutral Evil&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Portfolio:&lt;/span&gt; Larvae, Hags, the Moon&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Domains:&lt;/span&gt; Evil, Knowledge, Magic&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Favored Weapon:&lt;/span&gt; Quarterstaff&lt;br /&gt;Cegilune is the hag deity of &lt;a href="http://planewalking.dungeons.ru/outer/gray%20waste/gray%20waste.htm"&gt;Larvae&lt;/a&gt;, &lt;a href="http://www.d20srd.org/srd/monsters/hag.htm"&gt;Hags&lt;/a&gt;, and the Moon. She is the patron goddess of all hags, including &lt;a href="http://www.d20srd.org/srd/monsters/nightHag.htm"&gt;Night Hags&lt;/a&gt;. Her symbol is an overflowing black cauldron. Cegilune appears as a filthy hag with yellow-brown skin. She may also appear as a young human or elf woman, or as a homely old lady. Very rarely, she'll manifest as a scruffy orc or goblinoid woman. In all of her forms, she carries a small iron pot.&lt;br /&gt;Cegilune has no allies, although she has dealings with some of the evil gods of the giants. She is said to have mated with Grolantor, and as such is considered one of the ancestresses of the hill giant race. Cegilune makes her lair in the realm of Hagsend in Pluton, the third gloom of the Gray Waste of Hades. She is said to dwell in a filthy, bone-strewn cave halfway up a bleak mountain of desolate black rock. There, she endlessly stirs her cauldron; a full moon hovers over it.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Worship&lt;/span&gt;&lt;br /&gt;Cegilune is feared by sylvan beings as a dark and bloody stalker, and even hags despise their goddess, hating her for what she has made of them, respecting only her power. They fear her greed, believing she will take from them that which is rightfully theirs. Cegilune rules the night hags with an iron hand, sending them forth to gather larvae for her use.&lt;br /&gt;Cegilune is worshiped in grisly shrines near the cauldrons of her followers. Cegilune is worshiped with praises and curses every night, cumulating in a ceremony held under the full moon nearest the Winter Solstice, when her worshipers compete to inflict the greatest suffering in the blood sacrifices they offer their fell patron.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;In Porandor&lt;/span&gt;&lt;br /&gt;Cegilune is greatly respected and rightly feared in Porandor. This goddess craves the souls of Neutral Evil persons to make into larvae, a fate even orcs fear. This causes most orcs to cling all the more to the worship of the &lt;a href="http://mythadvocate.blogspot.com/2011/01/porandor-orc-gods.html"&gt;orc pantheon&lt;/a&gt;, and thus the cult of Cegilune is tolerated. The orc deity Yurtrus and Cegilune have an uneasy truce though frequent conflict between the two cults in not unheard of. Female orcs, ogres and goblins often worship this goddess in Porandor, so as to gain greater power in their overtly masculine cultures.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Grolantor &lt;/span&gt;(Intermediate Deity)&lt;br /&gt;&lt;a href="http://images.wikia.com/narnia/images/3/39/Rumblebuffin.jpg"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 114px; height: 138px;" src="http://images.wikia.com/narnia/images/3/39/Rumblebuffin.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;span style="font-weight: bold;"&gt;Title: &lt;/span&gt;The Great Glutton&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Home plane: &lt;/span&gt;Stedding (Tarterian Depths of Carceri)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Symbol:&lt;/span&gt; Wooden Club&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Alignment:&lt;/span&gt; Chaotic Evil (CN Tendencies)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Portfolio:&lt;/span&gt; Hunting, combat, feasting&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Domains:&lt;/span&gt; Chaos, Death, Earth, Evil&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Favored Weapon:&lt;/span&gt; Dwarfcrusher (Greatclub)&lt;br /&gt;Grolantor is the deity worshiped by the &lt;a href="http://www.dandwiki.com/wiki/SRD:Hill_Giant"&gt;hill giant&lt;/a&gt; race, as well as &lt;a href="http://www.d20srd.org/srd/monsters/ettin.htm"&gt;ettins&lt;/a&gt;, and some &lt;a href="http://www.dandwiki.com/wiki/SRD:Frost_Giant"&gt;frost giants&lt;/a&gt;, &lt;a href="http://www.d20srd.org/srd/monsters/ogre.htm"&gt;ogres&lt;/a&gt; and half-ogres. His sacred animal is the dire wolf. Grolantor looks like a 25-foot-tall hill giant, wearing several belts of woven dwarf beards. Grolantor is evil second and stupid first, disowned by his brother giant gods for his foolishness and relative weakness. Some say he created the race of hill giants by collecting and interbreeding the runts of earlier giant broods, then further polluted this stock by mating with various serpents, medusa-like hags, and the goddess Cegilune. The ettins are said to have descended from Grolantor and a monstrous serpent with a head on both ends of her coiled body.&lt;br /&gt;Grolantor's realm in Cathrys, the second layer of &lt;a href="http://en.wikipedia.org/wiki/Carceri"&gt;Carceri&lt;/a&gt;, is called the Steading. The orbs above his realm are ruled by &lt;a href="http://dnd4e.org/cc/converted/outsider/demodand/shator.htm"&gt;shator demodands&lt;/a&gt;, a weak-willed, toadying lot that cede to him their vassalage, more out of fear of the giant petitioners that make up the armies of Grolantor than out of any love for the hill giant god. His realm itself is little more than a wooden house.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Worship&lt;/span&gt;&lt;br /&gt;Grolantor is worshiped by &lt;a href="http://www.dandwiki.com/wiki/SRD:Hill_Giant"&gt;hill giant&lt;/a&gt;s, &lt;a href="http://www.d20srd.org/srd/monsters/ettin.htm"&gt;ettins&lt;/a&gt;, and some &lt;a href="http://www.dandwiki.com/wiki/SRD:Frost_Giant"&gt;frost giants&lt;/a&gt; and &lt;a href="http://www.d20srd.org/srd/monsters/ogre.htm"&gt;ogres&lt;/a&gt;. Grolantor is strong and willfully stupid. He teaches his followers to persecute "lesser races" - that is, those smaller than hill giants. His hill giant shamans stubbornly refuse to admit they are smaller than any other giant breeds. &lt;a href="http://www.d20srd.org/srd/monsters/ettin.htm"&gt;Ettins&lt;/a&gt; worship Grolantor in a dual-aspect manner, and their dogma differs from that of the hill giants in many crucial respects, often preventing alliances between the two races. The most important thing for a follower of Grolantor is to never admit weakness, and to crush the weak.&lt;br /&gt;Grolantor's priests wear dark brown armor made from horn, and adorn their heads with skulls. They regularly organize hunting parties and skirmishing warbands, and take it upon themselves to root out what they perceive as weakness among their kind and elsewhere. They are not permitted to ever back down from a challenge. Grolantor's favored weapon is the club. Grolantor has no particular holy days, and is unusual among evil deities in that he demands no sacrifices. The closest thing to formal ritual among his worshipers is eating and drinking contests.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;In Porandor&lt;/span&gt;&lt;br /&gt;Grolantor is by far the favored deity for Ogres and Trolls over the more traditional Vaprak (see below). This is due mostly to the fact that Grolantor asks very little from his followers save for toasts at meals, feasts in his honor and for his followers to live a giantish life. &lt;a href="http://en.wikipedia.org/wiki/Menhir"&gt;Menhir&lt;/a&gt; are often constructed in honor or Grolantor, acting both as worship sites and to act as markers for the stone throwing competitions to loved by giants of all breeds.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;Laduguer &lt;/span&gt;(Intermediate Deity)&lt;br /&gt;&lt;a href="http://cdn.hragvartanian.com/wp-content/uploads/2007/12/fagin.jpg"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 114px; height: 131px;" src="http://cdn.hragvartanian.com/wp-content/uploads/2007/12/fagin.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;span style="font-weight: bold;"&gt;Title(s):&lt;/span&gt; The Exile, the Gray Protector, Master of Crate, the Slave Driver, the Taskmaster, the Harsh&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Home plane:&lt;/span&gt; Infernal Battlefield of Acheron&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Alignment:&lt;/span&gt; Lawful Evil (LN tendencies)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Portfolio:&lt;/span&gt; Crafts, magic, protection&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Domains:&lt;/span&gt; Evil, Law, Magic, Protection&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Favored Weapon: &lt;/span&gt;Warhammer&lt;br /&gt;Laduguer appears as a tall, gaunt &lt;a href="http://www.dandwiki.com/wiki/SRD:Duergar"&gt;duergar&lt;/a&gt; with skin that can change between gray and brown to match the nearby rock. He is bald and perpetually frowning. He is inclined toward evil, but this is mostly turned inward, gloomy and unforgiving over what he feels is his rejection by his kin. He is supremely lawful above all else, despising the other dwarven deities for being lazy, indolent, and feckless.&lt;br /&gt;The priests of Laduguer teach that superiors must be strictly and promptly obeyed. They teach the importance of dedication to one's craft and endless toil to achieve wealth, security, and power. They view life as a harsh existence in which nothing is easy; this is the proper, honorable way to live, as reward without effort is sin. Laduguer teaches his people to suffer stoically and remain aloof from other dwarven peoples, who are lazy and weak. The weak are undeserving, and adversity is Laduguer's forge.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Worship&lt;/span&gt;&lt;br /&gt;Laduguer only answers the prayers of dwarves. Prospective clerics of the Gray Protector engage in many hours of repetitive prayer, punctuated by hard labor and other tests of endurance. The accumulation of their trials involves being trapped between two heavy stone blocks and left there for a week. If they manage to obdurately continue to the satisfaction of their superiors, they are initiated into the priesthood in a ceremony involving branding and torture and permitted to subject new prospects to similarly mind-numbing exercises.&lt;br /&gt;Clerics of Laduguer, called thuldors, wear heavy armor and gray, hooded mantles. The symbol of Laduguer is branded on their foreheads. Their favored weapon is the warhammer. They are often the rulers of their people. It is their job to protect (often with traps) and maintain order in their communities. They keep the duergar cities free from other races. They tend to be skilled craftsmen, especially the older and frailer ones.&lt;br /&gt;One day a year, on the Winter Solstice, the duergar observe the ceremony of Grimtidings. They lay down their tools and gather to hear stories of their voluntary exile and the decadence of other dwarves. Laduguer is praised for his great skill, and the duergar swear vengeance against those who have insulted their god and their people.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;In Porandor&lt;/span&gt;&lt;br /&gt;Early on in the Great Orc/Elf War, the cult of Laduguer saw a grand opportunity for profit at the expense of the Elves of Iroth. Weapons, armor, war machines and mercenaries were supplied to the growing orc war host, and the duergar grew very rich. Now the cult of the Slave Driver is the most influential non-orc religion in the Empire, as duergar craftsmanship and gold are a major force in the Empires economy. They are not loved however, as many orcs chafe at taxed and prices demanded for grey dwarf merchandise.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Maglubiyet &lt;/span&gt;(Greater Deity)&lt;br /&gt;&lt;a href="http://tolkiengateway.net/w/images/5/57/Rankin-Bass%27_Great_Goblin.jpg"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 124px; height: 135px;" src="http://tolkiengateway.net/w/images/5/57/Rankin-Bass%27_Great_Goblin.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;span style="font-weight: bold;"&gt;Title(s): &lt;/span&gt;Fiery-Eyes, the Mighty One, the High Chieftain, the Lord of Depths and Darkness, the Battle Lord&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Home Plane:&lt;/span&gt; Clangor (Infernal Battlefield of Acheron)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Alignment:&lt;/span&gt; Neutral Evil&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Portfolio: &lt;/span&gt;Goblins, hobgoblins, war, wargs, leadership&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Domains: &lt;/span&gt;Animal, Chaos, Destruction, Evil, Trickery&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Favored Weapon: &lt;/span&gt;Axe (any)&lt;br /&gt;Maglubiyet is the chief deity of goblins, bugbears, and hobgoblins. He is a god of war and leadership who rules over the goblin pantheon with an iron fist. Maglubiyet's many titles include: Fiery-Eyes, the Mighty One, the High Chieftain, and the Lord of Depths and Darkness. As a god of war and a great general he is also known as the Battle Lord. Maglubiyet appears as a giant (11 feet tall), black-skinned goblin with flaming eyes, powerfully-muscled arms and sharp talons. He wields a mighty coal-black battle axe that constantly drips blood.&lt;br /&gt;Maglubiyet's divine realm is Clangor, located on the plane of Acheron. His capital is a fortress city called Grashmog, which translated from the goblin tongue means the "Heart of Battle." The mightiest goblin city in Clangor is Shetring, a fortification with five bridges spanning the River Lorfang. Maglubiyet lives at the bottom of a waterfall of the river in a cavern of magnificently carved steel dripping with moisture. From his throne of flaming iron, Maglubiyet commands the souls of goblins, hobgoblins, and worgs to wage eternal war against the orcish petitioners of Gruumsh. He also employs baatezu, barghests, and yugoloths as mercenaries and commanders to bolster his armies.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Worship&lt;/span&gt;&lt;br /&gt;Maglubiyet is worshiped by goblins and hobgoblins alike. His goblin worshipers are sometimes referred to as the "sons of Maglubiyet." Maglubiyet revels in conflict and destruction and constantly pushes his followers to wage war, particularly against dwarves and gnomes. He encourages goblins to increase their numbers in order to overrun their enemies. As a paranoid god he is prone to destroy lesser goblin deities when he suspects treachery or he thinks they are becoming too powerful.&lt;br /&gt;The priests and shamans of Maglubiyet are his mouthpieces on the Material Plane. They fulfill his demands for blood sacrifices by dispatching victims with an axe. They believe that these sacrifices strengthen Maglubiyet. His clergy is almost always drawn from the goblin and hobgoblin races. Maglubiyet communes with his priests through omens. Blood flowing from the edge of an axe, abnormal behavior in worgs and wolves, and speaking directly through shamans in a trance are all ways he makes his will known.&lt;br /&gt;Maglubiyet's priests wear gray-green scale mail and conical hats. Maglubiyet is worshiped in cave temples where sacrifices of hearts are made to him monthly. His holy day is the new moon.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;In Porandor&lt;/span&gt;&lt;br /&gt;For the sake of the Great War with the Elves the &lt;a href="http://mythadvocate.blogspot.com/2011/01/porandor-orc-gods.html"&gt;Orc Pantheon&lt;/a&gt; and Maglubiyet joined forces. And though this alliance was successful, the violent and jealous nature of both Gruumsh and Maglubiyet brought this alliance to a crashing end fairly soon after the war. Now, worship of Maglubiyet is considered a threat to the sovereignty of the Empire and is largely suppressed, though not outlawed. A great many goblins still worship Maglubiyet though they keep this faith a secret and shrines to hidden and remote locales. Outside of the borders of the Empire, the cult of Maglubiyet is strong and growing in number, especially amongst the Hobgoblin tribes of the south...&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Vaprak &lt;/span&gt;(Lesser Deity)&lt;br /&gt;&lt;a href="http://egospew.com/blog/wp-content/uploads/2007/06/grendel.jpg"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 139px; height: 148px;" src="http://egospew.com/blog/wp-content/uploads/2007/06/grendel.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;span style="font-weight: bold;"&gt;Title:&lt;/span&gt; The Destroyer&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Home plane:&lt;/span&gt; Infinite Layers of the Abyss&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Symbol:&lt;/span&gt; Taloned Hand&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Alignment: &lt;/span&gt;Chaotic Evil&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Portfolio:&lt;/span&gt; Combat, greed&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Domains: &lt;/span&gt;Chaos, Destruction, Evil, War&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Favored Weapon:&lt;/span&gt; Grinder (Greatclub)&lt;br /&gt;Vaprak is the deity worshiped by ogres and trolls. Vaprak is also known as "The Destroyer." Vaprak has a humanoid form colored an exceedingly horrid mottled brown and green. He has an elemental, savage quality that endears him to ogres and trolls. Vaprak holds the other giantish gods in awe and respect, however, and fears that his race may abandon him to worship them. He is not a planner or a thinker; he merely destroys, ferociously, as quickly as he can, urging his followers to do the same.&lt;br /&gt;Vaprak himself has three sons: Anori (or Agmori), Hakuni, and Muaj, who are believed to have sired the three races of ogre magi. Vaprak makes his home in Shatterstone, the 524th layer of the Abyss. There, he dwells in a pitiful cave at the base of a great cliff.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Worship&lt;/span&gt;&lt;br /&gt;Vaprak is worshipped chiefly by &lt;a href="http://www.d20srd.org/srd/monsters/ogre.htm"&gt;ogres&lt;/a&gt; and &lt;a href="http://www.d20srd.org/srd/monsters/troll.htm"&gt;trolls&lt;/a&gt;, though some humans and half-breeds such as half-ogres and ogrillions also worship him. Vaprak urges his followers to combat, aggression, and frenzy; his own fears help fuel his anxiousness that they keep themselves busy. Vaprak's priests wear blood red plate mail and war helms. They must be ferocious and constantly on the look out for opportunities to fight. They must devour all they can, but remain physically fit. They often exercise by ritually bashing one another with clubs, which helps determine rank in their violent society. Vaprak's favored weapon is the greatclub. Vaprak is worshiped in the lairs and dens of ogres and trolls.&lt;br /&gt;One curious rite practiced among the ogres of some tribes is the "Six Day Night," where ambitious tribesmen demonstrate their loyalty to Vaprak and their tribal leader by being placed in a dark cavern for six days with no food and only a small amount of water. If the initiate survives this ordeal, his status is greatly increased.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;In Porandor&lt;/span&gt;&lt;br /&gt;Vaprak is considered more of a nuisance than anything else by the orc pantheon, and worship of this deity is considerd suitable only for the mentally deficient. Cultists of The Destroyer are frequently troublemakers and drunks, though some make for useful berserkers. Along battle fronts,. acolytes of The Destroyer are used as shock troops and expendable war fodder, but are kept away from vital positions and supplies.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Demon Cults (Not available to PC's)&lt;/span&gt;&lt;br /&gt;It may come as a surprise to many D&amp;amp;D players that orcs (ogres, trolls etc) do not normally worship demons, nor are they fans of the rituals that such cults take part in. (The orcs in the Lord of the Rings served Sauron and the Nazgul out of fear rather than choice.) Orcs are traditionally enslaved by demons and powerful magicians, and so they take a dim view of all such beings. Worship of Demons and Devils are strictly outlawed in the &lt;a href="http://mythadvocate.blogspot.com/2011/01/porandor-empire-of-orcs.html"&gt;Porandor Empire&lt;/a&gt; as such beings have often enslaved orc and giant kind. Being found to be a cultist to one of these being results in execution, with cult leaders destroyed in a manner to ensure that they cannot be &lt;span style="font-style: italic;"&gt;raised&lt;/span&gt;. Some cults in particular are problematic to the Empire, as follows:&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Cult of Dagon:&lt;/span&gt; Dagon is the Obyrith lord of the sea. Worshiped by kraken, chuuls, sea hags, water nagas, and especially kuo-toa. The orc gods are greatly worried by the activity of this cult. His symbol is a Dagon's symbol is six spiraling tentacles arranged around a fanged mouth, and his favored weapon is the harpoon.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Cult of Kostchtchie:&lt;/span&gt; Kostchtchie (pronounced KOSH-chuh-chai) is the Demon Prince of Wrath and is so hateful and hideous that all other demons despise him. Frost Giants, Hill Giants, Ogres and Humans all worship this demon lord. Kostchtchie's cult are for the most part males, and certainly none of his thralls are women. Any women in his cults have marginal roles, as he is misogynistic in the extreme. Frost giant tribes under Kostchtchie's rule often increase their numbers not by reproduction but by raiding other tribes who are not worshipers of the demon lord. His symbol is a hammer rimmed in bloody ice.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Cult of Laogzed:&lt;/span&gt; Toad-like demon god of the Troglodyte race with sympathizers amongst the Kobolds. This deity is the child of Tharizdun, and the two cults often work together. Particularly hated by the Bahtru and his cult. Its symbol is an oozing toad-lizard, or a lizard's head. Laogzed's sacred animal is the toad.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Cult of Obox-Ob, Prince of Vermin:&lt;/span&gt; Obox-ob is worshiped mostly by evil vermin, and insectoid &lt;a href="http://en.wikipedia.org/wiki/Obyrith"&gt;obyrith&lt;/a&gt;, but has a sizable but secret following amongst humanoid races. Even Lolth fears this &lt;a href="http://en.wikipedia.org/wiki/Obyrith"&gt;Obyrith&lt;/a&gt; lord. His symbol is a scorpion dangling by its tail from a jawless human skull covered with twisted runes (the scorpion’s tail is threaded through the skull’s eye sockets).&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Cult of Tharizdun:&lt;/span&gt; A vile and fearsome entity that was imprisoned ages ago by a coalition of deities (good and bad) to prevent the destruction of existence itself. His holy symbols are a dark spiral rune and a two-tiered inverted ziggurat known as an obex.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-849223838862014290?l=mythadvocate.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mythadvocate.blogspot.com/feeds/849223838862014290/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=1154506515895993370&amp;postID=849223838862014290&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/849223838862014290'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/849223838862014290'/><link rel='alternate' type='text/html' href='http://mythadvocate.blogspot.com/2011/02/porandor-other-deities.html' title='Porandor: Other Deities'/><author><name>Aaron</name><uri>http://www.blogger.com/profile/03750283246511456940</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://3.bp.blogspot.com/--zWDaSP4MMw/TcC8pXWLiaI/AAAAAAAAAl8/5uzUxgIfznE/s220/Rawk%2BOn%2521.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1154506515895993370.post-1119453653974259472</id><published>2011-01-24T05:07:00.000-08:00</published><updated>2011-01-25T08:32:20.295-08:00</updated><title type='text'>Porandor: Orc Gods</title><content type='html'>Below is the central orc pantheon revered in the Porandor Empire. All of these deities are revered, though the cults of Shargraas and Yurtis are more discreet than the others. The gods of other races are worshiped in The Empire, sometimes even by orcs, but they will be detailed in another post.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Bahgtru&lt;/span&gt; (Intermediate Deity)&lt;br /&gt;&lt;a href="http://3.bp.blogspot.com/_HFRQ-pmmOnU/TT75Pis4LjI/AAAAAAAAAjo/LJnvkfAQ8Zw/s1600/Baghtru%2BSymbol.jpg"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 146px; height: 136px;" src="http://3.bp.blogspot.com/_HFRQ-pmmOnU/TT75Pis4LjI/AAAAAAAAAjo/LJnvkfAQ8Zw/s400/Baghtru%2BSymbol.jpg" alt="" id="BLOGGER_PHOTO_ID_5566160234884902450" border="0" /&gt;&lt;/a&gt;&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Titles: &lt;/span&gt;The Strong, the Leg-Breaker, Son of Gruumsh&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Home plane:&lt;/span&gt; Infernal Battlefield of Acheron&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Symbol: &lt;/span&gt;Broken Thighbone&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Alignment:&lt;/span&gt; Chaotic Evil&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Portfolio:&lt;/span&gt; Loyalty, stupidity, brute strength&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Domains: &lt;/span&gt;Chaos, Destruction, Evil, Strength&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Favored Weapon: &lt;/span&gt;Crunch (Spiked Gauntlet)&lt;br /&gt;Gruumsh's son is a the god of mindless brutality and loyalty.  Other deities think Bahgtru slow and stupid, an appellation that drives him into a fury but is none the less correct.  Bahgtru values nothing more than pure physical might and is contemptuous of anyone who he feels is weaker (which is just about everyone else).  Despite his stupidity and general disdain for others, Bahgtru is fanatically loyal to his father.  By extension, he expects his clerics to follow the orders of their chieftains unquestioningly.  This philosophy has earned him the position as the orcish god of loyalty as well as strength.&lt;br /&gt;Bahgtru is a huge, incredibly muscular orc with dirty tan skin and dull green eyes; his tusks, protruding from either side of his mouth, are glistening white from gnawing on bones. He wears little other than a great pair of cesti, or spiked gauntlets, studded with steel rivets, with which to beat his victims flat.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Worshipers&lt;/span&gt;&lt;br /&gt;Clerics of Bahgtru must have a minimum strength of 16, and must keep themselves physically fit. They cannot wear armor, but may use weapons as they choose. Those clerics who lose their required strength lose their other powers as well, and will have their spirits crushed in Bahgtru’s fists in the afterlife. His sacred animal is the ox. His holy days are on battle days, and services to honor him must be conducted on a battlefield. The bones of orcish enemies are sacrificed to him before battle.&lt;br /&gt;Bahgtru is served by baatezu, imps, maelephants, rust dragons, rust monsters, and yugoloths, although many of these are quickly put off by the Strong Arm's lack of intellect and attempt to leave (not always successfully) as quickly as possible. Other than the headaches mentioned above, Bahgtru rarely shows his favor or displeasure through such omens as the discovery of gems, as he lacks the foresight to plan such things.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Gruumsh &lt;/span&gt;(Greater Deity)&lt;br /&gt;&lt;a href="http://3.bp.blogspot.com/_HFRQ-pmmOnU/TT75V1P3gqI/AAAAAAAAAjw/MrBjgA07Hv4/s1600/Gruumsh%2BSymbol.jpg"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 152px; height: 151px;" src="http://3.bp.blogspot.com/_HFRQ-pmmOnU/TT75V1P3gqI/AAAAAAAAAjw/MrBjgA07Hv4/s400/Gruumsh%2BSymbol.jpg" alt="" id="BLOGGER_PHOTO_ID_5566160342942712482" border="0" /&gt;&lt;/a&gt;&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Titles:&lt;/span&gt; One-Eye, He Who Never Sleeps, the One-Eyed God, He Who Watches&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Home plane:&lt;/span&gt; Infernal Battlefield of Acheron&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Symbol: &lt;/span&gt;Unwinking eye&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Alignment:&lt;/span&gt; Chaotic Evil&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Portfolio: &lt;/span&gt;Orcs, conquest, strength, survival, territory&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Domains:&lt;/span&gt; Chaos, Destruction, Evil, Strength, War&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Favored Weapon:&lt;/span&gt; Bloodspear (Longspear or Shortspear)&lt;br /&gt;As the father of orcs and the leader of the orcish pantheon, Gruumsh is a fearsome and terrible god.  He exhorts his followers to great acts of savagery and bloodshed, teaching that only by taking what they want from those weaker than themselves may they prove their superiority above the other races.  He calls no one friend who is not an orc and holds a special hatred for elves and especially Corellon Larethian for an ancient grudge.  His preferred weapon is the Longspear.&lt;br /&gt;Gruumsh appears as a huge orc in black full plate. His skin is a sickly gray-black and covered almost completely in battle scars. He possesses only one eye, although its placement varies; either one singular, central eye (like a cyclops), or an eye on the right with an eyepatch over the left socket (in this form, a long, angry red scar can be seen on either side of the eyepatch.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Worshippers&lt;/span&gt;&lt;br /&gt;As orcs that are not clerics or adepts are forbidden to speak his name, Gruumsh is also known as "One-Eye," "The One-Eyed God," "He-Who-Never-Sleeps," and "He-Who-Watches."Gruumsh's priests wear dark red vestments, war helms, and black plate mail. His sacred animal is the giant rat. His holy day is the new moon, and he is worshipped in orcish lairs. A sacrifice of blood is made to him monthly.&lt;br /&gt;Gruumsh is served by baatezu, imps, maelephants, rust dragons, rust monsters, and yugoloths. He shows his pleasure by the discovery of eye-sized and shaped bloodstones, carnelians, eye agates, fire opals, garnets, lynx eyes, red tears, and rubies. Sudden blindness in both eyes or a blackened right eye (see above) are signs of his displeasure.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Ilneval &lt;/span&gt;(Intermediate Deity)&lt;br /&gt;&lt;a href="http://4.bp.blogspot.com/_HFRQ-pmmOnU/TT75bQuajWI/AAAAAAAAAj4/I5CUauFpq1E/s1600/Ilneval%2BSymbol.jpg"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 400px; height: 105px;" src="http://4.bp.blogspot.com/_HFRQ-pmmOnU/TT75bQuajWI/AAAAAAAAAj4/I5CUauFpq1E/s400/Ilneval%2BSymbol.jpg" alt="" id="BLOGGER_PHOTO_ID_5566160436217941346" border="0" /&gt;&lt;/a&gt;&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Titles: &lt;/span&gt;Son of Strife, the Horde Leader, the War Maker, the lieutenant of Gruumsh&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Home plane:&lt;/span&gt; Infernal Battlefield of Acheron&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Symbol:&lt;/span&gt; Bloodied longsword&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Alignment:&lt;/span&gt; Lawful Evil&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Portfolio:&lt;/span&gt; War, combat, overwhelming numbers, strategy&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Domains:&lt;/span&gt; Evil, Fire, Law, War&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Favored Weapon:&lt;/span&gt; Foe Smiter (Longsword)&lt;br /&gt;As Gruumsh's chief lieutenant, Ilneval holds a prominent position in orcish life. Unlike Bahgtru, Ilneval teaches that strength is not only in the arm but in the mind as well.  He is an ambitious deity with eyes for the throne of Gruumsh.  Ilneval would never betray the orc race however, no matter how strong his ambition. When the chieftains call for war, it is the clerics of Ilneval who marshal the forces and lead the battles.  His favored weapon is the Longsword.&lt;br /&gt;llneval is more of a “captain’s god” than a god of the common orcish soldier; Gruumsh is preferred by chieftains and orcish kings, and Bahgtru by common warriors. Though Gruumsh does not trust Ilneval, He-Who-Never-Sleeps has Bahgtru on his side, and this relieves some of his concerns.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Worshipers&lt;/span&gt;&lt;br /&gt;Ilneval's priests wear red metal armor and red metal helmets. His holy days are on battle days. Blood and weapons are sacrificed to him both before and after battle.&lt;br /&gt;Ilneval is served by baatezu, imps, maelephants, rust dragons, rust monsters, and yugoloths. He shows his pleasure by the discovery of bloodstones, carnelians, fire opals, garnets, red tears, and rubies, especially by particularly blood-hued gems of these types. He shows his displeasure through wounds on followers that refuse to stop bleeding or will not heal (especially if said wounds feel as if filled with acid), or by wounds that drip pitch-black blood.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Ilneval and The Empire&lt;/span&gt;&lt;br /&gt;During the Days of Doom (the Orc/Elf war) it was Ilneval and his clerics that pulled the discordant forces of the orcs into a real fighting force. Since those days the Empire has been largely maintained by the cult of this orc god, and so he is greatly admired as the symbol of what an orc king should be. So great is his influence that the Emperor must be chosen of this god as a Blackguard as well as being of impressive physical and mental skills.&lt;br /&gt;Needless to say that the cult of Ilneval and the cult of Gruumsh have a tense relationship at times. Because open conflict would devastate orc civilization, the cult of Ilneval are careful to be respectful of Gruumsh, and at all times.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Luthic&lt;/span&gt; (Lesser Deity)&lt;br /&gt;&lt;a href="http://2.bp.blogspot.com/_HFRQ-pmmOnU/TT75g8guUFI/AAAAAAAAAkA/MwkyqxLKCEk/s1600/Luthic%2BSymbol.jpg"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 165px; height: 165px;" src="http://2.bp.blogspot.com/_HFRQ-pmmOnU/TT75g8guUFI/AAAAAAAAAkA/MwkyqxLKCEk/s400/Luthic%2BSymbol.jpg" alt="" id="BLOGGER_PHOTO_ID_5566160533871022162" border="0" /&gt;&lt;/a&gt;&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Titles: &lt;/span&gt;The Healer, Great Mother, the Cave mother, the Blood Moon Witch&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Home plane:&lt;/span&gt; Infernal Battlefield of Acheron&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Symbol:&lt;/span&gt; Orc rune for home&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Alignment:&lt;/span&gt; Neutral Evil&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Portfolio:&lt;/span&gt; Caves, orc females, home, wisdom, fertility, healing, servitude&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Domains:&lt;/span&gt; Animal, Earth, Evil, Healing, Protection&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Favored Weapon:&lt;/span&gt; Tooth and Claw (Unnarmed Strike)&lt;br /&gt;Luthic is the consort of Gruumsh and mother of Bahgtru.  She represents the subservience of orc females and is associated with fertility, healing, and caverns.  Her clerics tend to the wounded from battles, care for children, and attend childbirths.  It is her clergy which more than any other that ensures the continual survival of the orc species by ensuring a steady supply of young to replace the dying.  She teaches that life springs from the earth and to the earth all must return.  She also teaches that each orc must know their place in the grand workings of the tribe.&lt;br /&gt;Luthic appears as a huge female orc who wears no armor, but has unbreakable black claws four feet long. Her hair and eyes are dull black and her skin is dark brown with a medium brown on the nose and ears.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Worshipers&lt;/span&gt;&lt;br /&gt;Orcs who follow her worship sometimes rub dirt on themselves to ensure they will have many children, and clerics use earth in casting curative spells (though this is purely a symbolic gesture and not a true material component of the spell). Luthic’s worship is one of the few that allow male and female orcs to become&lt;br /&gt;clerics; nearly all of the other deities permit male clerics only. Luthic's priests wear brown and black leather armor and fur caps. She is worshipped in caves and her sacred animal is the cave bear. Luthic's most sacred day is midwinter's day, when treasures are sacrificed in her name.&lt;br /&gt;Luthic is served by baatezu, black dragons, cave fishers, deep dragons, imps, maelephants, rust dragons, rust monsters, shadows, shadow dragons, and yugoloths. She shows her favor by rumbling at cave entrances and by the discovery of black opals, black pearls, black sapphires, jet, horn coral, obsidian, and onyx. She shows displeasure by lighting ordinarily dark areas, and by rock falls at cave entrances. If she is displeased by a whole community, the birth rate may drop precipitously, even to zero.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Shargaas&lt;/span&gt; (Intermediate Deity)&lt;br /&gt;&lt;a href="http://1.bp.blogspot.com/_HFRQ-pmmOnU/TT75nDj8HUI/AAAAAAAAAkI/C_m5Aqn-woE/s1600/Shargaas%2BSymbol.jpg"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 116px; height: 134px;" src="http://1.bp.blogspot.com/_HFRQ-pmmOnU/TT75nDj8HUI/AAAAAAAAAkI/C_m5Aqn-woE/s400/Shargaas%2BSymbol.jpg" alt="" id="BLOGGER_PHOTO_ID_5566160638842772802" border="0" /&gt;&lt;/a&gt;&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Titles: &lt;/span&gt;The Night Lord, the Blade in the Darkness, the Stalker Below&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Home plane: &lt;/span&gt;Bleak Eternity of Gehenna&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Symbol:&lt;/span&gt; Skull on red crescent Moon&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Alignment:&lt;/span&gt; Neutral Evil&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Portfolio:&lt;/span&gt; Night, thieves, stealth. Darkness, Underdark.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Domains:&lt;/span&gt; Air, Evil, Magic, Trickery&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Favored Weapon:&lt;/span&gt; Nightstaff (Quarterstaff)&lt;br /&gt;Shargaas is the orc patron of silent death.  A cruel and secretive deity, he is favored by those who work in the shadows, especially assassins and thieves. Clerics of Shargass are a secretive lot hiding themselves within the tribe to cull the weak with stealth and cunning. Orcs who live in the ever-present dark of Iroth's underworld revere him as their patron even above Gruumsh. A fact that angers the Orc-Father but there is little he can do without risking a war that could jeopardize his own power.&lt;br /&gt;Shargaas appears as a tall jet-black orc with black hair and eyes. He wears black leather armor and a cloak that seems to be made more of darkness then any sort of cloth. He wields an obsidian and mahogany quarterstaff.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Worshipers&lt;/span&gt;&lt;br /&gt;As might be expected, orcish bandits and thieves hold Shargaas as their patron, as do other regular orc tribes. Clerics of Shargaas are usually multiclassed (cleric/rogue or cleric/assassins). Shargaas' priests wear red and black leather armor and leather caps. His sacred animal is the bat. The major religious holidays in the worship of Shargaas are the times of the new moon, when the sky is dark and cloudy. Stolen items are sacrificed to him monthly.&lt;br /&gt;The Night Lord is served by baatezu, barghests, black dragons, deep dragons, imps, maelephants, nightmares, shadow dragons, slasraths, terlen, undead of all sorts, vaporighu, and yugoloths. He shows his favor by the discovery of black opals, black pearls, black sapphires, jet, horn coral, obsidian, and onyx. He shows disapproval by the sound of distant wailing and his dreaded "cold fevers", which wrack the victim in great pain and often lead to a prolonged, agonizing death.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Yurtrus &lt;/span&gt;(Intermediate Deity)&lt;br /&gt;&lt;a href="http://1.bp.blogspot.com/_HFRQ-pmmOnU/TT75sFkgKEI/AAAAAAAAAkQ/Hw9JvzwivLs/s1600/Yurtus%2BSymbol.jpg"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 122px; height: 128px;" src="http://1.bp.blogspot.com/_HFRQ-pmmOnU/TT75sFkgKEI/AAAAAAAAAkQ/Hw9JvzwivLs/s400/Yurtus%2BSymbol.jpg" alt="" id="BLOGGER_PHOTO_ID_5566160725281351746" border="0" /&gt;&lt;/a&gt;&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Titles: &lt;/span&gt;White-Hands, the Lord of Maggots, the Rotting One&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Home plane:&lt;/span&gt; Gray Waste of Hades (Fleshslough)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Symbol: &lt;/span&gt;White hand on dark background&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Alignment:&lt;/span&gt; Neutral Evil (Lawful Evil tendencies)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Portfolio:&lt;/span&gt; Death, disease, misfortune.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Domains:&lt;/span&gt; Death, Destruction, Evil, Water&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Favored Weapon:&lt;/span&gt; Mace (with head made in the shape of a white fist)&lt;br /&gt;Yurtrus the White Handed represents the fearful and superstitious nature of orcs as the bringer of disease and misfortune. Yurtrus does not communicate with other deities or even with his own clerics and is feared rather than worshiped.  Orc children are frightened into obedience by their elders by threatening stories of the Silent One, who impatiently awaits (they are told) to drag them off to his cold halls. These stories do not exaggerate the truth; Yurtrus is the undisputed lord of the orcish dead, and his realm on the diseased-filled plains of Oinos is filled by the rotting, wailing spirits of those he has claimed as his own.&lt;br /&gt;Like Shargaas, the Rotting One's relationships with the rest of the orcish pantheon is rather distant due to lack of interaction and planar distance. The only member of his pantheon he feels more than a cool indifference is Shargaas, with whom he has a long-standing dispute over the portfolio of undeath.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Worshipers&lt;/span&gt;&lt;br /&gt;The clerics of Yurtrus wear pale white gloves made from the skins of nonorcish humanoids, or humans during their ceremonies. They wear thin armor (equivalent to cloth) woven of the same materials or animal skins painted white. Yurtrus' sacred "animal" is the skeleton. His holy days are on the new moon, and he is worshipped in underground crypts. Appropriate sacrifices are made to him monthly.&lt;br /&gt;Yurtrus is served by baatezu, gehlereths, gulguthras (otyughs, etc.) hordelings, imps, maelephants, nightmares, rats, undead of all sorts, and yugoloths. He rarely sends omens other than in the form of diseases and plagues, though he has on occasion shown his favor by the discovery of emeralds, jade, sphene gems, and similar gems, all having a particularly sickly green hue.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Next:&lt;/span&gt; Other gods of Porandor, Orc culture and further details of the setting!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-1119453653974259472?l=mythadvocate.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mythadvocate.blogspot.com/feeds/1119453653974259472/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=1154506515895993370&amp;postID=1119453653974259472&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/1119453653974259472'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/1119453653974259472'/><link rel='alternate' type='text/html' href='http://mythadvocate.blogspot.com/2011/01/porandor-orc-gods.html' title='Porandor: Orc Gods'/><author><name>Aaron</name><uri>http://www.blogger.com/profile/03750283246511456940</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://3.bp.blogspot.com/--zWDaSP4MMw/TcC8pXWLiaI/AAAAAAAAAl8/5uzUxgIfznE/s220/Rawk%2BOn%2521.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_HFRQ-pmmOnU/TT75Pis4LjI/AAAAAAAAAjo/LJnvkfAQ8Zw/s72-c/Baghtru%2BSymbol.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1154506515895993370.post-6268725360435888710</id><published>2011-01-22T05:22:00.000-08:00</published><updated>2011-02-22T05:06:49.216-08:00</updated><title type='text'>Porandor: Empire of The Orcs</title><content type='html'>Orcs are great. Few races are so recognizable in fighting fantasy games and stories as orcs. Unfortunately, these creatures are so often misrepresented in RPG's and wargames as to be more parody than tribute. The orcs as envisioned by J.R.R. Tolkien were complex in their evil and more capable of planning and organization than they are depicted in many settings (like Warhammer). So I thought I would put together a setting that is a tribute to orcs as I see them. This setting will be compatible with D&amp;amp;D 3.0/3.5/Pathfinder, but there will be some attention to Labyrinth Lord and similar "Old School" systems.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Porandor Empire&lt;/span&gt; (Orc Empire)&lt;br /&gt;&lt;a href="http://wiki.rpg.net/images/0/08/Nauthiz_Rune.gif"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 71px; height: 107px;" src="http://wiki.rpg.net/images/0/08/Nauthiz_Rune.gif" alt="" border="0" /&gt;&lt;/a&gt;&lt;span style="font-weight: bold;"&gt;Capital: &lt;/span&gt;Uliima (Throne)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Government:&lt;/span&gt; Tyranny (Monarchy)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Ruler:&lt;/span&gt; Baulor Blackeye (Fighter/Blackguard of Ilneval)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Primary Races:&lt;/span&gt; Orcs, ogres, humans, and half-breeds.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Minor Races:&lt;/span&gt; Drow, Duergar, Goblins, Kobolds, Other.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Religions: &lt;/span&gt;Orc pantheon (Ilneval in-particular)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;/span&gt;Porandor is an empire of Orcs that five (orc) generations ago defeated the elves of Iroth, and have organized themselves into a powerful nation. The orcs of Porandor are more “civilized” than most orcs thanks to the efforts of the clerics of Ilneval, and influence from their human, duergar and drow allies.&lt;br /&gt;The Empire is a Feudal Society ruled by a Chief Warlord (called the Tyrant). There are a number of other sub-chiefs and lesser warlords as well.  There are distinct classes, in order of importance, as follows: Royal Caste (Orog), Warrior Caste, Priesthood, Wealthy, Workers, Women and Slaves.  The last three classes are given very little respect.  Law in the Empire is simple - do what the superior caste says.  The penalty for breaking the law is usually severe and usually death.  Warriors and some Priests (called Judicators) meet out punishments and regulate the populace.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Race Relations&lt;/span&gt;&lt;br /&gt;Though there are a number of non-orcs living in the Empire, no non-orc may achieve social standing higher than "Wealthy" status. It should be noted however that wealthy folk of any race need to be tough and cunning to hold onto their wealth, with bribes, schemes and intimidation to deal with the orc leadership. Even non-orc clerics and mages are considered "lesser" clerics.&lt;br /&gt;Powerful races such as the Drow and Duergar are a class unto themselves. The duergar are considered such great craftsmen as to be worthy of great honor (though not as great as an orc noble). And the drow scare orcs, and are offered great respect.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Religion&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;"You, my children, are the water that will wash away all that has gone before. In your hand, you hold my light, the gleam in the eye of Gruumsh. This flame will burn away the darkness, burn you the way to paradise!"&lt;/span&gt; -Kraagdush Deathtongue, Orc Cleric of Gruumsh&lt;br /&gt;All of the orc gods are important to the Empire as well as a number of allied gods. However, the cult of Ilneval is central to the Empires power structure. Cults of Shargaas and Yurtrus are secretive on the surface but are dominant in underground orc kingdoms. Demon Cults and the Church of Vecna are strictly outlawed, as these cults tend to try to take over and are deeply distrusted by orcish clerics. The Orc Pantheon will only choose clerics from Orcs, Half-Orcs or other creatures with Orc blood. Only Luthic amongst the orc deities will take female clerics.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Orc Deities:&lt;/span&gt; Bahtru (god of strength), Gruumsh (father of orc-kind), Ilneval (god of commanders and patron of Porandor), Luthic (mother of orcs), Sharagass (god of shadows) and Yurtis orc god of disease).&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Other Deities:&lt;/span&gt; Boccob (Human), Erythnul (any), Fharlanghn (Any), Ghaunadaur (Any), Grolantor (Giants/H-Ogres), Grumbar (any), Laduguer (Dwarves), Lolth (Drow and Half-Drow only), Maglubiyet (Goblin and Hobgoblin), Tiamat (Kobolds or Humans), Vaprak (Half-Ogre/Ogre), Wee Jas (Any). Other deities are considered too dangerous to allow to worship openly in the Empire.&lt;br /&gt;&lt;br /&gt;More to come!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-6268725360435888710?l=mythadvocate.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mythadvocate.blogspot.com/feeds/6268725360435888710/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=1154506515895993370&amp;postID=6268725360435888710&amp;isPopup=true' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/6268725360435888710'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/6268725360435888710'/><link rel='alternate' type='text/html' href='http://mythadvocate.blogspot.com/2011/01/porandor-empire-of-orcs.html' title='Porandor: Empire of The Orcs'/><author><name>Aaron</name><uri>http://www.blogger.com/profile/03750283246511456940</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://3.bp.blogspot.com/--zWDaSP4MMw/TcC8pXWLiaI/AAAAAAAAAl8/5uzUxgIfznE/s220/Rawk%2BOn%2521.jpg'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1154506515895993370.post-2649750998984983683</id><published>2010-09-21T05:17:00.000-07:00</published><updated>2010-09-21T06:50:10.283-07:00</updated><title type='text'>NUGGET System</title><content type='html'>Though Dungeons and Dragons was the first role-playing game I came into contact with, it was White Wolfs Storyteller System (Old World of Darkness to you who remember) that I first actually played. Since then, I have had a great affection for game systems that were light on the rules and heavy on the atmosphere. Such games focus more on interesting characters and the world in which they live, using rules to maintain balance.&lt;br /&gt;So, in the spirit of such "Rules-Light" games, I will occasionally be detailing small (1-2 post) standalone game setting using the NUGGET system. This simple and easy to learn game system is brought to you by the folks over at &lt;a href="http://www.silverbranch.co.uk/"&gt;Silver Branch Games&lt;/a&gt; and is completely free. You can download this game system &lt;a href="http://www.silverbranch.co.uk/nuggets/index.htm"&gt;here&lt;/a&gt;, but for ease of reference I have posted the rules system below:&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;NUGGET SYSTEM&lt;/span&gt;&lt;br /&gt;NUGGET is a simple set of roleplaying game (RPG) rules. A group of people sit around pretending to be imaginary characters having adventures in a fictional setting. Each controls a player character (PC), except one who takes the role of Game Master (GM), setting up situations for the PCs and controlling the other characters they meet (non-player characters, NPCs). The players say what their characters do and the GM tells them what happens next. The story progresses through scenes of particular actions at a location. You.ll need pencils and paper and about 10 six-sided dice.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Basics&lt;/span&gt;&lt;br /&gt;Characters are described with &lt;span style="font-weight: bold;"&gt;Advantages  and Disadvantages&lt;/span&gt; compared to an average, untrained person. If a task is neither trivial nor impossible, you roll a "pool" of a variable number of dice to see whether you succeed. The pool is made up of the Base Dice that an average person would get, plus one die per Advantage (Adv) from a Skill (knowledge and training) and an Attribute (natural talent), minus one die per relevant Disadvantage (Dis); e.g. Research + Brains.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Base Dice (BD)&lt;/span&gt; set difficulty. Just rolling your Advantages is BD 0, a task that needs a professional. If anyone can have a decent try it.s BD +2 (probably the commonest). If only the best can pull it off it.s BD -2 (subtract 2 from your Advantages). Near-impossible tasks are BD -4. The GM can give an extra Adv or Dis for special situations. If you end up with no dice it.s just too hard.&lt;br /&gt;Count each die that shows 4, 5 or 6 as one success. A single success means you just barely do it, though not very well; 3 successes is a good, solid result; 5 or more successes is truly impressive. No successes (all rolls 1, 2, 3) means &lt;span style="font-weight: bold;"&gt;failure&lt;/span&gt;. If they.re all 1.s that.s a &lt;span style="font-weight: bold;"&gt;fumble&lt;/span&gt;: you messed up and the GM describes the awkward consequences.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Exceptional  success&lt;/span&gt; can be handled in one of two ways. For a realistic or gritty style run the game lid-on.: if all dice come up as 6.s you get one extra success. For high-energy, unpredictable action run it .lid-off.: each die that shows 6 can be rolled again for a possible extra success, and further 6.s give further re-rolls.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Opposed rolls&lt;/span&gt; happen when two characters come into conflict - a physical fight, interrogation, haggling, armwrestling or a chess match. Both characters make appropriate rolls. The one with more successes gets their way, and the difference tells you how decisive it was. Ties usually go forward (dramatically!) to another roll.&lt;br /&gt;&lt;br /&gt;Making a Character&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Attributes&lt;/span&gt;&lt;br /&gt;These describe natural talent at general kinds of things. As NUGGET is very simple there are just four:&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Brawn&lt;/span&gt; - strength, toughness, stamina&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Agility&lt;/span&gt; - speed, coordination, flexibility&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Brains&lt;/span&gt; - noticing, remembering, working things out&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Will&lt;/span&gt; - determination, self-control, charisma&lt;br /&gt;Most people are rated at 0, the average point. Some are talented at +1. A few are exceptional, rated +2. Some are particularly poor, rated -1. Player characters are well above average. You have 2 points to raise Attribute levels. Spend both on one at +2, or split them between two at +1. If you take one at -1 it gives an extra point to spend.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Skills&lt;/span&gt;&lt;br /&gt;These are areas of knowledge, training and experience, like Fighting with Swords, Piloting Starships, Chemistry or Investigation. They go in levels 1-4: Basic, Professional, Expert, Master. NUGGET doesn.t give a list, so you.ll have to name your own, neither too broad nor too narrow.&lt;br /&gt;Write down your &lt;span style="font-weight: bold;"&gt;Occupation&lt;/span&gt;. This is what your character spends their time doing - Space Smuggler, Doctor, Private Detective, Barbarian Warrior, Schoolgirl, etc. It gives 1 level with a cluster of Skills, and you don't have to list them all: whenever it makes sense for an action to fit within the Occupation you get an Advantage on the roll (but use a specific Skill if you have one written down).&lt;br /&gt;Pick one &lt;span style="font-weight: bold;"&gt;Core Skill&lt;/span&gt; that.s central to your Occupation (e.g. Medicine for the doctor, Sword Fighting for the barbarian, Pilot Starship for the smuggler) and write it down separately as level 2 (professional).&lt;br /&gt;You also have 4 levels of Skills to allocate as you wish.&lt;br /&gt;They can be new hobby Skills (the doctor might be an amateur stage magician), or you can increase specific Skills from your Occupation - your work is your life!&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Finishing off&lt;/span&gt;&lt;br /&gt;Write down 1-3 &lt;span style="font-weight: bold;"&gt;Goals &lt;/span&gt;- things that are important to the character, which could be people, objects, organisations, principles or things they want to achieve.&lt;br /&gt;Write down your &lt;span style="font-weight: bold;"&gt;Initiative &lt;/span&gt;bonus: the total of Agility and Brains Advantages and the levels of your highest Fighting Skill. (Disadvantages subtract; it can go negative.)&lt;br /&gt;Write down your &lt;span style="font-weight: bold;"&gt;Physical Resistance&lt;/span&gt; (2 + Brawn Advantages) and &lt;span style="font-weight: bold;"&gt;Mental Resistance&lt;/span&gt; (2 + Will Advantages). These scores are the number of dice you'll actually roll (BD 2) - it speeds things up if they.re handy.&lt;br /&gt;Write down &lt;span style="font-weight: bold;"&gt;Destiny Points&lt;/span&gt;, with space for it to change over time. You start with 1 point.&lt;br /&gt;You have ordinary items of &lt;span style="font-weight: bold;"&gt;equipment &lt;/span&gt;to allow you to perform your Skills - beyond that it depends on the game.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Combat&lt;/span&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Initiative&lt;/span&gt;. When it comes to high-speed action, things happen in &lt;span style="font-weight: bold;"&gt;rounds&lt;/span&gt;: chunks of time a few seconds long divided into 10 &lt;span style="font-weight: bold;"&gt;phases&lt;/span&gt;. At the start of a round everyone rolls one die and adds the result to their Initiative bonus.&lt;br /&gt;The GM counts down from 10 to 1, and your initiative total tells you when you can take your &lt;span style="font-weight: bold;"&gt;action &lt;/span&gt;(e.g.punching, throwing, shooting). After phase 1 the next round starts, until the fight is over. A total over 10 means you can act once on 10 and again on the remainder (e.g. 14 =&gt; 10, 4), up to 10, 8. A total less than 1 means you.re too confused to take an action this round. You can also do one simple thing for free each round any time after you're ready for your first action (Phase 1 if you can.t act) - e.g. drawing a weapon, picking something up or running a short distance. More involved actions like all-out sprinting take an action. You can delay an action till later in the round. Characters acting on the same phase go in order of Initiative bonus. You can defend against an attack at any time; one roll counts against all attacks in that phase.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Attack and defense&lt;/span&gt;. Attack rolls use the relevant Skill plus Agility, usually BD +2. Defences, like parrying or dodging, are similar but use any close combat Skill (e.g. not Gun), and against projectile weapons are BD 0 to BD +2 depending on cover. If the attacker gets more successes it.s a hit and does damage; otherwise it misses.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Damage&lt;/span&gt;. Add the difference between attack and defense successes to the &lt;span style="font-weight: bold;"&gt;base damage&lt;/span&gt;, below. Hand-tohand attacks add Brawn Advantages as well.&lt;br /&gt;0 unarmed&lt;br /&gt;1 knife, small club&lt;br /&gt;2 sword, big club, axe, spear, arrow&lt;br /&gt;3 big sword, polearm, handgun, SMG&lt;br /&gt;4 rifle, shotgun&lt;br /&gt;6 machine-gun&lt;br /&gt;8 tank gun&lt;br /&gt;&lt;br /&gt;The target rolls Physical Resistance to withstand the attack, with successes taken away from the total damage. (A fumble adds 1 to damage!) Read the result off here:&lt;br /&gt;1-2 Hurt&lt;br /&gt;3-4 Injured&lt;br /&gt;5-6 Injured and Unconscious&lt;br /&gt;7+ Injured and Dead&lt;br /&gt;&lt;br /&gt;Note Hurts and Injuries on your character sheet : they build up and give penalties while they last. &lt;span style="font-weight: bold;"&gt;Hurts &lt;/span&gt;are bruises and cuts that slow you down - each subtracts 1 from Initiative for future rounds and takes 5 minutes of rest to disappear. Injuries are serious wounds - each takes 1 off Initiative and gives a Disadvantage for all rolls except Resistance, and takes a day of rest and care to recover.&lt;br /&gt;.Unconscious. and .Dead. are self-explanatory. Someone with medical supplies can try &lt;span style="font-weight: bold;"&gt;first aid&lt;/span&gt;: roll Medicine + Brains, BD 2. Each round the patient and healer do nothing else, one success can be spent to heal a Hurt.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Combat  details&lt;/span&gt;. Any &lt;span style="font-weight: bold;"&gt;armor &lt;/span&gt;worn subtracts from damage: 1-3 points for archaic types, possibly up to 5 for modern types. Firearms with &lt;span style="font-weight: bold;"&gt;spray/burst&lt;/span&gt; &lt;span style="font-weight: bold;"&gt;firing &lt;/span&gt;give an Adv to hit. &lt;span style="font-weight: bold;"&gt;Shields &lt;/span&gt;give an Adv to defend. &lt;span style="font-weight: bold;"&gt;Surprise&lt;/span&gt;, e.g. if an opponent has successfully sneaked up, means no defence roll is possible. &lt;span style="font-weight: bold;"&gt;Unseen opponents&lt;/span&gt; turn attack and defense into Fighting + Brains rolls, BD 0.&lt;br /&gt;&lt;br /&gt;Special rules&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Weird stuff&lt;/span&gt;&lt;br /&gt;This includes things like magic and psychic powers. NUGGET doesn.t try to cover these. The way they work makes a big difference to the feel of a game, and that needs detail. One simple way is to set them up as Skills, rolled normally but costing a physical or mental Hurt for fatigue unless a success is spent to be good enough to avoid it. The players and GM need to agree how much or little these can do. Possibilities include .Telepathy., .Moving Objects., .Fire Magic. and .Illusion.. Mind-based attacks use Brains with Will as base damage, or just a roll with Will.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Destiny Points&lt;/span&gt;&lt;br /&gt;These are a mixture of karma, luck and self-esteem, given by the GM during play and spent to direct the character.s path. Use counters for Destiny during a session and write it down at the end. Gain a point for doing something cool like beating an enemy, performing a dangerous stunt, or just making everybody laugh. Gain a point if the character takes an important step toward one of their Goals in a scene - but a point can also be taken away if a Goal is seriously thwarted, like your beloved aunt getting hurt or the Empire taking over your base! (If you are already at zero and would lose a point, the GM gains one to a general pool for the opposition.) &lt;span style="font-weight: bold;"&gt;Spending Destiny&lt;/span&gt;. Spend one to make a roll again and keep the result you prefer. If the GM allows it, spend one to be unconscious instead of dead (some games should be dangerous, but usually heroes can survive all sorts of harm). Buy a new level of a Skill between adventures for (new level x 5) Destiny Points. Specific games may have further uses, like establishing a minor, plausible coincidence, or getting one die to roll when you have none.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Opponents&lt;/span&gt;&lt;br /&gt;In general, give opponents the abilities they ought to have rather than trying to balance points. Minions are lowlevel riff-raff with an Occupation and low or no Attribute and Skill bonuses. Put them all on initiative (3 + bonus).&lt;br /&gt;Even one Hurt takes them out of a conflict. Henchmen have higher stats and are taken out by an Injury or 3&lt;br /&gt;Hurts. Major villains work like PCs, with abilities as good or better, plus other advantages like henchmen or fiendish devices. They start with Destiny - often one point per PC - and can get more for advancing their plans.&lt;br /&gt;Animals, monsters, aliens etc can have Attributes beyond the normal range: up to +4 and down to -2. This is most common with Brawn, related to size.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Threats&lt;/span&gt;&lt;br /&gt;Apart from combat, characters get exposed to all sorts of things that can do them physical or mental harm, like fire, poison, falling, or terrifying monsters. They're all handled the same way: the GM gives a damage rating from the table below, which is opposed by the appropriate Resistance and applied as above.&lt;br /&gt;1 Irritating&lt;br /&gt;3 Painful/Tiring (desert)&lt;br /&gt;5 Damaging (ordinary fire, drowning)&lt;br /&gt;8 Deadly (strong electricity)&lt;br /&gt;10 Extreme (space, deep ocean)&lt;br /&gt;Record mental damage separately: Hurts and Injuries add to those from physical damage, but heal&lt;br /&gt;independently. An .Unconscious. result from a Threat gives an impairment lasting about a scene, e.g. blinded by a flash, fleeing in mindless terror. .Dead. gives a permanent condition - curing it could be a story seed.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-2649750998984983683?l=mythadvocate.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mythadvocate.blogspot.com/feeds/2649750998984983683/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=1154506515895993370&amp;postID=2649750998984983683&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/2649750998984983683'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/2649750998984983683'/><link rel='alternate' type='text/html' href='http://mythadvocate.blogspot.com/2010/09/nugget-system.html' title='NUGGET System'/><author><name>Aaron</name><uri>http://www.blogger.com/profile/03750283246511456940</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://3.bp.blogspot.com/--zWDaSP4MMw/TcC8pXWLiaI/AAAAAAAAAl8/5uzUxgIfznE/s220/Rawk%2BOn%2521.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1154506515895993370.post-6881331973590339236</id><published>2010-09-13T07:12:00.000-07:00</published><updated>2010-09-15T11:46:55.818-07:00</updated><title type='text'>World of Avis: Careers</title><content type='html'>&lt;span style="font-weight: bold;"&gt;Careers &lt;/span&gt;(Character Origins)&lt;br /&gt;&lt;a href="http://t3.gstatic.com/images?q=tbn:AODffLk_Gzh8mM:http://www.tdpri.com/telephoto/data/546/RTS.jpg&amp;amp;t=1"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 184px; height: 156px;" src="http://t3.gstatic.com/images?q=tbn:AODffLk_Gzh8mM:http://www.tdpri.com/telephoto/data/546/RTS.jpg&amp;amp;t=1" alt="" border="0" /&gt;&lt;/a&gt;Before the life of adventure came calling, all characters (&lt;a href="http://en.wikipedia.org/wiki/Non-player_character"&gt;NPC&lt;/a&gt; or other wise) had to make a living somehow. Few people set out to become adventurers, warriors, wizards and thieves of great renown. As-such characterw will likely have a trade they were brought up doing, or at least training to do. Often this trade will be what the characters parents did (or still do), but could also be from an &lt;a href="http://en.wikipedia.org/wiki/Apprentice"&gt;apprenticeship&lt;/a&gt;. Even nobles have been known to study in some of these professions, particularly Hunters for men and Weavers for women, though most times these professions are for the common people.&lt;br /&gt;Below is a list of professions characters are likely to come from. From a game perspective, this is a means by which players can wheedle information out of the GameMaster (DM, LL, whatever), but also is a means to add depth and a "day job" for player characters. This is by no means an exhaustive list of possible professions, and GMs   are advised to be generous if a player has a really good idea that wont  upset the story.&lt;br /&gt;Roll d00 on the following list:&lt;br /&gt;01-02   &lt;a href="http://en.wikipedia.org/wiki/Acrobatics"&gt;Acrobat&lt;/a&gt;/&lt;a href="http://en.wikipedia.org/wiki/Jester"&gt;Jester &lt;/a&gt;(dancing, tumbling, acting, jokes)&lt;br /&gt;03-04   &lt;a href="http://en.wikipedia.org/wiki/Miller"&gt;    &lt;/a&gt;&lt;a href="http://en.wikipedia.org/wiki/Apothecary"&gt;Apothecary &lt;/a&gt;(herbalism, gossip)&lt;br /&gt;05-10   &lt;a href="http://en.wikipedia.org/wiki/Stonemason"&gt;   &lt;/a&gt;&lt;a href="http://medievallife.pbworks.com/Daily-Life-of-a-Medieval-Baker"&gt;Baker&lt;/a&gt; (baking, food, fire-building)&lt;br /&gt;11-14      &lt;a href="http://en.wikipedia.org/wiki/Bard"&gt;Bard&lt;/a&gt;**/&lt;a href="http://en.wikipedia.org/wiki/Minstrel"&gt;Minstrel &lt;/a&gt; (music, storytelling, history)&lt;br /&gt;15-20   &lt;a href="http://en.wikipedia.org/wiki/Cooper_%28profession%29"&gt;    &lt;/a&gt;&lt;a href="http://en.wikipedia.org/wiki/Brewer"&gt;Brewer &lt;/a&gt;(brewing, appraisal of alcohol)&lt;br /&gt;21-23    &lt;a href="http://en.wikipedia.org/wiki/Groom_%28horses%29"&gt;   &lt;/a&gt;&lt;a href="http://en.wikipedia.org/wiki/Shoemaker"&gt;Cobbler/Shoemaker&lt;/a&gt; (sewing, leather-working, wood carving)&lt;br /&gt;24-27    &lt;a href="http://en.wikipedia.org/wiki/Medieval_hunting"&gt;   &lt;/a&gt;&lt;a href="http://en.wikipedia.org/wiki/Cooper_%28profession%29"&gt;Cooper &lt;/a&gt;(Barrel Maker)- (carving, minor metalwork)&lt;br /&gt;28-32   &lt;a href="http://en.wikipedia.org/wiki/Furrier#Processing_of_fur"&gt;Furrier&lt;/a&gt;/Trapper (skinning, leather-working)&lt;br /&gt;33-34      &lt;a href="http://en.wikipedia.org/wiki/Glassblowing#Middle_Ages"&gt;Glassblower &lt;/a&gt;(minor alchemy)&lt;br /&gt;35-37   &lt;a href="http://en.wikipedia.org/wiki/Groom_%28horses%29"&gt;Groom &lt;/a&gt;(animal handling, minor medical lore)&lt;br /&gt;38-39   &lt;a href="http://en.wikipedia.org/wiki/Hayward_%28profession%29"&gt;Hayward&lt;/a&gt;/Shrubber (basic agriculture, minor herbalism, shrubbery)&lt;br /&gt;40-42   &lt;a href="http://en.wikipedia.org/wiki/Medieval_hunting"&gt;Hunter&lt;/a&gt;- (basic wood lore, butchering, basic tracking, direction sense)&lt;br /&gt;43-44   &lt;a href="http://en.wikipedia.org/wiki/Teamster"&gt;   &lt;/a&gt;&lt;a href="http://library.thinkquest.org/10949/fief/medmerchant.html"&gt;Merchant &lt;/a&gt; (grocer, peddler, etc) (appraisal, basic math, literacy)&lt;br /&gt;45-46   &lt;a href="http://en.wikipedia.org/wiki/Miller"&gt;Miller &lt;/a&gt;(mill operation, grain prices, commerce)&lt;br /&gt;47-49      &lt;a href="http://en.wikipedia.org/wiki/Mining_and_metallurgy_in_medieval_Europe#High_Middle_Ages.2C_11th-13th_c.AD"&gt;Miner &lt;/a&gt;(assaying, stone-cutting)&lt;br /&gt;50-51   &lt;a href="http://en.wikipedia.org/wiki/Medieval_medicine"&gt;Physician&lt;/a&gt;/&lt;a href="http://medievallife.pbworks.com/A-Day-in-the-Life-of-a-Midwife"&gt;Midwife&lt;/a&gt;* (minor magical lore, literacy, surgery)&lt;br /&gt;52-53   Potter (sculpture, kiln operation)&lt;br /&gt;54-56   &lt;a href="http://en.wikipedia.org/wiki/Minstrel"&gt;&lt;/a&gt;&lt;a href="http://en.wikipedia.org/wiki/Rat-catcher"&gt;Rat Catcher&lt;/a&gt; (dog handling, traps, poison, pipes**)&lt;br /&gt;57-59   Sailor/Riverman (swimming, boats, knots)&lt;br /&gt;60-62   &lt;a href="http://en.wikipedia.org/wiki/Furrier#Processing_of_fur"&gt;   &lt;/a&gt;&lt;a href="http://en.wikipedia.org/wiki/Scribe"&gt;Scribe&lt;/a&gt; (reading, writing, basic math)&lt;br /&gt;63-66   &lt;a href="http://en.wikipedia.org/wiki/Metalsmith"&gt;Smith &lt;/a&gt;(pick &lt;a href="http://en.wikipedia.org/wiki/Metalsmith#Types"&gt;type&lt;/a&gt;) (make, repair &amp;amp; evaluate appropriate metal goods)&lt;br /&gt;67-68      &lt;a href="http://en.wikipedia.org/wiki/Weaving_%28mythology%29#Later_European_folklore"&gt; &lt;/a&gt;&lt;a href="http://en.wikipedia.org/wiki/Teamster"&gt;Teamster&lt;/a&gt; (animal handling, wagon repair)&lt;br /&gt;69-71      &lt;a href="http://en.wikipedia.org/wiki/Weaving_%28mythology%29#Later_European_folklore"&gt;Weaver&lt;/a&gt;/Tailor (weaving, sewing, embroidery)&lt;br /&gt;72-85     &lt;a href="http://en.wikipedia.org/wiki/Woodworker"&gt;Woodworker&lt;/a&gt; (carpentry, carving)&lt;br /&gt;86-00     No skill of measurable worth- Common laborer, plowman, bricklayer etc.&lt;br /&gt;*If a woman.&lt;br /&gt;**If an Elf or Magic User.&lt;br /&gt;&lt;br /&gt;&lt;span&gt;&lt;span style="color: rgb(51, 51, 153);"&gt;&lt;span style="font-weight: bold;"&gt;Note: &lt;/span&gt;Pictured is one "Roger The Shrubber" or Hayward (see list). A noble and important profession.&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-6881331973590339236?l=mythadvocate.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mythadvocate.blogspot.com/feeds/6881331973590339236/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=1154506515895993370&amp;postID=6881331973590339236&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/6881331973590339236'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/6881331973590339236'/><link rel='alternate' type='text/html' href='http://mythadvocate.blogspot.com/2010/09/world-of-avis-medieval-careers.html' title='World of Avis: Careers'/><author><name>Aaron</name><uri>http://www.blogger.com/profile/03750283246511456940</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://3.bp.blogspot.com/--zWDaSP4MMw/TcC8pXWLiaI/AAAAAAAAAl8/5uzUxgIfznE/s220/Rawk%2BOn%2521.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1154506515895993370.post-4984615641112426913</id><published>2010-09-03T17:39:00.000-07:00</published><updated>2010-09-09T09:02:37.514-07:00</updated><title type='text'>World of Avis: The Twelve Gods</title><content type='html'>&lt;span&gt;The gods of Avis embody powerful forces constantly at work in the world. These gods are designed to allow players to "get" them, allowing for an easy transition into the fantasy of Avis. Who, even in the modern world has not heard of Mother Nature, or has a good idea of her character?&lt;br /&gt;Avis, and the rules presented here are meant for the Labyrinth Lord Tabletop Role-Playing Game, but can be altered to fit other systems. The Labyrinth Lord game can be downloaded for free &lt;a href="http://www.goblinoidgames.com/GBD1001_no_art.zip"&gt;here&lt;/a&gt;, or purchased &lt;a href="http://www.rpgnow.com/index.php?filters=0_0_0_0&amp;amp;manufacturers_id=760"&gt;here&lt;/a&gt;.&lt;br /&gt;&lt;/span&gt;&lt;span&gt;&lt;/span&gt;&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;Mother Nature&lt;/span&gt; (Greater Deity)&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_HFRQ-pmmOnU/TIeinptz-zI/AAAAAAAAAh8/BwZrtu3pFkg/s1600/Holly.jpg"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 180px; height: 180px;" src="http://3.bp.blogspot.com/_HFRQ-pmmOnU/TIeinptz-zI/AAAAAAAAAh8/BwZrtu3pFkg/s200/Holly.jpg" alt="" id="BLOGGER_PHOTO_ID_5514555070835063602" border="0" /&gt;&lt;/a&gt;Mother Nature is responsible for the changing of the seasons and for helping manage the day to day activities that occur in the natural world. It is her role to watch over nature and make sure it all runs smoothly. She appears as an attractive but mature woman with long hair that is often tied up in a bun, wears a long bell-bottomed dress, and carries a wand of some kind. She and Father Time are married, and can often be found together. Mother Nature prefers places of natural beauty and wonder rather than churches. The wealthy and city-born tend to cultivate parks and gardens dedicated to her. Clerics of Mother Nature typically dress more like gardeners than clergy, though some prefer gowns of natural colors. Worship of Mother Nature generally revolves around natural cycles, observing the changing of seasons as holidays.&lt;br /&gt;All creatures that draw breath on Avis revere Mother Nature, from animals and elementals to great beasts and monsters. Animals and plant creatures such as Treants are often found in her company, and are amongst her closest friends. The Giants, particularly Hill and Stone Giants are amongst the most avid of her worshipers, constructing elaborate earthworks and obelisks in her honor. Some monstrous races, particularly evil dragons, orcs and goblin-kin, reject the worship of Mother Nature, seeing Mother Necessity as the true Nature (see Mother Necessity).&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Symbol: &lt;/span&gt;Holly berries&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Alignment: &lt;/span&gt;Neutral (Chaotic Neutral)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Cleric Alignment:&lt;/span&gt; Any&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Favored Weapon: &lt;/span&gt;Quarterstaff&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Father Time&lt;/span&gt; (Greater Deity)&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_HFRQ-pmmOnU/TIeirBtz0qI/AAAAAAAAAiE/V0rg42HlwIg/s1600/Hourglass.jpg"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 180px; height: 180px;" src="http://1.bp.blogspot.com/_HFRQ-pmmOnU/TIeirBtz0qI/AAAAAAAAAiE/V0rg42HlwIg/s200/Hourglass.jpg" alt="" id="BLOGGER_PHOTO_ID_5514555128817111714" border="0" /&gt;&lt;/a&gt;Father Time is an extremely powerful entity who has power and control over time. It is his responsibility to make sure that time and events happen in the right order. He appears as an elderly man with a long gray beard, is dressed a long robe, and carries a farmers flail or a scythe. Father Time is a very busy person, and does not like to be disturbed without good cause. He and Mother Nature are a married couple. Father Time requires no churches or temples as he neither craves or needs worship. Still, a great many would have Times goodwill, and thus shrines and temples are built in his honor. Clerics of Father Time (known as Reapers) dress in black and are tasked with monitoring the passage of time and destiny.&lt;br /&gt;A curious aspect of Father Time is that he begins each New Years Day as the infant Baby New Year, but quickly grows up until he is an elderly bearded man at the end of his year. At this point, he hands over his duties to the next Baby New Year. Celebration of the arrival of this infant is widespread amongst all races of Avis, with feasts, drinking and wild dances. Even normally hostile creatures might be found sharing good cheer or even a drink at this season, only to return to hostilities when the holiday has passed.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Symbol:&lt;/span&gt; Hourglass&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Alignment: &lt;/span&gt;Neutral (Lawful Neutral)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Cleric Alignment: &lt;/span&gt;Any&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Favored Weapon: &lt;/span&gt;Flail, heavy (&lt;a href="http://en.wikipedia.org/wiki/Flail"&gt;farmers flail&lt;/a&gt;)&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Sun Maiden&lt;/span&gt; (Intermediate Deity)&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_HFRQ-pmmOnU/TIei_Fz-r8I/AAAAAAAAAis/VO8tE2IEbAw/s1600/Sun.jpg"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 180px; height: 180px;" src="http://4.bp.blogspot.com/_HFRQ-pmmOnU/TIei_Fz-r8I/AAAAAAAAAis/VO8tE2IEbAw/s200/Sun.jpg" alt="" id="BLOGGER_PHOTO_ID_5514555473514115010" border="0" /&gt;&lt;/a&gt;The Sun Woman is the goddess of the sun. She appears as a radiantly beautiful woman with a full figure and long golden hair. The Sun Woman adores beautiful things, particularly gold and diamonds. She is a generous but fickle deity who has little true understanding of mortals, often accidentally harming them with her gifts and affections. Sun Woman dwells in a vast palace of adamantine gold on the sun, where she holds court over a large number of celestials and other beings of light. Most of the male gods are infatuated with her, though none have yet dared pursue her for fear of her rejection. Because of this she is a lonely being, and adores any attention she receives. Temples to the Sun Woman are always beautifully made and adorned with gold and gems, with large and ornate windows. Her clerics wear garments of white and gold and are tasked with bringing light, wisdom and joy to the world and to oppose darkness and undeath whenever it is encountered.&lt;br /&gt;Summertime is when most think of this goddess, when she is the strongest in the world. The Aubadian Empire, though now shrink to the Eastern Islands, has long favored the Sun Maiden and sought her favor. The Knights of Dawn are the most respected and wide-held knightly order dedicated to her, with members shunning the company of all women save their goddess.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Symbol: &lt;/span&gt;Golden disc or sun&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Alignment: &lt;/span&gt;Neutral&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Cleric Alignment:&lt;/span&gt; Lawful or Chaotic (no middle ground!)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Favored Weapon: &lt;/span&gt;Mace&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Man in the Moon&lt;/span&gt; (Intermediate Deity)&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_HFRQ-pmmOnU/TIeiucazLrI/AAAAAAAAAiM/LqJlhLOCqIo/s1600/Moon.jpg"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 180px; height: 180px;" src="http://2.bp.blogspot.com/_HFRQ-pmmOnU/TIeiucazLrI/AAAAAAAAAiM/LqJlhLOCqIo/s200/Moon.jpg" alt="" id="BLOGGER_PHOTO_ID_5514555187524742834" border="0" /&gt;&lt;/a&gt;The man in the moon is the deity of the moon, and lord over the realms of sleep. He appears as a pale older man or dwarf with scrawny arms and legs and an overlarge head. He often watches the mortal world and the realms of sleep, and has a particular affection for children. Father Time is his older brother with whom he is very close. The Man in the Moon dwells in a large observatory from which he looks down on the sleeping world. He has many daughters but only one son- The Spirit of Invention, from his wife Mother Necessity. Temples dedicated to the man in the moon are often lunar observatories or stone circles. Clerics of the Man in The Moon are tasked with watching over the affairs of the night and its creatures. The realm of dreams is always of concern to the priesthood, with a great many fey employed as special servants.&lt;br /&gt;All night loving creatures revere the Man in The Moon, but especially good and neutral lycanthropes such as were-bears, whose revels in honor of the Man in the Moon are legendary.  Elves and fairys all adore the Man in the Moon, holding monthly revels during the full moon. Such celebrations are wild affairs, full of music and dancing.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Symbol:&lt;/span&gt; Crescent moon&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Alignment:&lt;/span&gt; Lawful (Chaotic Good)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Cleric Alignment:&lt;/span&gt; Lawful or Neutral&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Favored Weapon:&lt;/span&gt; Morningstar&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Old Man of The Sea&lt;/span&gt; (Intermediate Deity)&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_HFRQ-pmmOnU/TIeid1LxVwI/AAAAAAAAAhs/TiPpMvhUWU4/s1600/Chest.jpg"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 180px; height: 180px;" src="http://2.bp.blogspot.com/_HFRQ-pmmOnU/TIeid1LxVwI/AAAAAAAAAhs/TiPpMvhUWU4/s200/Chest.jpg" alt="" id="BLOGGER_PHOTO_ID_5514554902114817794" border="0" /&gt;&lt;/a&gt;The  Old Man of the Sea is the master of the waterways and the deep, known  for his deceitful ways. He appears as a wild old man with glaring eyes  and a long beard, sometimes dressed in simple but well-made attire but  also known to go in rags or to appear as a Triton.  He adores treasure  of all kinds and demands tribute of such to safely cross his territory.  Those who fail to please him may find themselves taken into his deep  realm where their souls will fill his coffers instead. Temples to the  Old Man of the Sea are always near the sea or a river leading to the sea  and are typically built on the wreckage of a previous structure that  was overwhelmed by the sea. The remnants of wrecked ships, sea-caves and  similar structures are common temples to the Old Man of The Sea, though  smaller “business shrines” are often located nearer to settlements. His  clerics act as money changers and tight-fisted merchants and slavers,  looking to make profit at any expense. A great many undead, intelligent  and not, serve this deity.&lt;br /&gt;Despite the cruel nature of this god, the  church of the Old Man of The Sea is extremely ethical in regards to  money, as long as the god gets his due. Letters of credit, allowing  persons to deposit their valuables with a local church preceptory before  embarking, received a document indicating the value of their deposit,  then used that document upon arrival to retrieve their funds. This  allows travelers some security for their wealth, and also contributes to  the Old Mans coffers.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Symbol:&lt;/span&gt; Sea chest&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Alignment:&lt;/span&gt; Chaotic (Lawful Evil)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Cleric Alignment:&lt;/span&gt; Chaotic or Neutral&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Favored Weapon: &lt;/span&gt;Club (driftwood)&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Mother Necessity&lt;/span&gt; (Intermediate Deity)&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_HFRQ-pmmOnU/TIei3HpU1xI/AAAAAAAAAic/soO2zqcjZhc/s1600/Serpent.jpg"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 180px; height: 180px;" src="http://2.bp.blogspot.com/_HFRQ-pmmOnU/TIei3HpU1xI/AAAAAAAAAic/soO2zqcjZhc/s200/Serpent.jpg" alt="" id="BLOGGER_PHOTO_ID_5514555336567346962" border="0" /&gt;&lt;/a&gt;Mother Necessity is a powerful goddess who oversees the forces of change and (hopefully) renewal. Towards this end she promotes conflict and strife in the hopes of spurring people, nature and society to adapt and grow (or die and get out of the way). Mother Necessity appears as a proud and determined woman who is in turns warm, sexy, domineering and cruel with a sharp tongue and mind. She is married to the Man in the Moon and is the mother of The Spirit of Invention. Temples to Mother Necessity are small but well adorned and well staffed. Clerics appear as stern and serious scholars, politicians and teachers, often traveling into odd and dangerous locations or promoting economic and political change in places of power.&lt;br /&gt;Monstrous races such as Trolls, Gnolls and Goblin-kin of all sorts adore this goddess, viewing her as the true Mother Nature. Such creatures are regularly used by the goddess to "test the nations," causing strife and war. These bestial followers of Mother Necessity realize their role in the world, and see it as a holy duty. Chaotic Dragons are the favored "children" of this goddess, and can often be found in her company. Worship of Mother Necessity more often than not involves sacrifice of living creatures, particularly intelligent ones. Children, particularly male children of a rivals are typically slain on cold alters of stone. Cannibalism is usually only practiced by monster races such as goblins and Trolls. Worship of this goddess is outlawed in most regions.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Symbol:&lt;/span&gt; &lt;a href="http://en.wikipedia.org/wiki/Ouroboros"&gt;Oroboros &lt;/a&gt;(life and dissolution)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Alignment:&lt;/span&gt; Chaotic (Chaotic Evil)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Cleric Alignment:&lt;/span&gt; Neutral or Chaotic&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Favored Weapon:&lt;/span&gt; Flail, light&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Dame Justice&lt;/span&gt; (Lesser Deity)&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_HFRQ-pmmOnU/TIeiyf7p0EI/AAAAAAAAAiU/nSsuDJtYnLY/s1600/Scales.jpg"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 180px; height: 180px;" src="http://4.bp.blogspot.com/_HFRQ-pmmOnU/TIeiyf7p0EI/AAAAAAAAAiU/nSsuDJtYnLY/s200/Scales.jpg" alt="" id="BLOGGER_PHOTO_ID_5514555257187323970" border="0" /&gt;&lt;/a&gt;This  potent deity is the goddess of justice and liberty, constantly looking  for wrongs to fight injustice and  avenge the downtrodden. Dame Justice  appears as an attractive woman wielding a sword and wearing a blindfold.  She takes an interest in all levels of law, but prefers the big cases,  hunting murderers and rapists with a grim determination that is a terror  to wrongdoers everywhere. Temples of justice are courts of law prisons  and police stations, though she also acknowledges righteous gatherings  of militia and similar rural groups. Clerics of justice work as judges,  sheriffs  and guardsman, pursuing evildoers and exacting justice, even  in lawless lands.&lt;br /&gt;Though law and justice is desired by most people,  Dame Justice and her acolytes make people uncomfortable. Even the very  good have &lt;span style="font-style: italic;"&gt;something &lt;/span&gt;in their  past that they aren't proud of, and the presence of a cleric of Dame  Justice  can make a person feel the weight of their sin all too  distinctly. Because of this, those who follow this goddess must try to  be self-sufficient and to aid others of their order, as they are unlikely to find folk to put them up. Fighters dedicated to Dame Justice are called &lt;a href="http://en.wikipedia.org/wiki/Paladin"&gt;Paladins&lt;/a&gt;, and are amongst the greatest and most virtuous warriors, seeking to right wrongs and oppose the wicked. Sadly, most such souls die quite young, but this is not always the case.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Symbol: &lt;/span&gt;Scales&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Alignment:&lt;/span&gt; Lawful (Lawful Good)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Cleric Alignment:&lt;/span&gt; Lawful&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Favored Weapon:&lt;/span&gt; Mace&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Spirit of Invention&lt;/span&gt; (Lesser Deity)&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_HFRQ-pmmOnU/TIejHJtp7vI/AAAAAAAAAi8/vuIQO_ULHfU/s1600/Wheel.jpg"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 180px; height: 180px;" src="http://3.bp.blogspot.com/_HFRQ-pmmOnU/TIejHJtp7vI/AAAAAAAAAi8/vuIQO_ULHfU/s200/Wheel.jpg" alt="" id="BLOGGER_PHOTO_ID_5514555612000284402" border="0" /&gt;&lt;/a&gt;An energetic and scatterbrained deity, Invention is the force of raw creativity and inventive genius. He appears as a rumpled dwarf in workman’s clothing  and wearing a tool belt. He is constantly working on some project or another. He interacts with few gods, even avoiding his parents, Mother Necessity and the Man in the Moon whenever possibly. He prefers the company of constructs, dwarves and gnomes. There are no temples dedicated to the Spirit of Invention, rather his shrines are workshops and his altars are workbenches. Clerics of Invention are all craftsmen and seem more like madmen to most folks. Religious observances revolve around invention and craftsmanship.&lt;br /&gt;The Spirit of Invention teaches on the importance of creativity in invention, and the willingness to take risks. His acolytes are those who push the boundaries of engineering to create marvelous and useful devices such as musical instruments, &lt;a href="http://en.wikipedia.org/wiki/Block_and_tackle"&gt;block-and-tackle&lt;/a&gt; pulley systems, hydraulic pumps, elaborate &lt;a href="http://en.wikipedia.org/wiki/Siege_engine"&gt;siege engines&lt;/a&gt;, reversible crank mechanisms, and many others. Some even more elaborate devices such as &lt;a href="http://en.wikipedia.org/wiki/Claw_of_Archimedes"&gt;ship shakers&lt;/a&gt; and &lt;a href="http://en.wikipedia.org/wiki/Steam_cannon"&gt;steam cannons&lt;/a&gt; can be made by the truly inventive.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Symbol: &lt;/span&gt;Cog&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Alignment:&lt;/span&gt; Neutral (Chaotic Neutral)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Cleric Alignment: &lt;/span&gt;Any&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Favored Weapon:&lt;/span&gt; Hammer, light&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;North Wind&lt;/span&gt; (Lesser Deity)&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_HFRQ-pmmOnU/TIei7MPQ8AI/AAAAAAAAAik/u9y7JmnBrNo/s1600/Snow.jpg"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 180px; height: 180px;" src="http://2.bp.blogspot.com/_HFRQ-pmmOnU/TIei7MPQ8AI/AAAAAAAAAik/u9y7JmnBrNo/s200/Snow.jpg" alt="" id="BLOGGER_PHOTO_ID_5514555406519693314" border="0" /&gt;&lt;/a&gt;The North Wind is an aggressive being of frost and winter winds. This deity is ferocious, looking to blow his way into homes under doors, through thatch and into bodies and souls chilling all as he goes. He appears as a ferocious man with a wild thick beard and cruel eyes. He loathes warmth and comfort, and can only be held at bay with extreme precautions and sacrifice. The North Wind is known to spend time with the Old Man of the Sea and the East Wind. Temples to the North Wind are always grim, cold affairs with few amenities such as rime coated caves or up on lonely cliffs. Clerics of the North Wind are grim-faced men and women who dress more like barbarian chieftains than priests, with fur and animal hide covering them. These clerics are charged with spreading a healthy dread of the winter.&lt;br /&gt;Though this god is considered cruel by many in the North, he is also known to be surprisingly generous. Mid-Winter festivals depict the North Wind as Father Winter, a laughing bearded being who brings presents to good children. Woe unto children who are wicked when this spirit is about, as he has been known to carry off such wee ones to an icy death in the northern wilds. Most times this role is conducted by clerics of The North Wind, who give small gifts of carved toys, snowshoes and mittens.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Symbol: &lt;/span&gt;Icicle or Snowflake&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Alignment:&lt;/span&gt; Chaotic (Chaotic Neutral)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Cleric Alignment:&lt;/span&gt; Neutral of Chaotic&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Favored Weapon: &lt;/span&gt;Hammer, War&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;South Wind&lt;/span&gt; (Lesser Deity)&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_HFRQ-pmmOnU/TIejKnKJRoI/AAAAAAAAAjE/VYr_ZKc14Gg/s1600/Wind.jpg"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 180px; height: 180px;" src="http://1.bp.blogspot.com/_HFRQ-pmmOnU/TIejKnKJRoI/AAAAAAAAAjE/VYr_ZKc14Gg/s200/Wind.jpg" alt="" id="BLOGGER_PHOTO_ID_5514555671444014722" border="0" /&gt;&lt;/a&gt;A fickle and energetic deity, the South Wind is the god of summer storms. Though he can be beneficial with his cooling and watering rains, he is notorious for hailstorms that flatten crops. The South Wind appears as a young, winged man with long hair and wearing flowing robes. He is a fun loving deity who adores the company of attractive persons of either sex. Temples to the South Wind are usually small roofed shrines along roads. Such shrines function more like way-stops for travelers, often with an inn or other eatery close-by. Large shrines are themselves inns, offering shelter and sustenance to those traveling the world.&lt;br /&gt;Mid-Summer is the time of the South Wind, when the first and greatest planting is in the soil and growing and the herds growing fat. It is at this time when great lords and peasant alike celebrate the Sun Maiden, Mother Nature and the South Wind are celebrated with bonfires and dances. Only cultures that plant and cultivate their food take part in Mid-Summer festivals, with raiders and monster such as orcs, pirates and trolls choosing to prey upon other civilizations for their sustenance. Such peoples and creatures typically prefer the treacherous East Wind. Other times of the year the South Wind is revered in hopes of warmer currents, but he is known to be fickle.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Symbol: &lt;/span&gt;Hurricane or Tornado&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Alignment:&lt;/span&gt; Neutral (Chaotic Neutral)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Cleric Alignment: &lt;/span&gt;Chaotic or Neutral&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Favored Weapon:&lt;/span&gt; Sling&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;East Wind&lt;/span&gt; (Lesser Deity)&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_HFRQ-pmmOnU/TIeiiopl--I/AAAAAAAAAh0/iN9vw512-uk/s1600/Cloud.jpg"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 180px; height: 180px;" src="http://1.bp.blogspot.com/_HFRQ-pmmOnU/TIeiiopl--I/AAAAAAAAAh0/iN9vw512-uk/s200/Cloud.jpg" alt="" id="BLOGGER_PHOTO_ID_5514554984649587682" border="0" /&gt;&lt;/a&gt;The East Wind is an trickster spirit, generally associated with bad luck and thieves. The East Wind appears as a strongly built, winged man with a thick dark beard and wearing flowing robes. He is a wild deity who is rarely in any place for very long. The East Wind loves all offerings of gold, gems and especially gossip. Temples to the East Wind are always hidden in out of the way places, down back alleys, or in the wilderness. Such places serve the Clerical needs of bandits, smugglers and assorted thieves and monsters. Clerics of the East Wind are shifty, intelligent folk with a love of theft and a hatred of hard work.&lt;br /&gt;Harvest time is both a time of celebration, and a dread of the coming winter. All over Avis, though particularly in the North, peoples have brought in their last harvest and have slaughtered all their livestock save for the breeders, and with all of the blood from such harvest, a great many fine dishes are made such as blood pudding and sausages. And so many feasts and celebrations in honor of the East Wind and the Man in The Moon are held as people prepare for the long dark grip of winter. Light-hating creatures such as goblins, undead and trolls are known to be particularly active at this time, as the hated sun is often hidden by clouds, and the nights are long. These beings hold wild parties in the wilderness, where humankind dare not venture.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Symbol:&lt;/span&gt; Dark cloud&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Alignment:&lt;/span&gt; Neutral (Neutral Evil)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Cleric Alignment: &lt;/span&gt;Neutral or Chaotic&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Favored Weapon: &lt;/span&gt;Club (&lt;a href="http://en.wikipedia.org/wiki/Blackjack_%28weapon%29#Blackjack"&gt;sap&lt;/a&gt;)&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;West Wind&lt;/span&gt; (Lesser Deity)&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_HFRQ-pmmOnU/TIejDAN24CI/AAAAAAAAAi0/RXdj47GrE8E/s1600/Wheat.jpg"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 180px; height: 180px;" src="http://4.bp.blogspot.com/_HFRQ-pmmOnU/TIejDAN24CI/AAAAAAAAAi0/RXdj47GrE8E/s200/Wheat.jpg" alt="" id="BLOGGER_PHOTO_ID_5514555540731519010" border="0" /&gt;&lt;/a&gt;The West Wind is the god of spring bloom and growing crops, a welcome being in any port. The West Wind loves sex, growth and growing things, often flirting with farmers daughters by blowing up their skirts and spying on them from the treetops. The West Wind appears as a handsome, winged young man with long hair and a permanent glint in his eye. He is flirtatious with attractive persons of all races and genders, though fertile females are of particular interest. Temples of the West Wind are small shrines or altars in wild fields or cliff-sides. Such locations are chosen for outdoor revels, with all participants bringing food and drink as offerings. Clerics of the West Wind are travelers who dress simply known for their skill in music and storytelling.&lt;br /&gt;The great Festival of Spring is a holiday celebrated all over Avis, though nowhere as much as in the coastal areas of the Northern Continent, where the long winters make for a deep hunger for spring. When the first crop is sewn, all the farming peoples hold elaborate parties celebrating spring and honoring Mother Nature and the West Wind.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Symbol: &lt;/span&gt;Sheaf of wheat&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Alignment:&lt;/span&gt; Neutral (Chaotic Good)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Cleric Alignment:&lt;/span&gt; Lawful or Neutral&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Favored Weapon:&lt;/span&gt; Sling&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Religion and Non-Humans&lt;/span&gt;&lt;br /&gt;Though only the humans of Avis can take levels in the Cleric class, that does not mean that other races do not revere the gods. Rather it is that the other races have a different view of them, and serve them in other ways.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Dwarves:&lt;/span&gt; The Dwarves of Avis revere the gods with a solid dedication to family, honesty and hard work, seeing these things as holy in and of themselves. Of the gods, dwarves prefer Father Time, Dame Justice and The Spirit of Invention above all others. What passes for priests amongst dwarves are NPC Blacksmiths, Engineers and Sages (see LL Rulebook page 48). Such specialists keep the sacred lore of the Dwarves, and are central to the community.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Elves: &lt;/span&gt;The elves do indeed revere the gods, though they prefer to interact with them directly or with with arcane magic. On holy days or during celebrations, elaborate ceremonies dedicated to one or another god are enacted by the elves, hoping for the god in question to attend or send an emissary. Mother Nature and the Man in The Moon are the most revered by the elves, though all are revered in one way or another.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Halflings:&lt;/span&gt; Halflings prefer hard work to worship in temples, though they are known to leave offerings to Mother Nature or South and West Wind. Storytellers take the place of cleric amongst halflings, passing down tales of heroes and gods and keeping old traditions alive.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Other Races:&lt;/span&gt; &lt;span class="postbody"&gt;Races such as centaurs, goblins, were-creatures, orcs, giants (including ogres and  trolls), neanderthals, morlocks, lizardmen, troglodytes etc all worship the gods in their own ways but do not have true clerics. These races produce their own holy men and women (often via vision quests or other initiations), whose  devotion to their gods has granted them a small dispensation of power.&lt;br /&gt;Such "Witch Doctors" are created the same as standard members of their  race, though often of higher than 1HD. All such "priests" gain the  ability to brew potions as an Alchemist (page 47 LL rulebook) and gain  one or more Dispensations from their master, roll Roll randomly to  determine the nature of this power: &lt;/span&gt;&lt;br /&gt;&lt;span class="postbody"&gt;Roll d00&lt;br /&gt;01-10 Animal Command (as a ring of animal command)&lt;br /&gt;11-20 Commune (As the cleric spell)&lt;br /&gt;21-25 Remove/Bestow Curse (As the cleric spell)&lt;br /&gt;26-35 Animate Dead (As the cleric spell)&lt;br /&gt;36-40 Cure/Cause Disease (As the cleric spell)&lt;br /&gt;41-45 Lightning Bolt (As the magic-user spell)&lt;br /&gt;46-50 Speak to Plants (As the cleric spell)&lt;br /&gt;51-57 Insect Plague (As the cleric spell)&lt;br /&gt;58-67 Climbing (As a potion of climbing)&lt;br /&gt;68-77 Control Weather (As the cleric spell)&lt;br /&gt;78-86 Polymorph Self (As the magic user spell)&lt;br /&gt;87-96 True Seeing (As the cleric spell)&lt;br /&gt;97-99 Roll twice&lt;br /&gt;00 Roll three times&lt;/span&gt;&lt;br /&gt;&lt;span class="postbody"&gt;&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-4984615641112426913?l=mythadvocate.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mythadvocate.blogspot.com/feeds/4984615641112426913/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=1154506515895993370&amp;postID=4984615641112426913&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/4984615641112426913'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/4984615641112426913'/><link rel='alternate' type='text/html' href='http://mythadvocate.blogspot.com/2010/09/avis-twelve-gods.html' title='World of Avis: The Twelve Gods'/><author><name>Aaron</name><uri>http://www.blogger.com/profile/03750283246511456940</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://3.bp.blogspot.com/--zWDaSP4MMw/TcC8pXWLiaI/AAAAAAAAAl8/5uzUxgIfznE/s220/Rawk%2BOn%2521.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_HFRQ-pmmOnU/TIeinptz-zI/AAAAAAAAAh8/BwZrtu3pFkg/s72-c/Holly.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1154506515895993370.post-2677096528749126140</id><published>2010-08-26T12:53:00.000-07:00</published><updated>2010-08-28T07:18:32.434-07:00</updated><title type='text'>World of Avis: Campaign Setting</title><content type='html'>The world and setting will be of the sort that many Fantasy Role-Playing Games tend to be, though with my own twists and turns. Manking shares the world of Avis with a host of other, non-human races. Dwarves, Elves and Halflings are more-or-less allies to man, at least when compared to the Giants, Goblin-kin and other creatures that haunt the corners of the world.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Peoples&lt;/span&gt; &lt;span style="font-weight: bold;"&gt;and Classes&lt;/span&gt;&lt;br /&gt;Here is a brief overview of the peoples that populate the world of Avis, especially those found in the immediate area of &lt;span style="font-weight: bold;"&gt;Ulbrand&lt;/span&gt;, seen in the map below.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Dwarves:&lt;/span&gt; The dwarves of Avis live almost exclusively on the Northern Continent (see &lt;a href="http://1.bp.blogspot.com/_HFRQ-pmmOnU/THaKyYNvN0I/AAAAAAAAAgE/aA9CYZ4h0Ac/s1600/World+Map+vs2+JPEG.jpg"&gt;Map&lt;/a&gt;). In the far north they hold large kingdoms beneath the ice and under the mountains, from which they wage nearly constant war with the Frost Giants, White Dragons and other creatures. All dwarves see the Dwarf Czar Borislav VIII as the true King of The Dwarves, and make a point of bringing it up when meeting Human or Elf kings. Most Dwarves keep to Clan/Guild affiliations rather than ranks of nobility.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Elves:&lt;/span&gt; The elves live primarily in the Summerlands, a land thought by most Northerners to be a magical otherworld, but is in-fact the Southern Continent (see &lt;a href="http://1.bp.blogspot.com/_HFRQ-pmmOnU/THaKyYNvN0I/AAAAAAAAAgE/aA9CYZ4h0Ac/s1600/World+Map+vs2+JPEG.jpg"&gt;Map&lt;/a&gt;). Some elves still remain in the north, maintaining beautiful (and usually hidden) fortress-citadels and enchanted forests, though many such places are long abandoned and grown wild and dangerous. In the Summerlands the Elves are ruled by an immortal Empress whose power in nearly that of a goddess. Some elves wander the lands of men as exiles due to mixed human heritage and a lust for adventure. Such "pilgrims" like in a manner much like gypsies, along with human husbands wives and half-kin, selling magic and mysteries to the peoples of the lands.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Halflings:&lt;/span&gt; Rural beings of farm and meadow, these people are the most like humankind in look and temperament. Most halflings can be found living in or near human settlements and cities, living much as anyone else. Halflings are renowned as the best cooks and brewers of all the races, and are much sought after in this regard. While many halflings are farmers and similar rural folk, Avis Halflings are also renowned as trackers and hunters.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Humans:&lt;/span&gt; Humans of Avis are much like those found in our world, save perhaps a bit more robust and adventurous. The people of Ulbrand are much like mixed European peoples, leaning  towards Slavic and Nordic types. Men wear beards and women tend to be  full-figured. Clothing is practical first and stylish second with fur-lined cloaks, coats and hats common. Though most humans live in the towns and cities, a great many also live in homesteads, farms and in nomadic bands.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Clerics:&lt;/span&gt; Clerics are the servants of the Gods, and thus represent their chosen deity amongst the races. The gods of Avis are- &lt;a href="http://en.wikipedia.org/wiki/Mother_Nature"&gt;Mother Nature&lt;/a&gt;, &lt;a href="http://en.wikipedia.org/wiki/Father_Time"&gt;Father Time&lt;/a&gt;, &lt;a href="http://btc.montana.edu/ceres/html/MoonQuest/maninmoon.html"&gt;The Man in The Moon&lt;/a&gt;, &lt;a href="http://en.wikipedia.org/wiki/Solar_deity"&gt;Sun Maiden&lt;/a&gt;, &lt;a href="http://en.wikipedia.org/wiki/Ouroboros"&gt;Mother Necessity&lt;/a&gt;, &lt;a href="http://en.wikipedia.org/wiki/Lady_Justice"&gt;Lady Justice&lt;/a&gt;, &lt;a href="http://en.wikipedia.org/wiki/Eureka_effect"&gt;Spirit of Invention&lt;/a&gt;, &lt;a href="http://en.wikipedia.org/wiki/Old_Man_of_the_Sea"&gt;Old Man of the Sea&lt;/a&gt;, &lt;a href="http://en.wikipedia.org/wiki/Father_Winter"&gt;North Wind&lt;/a&gt;, &lt;a href="http://en.wikipedia.org/wiki/South_wind"&gt;South Wind&lt;/a&gt;, &lt;a href="http://en.wikipedia.org/wiki/East_wind"&gt;East Wind&lt;/a&gt;, and the &lt;a href="http://en.wikipedia.org/wiki/West_wind"&gt;West Wind&lt;/a&gt;. Though they represent broad elemental concepts, these gods are persons, though powerful ones. More on these gods will be coming soon.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Fighters:&lt;/span&gt; From Barbarian warriors to shining Paladins, fighters are in great demand all over Avis. Wars between rival lords, highwaymen, monsters and raiders all keep a fighters life exciting, and often quite short.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Magic Users:&lt;/span&gt; Wizards, witches and the like are fairly widespread on Avis, though few reach great power. All seeking to gain true might typically join one or another magical society, where they might gain greater access to spells. Some significant societies will be detailed very soon.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Thieves:&lt;/span&gt; Those who make their living through stealth and guile are far from rare on Avis. These men and women can be found in cities as thieves and con-men, or working in the wilderness as bandits, scouts and spies.&lt;b&gt;&lt;span style="font-size:10pt;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Central Ulbrand and Environs (Avis)&lt;/span&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_HFRQ-pmmOnU/THkOaWAmLAI/AAAAAAAAAhM/RrpMq3eK2WU/s1600/Ulbrand+Starting+Map.jpg"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 400px; height: 219px;" src="http://3.bp.blogspot.com/_HFRQ-pmmOnU/THkOaWAmLAI/AAAAAAAAAhM/RrpMq3eK2WU/s400/Ulbrand+Starting+Map.jpg" alt="" id="BLOGGER_PHOTO_ID_5510451464811981826" border="0" /&gt;&lt;/a&gt;Here is a map of the campaign setting. The land is deeply forested and pretty wild. Winters here are crisp, beautiful and dangerous (a great place for a Christmas Special). Some places of note:&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Goldseeker Mountains:&lt;/span&gt; Despite the name, there are few profitable gold mines in these mountains. Though many valuable ores are indeed present in the mountains, Orcs are plentiful here as are far worse beings.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Brackenmoor:&lt;/span&gt; A large stretch of &lt;a href="http://en.wikipedia.org/wiki/Moorland"&gt;moorland &lt;/a&gt;Northeast of the mountains. This region is haunted by fell spirits and fairy lights that are a danger to all who wander here at night.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Dunford (Small Town):&lt;/span&gt; A prosperous town that sports the largest bridge along the Grey River. The town is a famous stopping place for caravans.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Grandpool Sea: &lt;/span&gt;Really a large freshwater lake, this lake is teeming with fish all year round. In the winter, the Grandpool freezes over, and though this means that the larger amount of snowfall ceases, it allows the giants of the far bank to more easily raid human lands.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Hillbeard (Small Town):&lt;/span&gt; This town was originally a trade town for the Dwarven Fortress of Nightscar before it fell. Now it hosts many of the survivors of that lost citadel. Those who did not move on have expanded this riverside village into a small town more to the liking of the Dwarves. Hillbeard is considered the best locale for quality metalwork.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Keeptree&lt;/span&gt; (Hamlet): More of a trading post for traveling elves, this hamlet consists largely of humans with professed elf-blood (treat as elfin humans and elves) and a small number of elves.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Littlesur (Village): &lt;/span&gt;This Halfling village is renowned for its cheese and beer. Not alot happens here, and few visitors come through. Still, those looking to do business will find the Halfling to be shrewd businessfolk and well aware of the value of their labors.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Longfort (Thorp):&lt;/span&gt; A fortress with an accompanying cluster of shops, farms and related industries. The fortress itself was built by the now receded Aubadian Empire, but is now controlled by Earl Davril Whiteham, from which his forces watch the Grandpool for raiders.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Newbend (Hamlet):&lt;/span&gt; A small hamlet along the Grey River and home to the powerful wizard Edward Klute (16th Level). This wizard does not rule the city in any way, but is known far and wide as a good and helpful mage, though one who dislikes uninvited guests.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Nightscar (Small City/Ruin):&lt;/span&gt; Once a mighty Dwarven citadel and trade city, now taken by the Dragon Driligan The Red and its orc minions. Though the dragon itself is only rarely seen, orc raiders are far more common, particularly during the long winter when the sun is hidden behind gray skies.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Oneyaw (Thorp): &lt;/span&gt;A small settlement not far from the Brackenmoor and home to a tough breed of farmer. The people here are hard-working but friendly folk. Archery is very popular here, both as a sport and for when orcs or other menaces come raiding.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Whiteham (Large Town):&lt;/span&gt; This bustling place is the seat of the local Whiteham family, a powerful noble family. The town focuses largely around fishing, but is home to a large number of other industries.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Swamphorn Forest:&lt;/span&gt; A dense wood that is more than half swamp, This forest is home to a large number of wild game, but is considered haunted by the locals.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-2677096528749126140?l=mythadvocate.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mythadvocate.blogspot.com/feeds/2677096528749126140/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=1154506515895993370&amp;postID=2677096528749126140&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/2677096528749126140'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/2677096528749126140'/><link rel='alternate' type='text/html' href='http://mythadvocate.blogspot.com/2010/08/world-of-avis-campaign-setting.html' title='World of Avis: Campaign Setting'/><author><name>Aaron</name><uri>http://www.blogger.com/profile/03750283246511456940</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://3.bp.blogspot.com/--zWDaSP4MMw/TcC8pXWLiaI/AAAAAAAAAl8/5uzUxgIfznE/s220/Rawk%2BOn%2521.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_HFRQ-pmmOnU/THkOaWAmLAI/AAAAAAAAAhM/RrpMq3eK2WU/s72-c/Ulbrand+Starting+Map.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1154506515895993370.post-4151884969924055347</id><published>2010-08-26T08:33:00.000-07:00</published><updated>2010-08-26T08:43:10.189-07:00</updated><title type='text'>Labyrinth Lord Game!</title><content type='html'>Looks like I will be running a Labyrinth Lord Game soon! This old-school style game uses a re-casting of the classic Basic Dungeons and Dragons game, and can be downloaded for free &lt;a href="http://www.goblinoidgames.com/labyrinthlord.html"&gt;here&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;I will be using a home-brew campaign setting, called Avis. I will be posting setting details and related artwork here in the days and weeks ahead. Below is a world map, though the campaign will center on a particular region (unless the players are particularly ambitious). This map is unfinished, and as yet lacking many details.&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_HFRQ-pmmOnU/THaKyYNvN0I/AAAAAAAAAgE/aA9CYZ4h0Ac/s1600/World+Map+vs2+JPEG.jpg"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 200px; height: 109px;" src="http://1.bp.blogspot.com/_HFRQ-pmmOnU/THaKyYNvN0I/AAAAAAAAAgE/aA9CYZ4h0Ac/s200/World+Map+vs2+JPEG.jpg" alt="" id="BLOGGER_PHOTO_ID_5509743792232544066" border="0" /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-4151884969924055347?l=mythadvocate.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mythadvocate.blogspot.com/feeds/4151884969924055347/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=1154506515895993370&amp;postID=4151884969924055347&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/4151884969924055347'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/4151884969924055347'/><link rel='alternate' type='text/html' href='http://mythadvocate.blogspot.com/2010/08/labyrinth-lord-game.html' title='Labyrinth Lord Game!'/><author><name>Aaron</name><uri>http://www.blogger.com/profile/03750283246511456940</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://3.bp.blogspot.com/--zWDaSP4MMw/TcC8pXWLiaI/AAAAAAAAAl8/5uzUxgIfznE/s220/Rawk%2BOn%2521.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_HFRQ-pmmOnU/THaKyYNvN0I/AAAAAAAAAgE/aA9CYZ4h0Ac/s72-c/World+Map+vs2+JPEG.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1154506515895993370.post-6360441093385734344</id><published>2010-08-06T11:37:00.000-07:00</published><updated>2011-04-20T08:57:02.968-07:00</updated><title type='text'>Atomic Dawn: The Alamo Empire</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_HFRQ-pmmOnU/TFxYoe8GWbI/AAAAAAAAAew/jT1YK5LmU5s/s1600/Alamo+3.jpg"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 320px; height: 200px;" src="http://2.bp.blogspot.com/_HFRQ-pmmOnU/TFxYoe8GWbI/AAAAAAAAAew/jT1YK5LmU5s/s320/Alamo+3.jpg" alt="" id="BLOGGER_PHOTO_ID_5502370297263053234" border="0" /&gt;&lt;/a&gt;&lt;span style="font-weight: bold;"&gt;Aliases: &lt;/span&gt;Lone Star &lt;span style="font-weight: bold;"&gt;&lt;br /&gt;Capital: &lt;/span&gt;Alamo City (See &lt;a href="http://1.bp.blogspot.com/_HFRQ-pmmOnU/TGAzDV81UMI/AAAAAAAAAfo/6kwzVwgk7bk/s1600/Alamo+Map1.jpg"&gt;Map &lt;/a&gt;for details)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Area: &lt;/span&gt;SW Merica&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Government:&lt;/span&gt; Monarchy&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Population*:&lt;/span&gt; 1,456,800 (40% Pure Human, 20% Android, 20% Mutant Human, 15% Mutant Animal, 5% Mutant Plant)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Languages:&lt;/span&gt; English, Navaho, Spanglish&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Imports:&lt;/span&gt; Slaves, food, lumber&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Exports: &lt;/span&gt;Processed goods, technology&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Alignment: &lt;/span&gt;Neutral&lt;br /&gt;The Alamo Empire is located in the South-West region of the North American continent, and encompasses what was once Texas, Mexico, New Mexico, Arizona, Arkansas, and Southern California. The Empire boasts a high standard of living, an excellent economy and a potent military.&lt;br /&gt;However, the Alamo Empire’s prosperity is built upon the enslavement of its mutant population. Mutants in the Empire are considered the property of the state, to be utilized as a specialized resource. Mutants of all kinds work as soldiers, guards, laborers, craftsmen and in some cases power sources, using their powers to fulfill their duties as determined by the Molech Corporation and the Department of Mutant Utilization (D.M.U.).&lt;br /&gt;Under the command of the Emperor, the Alamo Empire is ruled over by a coalition of noble landowners and ranchers, who are responsible for maintaining troops and protecting their region. Freeman farmers and merchants form the "middle class," with peasant sharecropping tenants and laborers forming the lowest rung of citizenry. Mutant slaves have no rights as a citizen, and can never vote.&lt;br /&gt;The people of the Empire consider themselves to be the successors of the American Empire, and have adopted a number of symbols and sayings from Americana culture.&lt;br /&gt;*This does not indicate wild tribes, and outlaw bands in the wilderness, only official numbers.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Law and Order&lt;/span&gt;&lt;br /&gt;Sheriffs are responsible for keeping the peace (a "shire reeve") throughout a  shire or county on behalf of the Emperor, acting as investigator,  policeman and tax collector, earning both awe and hatred from citizen  and Noble alike. Everyday law enforcement and defense if maintained primarily by freeman militias, who maintain their own equipment and must be ready to muster when danger looms.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;The Alamo Guard&lt;/span&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_HFRQ-pmmOnU/TGF0l94OxuI/AAAAAAAAAf8/CAZ_lEKwgM4/s1600/Alamo+Guard.jpg"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 110px; height: 113px;" src="http://1.bp.blogspot.com/_HFRQ-pmmOnU/TGF0l94OxuI/AAAAAAAAAf8/CAZ_lEKwgM4/s200/Alamo+Guard.jpg" alt="" id="BLOGGER_PHOTO_ID_5503808415237850850" border="0" /&gt;&lt;/a&gt;The Alamo Guard are all specially trained soldiers that are ultimately answerable to the Emperor alone. All guardsmen are hand-picked, and are a motley and eccentric lot of troopers. Pure Humans are the most numerous members of the Alamo Guard, but a large number of basic and synthetic Androids fill their ranks. The main criteria for membership is fanatic loyalty to the Empire, martial expertise, and a never say die attitude.&lt;br /&gt;Membership in the Alamo requires that the character be an Alamo Citizen or a Basic or Synthetic Android, be of Lawful Alignment, and be of at least 8th level. Would-be members must be approved by the Emperors office after a series of tests. If accepted a period of training is mandatory, after which the Guardsmen is issued a suit of Ballistic Nylon armor, a Warp-Field Sword, and his Badge.&lt;br /&gt;The guard is responsible to defending the Empire from extraordinary threats, and as such are only deployed when such threats are detected. Though the guard numbers little over two thousand members, they are widely known and respected. The Guardian robot series (see below) grants the Guard considerable power, as these relentless robots are a true terror on the battlefield. All of these robots are built and commanded by Mastermind V, a robot survivor of the Transgenic Wars. This robot is a fanatic opponent of the "Mutant Threat," and considered a great ally and servant of the Empire.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Alamo Rangers&lt;/span&gt;&lt;br /&gt;The elite troops and scouts of the Empire, the Alamo Rangers can be found wherever threats can be detected or suspected. Though of great pride to the Empire, quite often the Rangers are under-staffed, under-funded and stretched far to thin over a vast amount of territory. Because of this, members of the Alamo Rangers have to make do with salvaged weapons and parts, unusual tactics and strange allies in the execution of their duties.&lt;br /&gt;Officially the Rangers are agents of the Empire, and as-such are supposed to be supported and welcomed by the nobility. More often than not, rangers must fend for themselves. They are seen as near bogey-men by the commoners, but their services are greatly appreciated when monsters are on the move.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;The Big Circus (Sports)&lt;/span&gt;&lt;br /&gt;Sporting events of all kinds are extremely important in the lives of Alamo citizens. Races, demolition derbys, wrestling, boxing, football, and violent bloody spectacles are greatly enjoyed. Alamo City sports a massive Colosseum large enough to accommodate 80,000 spectators (111,000 if standing), and hosts large sporting events on holidays. Far smaller arenas are the norm, with local arenas focusing on a small number of sporting events (demolition derby's and racing, but not boxing etc). Televised events broadcast from the Capitol are only available to the wealthy and tech-savvy. Some wealthy landowners will show televised or recorded events in town squares on Thanksgiving or other holidays.&lt;br /&gt;The Circus serves as a form of penal service for the empire, with convicts and other undesirables having the chance to earn back their freedom by performing for three years in the arena. Similarly, mutant gladiators can earn a measure of fame and respect not normally given their kind in the Empire, if they survive (though they can never earn their freedom).&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Allies&lt;br /&gt;&lt;/span&gt;The Empire, like any large government, needs its allies to share the burden of governance.&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-weight: bold;"&gt;CostMart&lt;/span&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_HFRQ-pmmOnU/TGAVvjm6JuI/AAAAAAAAAfY/bGjR7cp2M0o/s1600/CostMart.jpg"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 320px; height: 58px;" src="http://3.bp.blogspot.com/_HFRQ-pmmOnU/TGAVvjm6JuI/AAAAAAAAAfY/bGjR7cp2M0o/s320/CostMart.jpg" alt="" id="BLOGGER_PHOTO_ID_5503422651403216610" border="0" /&gt;&lt;/a&gt;CostMart is widespread in the Empire and boasts many Superstores, factories, farms, and Utopian Domes withing the Empires borders (see &lt;a href="http://mythadvocate.blogspot.com/2010/05/atomic-dawn-costmart.html"&gt;CostMart&lt;/a&gt; for details). The Empire makes full use of trade agreements with this megacorporation, but also maintains its own facilities in case CostMart gets out of hand. Nearly all androids active in the Empire come from this megacorporation. Because of this, androids are greatly respected (and by-far more preferable company to mutants), and can even be found in positions of Imperial authority. Due to this close relationship, CostMart produces several special products for the Empires use. These are assorted vehicles, cloning and other medical procedures, Assault Robots, Advanced Armors (including the Light and Medium EMA) and many Grenade types. As these are highly specialized technologies, CostMart charges the Empire a pretty penny for this service.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Molech Corporation&lt;/span&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_HFRQ-pmmOnU/TGAVcFa0h3I/AAAAAAAAAfQ/2N_wEzKddsc/s1600/Molech.jpg"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 320px; height: 83px;" src="http://3.bp.blogspot.com/_HFRQ-pmmOnU/TGAVcFa0h3I/AAAAAAAAAfQ/2N_wEzKddsc/s320/Molech.jpg" alt="" id="BLOGGER_PHOTO_ID_5503422316881938290" border="0" /&gt;&lt;/a&gt;The Molech corporation specializes in the acquisition and processing of mutant slaves. Agents of this corporation can be found all over Merica and beyond, seeking out specific mutant types. Slavers funded by the Molech Corporation are the best equipped and best trained in the field, though independent contractors such as pirates and raiders are also frequently used. Certain mutant animal breeds have taken well to working for Molech, particularly Canisoids and Pigmen, who both enjoy the hunt and the subjugation of others.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Slave Collar: &lt;/span&gt;These collars,  once placed around a mutants neck creates an effect similar to the Ancestral Form mental mutation, stripping the mutant subject of all powers and drawbacks other than those derived from purely physical changes (Aberrant Form, Gigantism, Simian Deformity, etc). If removed, the mutants powers return immediately. Attempting to force the collar causes to collar  to close tighter on the wearer (treat as though drowning). These collars have no affect upon Pure Humans.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;The Vatican&lt;/span&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.saintsagainsttyranny.com/IHS20azul2.jpg"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 180px; height: 182px;" src="http://www.saintsagainsttyranny.com/IHS20azul2.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;span style="font-size:100%;"&gt;Since the drowning of Rome the Vatican is now located North-West of Alamo City and though  within the borders of the  Empire, it is considered a separate country. &lt;/span&gt;The  present leader of the church Pope Callistus III (Antonio Velez) was born in the  Empire and is a particularly skilled spokesman. Despite the sentiments  towards mutants, the Pope promotes mercy towards mutant humans.&lt;br /&gt;Though the Empire does not have a State Religion, a great many people in the Empire are Catholic (see &lt;a href="http://mythadvocate.blogspot.com/2010/05/atomic-dawn-religion.html"&gt;Atomic Dawn: Religion&lt;/a&gt;  for the settings take on religions), with a particular love for Saint  Agatha, Saint Francis, and Saint Isidore of Seville (Patron Saint of  Technology). Saint Christopher and Saint Death are popular amongst remote communities and the mutant population.&lt;br /&gt;Missionaries from the Vatican can be found all over the continent and beyond. A primary focus of The Church is to glean information of the ancient world from ruins, particularly cultural texts, artwork and history to attempt to piece together a more complete picture of the world before the collapse. Because of this, the Vatican sports a vast library and numerous print-shops in an attempt at re-distributing worthwhile texts.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;The Order of Saint Isidore&lt;/span&gt; (Isadorian Order): This order reveres the teachings and example of Saint Isidore of Seville (San Isidro), a scholarly saint dedicated to the accumulation and observation of knowledge. In the present age this order is dedicated to preserving and acquisition of knowledge via the scientific method. This order has their own technologists and repair facilities, fully capable of building and repairing a wide range of vehicles and devices, including the Heavy EMA armor used by the Swiss Guard.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Enemies&lt;/span&gt;&lt;br /&gt;The Empire counts many enemies, and is vigilant in keeping an eye on all such foes. Here are a few that are near its borders.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Atlantis&lt;/span&gt;&lt;br /&gt;The Alien rulers of Atlantis are a great concern to the Empire, as their motives are unreadable and their technology far to powerful for comfort. No direct action against Atlantis has been undertaken as of yet, but it is only a matter of time. See &lt;a href="http://mythadvocate.blogspot.com/2010/05/atomic-dawn-aliens.html"&gt;Aliens &lt;/a&gt;for details. More about this city-state will be posted soon.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;New Eden&lt;/span&gt;&lt;br /&gt;The Mormon land of New Eden is not an aggressive or expansionist power, however Edens &lt;a href="http://en.wikipedia.org/wiki/United_Order#The_United_Order_as_practiced_by_The_Church_of_Jesus_Christ_of_Latter-day_Saints"&gt;United Order&lt;/a&gt; form of government is deeply disturbing to the feudal government of the Empire and its Americana roots. Furthermore, Edens policy of Mutant Rights and its blasphemous insistence that Mutant Animals and Mutant Plants have eternal souls make this nation of great dislike and growing concern for the Empire.&lt;br /&gt;The Molech Corporation has reported that highly organized militias of Edenite mutants have proven to be potent foes during slave-hunting expeditions. More focused action is being considered by the Empire.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;V.E.G.A.S.&lt;/span&gt;&lt;br /&gt;The A.I. overlord of V.E.G.A.S. has made no bones about its disdain for organic life, or its intent upon assaulting Alamo citizens and lands. The robotic forces of V.E.G.A.S. frequently raid into the Empire, and have proven to be extremely powerful and well-organized.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Alamo Robots&lt;/span&gt;&lt;br /&gt;The Alamo Empire uses a wide assortment of robot types. Though most such robots are purchased via contract with CostMart, the Guardian series robot is designed, built and used exclusively by the Alamo Guard, and are completely loyal to the Empire.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Guardian&lt;/span&gt; (Mutant Hunter Mark IV)&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_HFRQ-pmmOnU/TGAQGoGTswI/AAAAAAAAAfI/jolyKVzdzWA/s1600/Guardian+and+Ranger+1.jpg"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 271px; height: 320px;" src="http://4.bp.blogspot.com/_HFRQ-pmmOnU/TGAQGoGTswI/AAAAAAAAAfI/jolyKVzdzWA/s320/Guardian+and+Ranger+1.jpg" alt="" id="BLOGGER_PHOTO_ID_5503416450675880706" border="0" /&gt;&lt;/a&gt;&lt;span style="font-weight: bold;"&gt;Hit Dice:&lt;/span&gt; 40&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Frame:&lt;/span&gt; Biomorph&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Locomotion:&lt;/span&gt; Legs (Pair), Thrusters (Fly 300 mph)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Manipulators:&lt;/span&gt; Basic Hand&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Armor:&lt;/span&gt; Reactive Armor (AC 1)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Sensors:&lt;/span&gt; Class V, Mutant Detection Array*&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Mental Programming:&lt;/span&gt; Artificial Intelligence&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Accessories:&lt;/span&gt; AV Recorder, Inertial Inhibitor, Self-destruct, Self-repair Unit, Vocalizer.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Weaponry:&lt;/span&gt; Fists (1d12+4), Fusion Rifle (Right Palm), Maser Rifle (Left Palm)&lt;br /&gt;&lt;span style="color: rgb(0, 0, 153);"&gt;&lt;/span&gt;&lt;br /&gt;Guardians are the Empires answer to the greater mutant threat. These robots are used primarily in policing actions regarding mutant-kind, but will also be deployed in the case of rampaging monsters. All of these robots are completely loyal to the Empire, and dogmatic in regards to neutralizing the mutant threat. Consider all Guardian Robots to have  INT 10, WIL 14, and CHA 6. They can frequently be found working alongside Alamo Rangers and Elite Alamo Guard troops.&lt;br /&gt;Guardians are not subtle opponents. They will typically begin an encounter with enemies with an extremely loud command of "SURRENDER OR BE TERMINATED!" Failure to immediately comply with this command will be met with focused assault. More powerful beings are attacked immediately with no warning.&lt;br /&gt;*The Mutant Detection Array allows the Guardian to detect the presence of Mutants and to identify the mutant type (Animal, Human, Plant). This functions out to a range of 120 feet.&lt;br /&gt;&lt;span style="color: rgb(0, 0, 153);"&gt;&lt;/span&gt;&lt;span&gt;&lt;span id="hotword"&gt;&lt;span onmouseover="this.style.cursor='default'" onmouseout="this.style.backgroundColor='transparent'" onclick="this.style.backgroundColor='#b5d5ff';return hotWord(this);" style="cursor: default;color:transparent;" id="hotword" name="hotword" &gt;ech Tank (Bio-Energy Phlebotomy &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-6360441093385734344?l=mythadvocate.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mythadvocate.blogspot.com/feeds/6360441093385734344/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=1154506515895993370&amp;postID=6360441093385734344&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/6360441093385734344'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/6360441093385734344'/><link rel='alternate' type='text/html' href='http://mythadvocate.blogspot.com/2010/08/atomic-dawn-alamo-empire.html' title='Atomic Dawn: The Alamo Empire'/><author><name>Aaron</name><uri>http://www.blogger.com/profile/03750283246511456940</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://3.bp.blogspot.com/--zWDaSP4MMw/TcC8pXWLiaI/AAAAAAAAAl8/5uzUxgIfznE/s220/Rawk%2BOn%2521.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_HFRQ-pmmOnU/TFxYoe8GWbI/AAAAAAAAAew/jT1YK5LmU5s/s72-c/Alamo+3.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1154506515895993370.post-3111385514370303946</id><published>2010-07-19T05:41:00.000-07:00</published><updated>2010-07-19T05:52:12.894-07:00</updated><title type='text'>Mutant Future: X-Men Mutants</title><content type='html'>&lt;span class="postbody"&gt;&lt;/span&gt;&lt;span class="postbody"&gt;The other day I was having a conversation relating to  the "comic book physics" aspect of &lt;a href="http://www.goblinoidgames.com/mutantfuture.html"&gt;&lt;span style="font-weight: bold;"&gt;Mutant Future&lt;/span&gt;&lt;/a&gt; (a major draw for me).  And the subject of the classic, original X-Men came up. Back in those  earlier days, the characters were not as cosmic as they are now, with the  heroes being low-powered enough to worry about bullets but special  enough to save the day against larger threats.&lt;br /&gt;&lt;br /&gt;So below I have some brief writeup of the original Uncanny X-Men.&lt;br /&gt;&lt;br /&gt;&lt;img src="http://4.bp.blogspot.com/_NvhnTb-4j3k/SSRgwPPhaWI/AAAAAAAABF0/KSh8jC7CRnY/s1600/classic_xmen_pic-full.jpg" border="0" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/Warren_Worthington_III"&gt;&lt;span style="font-weight: bold;"&gt;Angel &lt;/span&gt;&lt;/a&gt;(Warren Worthington III)&lt;br /&gt;Race: Mutant Human&lt;br /&gt;Level: 1&lt;br /&gt;STR 16&lt;br /&gt;DEX 18&lt;br /&gt;CON 14&lt;br /&gt;INT 17&lt;br /&gt;WIS 12&lt;br /&gt;CHA 15&lt;br /&gt;AC: 7&lt;br /&gt;Hit Points: 56&lt;br /&gt;Mutations: Complete Wing Development, Increased Sense (sight), Weak Will  (pampered playboy).&lt;br /&gt;&lt;br /&gt;A mutant, Angel originally possessed a pair of large feathered wings  extending from his back enabling him to fly. He is the heir and CEO of  the multi-billion dollar Worthington Industries. This privileged  background resulted in Warren being stereotyped as an arrogant and  self-absorbed playboy during his early years with the X-Men.&lt;br /&gt;&lt;span style="color:blue;"&gt;Note: In game terms, angel is a bit of a  wuss. Of course, in the comics he was slapped around pretty hard. So its  all good.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/Beast_%28comics%29"&gt;&lt;span style="font-weight: bold;"&gt;Beast &lt;/span&gt;&lt;/a&gt;(Hank McKoy)&lt;br /&gt;&lt;img src="http://upload.wikimedia.org/wikipedia/en/thumb/9/92/Uncanny8.jpg/195px-Uncanny8.jpg" border="0" /&gt;&lt;br /&gt;Race: Mutant Human&lt;br /&gt;Level: 1&lt;br /&gt;STR 18&lt;br /&gt;DEX 18&lt;br /&gt;CON 17&lt;br /&gt;INT 18&lt;br /&gt;WIS 15&lt;br /&gt;CHA 12&lt;br /&gt;AC: 5&lt;br /&gt;Hit Points: 68&lt;br /&gt;Mutations: Increased DEX, Increased STR, Mental Affinity (martial),  Quick Mind, Simian Deformity.&lt;br /&gt;&lt;br /&gt;Henry Philip McCoy was born in Dunfee, Illinois, in the United States,  to Norton  and Edna McCoy. Hank is born with a vast intellect, unusually  long arms and legs, and unusually large hands and feet for a human; in  fact, his body's proportions are comparable to those of a gorilla and  later stories reveal his nickname in school was "Magilla Gorilla".&lt;br /&gt;Henry's mutation more fully manifests during adolescence, providing  greater strength and agility, and although his powers allow him to  briefly excel in athletics during his remaining time at school, he soon  attracts the animosity of his fellow students and other non-mutant  humans. As he seeks refuge, he is approached by Professor Charles  Xavier, who invites him to study at "Xavier's School for Gifted  Youngsters".&lt;br /&gt;&lt;span style="color:blue;"&gt;Note: Beast is the most diverse of the X-Men  IMO. Hes strong, fast and very intelligent. I liked him far better  before the blue hair nonsense.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;a href="http://en.wikipedia.org/wiki/Cyclops_%28comics%29"&gt;Cyclops&lt;/a&gt; &lt;/span&gt;(Scott Summers)&lt;br /&gt;&lt;img src="http://upload.wikimedia.org/wikipedia/en/thumb/0/03/Cyclopsclassic.png/150px-Cyclopsclassic.png" border="0" /&gt;&lt;br /&gt;Race: Mutant Human&lt;br /&gt;Level: 1&lt;br /&gt;STR 14&lt;br /&gt;DEX 16&lt;br /&gt;CON 16&lt;br /&gt;INT 12&lt;br /&gt;WIS 14&lt;br /&gt;CHA 9&lt;br /&gt;AC: 8&lt;br /&gt;Hit Points: 64&lt;br /&gt;Mutations: Automatic Power (cannot turn off eye laser if visor is  removed), Disintegration (Optic Blast when "cutting loose"), Energy Ray  (Optic Blast/Laser).&lt;br /&gt;&lt;br /&gt;Scott is the first X-Man recruited by Charles Xavier and as one of the  original five X-Men, Cyclops has had a large presence in X-Men-related  comics since their inception. He has also been featured in almost every  adaptation of the team in other media. In practically every incarnation  of the character, he has almost always been shown to be not only Charles  Xavier's most loyal student, but also the one who most believes in his  dream of mutant and human equality.&lt;br /&gt;&lt;span style="color:blue;"&gt;Note: Cyclops was a one-trick pony in the  comics, but he had alot of heart. Later on they made him pretty awful  and self-absorbed, completely abandoning the original idea of a true  believer in equality.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/Iceman_%28comics%29"&gt;&lt;span style="font-weight: bold;"&gt;Iceman &lt;/span&gt;&lt;/a&gt;(Robert "Bobby" Louis  Drake)&lt;br /&gt;Race: Mutant Human&lt;br /&gt;Level: 1&lt;br /&gt;STR 14&lt;br /&gt;DEX 16&lt;br /&gt;CON 15&lt;br /&gt;INT 14&lt;br /&gt;WIS 11&lt;br /&gt;CHA 16&lt;br /&gt;AC: 4&lt;br /&gt;Hit Points: 60&lt;br /&gt;Mutations: Energy Ray (cold), Force Screen/Greater (ice shield), Natural  Armor (ice), Reflective Epidermis (cold), Temperature Control (cold).&lt;br /&gt;&lt;br /&gt;A mutant, Iceman has the ability of cryokinesis  where he can freeze  anything around him and can also turn his body into ice. Although he is  an Omega-level mutant, Drake has yet to tap his full mutant potential.  He has, however, begun to take more interest over the years in  developing his abilities.&lt;br /&gt;&lt;span style="color:blue;"&gt;Note: Iceman has always been a character full  of human-ness. He goofed around alot, playing games and trying to keep  things light. They messed around with this character, but he has largely  retained his charm.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/Jean_Grey"&gt;&lt;span style="font-weight: bold;"&gt;Marvel Girl&lt;/span&gt;&lt;/a&gt; (Jean Grey)&lt;br /&gt;&lt;img src="http://sharetv.org/images/x-men_evolution/jean_grey-char.jpg" border="0" /&gt;&lt;br /&gt;Race: Mutant Human&lt;br /&gt;Level: 1&lt;br /&gt;STR 10&lt;br /&gt;DEX 12&lt;br /&gt;CON 12&lt;br /&gt;INT 14&lt;br /&gt;WIS 17&lt;br /&gt;CHA 18&lt;br /&gt;AC: 10&lt;br /&gt;Hit Points: 48&lt;br /&gt;Mutations: Empathy, Force Screen (Greater), Neural Telekinesis, Psionic  Flight, Unique Sense (Mental Energy).&lt;br /&gt;&lt;br /&gt;Jean Grey-Summers is a mutant born with telepathic and telekinetic  powers. Her powers first manifested when she saw her childhood friend  being hit by a car.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/Professor_Xavier"&gt;&lt;span style="font-weight: bold;"&gt;Professor X&lt;/span&gt;&lt;/a&gt; (Charles Xavier)&lt;br /&gt;&lt;img src="http://sharetv.org/images/x-men_evolution/professor_charles_xavier-char.jpg" border="0" /&gt;&lt;br /&gt;Race: Mutant Human&lt;br /&gt;Level: 12&lt;br /&gt;STR 10&lt;br /&gt;DEX 6&lt;br /&gt;CON 9&lt;br /&gt;INT 18&lt;br /&gt;WIS 21&lt;br /&gt;CHA 17&lt;br /&gt;AC: 11&lt;br /&gt;Hit Points: 36&lt;br /&gt;Mutations: Frailty, Increased Willpower, Mental Barrier, Mental  Phantasm, Metaconcert, Mind Reflection, Neural Telepathy, Possession,  Unique Sense (Mental Energy).&lt;br /&gt;&lt;br /&gt;Professor Charles Xavier is paraplegic, although his body houses one of  the world's most powerful mutant minds. As a high-level telepath, Xavier  can read, control and influence human minds. A scientific genius, he is  also a leading authority on genetics, mutation, and psionic powers.&lt;br /&gt;Xavier’s goals are to promote the peaceful affirmation of mutant rights,  to mediate the co-existence of mutants and humans and to protect  society from antagonistic mutants. To achieve these aims, he founded  Xavier's School for Gifted Youngsters (later named the Xavier Institute)  to teach mutants to explore and control their powers.&lt;br /&gt;&lt;span style="color:blue;"&gt;Note: Xavier is an extremely powerful person.  Not just because of his psychic powers, but because of his money and  access to hyper-technology. With his super-computer CEREBRO and his  extensive labs he can scan the entire planets minds, create armies of  robots (the DANGER ROOM), and otherwise mess with just about anyone.&lt;br /&gt;I have granted him more than standard numbers of mutant powers to  represent his growing prowess (perhaps gained through exposure to "alien  energies").&lt;/span&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-3111385514370303946?l=mythadvocate.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mythadvocate.blogspot.com/feeds/3111385514370303946/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=1154506515895993370&amp;postID=3111385514370303946&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/3111385514370303946'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/3111385514370303946'/><link rel='alternate' type='text/html' href='http://mythadvocate.blogspot.com/2010/07/mutant-future-x-men-mutants.html' title='Mutant Future: X-Men Mutants'/><author><name>Aaron</name><uri>http://www.blogger.com/profile/03750283246511456940</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://3.bp.blogspot.com/--zWDaSP4MMw/TcC8pXWLiaI/AAAAAAAAAl8/5uzUxgIfznE/s220/Rawk%2BOn%2521.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_NvhnTb-4j3k/SSRgwPPhaWI/AAAAAAAABF0/KSh8jC7CRnY/s72-c/classic_xmen_pic-full.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1154506515895993370.post-781032367507532842</id><published>2010-05-12T05:55:00.000-07:00</published><updated>2011-04-20T08:58:53.499-07:00</updated><title type='text'>Atomic Dawn: Religion</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://cache.gawkerassets.com/assets/images/8/2008/05/12/5d/340x_125dfc66854dba8f7ee796db3c8c4c56.jpg"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 256px; height: 194px;" src="http://cache.gawkerassets.com/assets/images/8/2008/05/12/5d/340x_125dfc66854dba8f7ee796db3c8c4c56.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;span style="font-size:100%;"&gt;Religion (or at least Spirituality) is extremely important to civilization. Its holds peoples together despite pressures of war, disease, torment and death. And it is no different in the Mutant Future. Though Atom Bomb cults (ala Beneath The Planet of The Apes) and similar are amusing, they don't have the depth of more thought out religions.&lt;br /&gt;In the setting of the Atomic Dawn, most of the religions of the setting are real-world religions, though often changed somewhat to accommodate the new conditions and sentiments of the world. Most priests, shaman, druid or guru found in a community will be amongst the only folks likely to have any sort of amassed knowledge. Whether this is in the form of actual books (literacy), computer databanks, or knowledge passed on from teacher to pupil, this knowledge will be very important.&lt;br /&gt;In the Atomic Dawn, being someone who has some schooling, is perhaps literate, and  hopefully has his communities best interests at heart, is a big deal. People live very close to death, and any help tey can get is appreciated.&lt;br /&gt;&lt;br /&gt;Religions of The Atomic Dawn&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Christianity, Catholicism &lt;/span&gt;&lt;br /&gt;This pre-apocalypse religion is very active in the present age. Though with Rome long since sunk beneath the rising Mediterranean, regional branches of the Church have had the luxury of determining their own policies. At present, there are two Popes, one in the Merican city of Alamo City (San Antonio, TX) in the Alamo Empire, the other in New Madrid (Madrid Spain). Thankfully the distances of these two prevent direct conflict so far.&lt;br /&gt;The Catholic Church of Atomic Dawn is far more "Medieval" than its modern counterpart. Life is tough, hard and laced with disease and death, and the church pulls no punches. Nowadays, priests can marry and women can be deacons (but not priests) though the church is once again full of "mysteries" that are not regularly told to the common folk. And reading of the Bible is not encouraged, as it is taught only one properly trained can really understand it.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Catholic Saints: &lt;/span&gt;A great many saints and teachers are revered by the Catholic Church. But the following are of particular interest, having their own orders and movements within the church:&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Saint Agatha and Saint Peregrine&lt;/span&gt; (Patron Saints of Cancer Victims)&lt;br /&gt;The horrors of radiation and chemical poisoning are widespread across the mutant future, and so reverence of these saints is fairly common. Shrines to both saints are commonly seen in or around places of healing.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Saint Christopher&lt;/span&gt; (Patron Saint of Mutant Humans)&lt;br /&gt;A giant of ancient times, sometimes depicted with a bestial (dog-like) face, Saint Christopher is quite popular amongst mutant humans, particularly Goliaths and other giant mutants. Christopher teaches the value of hard work and honesty as well as the active pursuit of evil-doers. Members of this order are usually humbly attired in clothing well suited for use in ward work.&lt;br /&gt;Mutant humans may become monks, friars, nuns and even priests of the Order of Saint Christopher, and as such this order has a wide range of specialties at their disposal. Being semi-military in bent, warrior clergy of St Christopher can be found aiding in battles against the wicked such as bandits, evil spirits or more potent evils.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Saint Cyprian&lt;/span&gt; (Patron Saint of Psychic Mutants)&lt;br /&gt;A saint said to have been a pagan occultist who repented of his ways. He and his followers are focused on converting magicians and pagans, and seeking to thwart the efforts of evil spirits. In a world with Plane Shift, and critters from other planes, this is a very busy order. Psychic mutants will be numerous in service to Saint Cyprian.&lt;br /&gt;Note: Saint Cyprian is often called upon by those seeking Saint Deaths aid (see below), as his knowledge of dark spirits and risky ventures is of use when dealing with such an unpredictable spirit.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Saint Dimpna&lt;/span&gt; (Patron Saint of Insanity, Rape and Incest Victims)&lt;br /&gt;Monastery/Orphanages dedicated to this saint are dedicated to aiding victims of sex crimes and madness, both all too common troubles in this age. Such places are often tended and guarded by a great many mutants and very angry women, who being victims of terrible cruelty, take to their mission with unusual zeal.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Order of Saint Death/Santa Muerte&lt;/span&gt; (Our Lady of Shadows)&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;Saint Death appears as a skeletal woman, clad in a long robe and carrying a scythe and a globe or scale. A wild and frightening spirit, whose patronage can be bought with binding oaths that cannot be altered at a later date. She is very popular as a protective spirit, as few wish to cross her. Mutants of all sort are welcome amongst monks dedicated to Saint Death, particularly those with precognition.&lt;br /&gt;Walking Dead are frequently seen in temples dedicated to this saint, and the monks and priests of this order seem to have a strange affinity with these creatures. To really terrify your players, including undead monsters from Labyrinth Lord as servants of &lt;/span&gt;&lt;span style="font-size:100%;"&gt;Saint Death can be devastating. Creatures such as Wraiths and Wights are particularly useful and thematic&lt;/span&gt; though I suggest changing the "only hit by magic weapons" to "only hit be lasers" or something similar.&lt;br /&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Order of Saint Fiacre&lt;/span&gt; (Patron Saint of Mutant Plants)&lt;br /&gt;St Fiacre is most renowned as the patron saint of growing food and medicinal plants, and is much loved by mutant plants. He is commonly depicted as a fierce, druid-like man dressed as a gardener. Members of this order often look more like herbalists and gardeners, wearing plain clothing and good boots when not barefoot.&lt;br /&gt;Holy sites dedicated to this saint are always gardens. Though they are tolerated as worshipers and even allowed to be monks and friars (non-cloistered monk), mutant plants may not yet become priests.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Saint Francis of Assisi &lt;/span&gt;(Patron Saint of Mutant Animals)&lt;br /&gt;Saint Francis is renowned for his gentle, loving heart and his compassion for animals, mutant and otherwise. Saint Francis and the Franciscan Order are very popular amongst mutant animals, who can gain rank as monks and friars (non-cloistered monk) within the order. Mutant Animal priests do sometimes exist but are very rare.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Other Religions&lt;/span&gt;&lt;br /&gt;These other religions can be found in one form or another in the Atomic Dawn setting. This is not an exhaustive list by any means. Mutant Lords (DM's, GM's, Storytellers) are encouraged to make up their own pockets of belief.&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-weight: bold;"&gt;Ancestor Worship &lt;/span&gt;&lt;br /&gt;Reverence of particularly popular and heroic ancestors could take the  form of genetic screening and fear of birth defects amongst pure humans  and human-looking mutants. Some examples of ancestor worship could take  the form of iconic characters from our world such as Chuck Norris,  Oprah, George Washington or others.&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Animism &lt;/span&gt;&lt;br /&gt;Worship of the land and its "spirits" is a very common form of  spiritualism in Atomic Dawn. The land itself is even more fickle and dangerous as  it is now, with mutant beasts and predatory or even intelligent  plants to have to deal with. Animistic wise-folk (shaman, witch doctors,  Shinto priests etc) in the setting usually possess a vast array of knowledge  concerning local mutant types, seeing them as avatars of the spirit  world. Deals struck with local mutant creatures, including offerings of  food, trade goods and the erecting of shrines are common. &lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Baptist Christians&lt;/span&gt;&lt;br /&gt;One thing you have to say about Baptists, is that they know their Bible. So I don't see them losing their knowledge of their faith, though with regional deviations. In remote towns and back woods communities are the most common locales for baptist communities. These communities are often a bit cautious of outsiders, but generally good folks. Mutant Animals and Mutant Plants will never be considered to have souls amongst these sorts, though individuals might feel differently. Mutant Humans are okay, but really weird powers are feared.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Islam&lt;/span&gt;&lt;br /&gt;These are very tough people. Dedicated, smart and willing to fight to the death for their beliefs. Regions where this faith is strong are always clean, highly organized and highly literate. Xenophobia is common in such places, though certain allowances are made for Christians and Jews as "People of the Book." Mutant animals and plants are seen as soulless creatures, and mutant humans held in suspicion, though in some communities they are tolerated.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-weight: bold;"&gt;Judaism&lt;/span&gt;&lt;br /&gt;Nothing so puny as a complete global meltdown can stop the papa of  Abrahamic faiths! These folks will certainly be around, and widespread  to boot. In the age of Atomic Dawn they are more more "Old Testament"  than politician though, having a distinctly warrior/nomad culture.  Mutants of all stripes are not tolerated within the faith of Judaism,  but are not normally persecuted. The Jewish faith has much to say about  cleanliness and community, so even in the Mutant Future, those of the  Jewish faith will be clean and highly organized.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Monster Cults&lt;/span&gt;&lt;br /&gt;Sometimes something awful lives nearby and demands worship and sacrifice. This can be mutant creatures or horrible otherworldly beings. Most communities are powerless to oppose such beings and thus serve these creatures to the best of their abilities. These communities are not always happy for attempts at rescue, as fear of reprisal for failure is intense.&lt;br /&gt;Priests or priestesses dedicated to such religions are usually amongst the most depraved creatures imaginable, joyously sacrificing food, livestock and people to  whatever fiend they serve.&lt;br /&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Mormonism&lt;/span&gt;&lt;br /&gt;Mormonism is alive and well in the Atomic Dawn, centered around the bustling city-state of Eden (central Missouri). They are clean, organized folk who prize creativity and education, and as such have a strong core of community. The tradition of polygamous marriage so often denounced in the modern world is again very popular amongst Mormons, and draws little or no disdain amongst the folk of the Atomic Dawn.&lt;br /&gt;As animals and plants are held to have immortal souls in the Mormon faith, mutants are accepted into their faith, though always in a lower tier of leadership.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Old Deities &lt;/span&gt;&lt;span&gt;(Pantheons etc)&lt;/span&gt;&lt;br /&gt;Worship of ancient gods such as the Greek, Norse or Aztec pantheons has had a resurgence in the age of Atomic Dawn. Mix-ups of these and other religions are very common with a mis-matched pantheon from differing nationalities. Some though, are quite pure, and hold to ancient teachings of the Greek, Celtic or other gods. Mutants of all sorts will be welcome amongst these folks, but Androids rarely are (save cults dedicated to &lt;a href="http://en.wikipedia.org/wiki/Vulcan_%28mythology%29"&gt;Vulcan &lt;/a&gt;or similar beings).&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-weight: bold;"&gt;Scientism &lt;/span&gt;&lt;br /&gt;Using science as a religion is nothing new in our world or in post apocalyptic stories. Such groups use scientific language to explain away transcendent, unprovable aspects of being such as the soul, afterlife and morality, taking on the role of religion. This is really a form of &lt;a href="http://en.wikipedia.org/wiki/Materialism"&gt;Materialism&lt;/a&gt;, and is an occult belief from the Enlightenment period.&lt;br /&gt;The "science" of scientism takes on the feel of alchemy, with mystical concepts and equations mixed with medicine, engineering and chemistry. One doesn't have to look far for research in these matters, from Newtons ritualism, Blavatsky's Theosophy, Hubbards Scientology and the more extreme forms of the modern Green movement.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Human Sacrifice&lt;/span&gt;&lt;br /&gt;Not at all uncommon in the age of Atomic Dawn, though variation do occur amongst different groups. Catholic Christians and Muslims frequently call for the death of those who use harmful psychic powers or seek to commune with dread spirits (which do exist in Atomic Dawn- an up and coming article), killing such people in gruesome fashion.&lt;br /&gt;Animism frequently calls for all sorts of sacrifice (as all things are thought to have souls) from rocks, and plants to animal and human sacrifice. Ancestor worship often calls for the burnt sacrifice of objects or creatures desired by the dead ancestor, including wives or favored servants.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Witch Trials&lt;/span&gt;&lt;br /&gt;Fear of psychic mutants and disease would has given rise to a new era of Witch trials and killings in the Atomic Dawn. Elaborate and brutal methods for extracting confessions from suspected witches would be just as cruel and impractical as from the past though some true detecting may exist in regions with appropriate groups.&lt;br /&gt;And its not just Christians of Muslims who are guilty of this practice. Fear of witches is widespread amongst all cultures.&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-781032367507532842?l=mythadvocate.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mythadvocate.blogspot.com/feeds/781032367507532842/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=1154506515895993370&amp;postID=781032367507532842&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/781032367507532842'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/781032367507532842'/><link rel='alternate' type='text/html' href='http://mythadvocate.blogspot.com/2010/05/atomic-dawn-religion.html' title='Atomic Dawn: Religion'/><author><name>Aaron</name><uri>http://www.blogger.com/profile/03750283246511456940</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://3.bp.blogspot.com/--zWDaSP4MMw/TcC8pXWLiaI/AAAAAAAAAl8/5uzUxgIfznE/s220/Rawk%2BOn%2521.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1154506515895993370.post-3984878224005567329</id><published>2010-05-07T07:53:00.001-07:00</published><updated>2010-07-16T11:32:58.488-07:00</updated><title type='text'>Atomic Dawn: CostMart</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_HFRQ-pmmOnU/S-sNzPjiAtI/AAAAAAAAAeg/n2d4SDCoNX8/s1600/CostMart.jpg"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 400px; height: 72px;" src="http://4.bp.blogspot.com/_HFRQ-pmmOnU/S-sNzPjiAtI/AAAAAAAAAeg/n2d4SDCoNX8/s400/CostMart.jpg" alt="" id="BLOGGER_PHOTO_ID_5470481346371650258" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;CostMart is the corporate survivor of the great Price Wars from just before the Apocalypse. In the old days, this corporation's stores systematically devastated far better stores, selling cheap bulk merchandise with an absolute minimum in quality or customer service.&lt;br /&gt;Like cockroaches and Twinkies, not even nuclear, biological and ecological devastation can get rid of CostMart. Even now, their android and robot run facilities, farms, and stores can be found here and there. In fact, the need for cheap weaponry, armor, vehicles and other goods has caused CostMart to adapt to the times. Now, CostMart has come out with a selection of relic weapons and relic devices (made with bright plastic and bearing the CostMart logo).&lt;br /&gt;In the Mutant Future, CostMart "stores" are more like brightly painted concrete and steel fortresses. These facilities are manned by smiling androids and guarded by Minor Enforcement Bots, Riot Bots and Robo-turrets (with smiley faces). Shoplifters and other troublemakers will find that CostCo troops are extremely efficient and armed with more advanced devices.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Governance&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;" class="body"&gt;"A government, for protecting business only, is but a  carcass, and soon falls by its own corruption and decay."&lt;/span&gt; &lt;span class="bodybold"&gt;&lt;a href="http://www.brainyquote.com/quotes/quotes/a/amosbronso148598.html"&gt;&lt;/a&gt;&lt;/span&gt;-Amos Bronson Alcott&lt;br /&gt;CostMart is governed by a thirteen-member Board of Directors, who are almost never seen outside CostMart facilities in person, instead using specialized remote control robots similar to the MFO, but much more powerful. This board has absolute control over the corporation, answering only to each other (when they get caught). Each board member has a large personal army and controls significant resources.&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;CostMart Employees&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;"Five O'clock in he mornin',&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;I'm up before the sun,&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;When my work day is over,&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;I'm too tired for havin' fun."&lt;/span&gt;&lt;br /&gt;-DEVO, Working In A Coal Mine&lt;br /&gt;Most of CostMarts employees are Replicant Androids produced in CostMart Facilities. These androids are perfect employees, as they are smart, tough, and die before promotion is a real possibility. Other forms of androids and A.I. robots can also be found working for CostMart. Pure Humans and mutants can also find employment as wage slaves of assorted types and hired muscle for discouraging would-be competitors.&lt;br /&gt;Mutants are &lt;span style="font-style: italic;"&gt;used &lt;/span&gt;more than employed, with most serving the corporation as laborers and test subjects. Particularly skilled or powerful mutants might find employment with CostMart, but almost entirely as enforcers or mechanics.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Superstores&lt;/span&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_HFRQ-pmmOnU/S-q8385e45I/AAAAAAAAAeY/UFkGLnTeTdA/s1600/Superstore.jpg"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 335px; height: 221px;" src="http://2.bp.blogspot.com/_HFRQ-pmmOnU/S-q8385e45I/AAAAAAAAAeY/UFkGLnTeTdA/s400/Superstore.jpg" alt="" id="BLOGGER_PHOTO_ID_5470392366820942738" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Most CostMart stores are big, but superstores dwarf them all. Superstores are enormous pyramidal complexes as large as a city. These structures offer a wide range of services and merchandise, and maintain their own medical facilities, replicant factories and defense force. Aircraft refueling services are offered here for costumers and for CostMart vessels.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Repair Facilities: &lt;/span&gt;CostMart  superstores maintain well-stocked machine shops staffed by one or more  repair bots, several androids (any type) and a few human or mutant  employees. The repair bots are programmed for vehicles androids and  robots but not weapons.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;What’s available at CostMart?&lt;/span&gt;&lt;br /&gt;Everything you could want or need, at least that’s what the ads say. CostMart and its employees have made it their business to supply the consumer with his, her or its every need. Though all stores attempt to provide a wide selection, high-tech merchandise such as energy weapons, vehicles or robots, are only carried in Superstores (see above). They sell clothing, toys, electronics as well as weapons and other gear. Here are some examples (prices in parenthesis):&lt;br /&gt;&lt;span style="font-style: italic; font-weight: bold;"&gt;Advanced Melee Weapons &lt;/span&gt;&lt;span style="font-weight: bold;"&gt;(Superstores only)&lt;/span&gt;&lt;span style="font-style: italic; font-weight: bold;"&gt;:&lt;/span&gt; Shock Gloves (80gp), Stun Baton (120gp), Vibro Dagger (200gp) Vibro Sword (350gp).&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Advanced Firearms &lt;/span&gt;&lt;span style="font-weight: bold;"&gt;(Superstores only)&lt;/span&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;:&lt;/span&gt; Laser Pistol Mk1 (700gp), Laser Rifle (750gp), Stun Pistol (300gp), Stun Rifle (300gp).&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;span style="font-style: italic;"&gt;Advanced Armor &lt;/span&gt;(Superstores only):&lt;/span&gt; Ballistic Nylon (400gp), Metal Insert (550gp), Plastic Plate (700gp).&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Drugs, Chemicals, and Medical Devices: &lt;/span&gt;Antitox (5sp), Filter-Dose (4sp), K-O Shot (6sp), Medi-Spray I (4gp), Medi-Spray II (8gp), Diagnostic Scanner (20gp), Healing Pack (60gp), Ready Syringe (40gp).&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Encasing Military Armors (Superstores Only):&lt;/span&gt; Light EMA (3,500gp).&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Primitive Firearms:&lt;/span&gt; Ammunition (10gp per 100 rounds), Pistol, revolver (80gp), Pistol Ammunition (10gp per 100 rounds), Carbine, 98 short  (120gp), Carbine Ammunition (10gp per 100 rounds), Sport Rifle (150gp), Rifle Ammunition (10gp per 100 rounds), Shotgun (100gp), Shotgun Shells (2 gp per 10 rounds).&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Weapons, Armor, Adventuring Gear, Trade Goods:&lt;/span&gt; All types (as page 16-18 Mutant Future).&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Foodstuffs and Junk:&lt;/span&gt; Canned Foods (2 cp), Dehydrated Pills (1sp), Goo Tube (4cp), Salt Pills (1cp), Soup Mixes (1sp), Synthihol (2sp), Hologram Projector (2gp), Identity Card (1gp), Ion Bonding Tape (2sp), Light Rod (2gp), Light Stick (1gp), Magnesium Firestarter (3gp), Portable Stove (5gp), Survival Kit (6gp)&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Gizmos: &lt;/span&gt;Advanced Breathing Apparatus (300gp), Autograpnel (10gp), Boron Solution Spray (15gp), Cigarette Lighter (4cp), Communicator (4sp), Firestarter Cube (20gp), Flashlight (60gp), Force Screen Belt (600gp), Gas Mask (100gp), Gas Mask Filter (50gp), Chemical Sensor (40gp), Geiger Counter (10gp), Rad Tab (5gp), Infra-Red Goggles (100gp), Motion Detector (140gp), Optic Scanner (200gp), Portable Detection Radar (150gp), Power Fist (300gp), UV Sterilizer (100gp), Water Purifier (60gp), X-Ray Goggles (120gp).&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Power Sources&lt;/span&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;:&lt;/span&gt; Power Cell (20gp), Power Pack (60gp), Power Clip (40gp), Power Beltpack (400 gp), Power Backpack (650 gp), Minifusion Cell (800gp), Plutonium Clip (1,500gp), Radioactive Battery (2,000gp).&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Robots &lt;/span&gt;&lt;span style="font-weight: bold;"&gt;(Superstores only)&lt;/span&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;:&lt;/span&gt; Exterminator Bot (300gp), Interpreter Bot (600gp), Mechanical Field Operative (2,000gp), Minor Enforcement Bot (1,000gp).&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Vehicles &lt;/span&gt;&lt;span style="font-weight: bold;"&gt;(Superstores only)&lt;/span&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;: &lt;/span&gt; Motorcycle (500gp), Car (1,000gp), Truck (1,500gp), Hoverbike (2,000gp), Hoverbus (7,500gp), Hovercar (3,500gp), Hovertruck (5,000gp).&lt;br /&gt;&lt;span style="font-weight: bold; color: rgb(0, 0, 153);"&gt;Note: &lt;/span&gt;&lt;span style="color: rgb(0, 0, 153);"&gt;All CostMart equipment is cheaply made, and thus is never better than Condition Grade 3 but never worse than Condition Grade 1. So keep your receipt!&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;/span&gt;&lt;span style="font-weight: bold;"&gt;MacGuffin Restaurants&lt;/span&gt;&lt;br /&gt;A chain of eateries that can always be found in or around CostMart stores, but also on their own in all but the most inhospitable places. Restaurants are brightly lit and furnished with plastic booths and formica tables complete with tinny musak. These android-run eateries serve the addictive MacGuffin burgers (1sp), Big MacGuffin Burger (2sp) and MacGuffin Supreme Burger (3sp), often served with fries* (2cp). They also sell an assortment of fizzy drinks (2 cp) and flavored milkshakes (5 cp).&lt;br /&gt;*Fried what, nobody knows.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;CostMart Business Practices&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;"Greed is the inventor of injustice as well as the current enforcer."&lt;/span&gt;  -Julian Casablancas&lt;br /&gt;CostMart maintains its mercenary attitude towards business into the post-apocalyptic era, though now without the "restraint" it formerly suffered. When CostMart moves in, they quickly dominate local business in one way or another.&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Arms Dealing:&lt;/span&gt; CostMart operatives are always looking to open new markets, and no better than the hunger for weapons and armor. Promoting conflict between differing groups serves CostMart well, as it makes for asteady income and keeps would-be threats from gaining enough personal power to endanger CostMart interests.&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;CostMart Farms:&lt;/span&gt;  CostMart farms dominate certain agricultural zones, taking ownership of  water supplies, chasing off or killing livestock of neighbors. These  farms can be set up literally overnight, and are built like fortresses.&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Manufacturing:&lt;/span&gt;  CostMart maintain extensive manufacturing facilities. These factories  create everything from food products and medicine to high-tech machinery  and androids. Efficient use of space is a hallmark of CostMart  factories, such as combining meat processing and cloning in the same  section (how different are they really?). The region around a CostMart  factory is very polluted, giving rise to disease and mutation.  Manufacturing is one of the only CostMart branches that employs a great  many mutants, as the harsh conditions are deemed too dangerous for  valuable android workers.&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Strongarm Tactics:&lt;/span&gt; Independent sellers of products, will quickly find agents of CostMart knocking at his or her door. This does not mean that every blacksmith and food vender need fear CostMart, only those who expand their business into a chain or large seller.&lt;br /&gt;&lt;span class="postbody"&gt;&lt;span style="font-style: italic;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span&gt;&lt;span style="font-weight: bold;"&gt;CostMart Airship&lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_HFRQ-pmmOnU/S-qqyFmzZnI/AAAAAAAAAeQ/TsZRke2wjxc/s1600/CostMart+Airship.jpg"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 215px; height: 215px;" src="http://4.bp.blogspot.com/_HFRQ-pmmOnU/S-qqyFmzZnI/AAAAAAAAAeQ/TsZRke2wjxc/s320/CostMart+Airship.jpg" alt="" id="BLOGGER_PHOTO_ID_5470372474869999218" border="0" /&gt;&lt;/a&gt;&lt;span class="postbody"&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Required Crew:&lt;/span&gt;&lt;span style="font-weight: bold;"&gt; &lt;/span&gt;10 (Androids and Minor Enforcer Bots)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Top Speed: &lt;/span&gt;50 mph&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Cargo:&lt;/span&gt; 10,000 lbs.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Structural Hit Points:&lt;/span&gt; 200&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Duraplastic Armor: &lt;/span&gt;AC 5&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Weaponry:&lt;/span&gt; Four laser Rifles (forward, aft)&lt;span style="font-style: italic;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span&gt;CostMart uses rigid helium airships to transport cargo between remote stores. These vessels are all equipped with an inertial inhibitor and a self-repair unit for protection from the rigours of travel. Some CostMart airships act as mobile stores, carrying merchandise to remote locales, though this role is usually reserved for smaller and better armed vessels.&lt;/span&gt;&lt;span style="font-style: italic;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-3984878224005567329?l=mythadvocate.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mythadvocate.blogspot.com/feeds/3984878224005567329/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=1154506515895993370&amp;postID=3984878224005567329&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/3984878224005567329'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/3984878224005567329'/><link rel='alternate' type='text/html' href='http://mythadvocate.blogspot.com/2010/05/atomic-dawn-costmart.html' title='Atomic Dawn: CostMart'/><author><name>Aaron</name><uri>http://www.blogger.com/profile/03750283246511456940</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://3.bp.blogspot.com/--zWDaSP4MMw/TcC8pXWLiaI/AAAAAAAAAl8/5uzUxgIfznE/s220/Rawk%2BOn%2521.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_HFRQ-pmmOnU/S-sNzPjiAtI/AAAAAAAAAeg/n2d4SDCoNX8/s72-c/CostMart.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1154506515895993370.post-6394676265165561404</id><published>2010-05-05T10:37:00.001-07:00</published><updated>2010-08-12T06:11:45.801-07:00</updated><title type='text'>Atomic Dawn: Aliens</title><content type='html'>&lt;span style="font-weight: bold;"&gt;Aliens&lt;/span&gt; (Extra Terrestrials)&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://static.flickr.com/3276/2629567155_b44647f832.jpg"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 282px; height: 188px;" src="http://static.flickr.com/3276/2629567155_b44647f832.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;span style="font-style: italic;"&gt;"The Earth is a farm.  We are someone else's property."&lt;/span&gt;&lt;br /&gt;-Charles Fort&lt;br /&gt;Aliens are  very real in the Atomic Dawn, though the distinction should be made that  these beings are dimensional travelers, using &lt;span style="font-style: italic;"&gt;Plane Shift&lt;/span&gt; to traverse the wide universe. These  creatures have been monkeying around with human history for as long as  there have been humans. The deeply deluded often claim that these beings  are helpful and peaceful, but their activities down through history  indicate the contrary. I will be detailing aliens in future posts.&lt;br /&gt;Characters  with the &lt;span style="font-style: italic;"&gt;Plane Shift&lt;/span&gt; mental  mutation or devices allowing the use of this power, can find themselves  in one of the home planes of these beings. Other planes do exist, but  most lack  livable conditions for Earth life (Explorer suits or a vessel  are recommended). Following are several sample planes to shunt curious  player characters:&lt;br /&gt;&lt;a style="font-weight: bold;" href="http://en.wikipedia.org/wiki/Agartha"&gt;&lt;span style="font-style: italic;"&gt;Agartha:&lt;/span&gt;&lt;/a&gt; A dimension that covers the internal  surface of a Earth like planet. Agartha is lit by a miniature sun  suspended at the center of the hollow sphere, so it is perpetually  overhead wherever one is in Agartha. Animal and plant life there is much like that found on prehistoric Earth, though dinosaurs and other species have continued to develop in strange and startling ways. Several alien species are known to dwell here, from Greys  and Pleiadeans to the cruel Reptoids.&lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/Cydonia_%28region_of_Mars%29"&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Cydonia:&lt;/span&gt;&lt;/a&gt; An  underground city buried under the sands of Mars. Though the surface of  that planet is unlivable to Earth creatures, this city has a breathable  (but dry) atmosphere, though outside is instant death.&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Chi Tauri: &lt;/span&gt;A world  in a binary star system in the constellation Taurus and home of the  dreaded reptilan aliens. It is a hot world, where all non-reptiles are  seen as food animals.&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Erra: &lt;/span&gt;Home of the mysterious Pleiadeans (or Nordic)  aliens, and said to exist somewhere in the Pleiades star cluster in the  constellation Taurus. It is a world of shining mists and great temples.  Earthlings are not welcome here and will be expelled upon discovery.&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Sirius: &lt;/span&gt;The name  of the world and its star system, as its denizens have not named it in  any tongue known to man. This is a dark, cold, watery world peopled by  the nigh-immortal &lt;a href="http://en.wikipedia.org/wiki/Nommo"&gt;Nommos&lt;/a&gt;.  Few who travel here ever return.&lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/Zeta_Reticuli"&gt;&lt;span style="font-style: italic; font-weight: bold;"&gt;Zeta Reticuli:&lt;/span&gt;&lt;/a&gt;  Distant home star system of the Grey Aliens. It is said to be a  technological utopia, but one in which Earth-kind are unwelcome save as  test subjects.&lt;br /&gt;&lt;br /&gt;&lt;meta equiv="Content-Type" content="text/html; charset=utf-8"&gt;&lt;meta name="ProgId" content="Word.Document"&gt;&lt;meta name="Generator" content="Microsoft Word 11"&gt;&lt;meta name="Originator" content="Microsoft Word 11"&gt;&lt;link rel="File-List" href="file:///C:%5CUsers%5CMYTHAD%7E1%5CAppData%5CLocal%5CTemp%5Cmsohtml1%5C01%5Cclip_filelist.xml"&gt;&lt;link rel="Edit-Time-Data" href="file:///C:%5CUsers%5CMYTHAD%7E1%5CAppData%5CLocal%5CTemp%5Cmsohtml1%5C01%5Cclip_editdata.mso"&gt;&lt;!--[if !mso]&gt; &lt;style&gt; v\:* {behavior:url(#default#VML);} o\:* {behavior:url(#default#VML);} w\:* {behavior:url(#default#VML);} .shape {behavior:url(#default#VML);} &lt;/style&gt; &lt;![endif]--&gt;&lt;!--[if gte mso 9]&gt;&lt;xml&gt;  &lt;w:worddocument&gt;   &lt;w:view&gt;Normal&lt;/w:View&gt;   &lt;w:zoom&gt;0&lt;/w:Zoom&gt;   &lt;w:punctuationkerning/&gt;   &lt;w:validateagainstschemas/&gt;   &lt;w:saveifxmlinvalid&gt;false&lt;/w:SaveIfXMLInvalid&gt;   &lt;w:ignoremixedcontent&gt;false&lt;/w:IgnoreMixedContent&gt;   &lt;w:alwaysshowplaceholdertext&gt;false&lt;/w:AlwaysShowPlaceholderText&gt;   &lt;w:compatibility&gt;    &lt;w:breakwrappedtables/&gt;    &lt;w:snaptogridincell/&gt;    &lt;w:wraptextwithpunct/&gt;    &lt;w:useasianbreakrules/&gt;    &lt;w:dontgrowautofit/&gt;   &lt;/w:Compatibility&gt;   &lt;w:browserlevel&gt;MicrosoftInternetExplorer4&lt;/w:BrowserLevel&gt;  &lt;/w:WordDocument&gt; &lt;/xml&gt;&lt;![endif]--&gt;&lt;!--[if gte mso 9]&gt;&lt;xml&gt;  &lt;w:latentstyles deflockedstate="false" latentstylecount="156"&gt;  &lt;/w:LatentStyles&gt; &lt;/xml&gt;&lt;![endif]--&gt;&lt;style&gt; &lt;!--  /* Style Definitions */  p.MsoNormal, li.MsoNormal, div.MsoNormal 	{mso-style-parent:""; 	margin:0in; 	margin-bottom:.0001pt; 	mso-pagination:widow-orphan; 	font-size:12.0pt; 	font-family:"Times New Roman"; 	mso-fareast-font-family:"Times New Roman";} @page Section1 	{size:8.5in 11.0in; 	margin:1.0in 1.25in 1.0in 1.25in; 	mso-header-margin:.5in; 	mso-footer-margin:.5in; 	mso-paper-source:0;} div.Section1 	{page:Section1;} --&gt; &lt;/style&gt;&lt;!--[if gte mso 10]&gt; &lt;style&gt;  /* Style Definitions */  table.MsoNormalTable 	{mso-style-name:"Table Normal"; 	mso-tstyle-rowband-size:0; 	mso-tstyle-colband-size:0; 	mso-style-noshow:yes; 	mso-style-parent:""; 	mso-padding-alt:0in 5.4pt 0in 5.4pt; 	mso-para-margin:0in; 	mso-para-margin-bottom:.0001pt; 	mso-pagination:widow-orphan; 	font-size:10.0pt; 	font-family:"Times New Roman"; 	mso-ansi-language:#0400; 	mso-fareast-language:#0400; 	mso-bidi-language:#0400;} &lt;/style&gt; &lt;![endif]--&gt;&lt;span class="postbody"&gt;&lt;span style="font-weight: bold;"&gt;Greys&lt;/span&gt;&lt;br /&gt;&lt;img style="width: 172px; height: 206px;" src="http://www.mactonnies.com/ufonaut.gif" border="0" /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;No. Enc.:&lt;/span&gt; 1d6&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Alignment: &lt;/span&gt;Neutral&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Movement: &lt;/span&gt;120’ (40’)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Armor Class: &lt;/span&gt;7&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Hit Dice:&lt;/span&gt; 3&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Attacks:&lt;/span&gt; 1&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Damage: &lt;/span&gt;1d4 or weapon type&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Save: &lt;/span&gt;L3&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Morale:&lt;/span&gt; 10&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Hoard Class: &lt;/span&gt;XXI (Almost always  tech)&lt;br /&gt;The Greys are an extra-dimensional species that are encountered by  people around the world. Greys are grey skinned, hairless humanoids  standing from 3 1/2 to 6 feet in height with huge black eyes and no  sexual organs. It is believed that these beings reproduce solely through  cloning, and are known to have power over biology and mutation. Reports  from individuals who have been in contact with the Greys vary on their  intentions: some say they are kind beings-here to guide us through our  evolution, while others believe they are cruel invaders intent on ruling  the planet. One thing is certain, most people who have come in contact  with Greys believe that they are actively abducting pure humans and  mutants on a regular basis. The Greys are reported to be abducting  individuals and extracting eggs or semen to create replicant androids.&lt;br /&gt;All greys are remarkably intelligent, having a +80% Technology roll  modifier and a WIS of 21. Greys always possess advanced technology,  often attended by advanced robots and androids of varying design and  purpose. On the rare occasion when they are seen in the wastes, greys  are often found with the following; Laser Pistol Mk 2, Force Screen  Belt, Healing Pack, Proton Energy Pill and a Ready Syringe.&lt;br /&gt;Mutations: &lt;span style="font-style: italic;"&gt;Frailty, Mental Phantasm,  Metaconcert, Metamorph (always has all black eyes), Neural Telepathy.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="postbody"&gt;&lt;span style="font-weight: bold;"&gt;Nordics&lt;/span&gt;  (Pleiadeans)&lt;br /&gt;&lt;img src="http://1.bp.blogspot.com/_HPzYVpWAAPA/SK8unu2tcTI/AAAAAAAAAK4/hTwEfs9lkXs/s320/ashtar.jpg" border="0" /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;No. Enc.: &lt;/span&gt;1d4&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Alignment: &lt;/span&gt;Lawful&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Movement:&lt;/span&gt; 120’ (40’)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Armor Class:&lt;/span&gt; 5&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Hit Dice:&lt;/span&gt; 10&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Attacks:&lt;/span&gt; 1&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Damage:&lt;/span&gt; by weapon&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Save:&lt;/span&gt; L10&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Morale:&lt;/span&gt; 10&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Hoard Class:&lt;/span&gt; III, IV, IX, XXI&lt;br /&gt;The Nordics are an extra-dimensional species which has been reported to  be observing the activities here on Earth. Individuals who have  allegedly come in contact with the Nordics say that they are here to  observe our culture and not interfere in our evolution. Many believe  that the Nordics are in conflict with they Greys because they object to  the Greys interfering with human evolution. Other than these few  theories, not a lot is known about the Nordics.&lt;br /&gt;Nordic aliens are said to be extremely human-like in appearance, with  pale white skin, colorless lips, and hair that is either light blond or  white. Some accounts describe them as having pale blue eyes,  although  they have also been described as having pink, red, yellow, green, or  violet eyes. Some cases have the eyes as somewhat resembling those of  Greys', large and slanted, or being completely dark, lacking irises and  sclerae. Most accounts say that they are tall; either 6–8 ft tall or  18–24ft tall, statuesque, and attractive. It is more common for them to  be reported as being male than female.&lt;br /&gt;Nordics are all remarkably intelligent, having a +70% Technology roll  modifier and a WIS of 21. Nordics always possess advanced technology.  Nordic technology is often psychic in nature, such as devices that emit a  Mind Thrust effect, and Plane Shift belts rather than more easily  recognizable devices. Nordics also use flying saucers and create  synthetic androids that resemble idealized humans.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Mutations:&lt;/span&gt; &lt;span style="font-style: italic;"&gt;Bizarre Appearance&lt;/span&gt; (eerily  beautiful), &lt;span style="font-style: italic;"&gt;Density Alteration&lt;/span&gt;  (self), &lt;span style="font-style: italic;"&gt;Empathy, Increased Sense&lt;/span&gt;  (Hearing), &lt;span style="font-style: italic;"&gt;Increased Sense&lt;/span&gt;  (Vision), &lt;span style="font-style: italic;"&gt;Force Screen, Mental  Barrier, Neural Telepathy.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span class="postbody"&gt;&lt;span style="font-weight: bold;"&gt;Reptoids&lt;/span&gt;&lt;br /&gt;&lt;img style="width: 304px; height: 231px;" src="http://archive.coasttocoastam.com/timages/page/rhodes0622c.jpg" border="0" /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;No. Enc.:&lt;/span&gt;  1d4 (plus 1d10 Greys)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Alignment:&lt;/span&gt; Chaotic&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Movement:&lt;/span&gt; 120’ (40’)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Armor Class: &lt;/span&gt;1&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Hit Dice:&lt;/span&gt; 7&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Attacks: &lt;/span&gt;3 or weapon&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Damage:&lt;/span&gt; 1d6/1d6/1d8 or by weapon&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Save:&lt;/span&gt; L5&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Morale: &lt;/span&gt;9&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Hoard Class:&lt;/span&gt; XIX &lt;/span&gt;&lt;span class="postbody"&gt;&lt;br /&gt;The Reptoids (or Reptilians) are a ferocious species of extra-dimensional aliens that long ago subjugated the greys (see above), and view human and mutantkind as food animals at best. It is believed by many that these creatures are the reason for the large number of gargoyle-like demons made reference to down through human history. It is known that they hate pure humans torturing and killing them whenever possible. Mutants can expect only slightly better treatment as slaves and lackeys.&lt;br /&gt;Reptoids stand roughly seven feet in height and are covered in scales, possessing claws and fangs, resmbling dinosaur or dragon-like people. Reptoids tend to live below ground, but often live or venture to the surface. The reptoid noble caste (called Draco) are all exceptional reptoids, who are treated as a 10 HD monster, saves as a 6th level character, and has 200 hit points. All reptoids in the presence of the reptoid king have a morale score of 10.&lt;br /&gt;Reptoids are extremely intelligent, possessing a +70% Technology roll modifier and a WIS of 18. All reptoids have access to advanced technology. An average reptoid will have the following; X-Laser Rifle (appears as a staff), Force Screen Belt, and the alien equivalent of LazAb armor.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Mutations: &lt;/span&gt;&lt;span style="font-style: italic;"&gt;Control Light Waves, Increased Sense &lt;/span&gt;&lt;span&gt;(&lt;/span&gt;&lt;/span&gt;&lt;span class="postbody"&gt;&lt;span&gt;Hearing, &lt;/span&gt;&lt;/span&gt;&lt;span class="postbody"&gt;&lt;span&gt;Smell, Vision)&lt;/span&gt;&lt;span style="font-style: italic;"&gt;, Prehensile Tail, Quick Mind, Regenerative Capability&lt;/span&gt;, &lt;span style="font-style: italic;"&gt;Teleport, &lt;/span&gt;and &lt;span style="font-style: italic;"&gt;Vampiric Field&lt;/span&gt;. Draco Reptoids also have &lt;span style="font-style: italic;"&gt;Complete Wing Development, Disintegrate&lt;/span&gt; and &lt;span style="font-style: italic;"&gt;Plane Shift&lt;/span&gt;.&lt;/span&gt;&lt;br /&gt;&lt;span class="postbody"&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Alien Hybrids&lt;/span&gt;&lt;br /&gt;&lt;img style="width: 225px; height: 169px;" src="http://wwwimage.cbsnews.com/images/2009/11/02/image5499013x.jpg" border="0" /&gt;&lt;br /&gt;These are the offspring of aliens and pure humans. This is not to say  that actual sex takes place between an alien and a human, although it  has been reported on occasion. It's usually the grays that are reported  when hybrids are concerned, but not always. The process is most often  described for women as some form of artificial insemination during an  abduction experience. Then the fetus is usually removed a few months  later during another abduction.&lt;br /&gt;Many abductees report seeing liquid filled containers with what appears  to be small aliens or hybrids inside. Others state that they have  encountered hybrids much older who are not confined to a container.  Abductees also indicate that the human/alien hybrid process is not yet  perfected, like they're still trying to get it just right. Sages believe  that the aliens are unable to provide the bond and the emotional  nurturing of a human parent and that this is the reason some hybrids are  allowed to be raised by the mother.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Playing Hybrids&lt;/span&gt;&lt;br /&gt;Players wishing to run alien hybrids should always be those who were  born and raised amongst their mothers people. Such beings should be  created as a Mutant Human with mutations along the themes presented  under the alien races depicted above. Hybrids raised amongst aliens are  far too alien in mindset to be playable, as alien should mean ALIEN,  with weird motivations not found amongst humankind.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Tools of the Aliens&lt;/span&gt;&lt;br /&gt;Alien technology is always of weird design and purpose, often at least a bit outside of complete human understanding. Alien technology is often alive after a fashion, possessing a personality of sorts. Below are several examples:&lt;br /&gt;&lt;span class="postbody"&gt;&lt;span style="font-style: italic;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="postbody"&gt;&lt;span style="font-weight: bold;"&gt;Sasquatch&lt;/span&gt;&lt;br /&gt;&lt;img src="http://i15.photobucket.com/albums/a391/kingpopgun/yeti4.jpg" border="0" /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Hit Dice:&lt;/span&gt; 10&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Frame: &lt;/span&gt;Biomorph&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Locomotion: &lt;/span&gt;Legs (Pair)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Manipulators:&lt;/span&gt; Basic Hand&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Armor: &lt;/span&gt;Bio-Orgone (AC 2)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Sensors:&lt;/span&gt; Nerve Web, MANA Sensor  (detect Psychic powers/mutants).&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Mental Programming:&lt;/span&gt; Artificial  Intelligence (INT 6, WIS 20)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Accessories:&lt;/span&gt; Holo Screen,  Self-repair Unit (powered by eating), Homing Device (Greys).&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Weaponry:&lt;/span&gt; Fists (as Warp Field  Mace), Irritant Gas Dispenser (as an Irritant Gas Grenade centered on  the Sasquatch).&lt;br /&gt;Sasquatch are bio-engineered robots created long ago by the Grey Aliens  from captured human and animal DNA for use as scouts and laborers.  Sasquatch have been active on Earth for hundreds or possibly thousands  of years, inspiring legends of giants and hairy men, but were largely  disregarded as tall tales or hoaxes by a skeptical world. Now they are  known to be very real and are seen in any wilderness region where greys  are to be found. Though they look completely organic when "alive", once  destroyed their artificial nature becomes apparent. Their bones quickly  degenerate and their skin becomes rubbery and artificial feeling. In  ages past, such remains were mistakenly believed to be costumes of some  sort rather than the potent creature that it is.&lt;br /&gt;Sasquatch appear as immense (8-11') hairy humanoids that resemble  man-ape hybrids of some kind. They are normally very shy and reclusive  when left on their own, maintaining themselves by consuming plant matter  and small game, sometimes pilfering from garbage cans or taking an  occasional dog (which they seem to loath). Sasquatch will normally seek  to escape or avoid enemies, using their 240' movement rate and Holo  screen to do so, but if forced into battle, they will lash out with  their huge fists or Irritant Gas attack.&lt;br /&gt;&lt;/span&gt;&lt;span class="postbody"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span class="postbody"&gt;&lt;span style="font-weight: bold;"&gt;Flying Saucer&lt;/span&gt;&lt;br /&gt;&lt;img src="http://www.newscientist.com/blog/technology/uploaded_images/ufo-732941.jpg" border="0" /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Hit Dice:&lt;/span&gt; 100&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Frame:&lt;/span&gt; Armature&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Locomotion: &lt;/span&gt; Antigravity  Thrusters (Air and Underwater)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Manipulators: &lt;/span&gt;Probe&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Armor:&lt;/span&gt; Megatanium Armor (AC -1)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Sensors:&lt;/span&gt; Class VI Sensor System,  MANA Sensor (detect Psychic powers/mutants)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Mental Programming:&lt;/span&gt; Artificial  Intelligence&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Accessories: &lt;/span&gt;AV Recorder, Holo  Screen, Inertial Inhibitor, Internal Passenger Unit (10 passengers or  2000 lbs), Clone/Regeneration Tank, Self-repair Unit, Photon Screen,  Planar Gate Generator (&lt;span style="font-style: italic;"&gt;Plane Shift&lt;/span&gt;).&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Weaponry: &lt;/span&gt;2 EMP Rifles and 2  mounted X-Laser Rifles.&lt;br /&gt;Flying Saucers are the vehicle of choice for most alien races, being  their sole means of transport between dimensions, as well as a mobile  home, lab and science fascility as well as a potent defender. Flying  Saucers are discs 80 feet across and capable of housing 10 greys or  other beings indefinately, with an internal lab area and a  clone/regeneration tank.&lt;br /&gt;Saucers can fly at speeds over 200 miles per hour and capable of making  90 degree turns without killing its passengers. Being robotic, saucers  can operate themselves and will only accept commands from a Alien  seeking to dispel or kill any non-Alien seeking to take command.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-6394676265165561404?l=mythadvocate.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mythadvocate.blogspot.com/feeds/6394676265165561404/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=1154506515895993370&amp;postID=6394676265165561404&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/6394676265165561404'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/6394676265165561404'/><link rel='alternate' type='text/html' href='http://mythadvocate.blogspot.com/2010/05/atomic-dawn-aliens.html' title='Atomic Dawn: Aliens'/><author><name>Aaron</name><uri>http://www.blogger.com/profile/03750283246511456940</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://3.bp.blogspot.com/--zWDaSP4MMw/TcC8pXWLiaI/AAAAAAAAAl8/5uzUxgIfznE/s220/Rawk%2BOn%2521.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_HPzYVpWAAPA/SK8unu2tcTI/AAAAAAAAAK4/hTwEfs9lkXs/s72-c/ashtar.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1154506515895993370.post-7697078718701819630</id><published>2010-04-30T07:28:00.000-07:00</published><updated>2011-10-20T06:18:35.646-07:00</updated><title type='text'>ATOMIC DAWN: Basic Setting</title><content type='html'>Like all Post-Apocalyptic settings, the world of Atomic Dawn begins with the end of the world. Rather than detail the exact doom(s) of the former age, I will only say that the assorted leaders and factions of the world continued with their escalating bumbles and power-plays, eventually ending in wars, and a horrid series of ecological disasters. Add to the mix a great range of secret cabals and conspiracies creating weird technology (some of it from captured alien vessels) and bio-engineered pandemics and super-soldiers.&lt;br /&gt;Though I am sticking with the basic premise found in the Mutant Future role-playing game, I like to add my own spin (as all Game Masters/Mutant Lords should). Following are a few such touches:&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;Wilderness (The Unnatural Earth)&lt;/span&gt;&lt;br /&gt;"The clearest way into the Universe is through a forest wilderness." -John Muir&lt;br /&gt;The Earth of the Atomic Dawn is a terrible and strange place, haunted by monsters and hostile towards mankind. Animals and plant genetically engineered as food sources and organ donors have mutated rapidly into new and terrible new forms. This along with new diseases and creatures introduced by alien beings has created a brutal new order.&lt;br /&gt;The world itself is hotter and wetter than it is in our age, with increased rainfall worldwide. With this comes riotous growing seasons as well as numerous new diseases and room for large fauna. Creatures considered as mere pests in our age such as insects and rats, are now big, nasty predators with little fear of man or mutant.&lt;br /&gt;The seas are teeming with mutated life and wracked with fierce storms, as rising sea levels have created vast shallows that were once the land. These shallows are covered in dense kelp jungles and haunted by monstrous mutant creatures.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Civilization&lt;/span&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://warandgame.files.wordpress.com/2008/10/mbggh.jpg"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 170px; height: 120px;" src="http://warandgame.files.wordpress.com/2008/10/mbggh.jpg?w=300&amp;amp;h=212" alt="" border="0" /&gt;&lt;/a&gt;&lt;span style="font-style: italic;"&gt;"I do not believe that civilization will be wiped out in a war fought with the atomic bomb. Perhaps two-thirds of the people of the earth will be killed."&lt;/span&gt; -Albert Einstein&lt;br /&gt;Civilization lives on a knifes edge in the setting, with at best feudal governments and a technology level somewhere between the middle ages and Wild West (1800s). Superstition is widespread, with a deep-rooted belief in spirits, ghosts and witchcraft. Religion of one form or another is central to most communities, and takes many forms (to be detailed later). Holy men and women typically fill the role of educator, adviser and healer. Local variants of all sorts can of-course be found.&lt;br /&gt;Warriors are usually the backbone of civilization, as martial strength and killer-instinct are often all that protects a people from destruction. The only exception are those who have access to arcane technology or powerful mutations. Such "magic" is greatly feared and greatly desired.&lt;br /&gt;Most of the old cities of man have long been overgrown with rapidly growing plants and haunted by mutants or drowned beneath the risen seas. Now civilization exists in villages, small kingdoms, wandering tribes and isolated city-states amid the teeming wilderness. Wars between differing groups, especially along racial lines is common.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Utopian Domes &lt;/span&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.willhines.net/wordpress/wp-content/uploads/2008/03/logans.jpg"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 229px; height: 98px;" src="http://www.willhines.net/wordpress/wp-content/uploads/2008/03/logans.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;span style="font-style: italic;"&gt;"Our business here is to be Utopian, to make vivid and credible, if we can, first this facet and then that, of an imaginary whole and happy world." &lt;/span&gt;&lt;span&gt;- H.G. WELLS, A Modern Utopia&lt;/span&gt;&lt;br /&gt;Originally  devised by the Ancients to weather the coming storms of war, genocide  and ecological upheaval, these “domes” are now the last vestiges of the  ancient past. Those who dwell here live in an idyllic paradise of  plenty, with no fear of disease, or murder. It is said that those who  dwell in the domes have forgotten the natural call for reproduction,  relying upon cloning and artificial wombs to replace their numbers, and  thus they are often shocked when encountering “breeders” amongst the  wild lands.&lt;br /&gt;Androids and robots are the most often seen beings from  the domes, though an occasionally adventurous denizen may venture forth  into the wastes, for adventure, for fun, or just to escape the crushing  tedium of their former lives. Such individuals are always very healthy  and well equipped.&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Known Domes:&lt;/span&gt; Chicago, San Diego, San Francisco,  Knoxville.&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Drowned Domes:&lt;/span&gt; New York, Washington DC, London, Paris&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Mutants&lt;/span&gt;&lt;br /&gt;Genetic engineering of one sort or another has long been of interest to mankind. From selective breeding of livestock to more elaborate melding of life. In the years leading up to the Apocalypse, genetic experiments in making animal/human, and plant/human hybrids gained considerable momentum. The resultant chimeras were used as laborers, soldiers, curiosities and organ doners, and not being human or animal, gained no protection from humanitarian or animal rights laws.&lt;br /&gt;These genetic experiments did not only focus of animal hybrids, but also sought to raise human potential with the same sort of techniques. The unlocking of psychic powers as well as physical mutation brought about the worlds first human super-beings. Though originally intended as a means to unlock human potential (see &lt;a href="http://en.wikipedia.org/wiki/Transhumanism"&gt;transhumanism&lt;/a&gt;), powerful individuals (some from amongst the first super-beings) and organizations used these techniques to create weapons and slave races.&lt;br /&gt;Now, after the Apocalypse, the descendants of these creatures are known as mutants. Though many breeds exist, most are unstable and subject to rapid mutation when exposed to radiation. Culturally, mutants are often the mystics, witches and assorted bogey-men of the world, seen as both magical and frightening. Still their unusual powers make them very useful beings and all but the most frightened or prejudiced admit to their usefulness.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-7697078718701819630?l=mythadvocate.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mythadvocate.blogspot.com/feeds/7697078718701819630/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=1154506515895993370&amp;postID=7697078718701819630&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/7697078718701819630'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/7697078718701819630'/><link rel='alternate' type='text/html' href='http://mythadvocate.blogspot.com/2010/04/atomic-dawn-basic-setting.html' title='ATOMIC DAWN: Basic Setting'/><author><name>Aaron</name><uri>http://www.blogger.com/profile/03750283246511456940</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://3.bp.blogspot.com/--zWDaSP4MMw/TcC8pXWLiaI/AAAAAAAAAl8/5uzUxgIfznE/s220/Rawk%2BOn%2521.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1154506515895993370.post-6843044241841620692</id><published>2010-04-09T06:51:00.000-07:00</published><updated>2010-04-09T07:56:29.085-07:00</updated><title type='text'>ATOMIC DAWN: A Mutant Future Campaign</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_HFRQ-pmmOnU/S787Jf1JEWI/AAAAAAAAAdI/m4f9KfZXvVo/s1600/Merica+4.jpg"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 320px; height: 238px;" src="http://4.bp.blogspot.com/_HFRQ-pmmOnU/S787Jf1JEWI/AAAAAAAAAdI/m4f9KfZXvVo/s320/Merica+4.jpg" alt="" id="BLOGGER_PHOTO_ID_5458146307745583458" border="0" /&gt;&lt;/a&gt;I LOVE post-apocalyptic settings and stories. There is just something about making the world over, taking what is, knocking it down and building it back up. The world changed by mutation and re-emerging civilizations. Its the stuff of great storytelling to be sure!&lt;br /&gt;&lt;br /&gt;Because of this love of the genre, I will be developing my own post apocalyptic setting which I am calling ATOMIC DAWN. It will be heavily inspired by some of my favorite comics, novels and movies of appropriate genres. The system being used will be none other than the &lt;a href="http://www.goblinoidgames.com/mutantfuture.html"&gt;Mutant Future&lt;/a&gt; role-playing game by &lt;a href="http://www.goblinoidgames.com/index.html"&gt;Goblinoid Games&lt;/a&gt;. Its clean, well-balanced and extremely easy to learn (and free as a download).&lt;br /&gt;&lt;br /&gt;Some recommended inspirations for Post Apocalyptic stories and games:&lt;br /&gt;&lt;br /&gt;Comic Books/Comic Strips&lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/Appleseed_%28manga%29"&gt;Appleseed &lt;/a&gt;(the comics and the Anime are outstanding)&lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/Teenage_Mutant_Ninja_Turtles_%28Mirage_Studios%29"&gt;Teenage Mutant Ninja Turtles&lt;/a&gt; (mostly for the mutant animals and weird-tech)&lt;br /&gt;&lt;a href="Buck%20Rogers"&gt;Buck Rogers&lt;/a&gt; (the comic strips in-particular)&lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/Judge_Dredd"&gt;Judge Dredd &lt;/a&gt;&lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/Days_of_Future_Past_%28X-men%29"&gt;X-Men, Days of Futures Past&lt;/a&gt; (The original series)&lt;br /&gt;&lt;br /&gt;Films&lt;br /&gt;&lt;a href="http://www.youtube.com/watch?v=4mM7E55RgKs"&gt;Day the World Ended&lt;/a&gt;,&lt;br /&gt;Day of The Triffids (the novel, the &lt;a href="http://www.youtube.com/watch?v=Q8B_NcamuKQ&amp;amp;feature=related"&gt;movie&lt;/a&gt; and the &lt;a href="http://www.youtube.com/watch?v=ogAYofZ9ZcU"&gt;BBC Series&lt;/a&gt;)&lt;br /&gt;&lt;a href="http://www.youtube.com/watch?v=a3Cg2xbenR4"&gt;Monolith Monsters&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.youtube.com/watch?v=Y_pBD-1P9c8"&gt;Hell Comes to Frogtown&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.youtube.com/watch?v=cxniHJbzQOw"&gt;Yor Hunter of the Future&lt;/a&gt;&lt;span style="text-decoration: underline;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;a href="http://www.youtube.com/watch?v=kbGVIdA3dx0"&gt;Zardoz&lt;/a&gt; (with Sean Connery!)&lt;br /&gt;&lt;br /&gt;More to come!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-6843044241841620692?l=mythadvocate.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mythadvocate.blogspot.com/feeds/6843044241841620692/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=1154506515895993370&amp;postID=6843044241841620692&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/6843044241841620692'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/6843044241841620692'/><link rel='alternate' type='text/html' href='http://mythadvocate.blogspot.com/2010/04/atomic-dawn-mutant-future-campaign.html' title='ATOMIC DAWN: A Mutant Future Campaign'/><author><name>Aaron</name><uri>http://www.blogger.com/profile/03750283246511456940</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://3.bp.blogspot.com/--zWDaSP4MMw/TcC8pXWLiaI/AAAAAAAAAl8/5uzUxgIfznE/s220/Rawk%2BOn%2521.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_HFRQ-pmmOnU/S787Jf1JEWI/AAAAAAAAAdI/m4f9KfZXvVo/s72-c/Merica+4.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1154506515895993370.post-705213770786970261</id><published>2009-11-28T06:47:00.000-08:00</published><updated>2009-12-01T05:45:41.044-08:00</updated><title type='text'>Terrene: Cosmology and Religion</title><content type='html'>Today, I am going to be presenting the cosmology of the setting. Below is the overall map of the universe. The overall effect is meant to be one of a medieval mindset, though updated a bit. Placement of heavenly bodies are not meant to indicate literal distances, but to indicate relevance to one another. The tales and philosophies of the past always to be taken as having more than merely literal meaning. So shall it be here.&lt;span style="text-decoration: underline;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;The Map of The Cosmos&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_HFRQ-pmmOnU/SxUd7w2eCPI/AAAAAAAAAc4/MQxImF2OXas/s1600/Map+of+The+Cosmos+3.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 377px; height: 400px;" src="http://1.bp.blogspot.com/_HFRQ-pmmOnU/SxUd7w2eCPI/AAAAAAAAAc4/MQxImF2OXas/s400/Map+of+The+Cosmos+3.jpg" alt="" id="BLOGGER_PHOTO_ID_5410263439918369010" border="0" /&gt;&lt;/a&gt;This is a map of the universe as far as it is known by the greatest philosophers and theologians of the sixth age. Each place and world presented here is considered a separate "plane" for those using spells or similar means of travel.&lt;br /&gt;&lt;b&gt;THE HIGH EMPYREAN:&lt;/b&gt; The highest plane and home of the court of the Almighty. It is a realm of flame, aether and the source of all light in the universe. Dwelling here are all manner of celestials, elementals and similar creatures.&lt;br /&gt;&lt;b&gt;SONNE:&lt;/b&gt; This burning orb is the wellspring through which the Empyrean pours its light into the near universe. It is a world of shining mountains, flying "earthbergs" and burning seas of pure aether. Many celestials and golden dragons dwell here.&lt;br /&gt;&lt;b&gt;TERRENE:&lt;/b&gt; The central world of this setting. It is a world of mountains, forests, seas and desert,and home to a wide range of life.&lt;br /&gt;&lt;b&gt;DENETH:&lt;/b&gt; The world of the Elves. This is a hot, thickly forested world, and abundant animal life. Elves, fey, green dragons and celestials dwell here. Humankind is unwelcome here, though some special individuals are sometimes permitted.&lt;br /&gt;&lt;b&gt;RYDEN: &lt;/b&gt;A cold, dry world of desert and rocky wastes. Ancient ruins dot this world that are haunted by evil spirits, demons and undead. No water exists on the surface, though in the labyrinthine underworld it is said that dark seas and glaciers may be found.&lt;br /&gt;&lt;b&gt;EASEN:&lt;/b&gt; World of sea and storm, with only a small number of islands along its equater. Storm and Cloud Giant kingdoms dot the clouds and in the depths of the sea. A great many sea and airborne creatures abound here including many sea dragons.&lt;br /&gt;&lt;b&gt;ABYSS: &lt;/b&gt;A region of starless night and dwelling place of the cursed dead and the source of all darkness in the universe. It is said that things dwell here that even the mighty demon lords are mindful of.&lt;br /&gt;&lt;b&gt;TARTARUS:&lt;/b&gt; Both a prison and a home to countless demons. Here lay bound six of the Seven Lords of Sin, where they must abide until the final war. From this prison, these forces ever seek to spread their influence across the planes, influencing, beguiling and waging war on all beings.&lt;br /&gt;&lt;b&gt;LAKE OF FIRE:&lt;/b&gt; This region is possessed of an "all consuming" flame so hot that it is a threat even to spirit-beings normal immune to flame.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Religion&lt;/span&gt;&lt;br /&gt;Religion is very important in this setting. Though most of the demon lords and their forces remain bound in Tartarus, they constantly seek influence in the worlds of men and to corrupt others to their side (willingly or not). Eventually, everyone needs to choose a side, though many times this is far more difficult than it sounds. Both good and evil can be confused in the chaos of war and life.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;The Empyrean&lt;/span&gt; (Heaven, The Light)&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://upload.wikimedia.org/wikipedia/commons/c/c6/Ezekiel%27s_vision.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 417px; height: 323px;" src="http://upload.wikimedia.org/wikipedia/commons/c/c6/Ezekiel%27s_vision.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;Clerics of The Empyrean have dedicated their lives in the service of Heaven in the world of men. The primary duties of clerics is the propagating and/or defending the faith, and in opposing the work of Tartarus, 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.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Alignment:&lt;/span&gt; Clerics of The Empyrean are always of either Lawful or Neutral alignment, with a preference towards Law. Neutral clerics tend to be the sort that try to remain objective and non-judgmental, though still devoutly following their creed.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Holy Symbol: &lt;/span&gt;&lt;a href="http://www.listphile.com/Celtic_Symbol_Database/Sun_Wheel/image/wheeloftaranis.jpg"&gt;&lt;span&gt;Sun Wheel&lt;/span&gt;&lt;/a&gt; (Galgallin)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Races:&lt;/span&gt; Only humans may have levels in cleric, though individuals amongst the different races may be devout. Elves, who do not die unless killed, do not have souls and thus see no use for faith. Dwarves and Halflings typically prefer hard works and charity to prayers, though a good many of their number do serve the orders as scribes, lay-priests, monks and scribes. &lt;span style="font-weight: bold; color: rgb(0, 0, 153);"&gt;Note:&lt;/span&gt;&lt;span style="color: rgb(0, 0, 153);"&gt; In settings where non-human races can take levels in cleric, these restrictions are removed.&lt;/span&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Organization:&lt;/span&gt; Clerics in service to The Empyrean belong to one of seven Orders which represents a foundational tenants of the faith (one of the “seven spirits“). Each order has its own hierarchy and Council of Elders, though most clerics are expected to think for themselves. The different orders have differing roles in the land, but ultimately answer to the Elder Council. Player character Clerics must choose from the following orders:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;span style="font-style: italic;"&gt;Courage:&lt;/span&gt; An order that upholds the practice of bravery, will, intrepidity, and fortitude. These clerics will be all about courage to act rightly in the face of opposition, shame, scandal or discouragement. Clerics of Courage are bold and brave, seeking to address wrongdoing despite local sentiment or fear. Founder: Sir William Audentia.&lt;/li&gt;&lt;li&gt;&lt;span style="font-style: italic;"&gt;Justice:&lt;/span&gt; Moral rightness based on ethics, rationality, law, natural law, fairness and equity. Justinian Clerics of this order are potent investigators and arbiters. Many serve as hunters of criminals and infernal witches. Founder: Sir Entho Iustitia.&lt;/li&gt;&lt;li&gt;&lt;span style="font-style: italic;"&gt;Mercy: &lt;/span&gt;Leniency and compassion between persons and compassionate behavior from those in power. The clerics of mercy focus on aiding those in distress. Many also take interest in businesses, to ensure proper compensation for laborers, and thus are favorites of the Guilds. Founder: Dame Maxym Clementia.&lt;/li&gt;&lt;li&gt;&lt;span style="font-style: italic;"&gt;Generosity:&lt;/span&gt; This order teaches on the act of giving without coercion. Clerics of generosity focus on humanitarian pursuits, such as feeding the poor and treating their injuries. They are the most loved by common folk. Founder: Elder Phoreo Caritas.&lt;/li&gt;&lt;li&gt;&lt;span style="font-style: italic;"&gt;Faith: &lt;/span&gt;Trust and Integrity. Clerics of faith are intensely focused on their beliefs and the power of right over wrong, even more than other clerics. Founder: Dame Alilita Castita.&lt;/li&gt;&lt;li&gt;&lt;span style="font-style: italic;"&gt;Nobility:&lt;/span&gt; To be aware of the responsibility of ones station towards those under you. Clerics of nobility are often found advising powerful rulers, as they are taught early on how best to lead. It is to this order that most of the “extra” sons and daughters of the nobility are placed. Founder: Sir Erling.&lt;/li&gt;&lt;li&gt;&lt;span style="font-style: italic;"&gt;Hope:&lt;/span&gt; A combination of the desire for something and expectation of receiving it, the virtue is hoping for Divine union and so eternal happiness. Clerics of hope are expected to uphold the spirits of those around them. Because of this, they are often sent into “hopeless” situations, to bolster those in need. Founder: Queen Wilona Spero.&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Tartarus&lt;/span&gt; (Clerics of The Dark)&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://upload.wikimedia.org/wikipedia/commons/2/23/Lonelysoul.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 200px; height: 362px;" src="http://upload.wikimedia.org/wikipedia/commons/2/23/Lonelysoul.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;span style="font-style: italic;"&gt;“Such place eternal justice has prepared&lt;/span&gt; &lt;span style="font-style: italic;"&gt;For those rebellious; here their prison ordained&lt;/span&gt; &lt;span style="font-style: italic;"&gt;In utter darkness, and their portion set&lt;/span&gt; &lt;span style="font-style: italic;"&gt;As far removed from God and light of heaven&lt;/span&gt; &lt;span style="font-style: italic;"&gt;As from the centre thrice to the utmost pole.&lt;/span&gt; &lt;span style="font-style: italic;"&gt;Oh, how unlike the place from whence they fell!”&lt;/span&gt;&lt;br /&gt;-John Milton, Paradise Lost&lt;br /&gt;Clerics of Tartarus are those who have made a terrible pact with the forces of Hell, gaining clerical powers in return for their immortal souls. Such beings cavort with demons and seek to spread the unrestrained influence of dark spirits and seek always to tear down all that it good and merciful. Most clerics of Tartarus move in disguise as normal folk, alchemists or Neutral clerics so that they might spread evil unnoticed.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Alignment:&lt;/span&gt; Clerics of Tartarus are always of Chaotic (Evil) Alignment.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Holy Symbol:&lt;/span&gt; Black Disk or Broken Sun Wheel.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Races:&lt;/span&gt; Only humans may have levels in cleric, though individuals amongst the different races may be devout. Monstrous races such as Ogres and Goblins do sometimes produce devout members, but all such creatures are never clerics, though some do serve as alchemists and lay-preachers. &lt;span style="font-weight: bold; color: rgb(0, 0, 153);"&gt;Note:&lt;/span&gt;&lt;span style="color: rgb(0, 0, 153);"&gt; In settings where non-human races can take levels in cleric, these restrictions are removed.&lt;/span&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Organization:&lt;/span&gt; Because clerics of Tartarus must often operate in secret, organization of their efforts is a must. All such clerics belong to one of the seven Dark Orders, answering to a chain of command of other Dark clerics and demons, leading ultimately to one of the demon lords of Tartarus. The seven Dark Orders are detailed below:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;span style="font-style: italic;"&gt;Lust: &lt;/span&gt;Not merely the natural attraction towards sex, but its abuse. Clerics of lust tend to encourage the worst sorts of debauchery and seek to undermine more stable relationships for their own pleasure. Patron Demon Lord: Dumiel&lt;/li&gt;&lt;li&gt;&lt;span style="font-style: italic;"&gt;Gluttony:&lt;/span&gt; The over-indulgence and over-consumption of anything to the point of waste. Clerics of gluttony tend to be grossly fat (though not always) and all are excellent cooks. Some extremes of gluttony even involve cannibalism, seeing even the flesh of intelligent beings as sources of pleasure. Patron Demon Lord: Isamiel.&lt;/li&gt;&lt;li&gt;&lt;span style="font-style: italic;"&gt;Greed:&lt;/span&gt;Also known as avarice or covetousness, is, like lust and gluttony, an evil of excess. However, greed is applied to the acquisition of wealth in particular.Clerics of greed are always wealthy, though not always obviously so. Patron Demon Lord: Hiron.&lt;/li&gt;&lt;li&gt;&lt;span style="font-style: italic;"&gt;Sloth:&lt;/span&gt; Lazyness and neglect of ones duty. This is an insidious evil, and can lead to many others. Clerics of sloth are great influences of idleness, encouraging gambling, gossip and seeking idle entertainments rather than doing an honest days work. Patron Demon Lord: Mesak.&lt;/li&gt;&lt;li&gt;&lt;span style="font-style: italic;"&gt;Wrath: &lt;/span&gt;Also known as anger or "rage", may be described as inordinate and uncontrolled feelings of hatred and anger. Clerics of this sort are typically great warriors and popular amongst monstrous races. Patron Demon Lord: Epiel.&lt;/li&gt;&lt;li&gt;&lt;span style="font-style: italic;"&gt;Envy:&lt;/span&gt; Despising the success and achievements of others. Curses and other evil magics are common amongst such clerics. Patron Demon Lord: Honsiel.&lt;/li&gt;&lt;li&gt;&lt;span style="font-style: italic;"&gt;Pride:&lt;/span&gt; Also known as hubris, is considered the original and most serious of the seven deadly sins, and indeed the ultimate source from which the others arise. It is identified as a desire to be more important or attractive than others, failing to acknowledge the good work of others, and excessive love of self. Clerics of pride are always well adorned and clean people, often the last sort of person one would accuse of worshipping darkness. Patron Demon Lord: Azobib (high lord of demons).&lt;/li&gt;&lt;/ul&gt;&lt;span style="font-weight: bold;"&gt;Pagan Clerics&lt;/span&gt; (&lt;a href="http://en.wikipedia.org/wiki/Cunning_folk"&gt;Cunning Folk&lt;/a&gt;)&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.eternalidol.com/wp-content/uploads/2009/06/0015-group-of-arch-druid-and-druids-q75-414x500.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 211px; height: 255px;" src="http://www.eternalidol.com/wp-content/uploads/2009/06/0015-group-of-arch-druid-and-druids-q75-414x500.jpg" alt="" border="0" /&gt;&lt;/a&gt;In this campaign setting, virtuous priests and priestesses of nature gods and natural philosophy do not gain levels in the Cleric class. Rather they are usually Magic Users (Wizard, Sorcerers, etc), NPC Alchemists, Seers and Healers.&lt;br /&gt;The Seven Orders of The Empyrean Church have a great many mixed feelings about the Cunning Folk. Some (particularly the Inquisitors of Iustitia) fear them as demon-worshippers. Thankfully, most prefer a case-by-case appraisal. In reality, these folk are just as varied as anyone and possess heroes and villains within their ranks.&lt;br /&gt;Pagan religions are originally based on the beliefs of the Elves. This lore was largely imparted when mankind learned arcane mysteries from the elves, whose understanding of of the planes is incomparable amongst mortal kind. Many of the "old gods" of Terrene are in-fact ancient elven kings and teachers, some of whom are still alive today.&lt;br /&gt;Cunning Folk can be found in the role of midwife, diviner, forest druid, village healer, temple priest or any number of roles. They can be found in small communities, as hermits or in large cities, practicing and teaching their beliefs to those who will listen.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold; color: rgb(0, 0, 102);"&gt;Note: &lt;/span&gt;&lt;span style="color: rgb(0, 0, 102);"&gt;More details concerning these folk will be presented in the future.&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-705213770786970261?l=mythadvocate.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mythadvocate.blogspot.com/feeds/705213770786970261/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=1154506515895993370&amp;postID=705213770786970261&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/705213770786970261'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/705213770786970261'/><link rel='alternate' type='text/html' href='http://mythadvocate.blogspot.com/2009/11/terrene-cosmology-and-religion.html' title='Terrene: Cosmology and Religion'/><author><name>Aaron</name><uri>http://www.blogger.com/profile/03750283246511456940</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://3.bp.blogspot.com/--zWDaSP4MMw/TcC8pXWLiaI/AAAAAAAAAl8/5uzUxgIfznE/s220/Rawk%2BOn%2521.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_HFRQ-pmmOnU/SxUd7w2eCPI/AAAAAAAAAc4/MQxImF2OXas/s72-c/Map+of+The+Cosmos+3.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1154506515895993370.post-2858832879000425331</id><published>2009-11-24T05:44:00.000-08:00</published><updated>2009-11-24T07:15:59.238-08:00</updated><title type='text'>Worlds To Come</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://upload.wikimedia.org/wikipedia/commons/thumb/7/7e/Creation_of_Light.png/476px-Creation_of_Light.png"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 242px; height: 308px;" src="http://upload.wikimedia.org/wikipedia/commons/thumb/7/7e/Creation_of_Light.png/476px-Creation_of_Light.png" alt="" border="0" /&gt;&lt;/a&gt;Hello all. It has been awhile since last I posted here. In the days and weeks to come, I will be posting details and art relating to a new fantasy world of my making. I am calling this setting; &lt;span style="font-weight: bold;"&gt;Terrene&lt;/span&gt;&lt;span style="font-weight: bold;"&gt;: The Sixth Age.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;This world will be a medieval one that draws on medieval beliefs, fairy and folktales in its making. It is a world deeply embroiled in a war between the Empyrean (The Light) and the Tartarus (The Dark). It will be a land of great turmoil and intrigue, where heroes of all kinds are sorely needed to thwart the will of evil upon the land.&lt;br /&gt;&lt;br /&gt;This setting will be presented with fantasy rpgs in mind, particularly "old school" games such as Basic D&amp;amp;D and &lt;a href="http://www.goblinoidgames.com/labyrinthlord.html"&gt;Labyrinth Lord&lt;/a&gt;, though with a strong focus on storytelling rather than hack-and-slash.&lt;br /&gt;&lt;br /&gt;There will of course be loads of art, both of my own make and favorites from around the web.&lt;br /&gt;&lt;br /&gt;Until then, Happy Thanksgiving folks!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-2858832879000425331?l=mythadvocate.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mythadvocate.blogspot.com/feeds/2858832879000425331/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=1154506515895993370&amp;postID=2858832879000425331&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/2858832879000425331'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/2858832879000425331'/><link rel='alternate' type='text/html' href='http://mythadvocate.blogspot.com/2009/11/worlds-to-come.html' title='Worlds To Come'/><author><name>Aaron</name><uri>http://www.blogger.com/profile/03750283246511456940</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://3.bp.blogspot.com/--zWDaSP4MMw/TcC8pXWLiaI/AAAAAAAAAl8/5uzUxgIfznE/s220/Rawk%2BOn%2521.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1154506515895993370.post-1018473528836850917</id><published>2009-08-14T10:42:00.000-07:00</published><updated>2009-08-17T05:17:13.929-07:00</updated><title type='text'>Nine Worlds: Trolde of the Glasir Plains</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_HFRQ-pmmOnU/SobDR1I7N8I/AAAAAAAAAb0/SM3HFzbx2q8/s1600-h/Glasir+Plain1.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 400px; height: 207px;" src="http://3.bp.blogspot.com/_HFRQ-pmmOnU/SobDR1I7N8I/AAAAAAAAAb0/SM3HFzbx2q8/s400/Glasir+Plain1.jpg" alt="" id="BLOGGER_PHOTO_ID_5370194316775602114" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;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.&lt;br /&gt;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.&lt;br /&gt;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.&lt;br /&gt;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.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;/span&gt;Racial traits for the Trolde race can be found &lt;a href="http://mythadvocate.blogspot.com/2009/07/nine-worlds-race-and-class.html"&gt;here&lt;/a&gt;.&lt;span style="font-weight: bold;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Godmund&lt;/span&gt; (High Trolde King)&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_HFRQ-pmmOnU/Soa9Q4EnViI/AAAAAAAAAbk/nreDVK4Akwk/s1600-h/Trolde+Chieftain.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 400px; height: 313px;" src="http://3.bp.blogspot.com/_HFRQ-pmmOnU/Soa9Q4EnViI/AAAAAAAAAbk/nreDVK4Akwk/s400/Trolde+Chieftain.jpg" alt="" id="BLOGGER_PHOTO_ID_5370187703313192482" border="0" /&gt;&lt;/a&gt;&lt;span style="font-style: italic;"&gt;“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.”&lt;/span&gt; -Bran Mac Morn, Robert E. Howard&lt;br /&gt;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).&lt;br /&gt;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.&lt;br /&gt;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.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Capitol:&lt;/span&gt; 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.&lt;br /&gt;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.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Hagmoot&lt;/span&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_HFRQ-pmmOnU/SoWjXwN_wSI/AAAAAAAAAbc/AC93bFrtSgQ/s1600-h/Trolde+Adept.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 218px; height: 237px;" src="http://2.bp.blogspot.com/_HFRQ-pmmOnU/SoWjXwN_wSI/AAAAAAAAAbc/AC93bFrtSgQ/s320/Trolde+Adept.jpg" alt="" id="BLOGGER_PHOTO_ID_5369877759185109282" border="0" /&gt;&lt;/a&gt;&lt;span style="font-style: italic;"&gt;"The owl is abroad,the bat and the toad,&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;And so is the cat-a mountain,&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;The ant and the mole sit both in a hole,&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;And frog peeps out o'the fountain;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;The dogs they do bay,and the timbrels play,&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;The spindle is now a-turning;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;The moon it is red,and the stars are fled,&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;And all the sky is a-burning." &lt;/span&gt;&lt;br /&gt;-Witches Song, Ben Jonson&lt;br /&gt;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.&lt;br /&gt;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 &lt;a href="http://mythadvocate.blogspot.com/2009/07/nine-worlds-arcane-magic.html"&gt;Arcane Magic&lt;/a&gt;) dot the Glassir plains, and are well marked and watched by the hags.&lt;br /&gt;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.&lt;br /&gt;&lt;span style="font-style: italic;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Life in The Tribes&lt;/span&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_HFRQ-pmmOnU/SoWi5e0T34I/AAAAAAAAAbM/lHZLrcsjobg/s1600-h/Trolde+Fighter.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 205px; height: 231px;" src="http://4.bp.blogspot.com/_HFRQ-pmmOnU/SoWi5e0T34I/AAAAAAAAAbM/lHZLrcsjobg/s320/Trolde+Fighter.jpg" alt="" id="BLOGGER_PHOTO_ID_5369877239117897602" border="0" /&gt;&lt;/a&gt;&lt;span style="font-style: italic;"&gt;'For a couple o' pins,' says Troll, and grins,&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;'I'll eat thee too, and gnaw thy shins.&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;A bit o' fresh meat will go down sweet!&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;I'll try my teeth on thee now.&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Hee now! See now!&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;I'm tired o' gnawing old bones and skins;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;I've a mind to dine on thee now.'&lt;/span&gt;&lt;br /&gt;-The Stone Troll, J.R.R. Tolkien&lt;br /&gt;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.&lt;br /&gt;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.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Warrior Society: &lt;/span&gt;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.&lt;br /&gt;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.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Social Rank: &lt;/span&gt;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.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Food: &lt;/span&gt;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.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Trolde Horse Breeding:&lt;/span&gt; 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.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Religion:&lt;/span&gt; Trolde believe that they are born from the "flesh" of the land (from the flesh of &lt;a href="http://en.wikipedia.org/wiki/Ymir"&gt;Ymir&lt;/a&gt;), 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.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;/span&gt;&lt;span style="font-weight: bold;"&gt;Trollborn&lt;/span&gt; (New Race)&lt;br /&gt;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.&lt;br /&gt;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.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Traits: &lt;/span&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;+2 Strength, -2 Dexterity, -2 Charisma&lt;/li&gt;&lt;li&gt;Size: Medium.&lt;/li&gt;&lt;li&gt;Base Speed: 30 feet.&lt;/li&gt;&lt;li&gt;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.&lt;/li&gt;&lt;li&gt;Giant Blood: For all special abilities and effects, a trollborn is considered a giant.&lt;/li&gt;&lt;li&gt;Automatic Languages: Common and Trolsprog.&lt;/li&gt;&lt;li&gt;Bonus Languages: Dwarven, Giant, Hyborean, Terran and Abyssal.&lt;/li&gt;&lt;li&gt;Favored Class: Barbarian (Male) or Druid (Female).&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-1018473528836850917?l=mythadvocate.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mythadvocate.blogspot.com/feeds/1018473528836850917/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=1154506515895993370&amp;postID=1018473528836850917&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/1018473528836850917'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/1018473528836850917'/><link rel='alternate' type='text/html' href='http://mythadvocate.blogspot.com/2009/08/nine-worlds-trolde-of-glasir-plains.html' title='Nine Worlds: Trolde of the Glasir Plains'/><author><name>Aaron</name><uri>http://www.blogger.com/profile/03750283246511456940</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://3.bp.blogspot.com/--zWDaSP4MMw/TcC8pXWLiaI/AAAAAAAAAl8/5uzUxgIfznE/s220/Rawk%2BOn%2521.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_HFRQ-pmmOnU/SobDR1I7N8I/AAAAAAAAAb0/SM3HFzbx2q8/s72-c/Glasir+Plain1.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1154506515895993370.post-632668750018855436</id><published>2009-08-11T09:14:00.000-07:00</published><updated>2009-08-13T15:01:22.377-07:00</updated><title type='text'>Nine Worlds: Everyday Magic</title><content type='html'>&lt;meta equiv="Content-Type" content="text/html; charset=utf-8"&gt;&lt;meta name="ProgId" content="Word.Document"&gt;&lt;meta name="Generator" content="Microsoft Word 11"&gt;&lt;meta name="Originator" content="Microsoft Word 11"&gt;&lt;link style="font-style: italic;" rel="File-List" href="file:///C:%5CUsers%5CMYTHAD%7E1%5CAppData%5CLocal%5CTemp%5Cmsohtml1%5C01%5Cclip_filelist.xml"&gt;&lt;!--[if gte mso 9]&gt;&lt;xml&gt;  &lt;w:worddocument&gt;   &lt;w:view&gt;Normal&lt;/w:View&gt;   &lt;w:zoom&gt;0&lt;/w:Zoom&gt;   &lt;w:punctuationkerning/&gt;   &lt;w:validateagainstschemas/&gt;   &lt;w:saveifxmlinvalid&gt;false&lt;/w:SaveIfXMLInvalid&gt;   &lt;w:ignoremixedcontent&gt;false&lt;/w:IgnoreMixedContent&gt;   &lt;w:alwaysshowplaceholdertext&gt;false&lt;/w:AlwaysShowPlaceholderText&gt;   &lt;w:compatibility&gt;    &lt;w:breakwrappedtables/&gt;    &lt;w:snaptogridincell/&gt;    &lt;w:wraptextwithpunct/&gt;    &lt;w:useasianbreakrules/&gt;    &lt;w:dontgrowautofit/&gt;   &lt;/w:Compatibility&gt;   &lt;w:browserlevel&gt;MicrosoftInternetExplorer4&lt;/w:BrowserLevel&gt;  &lt;/w:WordDocument&gt; &lt;/xml&gt;&lt;![endif]--&gt;&lt;!--[if gte mso 9]&gt;&lt;xml&gt;  &lt;w:latentstyles deflockedstate="false" latentstylecount="156"&gt;  &lt;/w:LatentStyles&gt; &lt;/xml&gt;&lt;![endif]--&gt;&lt;style&gt; &lt;!--  /* Style Definitions */  p.MsoNormal, li.MsoNormal, div.MsoNormal 	{mso-style-parent:""; 	margin:0in; 	margin-bottom:.0001pt; 	mso-pagination:widow-orphan; 	font-size:12.0pt; 	font-family:"Times New Roman"; 	mso-fareast-font-family:"Times New Roman";} p.MsoBodyText, li.MsoBodyText, div.MsoBodyText 	{margin:0in; 	margin-bottom:.0001pt; 	mso-pagination:widow-orphan; 	font-size:10.0pt; 	mso-bidi-font-size:12.0pt; 	font-family:"Times New Roman"; 	mso-fareast-font-family:"Times New Roman";} @page Section1 	{size:8.5in 11.0in; 	margin:1.0in 1.25in 1.0in 1.25in; 	mso-header-margin:.5in; 	mso-footer-margin:.5in; 	mso-paper-source:0;} div.Section1 	{page:Section1;} --&gt; &lt;/style&gt;&lt;!--[if gte mso 10]&gt; &lt;style&gt;  /* Style Definitions */  table.MsoNormalTable 	{mso-style-name:"Table Normal"; 	mso-tstyle-rowband-size:0; 	mso-tstyle-colband-size:0; 	mso-style-noshow:yes; 	mso-style-parent:""; 	mso-padding-alt:0in 5.4pt 0in 5.4pt; 	mso-para-margin:0in; 	mso-para-margin-bottom:.0001pt; 	mso-pagination:widow-orphan; 	font-size:10.0pt; 	font-family:"Times New Roman"; 	mso-ansi-language:#0400; 	mso-fareast-language:#0400; 	mso-bidi-language:#0400;} &lt;/style&gt; &lt;![endif]--&gt;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.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;The Adept Class&lt;/span&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.leonacraig.com/catalogue_art_gallery/wall_art/medieval_man_feng_wu_sui.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 153px; height: 195px;" src="http://www.leonacraig.com/catalogue_art_gallery/wall_art/medieval_man_feng_wu_sui.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;span style="font-style: italic;"&gt;"No one alive could talk as well as he did&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;On points of Medicine and of surgery,&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;For being grounded in astronomy,&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;He watched his patient’s favorable star&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;And by his Natural Magic knew what are&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;The lucky hours and planetary degrees&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;For making charms and effigies."&lt;/span&gt;&lt;br /&gt;-Chaucer, “Doctor of Physic.”&lt;br /&gt;&lt;a href="http://www.d20srd.org/srd/npcClasses/adept.htm"&gt;Adepts&lt;/a&gt;, 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.&lt;br /&gt;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.&lt;br /&gt;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.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Ceremonies and Rituals&lt;/span&gt;&lt;br /&gt;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.&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Blood Oaths: &lt;/span&gt;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 &lt;span style="font-style: italic;"&gt;bestow curse&lt;/span&gt; spell. The duration of this spell is permanent and cannot be dispelled unless restitution is made towards the offended party.&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Burial:&lt;/span&gt; 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.&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Curses:&lt;/span&gt; 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.&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Sacrifice:&lt;/span&gt; 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.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Disease&lt;/span&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.lib.utk.edu/%7Etraining/diversity/culturecorner/images/plague.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 276px; height: 350px;" src="http://www.lib.utk.edu/%7Etraining/diversity/culturecorner/images/plague.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;i&gt;"Ring around the rosey&lt;/i&gt;,&lt;br /&gt;&lt;i&gt;Pocket full of posies.&lt;/i&gt;&lt;br /&gt;&lt;i&gt;Upstairs, downstairs.&lt;/i&gt;&lt;br /&gt;&lt;i&gt;We all fall down.&lt;/i&gt;"&lt;br /&gt;-&lt;a href="http://en.wikipedia.org/wiki/Ring_a_Ring_o%27_Roses"&gt;Ring a Ring o' Roses&lt;/a&gt;&lt;br /&gt;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. Details on several nasty D&amp;amp;D diseases can be found &lt;a href="http://www.d20srd.org/srd/specialAbilities.htm#"&gt;here&lt;/a&gt;. DM's (Gamemasters, Labyrinth Lords etc) are encouraged to invent their own foul ailments to bedevil PC's.&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Magical Healing:&lt;/span&gt; Though a great many spells exist that can combat or even cure diseases, the services of spellcasters is not cheap (see &lt;a href="http://www.d20srd.org/srd/equipment/goodsAndServices.htm#spellcastingAndServices"&gt;spellcasting services&lt;/a&gt;), 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.&lt;br /&gt;&lt;span style="font-style: italic;"&gt;&lt;span style="font-weight: bold;"&gt;Plague:&lt;/span&gt; &lt;/span&gt;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 at +1 DC for each hour after the first. This DC can increase greatly when truly large numbers of infected folk, animals or undead are about.&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Undeath: &lt;/span&gt;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 (&lt;span style="font-style: italic;"&gt;seasoned &lt;/span&gt;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).&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Herbalism&lt;/span&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_HFRQ-pmmOnU/SoLxdQhD3JI/AAAAAAAAAac/SVA4ad_HgNU/s1600-h/Wise+Folk.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 166px; height: 200px;" src="http://1.bp.blogspot.com/_HFRQ-pmmOnU/SoLxdQhD3JI/AAAAAAAAAac/SVA4ad_HgNU/s200/Wise+Folk.jpg" alt="" id="BLOGGER_PHOTO_ID_5369119190731185298" border="0" /&gt;&lt;/a&gt;&lt;span style="font-style: italic;"&gt;"Sure-hoofed is my steed in the day of battle:&lt;/span&gt; &lt;span style="font-style: italic;"&gt;The high sprigs of alder are on thy hand:&lt;/span&gt; &lt;span style="font-style: italic;"&gt;Bran by the branch thou bearest&lt;/span&gt; &lt;span style="font-style: italic;"&gt;Has Amathaon the good prevailed."&lt;/span&gt;&lt;br /&gt;-Cad Goddeu (the Battle of the Trees)&lt;br /&gt;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:&lt;br /&gt;&lt;span style="font-style: italic; font-weight: bold;"&gt;Apple Blossoms&lt;/span&gt; (Silver Bough, Tree of Love, Fruit of the Gods)&lt;span style="font-weight: bold; font-style: italic;"&gt;:&lt;/span&gt; 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.&lt;br /&gt;&lt;span style="font-style: italic;"&gt;System:&lt;/span&gt; Apple Blossom medicines grant a +2 to Fort saves to resist necromantic touch attacks such as &lt;span style="font-style: italic;"&gt;ghoul touch&lt;/span&gt;, ghoul/ghast paralysis and the like. Apple blossoms are indeed a potent aphrodisiac, taken by men and women.&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Basil&lt;/span&gt; (Witches Herb, Aethiope, Dittany)&lt;span style="font-weight: bold; font-style: italic;"&gt;:&lt;/span&gt; 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.&lt;br /&gt;&lt;span style="font-style: italic;"&gt;System: &lt;/span&gt;Use of basil by a spellcaster grants a +2 enhancement bonus to Spellcraft and Scry checks. Dried Basil leaves will become scorpions if left on the floor overnight.&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Catnip&lt;/span&gt; (Catmint, Cat's Wort, Nepeta)&lt;span style="font-weight: bold; font-style: italic;"&gt;:&lt;/span&gt; Catnip is used in the making of love potions, and is adored by cats and cat monsters.&lt;br /&gt;&lt;span style="font-style: italic;"&gt;System: &lt;/span&gt;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 Bluff, Diplomacy and/or Animal Handling checks gain a +2 enhancement bonus.&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Chamomile&lt;/span&gt; (Ground apple, Whig plant, Maythen, Ostar Camomile)&lt;span style="font-weight: bold; font-style: italic;"&gt;:&lt;/span&gt; Chamomile is used for purification and protection, and can be used in incenses for sleep and meditation.&lt;br /&gt;&lt;span style="font-style: italic;"&gt;System:&lt;/span&gt; Chamomile medicines grant a +2 to Will saves to resist enchantment effects. It also grants deep sleep when taken before bedtime.&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Hyssop &lt;/span&gt;(Yssop)&lt;span style="font-weight: bold; font-style: italic;"&gt;:&lt;/span&gt; Hyssop is used in the cleansing sacred places, cleans corrupting flesh, dispels negative (undead) energies. This herb is also repulsive to incorporeal undead.&lt;br /&gt;&lt;span style="font-style: italic;"&gt;System:&lt;/span&gt; Hyssop potions cause incorporeal undead (ghosts, spectres, etc) to make Will saves (DC 14) or be &lt;a href="http://www.d20srd.org/srd/conditionSummary.htm"&gt;nauseated &lt;/a&gt;for 1d4 rounds.&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Lavender&lt;/span&gt; (Asarum, Nardus, Elf-leaf)&lt;span style="font-weight: bold; font-style: italic;"&gt;:&lt;/span&gt; Lavender is used to treat epilepsy and other disorders of the brain. Used to clean sickrooms and to sweeten the air of wealthy homes.&lt;br /&gt;&lt;span style="font-style: italic;"&gt;System:&lt;/span&gt; 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.&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Peppermint&lt;/span&gt; (Lammint, Brandy mint)&lt;span style="font-weight: bold; font-style: italic;"&gt;:&lt;/span&gt; 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.&lt;br /&gt;System: Peppermint potions cause corporeal undead (ghouls, zombies etc) to make Will saves (DC 14) or be &lt;a href="http://www.d20srd.org/srd/conditionSummary.htm"&gt;nauseated &lt;/a&gt;for 1d4 rounds.&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Rosemary&lt;/span&gt; (Compass weed, Polar plant)&lt;span style="font-weight: bold; font-style: italic;"&gt;:&lt;/span&gt; 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.&lt;br /&gt;&lt;span style="font-style: italic;"&gt;System:&lt;/span&gt; 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.&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Sage&lt;/span&gt; (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.&lt;br /&gt;&lt;span style="font-style: italic;"&gt;System: &lt;/span&gt;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.&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Thyme&lt;/span&gt; (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.&lt;br /&gt;&lt;span style="font-style: italic;"&gt;System:&lt;/span&gt; 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 Bluff, Diplomacy and Gather Information checks when dealing with men.&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Tobacco Leaf:&lt;/span&gt; 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.&lt;br /&gt;&lt;span style="font-style: italic;"&gt;System:&lt;/span&gt; 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.&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Valerian&lt;/span&gt; (All-heal, Heliotrope, Amantilla, Setwall)&lt;span style="font-weight: bold; font-style: italic;"&gt;:&lt;/span&gt; Valerian is used for treating menstrual cramps, blood loss, and other physically draining diseases. Valerian is also used as an aphrodisiac.&lt;br /&gt;&lt;span style="font-style: italic;"&gt;System:&lt;/span&gt;  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.&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Yarrow&lt;/span&gt; (Arrowroot, Achillea, Lady's Mantle, Woundwort)&lt;span style="font-weight: bold; font-style: italic;"&gt;:&lt;/span&gt; Yarrow is uses as an anti-depressant, for healing, and to resist fear effects.&lt;br /&gt;&lt;span style="font-style: italic;"&gt;System:&lt;/span&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt; &lt;/span&gt;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.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;New Feats&lt;/span&gt;&lt;br /&gt;These feats are appropriate to this subject, as the practices described in them can be found amongst high and low magicians throughout the Nine Worlds. The sacrifice of intelligent creatures as presented below is considered evil in the Nine Worlds, but in desperate times even good folk have been known to use this dark magic. Even amongst the Aesir, this practice is not forbidden, though Thor, Frigga and several others disdain its practice.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Animal Sacrifice &lt;/span&gt;[Metamagic]&lt;br /&gt;You can sacrifice an animal or other non-sentient living being at the culmination of a spell, consuming its life-force in order to enhance your magic.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Prerequisite: &lt;/span&gt;Spellcaster level 5+.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Benefit:&lt;/span&gt; The caster must kill the animal while casting the spell. Because casters must concentrate on the spell, the animal must be unconscious, bound or otherwise immobile. By taking this feat, the caster is allowed to take a full-round Coup de Grace attack against one helpless animal while casting a spell. If the sacrifice is completed, the caster's effective level is increased by 1 for every 2 hit dice of the animal, applied to the spell being cast only. Some spells may require a specific type of sacrificial animal, particularly high-level spells.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Orrery Astrology&lt;/span&gt; [Metamagic]&lt;br /&gt;By watching the stars and planets, and by understanding the movements of the Inner and Outer Planes (ref. Manual of the Planes, p217, the Orrery Cosmology), you have learned to enhance your magic.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Prerequisite:&lt;/span&gt; Spellcaster.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Benefit: &lt;/span&gt;Spend one hour in contemplation and study. At the end, make a successful Knowledge (Astrology) check against DC 20 (you may not take 10 or 20 on this check). Retries are not permitted. A success increases your effective caster level by +1 for 24 hours.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Sacrifice&lt;/span&gt; [Metamagic]&lt;br /&gt;You can sacrifice a human being at the culmination of a spell, consuming the victim's life-force in order to enhance your magic.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Prerequisite:&lt;/span&gt; Animal Sacrifice.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Benefit:&lt;/span&gt; Casters must kill the victim while casting the spell. Because casters must concentrate on the spell, the victim must be unconscious, bound or otherwise immobile. By taking this feat, the caster is allowed to take a full-round Coup de Grace attack against one helpless foe while casting a spell. If the sacrifice is completed, the caster's effective level is increased by 1 for every hit dice of the victim, applied to the spell being cast only. Some spells may require a specific type of sacrificial victim, particularly high-level spells.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-632668750018855436?l=mythadvocate.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mythadvocate.blogspot.com/feeds/632668750018855436/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=1154506515895993370&amp;postID=632668750018855436&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/632668750018855436'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/632668750018855436'/><link rel='alternate' type='text/html' href='http://mythadvocate.blogspot.com/2009/08/nine-worlds-everyday-magic.html' title='Nine Worlds: Everyday Magic'/><author><name>Aaron</name><uri>http://www.blogger.com/profile/03750283246511456940</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://3.bp.blogspot.com/--zWDaSP4MMw/TcC8pXWLiaI/AAAAAAAAAl8/5uzUxgIfznE/s220/Rawk%2BOn%2521.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_HFRQ-pmmOnU/SoLxdQhD3JI/AAAAAAAAAac/SVA4ad_HgNU/s72-c/Wise+Folk.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1154506515895993370.post-6101722759249721384</id><published>2009-08-05T09:32:00.000-07:00</published><updated>2009-08-06T14:14:16.046-07:00</updated><title type='text'>Art Classes at The Kirkland Arts Center</title><content type='html'>Hello everyone!&lt;br /&gt;&lt;br /&gt;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.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Children’s Book Layout&lt;/span&gt;&lt;br /&gt;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.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Duration:&lt;/span&gt; 8 weeks&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Schedule: &lt;/span&gt;Monday Sept 14 - Oct 20, 7-10pm&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Drawing Fairy Tales, Then and Now&lt;/span&gt;&lt;br /&gt;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.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Duration:&lt;/span&gt; 8 weeks&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Schedule: &lt;/span&gt;Wednesday Sept 9 - Oct 28, 7-10pm&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Drawing Faeries&lt;/span&gt;&lt;br /&gt;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.&lt;br /&gt;A sketchbook will be needed for each class.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Duration:&lt;/span&gt; 8 weeks&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Schedule:&lt;/span&gt; Thursday Sept 10 - Oct 20, 7-10pm&lt;br /&gt;&lt;br /&gt;&lt;!--m--&gt;&lt;table class="ts" style="margin: 1em 0pt 2px;"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td valign="top"&gt;&lt;a href="http://maps.google.com/maps?hl=en&amp;amp;client=firefox-a&amp;amp;rls=org.mozilla:en-US:official&amp;amp;hs=SKV&amp;amp;um=1&amp;amp;ie=UTF-8&amp;amp;q=Kirkland+Arts+Center+Clinton+NY&amp;amp;fb=1&amp;amp;split=1&amp;amp;gl=us&amp;amp;cid=0,0,15948104311866685976&amp;amp;ei=LUd7StCPIo6wMJOgufcC&amp;amp;sa=X&amp;amp;oi=local_result&amp;amp;ct=image&amp;amp;resnum=1"&gt;&lt;img alt="" src="http://www.google.com/mapdata?CxUI4ZACHTTTgfsgDwxAjgJIuQFSAlVTkAECygECZW4" border="1" width="270" height="185" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;td style="padding-left: 12px;" valign="top"&gt;&lt;h3 class="r"&gt;&lt;a href="http://www.kirklandartcenter.org/" class="l" onmousedown="return clk(this.href,'','','res','1','')" title="Kirkland Art Center Inc"&gt;&lt;em&gt;Kirkland Art Center&lt;/em&gt; Inc&lt;/a&gt;&lt;/h3&gt;&lt;div style="width: 18em; padding-top: 0px;"&gt;&lt;cite&gt;www.&lt;b&gt;kirkland&lt;/b&gt;art&lt;b&gt;center&lt;/b&gt;.org&lt;/cite&gt;&lt;br /&gt;&lt;br /&gt;9 1/2 E Park Row&lt;br /&gt;Clinton, NY 13323-1544&lt;br /&gt;(315) 853-8871&lt;br /&gt;&lt;a href="http://maps.google.com/maps?hl=en&amp;amp;client=firefox-a&amp;amp;rls=org.mozilla:en-US:official&amp;amp;hs=SKV&amp;amp;um=1&amp;amp;ie=UTF-8&amp;amp;cid=0,0,15948104311866685976&amp;amp;fb=1&amp;amp;split=1&amp;amp;gl=us&amp;amp;dq=Kirkland+Arts+Center+Clinton+NY&amp;amp;daddr=9+1/2+E+Park+Row,+Clinton,+NY+13323-1544&amp;amp;geocode=17793251019698125324,43.049224,-75.377868&amp;amp;ei=LUd7StCPIo6wMJOgufcC&amp;amp;sa=X&amp;amp;oi=local_result&amp;amp;ct=directions-to&amp;amp;resnum=1"&gt;Get directions&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a class="fl" href="http://maps.google.com/maps?hl=en&amp;amp;client=firefox-a&amp;amp;rls=org.mozilla:en-US:official&amp;amp;hs=SKV&amp;amp;um=1&amp;amp;ie=UTF-8&amp;amp;q=Kirkland+Arts+Center+Clinton+NY&amp;amp;fb=1&amp;amp;split=1&amp;amp;gl=us&amp;amp;view=text&amp;amp;latlng=15948104311866685976&amp;amp;ei=LUd7StCPIo6wMJOgufcC&amp;amp;sa=X&amp;amp;oi=local_result&amp;amp;ct=result&amp;amp;resnum=1"&gt;More information »&lt;/a&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;a href="http://maps.google.com/maps?oe=utf-8&amp;amp;rls=org.mozilla:en-US:official&amp;amp;client=firefox-a&amp;amp;um=1&amp;amp;ie=UTF-8&amp;amp;cid=0,0,5107868916342635618&amp;amp;fb=1&amp;amp;split=1&amp;amp;gl=us&amp;amp;dq=kirkland+arts+center&amp;amp;daddr=620+Market+St,+Kirkland,+WA+98033-5421&amp;amp;geocode=1720254036391342125,47.679714,-122.209494&amp;amp;ei=5rN5StH_AZWcMfPXpKMO&amp;amp;sa=X&amp;amp;oi=local_result&amp;amp;ct=directions-to&amp;amp;resnum=1"&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-6101722759249721384?l=mythadvocate.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mythadvocate.blogspot.com/feeds/6101722759249721384/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=1154506515895993370&amp;postID=6101722759249721384&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/6101722759249721384'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/6101722759249721384'/><link rel='alternate' type='text/html' href='http://mythadvocate.blogspot.com/2009/08/art-classes-at-kirkland-arts-center.html' title='Art Classes at The Kirkland Arts Center'/><author><name>Aaron</name><uri>http://www.blogger.com/profile/03750283246511456940</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://3.bp.blogspot.com/--zWDaSP4MMw/TcC8pXWLiaI/AAAAAAAAAl8/5uzUxgIfznE/s220/Rawk%2BOn%2521.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1154506515895993370.post-5531657664618788061</id><published>2009-07-27T07:45:00.000-07:00</published><updated>2009-07-28T04:37:53.572-07:00</updated><title type='text'>Nine Worlds: Arcane Magic</title><content type='html'>Besides being king of the Aesir, Odin is credited as the inventor of runes, the earliest alphabet used by by the humans of the Nine Worlds. However even he gained this knowledge by stealing and cheating it from the Jotun, in whose veins the art of wizardry flows naturally.&lt;br /&gt;Just as wisdom can only be obtained at the cost of sacrifice, Odin himself relates that he hung nine days and nights from the sacred tree Yggdrasil, gazing down into the chilling depths of Nifleheim, plunged in deep thought, and self-wounded with his spear, ere he won the knowledge he sought.&lt;br /&gt;When he had fully mastered this knowledge, Odin cut magic runes upon his spear Gungnir, upon the teeth of his horse Sleipnir, upon the claws of the bear, and upon countless other animate and inanimate things. And because he had thus hung over the abyss for such a long space of time, he was ever after considered the patron of all who are condemned to be hanged or who perish by the noose.&lt;br /&gt;Arcane magic is the most potent of magical crafts in the Nine Worlds, being concerned primarily with altering the true nature of a thing. Such terrible magic always comes at a price, as the Norns and the gods watch such practitioners closely as he or she gathers greater might. A powerful enough mage can call and dispel mighty storms, travel the underworld and lay waste to nearly any mortal foe, if he or she dares to use this power.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;/span&gt;&lt;span style="font-weight: bold;"&gt;Bardic Craft&lt;/span&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://upload.wikimedia.org/wikipedia/commons/thumb/a/a4/Olav_den_helliges_saga_-_Skalden_Berse_-_C._Krogh.jpg/250px-Olav_den_helliges_saga_-_Skalden_Berse_-_C._Krogh.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 221px; height: 199px;" src="http://upload.wikimedia.org/wikipedia/commons/thumb/a/a4/Olav_den_helliges_saga_-_Skalden_Berse_-_C._Krogh.jpg/250px-Olav_den_helliges_saga_-_Skalden_Berse_-_C._Krogh.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;span style="font-style: italic;"&gt;“At home let a man be cheerful,&lt;/span&gt; &lt;span style="font-style: italic;"&gt;And toward a guest liberal;&lt;/span&gt; &lt;span style="font-style: italic;"&gt;Of wise conduct he should be,&lt;/span&gt; &lt;span style="font-style: italic;"&gt;Of good memory and ready speech;&lt;/span&gt; &lt;span style="font-style: italic;"&gt;If much knowledge he desires,&lt;/span&gt; &lt;span style="font-style: italic;"&gt;He must often talk on what is good.”&lt;/span&gt;&lt;br /&gt;-Hávamál (High Song)&lt;br /&gt;&lt;br /&gt;The Bards of the Nine Worlds are the holders of the ancient tales and living records of the law. Many bards work largely as law-speakers and the Althing, as well as working in their standard role as musicians and storytellers. A bard of any skill need never go hungry, or go without a roof over his or her head in the Nine Worlds. It is considered terrible bad luck for a noble to turn away a traveling bard, both for his magic, and for the gossip he might spread.&lt;br /&gt;Bards are the most loved spellcasters, arcane or divine, in the Nine Worlds. Their music and wisdom lighten a grim life and long winters, and their magics are generally helpful. The power of riddles, names and music are greatly respected by all peoples. Still, magic is magic, and bards are still feared for the power of their craft, both in magic and in the rumors that they can spread. Most nobles prefer to have bards as close advisors and court magicians rather than sorcerers or wizards.&lt;br /&gt;Bards are most common amongst men and half-elves, with elves as a close second. Trolde respect and admire bards, but have few amongst their number. Dwarves despise music for the most part, and though words and chanting is appreciated, they prefer wizardry over bards.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Instruments:&lt;/span&gt; Harps, bone flutes, horns and drums are the most common instruments in the Nine Worlds.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Sorcery&lt;/span&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://etc.usf.edu/clipart/6200/6269/carmelite_1_md.gif"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 183px; height: 283px;" src="http://etc.usf.edu/clipart/6200/6269/carmelite_1_md.gif" alt="" border="0" /&gt;&lt;/a&gt;&lt;span style="font-style: italic;"&gt;“On to the Brocken the witches are flocking—&lt;/span&gt; &lt;span style="font-style: italic;"&gt;Merry meet—merry part—how they gallop and drive,&lt;/span&gt; &lt;span style="font-style: italic;"&gt;Yellow stubble and stalk are rocking,&lt;/span&gt; &lt;span style="font-style: italic;"&gt;And young green corn is merry alive,&lt;/span&gt; &lt;span style="font-style: italic;"&gt;With the shapes and shadows swimming by.&lt;/span&gt; &lt;span style="font-style: italic;"&gt;To the highest heights they fly,&lt;/span&gt; &lt;span style="font-style: italic;"&gt;Where Sir Urian sits on high—&lt;/span&gt; &lt;span style="font-style: italic;"&gt;Throughout and about,&lt;/span&gt; &lt;span style="font-style: italic;"&gt;With clamour and shout,&lt;/span&gt; &lt;span style="font-style: italic;"&gt;Drives the maddening rout,&lt;/span&gt; &lt;span style="font-style: italic;"&gt;Over stock, over stone;&lt;/span&gt; &lt;span style="font-style: italic;"&gt;Shriek, laughter, and moan,&lt;/span&gt; &lt;span style="font-style: italic;"&gt;Before them are blown.”&lt;/span&gt;&lt;br /&gt;-Goethe’s Faust&lt;br /&gt;&lt;br /&gt;Sorcery can be found primarily amongst the illiterate villages and peoples in the Nine Worlds, and involves the gathering of personal, vital energies to power spells. Practitioners can become knowledgeable in Runes, but this is not necessary for this craft. This magic is very powerful in its own right, as it does not require magical training, books or specialized lore.&lt;br /&gt;Sorcery is considered "womans magic" in the Nine Worlds with male practitioners of sorcery are seen as sexually perverse, and are despised by the majority. Such "&lt;a href="http://en.wikipedia.org/wiki/Ergi"&gt;Ergi&lt;/a&gt;" can be hunted and killed like an animal, having no legal rights. Few women protest this restriction, as they prefer to practice their own craft untroubled.&lt;br /&gt;Sorcerers can be found amongst all of the races, with only humans attaching sexual restrictions on the class. Both sexes of elves pursue this magic in near total exclusion of the Wizard class, however as elves are seen as sexual indistinct, this is no surprise.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Familiars&lt;/span&gt;: Many players do not like having a familiar, as such creatures can make for a liability in combat. In other words, the player doesnt want the bother of roleplaying the presence of a boon companion. However, in the Nine Worlds, properly thematic familiars go a long way towards advertising the power of a spellcaster. Raven and wolf familiars are extremely popular amongst wizards (mirroring the preferred animals of Odin), with a fair number of otter, eagle and cats also popular. In game terms, the proper familiar can grant up to a +2 on Bluff, Diplomacy, Intimidate and Profession in the right circumstances.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Wizardry&lt;/span&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://etc.usf.edu/clipart/6200/6270/carthusian_1_md.gif"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 144px; height: 312px;" src="http://etc.usf.edu/clipart/6200/6270/carthusian_1_md.gif" alt="" border="0" /&gt;&lt;/a&gt;&lt;span style="font-style: italic;"&gt;“Through our whole lives we strive towards the sun;&lt;/span&gt; &lt;span style="font-style: italic;"&gt;That burning forehead is the eye of Odin.&lt;/span&gt; &lt;span style="font-style: italic;"&gt;His second eye, the moon, shines not so bright;&lt;/span&gt; &lt;span style="font-style: italic;"&gt;It has he placed in pledge in Mimer’s fountain,&lt;/span&gt; &lt;span style="font-style: italic;"&gt;That he may fetch the healing waters thence,&lt;/span&gt; &lt;span style="font-style: italic;"&gt;Each morning, for the strengthening of this eye.”&lt;/span&gt;&lt;br /&gt;-Oehlenschläger&lt;br /&gt;&lt;br /&gt;Wizardry in the Nine Worlds is primarily the study of the laws of Destiny, Words and Runes. This lore, wrested from the Jotun by Odin is a mighty and deadly tool that can elevate the wise to positions of great power, or cast the foolish into dread-filled horror. There is no room for cowards or half-measures in the art.&lt;br /&gt;Most wizards in the Nine Worlds keep to themselves, seeking out their magic in isolated keeps or in hidden caves, well fortified against intruders. A few gather into small groups, like Raven &lt;a href="http://mythadvocate.blogspot.com/2009/07/nine-worlds-warrior-societies.html"&gt;warrior society&lt;/a&gt;, to pool their lore and resources, allowing them some protection and far greater research potential.&lt;br /&gt;Wizardry is seen as a masculine pursuit, with women pursuing this craft believed to be seeking to use this greater magic to usurp the rightful reign of men. Women found pursuing this magic are greatly feared and can quickly find themselves accused and condemned of evil practices. Such "spaewives" are seen as not entirely human anymore, and thus have few rights under the law.&lt;br /&gt;Wizards can be found amongst all of the mortal races though humans half-elves and dwarves (diviners) form the majority. Elves prefer sorcery and the Trolde prefer divine magic. Of the schools to specialize in, divination is by far the most popular school to specialize with Enchantment and Illusion as close seconds. Necromancy is seen as evil, and likely to bring the emnity of the gods. Other specialist exist, but are rare. Flashy spells are used, but scare both sides of a fight and so are not encouraged.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Language and Literacy: &lt;/span&gt;The written word is extremely important to wizards, as their magic is from a written form. All written language in the Nine Worlds is derived from the ancient Jotun, and later races such as the Aesir, Dwarves and the earliest of men. See the &lt;a href="http://mythadvocate.blogspot.com/2009/07/nine-worlds-language-and-culture-1.html"&gt;Language and Literacy&lt;/a&gt; section for details.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Cromlech&lt;/span&gt; (Sacred Sites)&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://etc.usf.edu/clipart/57100/57155/57155_cromlech_sca_md.gif"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 276px; height: 140px;" src="http://etc.usf.edu/clipart/57100/57155/57155_cromlech_sca_md.gif" alt="" border="0" /&gt;&lt;/a&gt;Cromlech (a Vanir word for flagstone) are ancient markers or places where the boundaries between worlds grows thin, and energies from those other worlds seep through. These sites are always made of stone, though the form and type differs depending upon the stone itself.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Effect: &lt;/span&gt;Depending on the nature of the Cromlech, certain schools of magic gain anywhere from a +1 to +3 effective caster level when such spells are cast on or near the megalith.&lt;br /&gt;Cromlech are very rarely unattended, whether by spellcasters, humanoid worshipers, fey, outsiders, undead or elementals. The kinds of such guardians should give an indication of the sort of Cromlech it is. Powerful beings of these sorts will often build near or on top of a Cromlech, so as to gain full control over its benefits.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Feats&lt;/span&gt; &lt;span style="font-weight: bold;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Arcane Understanding&lt;/span&gt; [Meta-Magic]&lt;br /&gt;This feat allows a wizard to increase the number of spells learned automatically at each new level.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Prerequisites:&lt;/span&gt; Knowledge (Arcana) 5+, Int 16+&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Benefit: &lt;/span&gt;For each level gained, you can add a number of spells to your spellbook equal to your intelligence modifier.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Normal:&lt;/span&gt; At each level, the wizard gains two spells of any level that can be added to his or her spellbook.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Armored Caster&lt;/span&gt; [General]&lt;br /&gt;You reduce your chance of arcane spell failure when wearing armor&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Prerequisites:&lt;/span&gt; Armor Proficiency (armor type), Dex 13+&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Benefit:&lt;/span&gt; You reduce your chance of arcane spell failure by 10%.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Special:&lt;/span&gt; You may take this feat multiple times, each time gaining an additional 10% reduction.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Elemental Affinity&lt;/span&gt; [Metamagic]&lt;br /&gt;Allows user to change any spell using elements to another element of a chosen type.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Prerequisite:&lt;/span&gt; Any other metamagic feat, Spellcraft 8 ranks&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Benefit: &lt;/span&gt;When you learn this feat, select one energy type (acid, cold, electricity, fire, or sonic). Any spell causing damage of one type may be changed to that of the chosen type instead. Spell effects other than elemental damage will not change. An elemental affinity spell uses a spell slot of the spell’s normal level, modified by any other metamagic feats.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Special: &lt;/span&gt;This feat may not be taken multiple times. A character taking this feat may not take Prismatic Energy Spell as a feat unless allowed by the DM.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Inscribe Magical Tattoo&lt;/span&gt; [Item Creation]&lt;br /&gt;You can infuse mundane tattoos with powerful magic, allowing the wearer of the tattoo to cast spells and access magical effects.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Prerequisites:&lt;/span&gt; Spellcaster level 3, Craft (tattoo) 1 rank.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Benefit:&lt;/span&gt; You can inscribe any magical tattoo whose prerequisites you meet. Inscribing a magical tattoo takes one day for each 1,000 gp in the base price of the tattoo, and requires a Craft (tattoo) rating equal to 3 + the highest spell level of the spells that are a prerequisites for the tattoo. To inscribe a tattoo, you must spend 1/25 of its features’ base price in XP and use up raw materials (tattoo inks) costing half of this base price.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Special:&lt;/span&gt; The power of the tattoo can only be used once each day. The caster level is based on the lowest caster level needed to cast the spell. If two or more magic tattoos are attempted on the same body (regardless of size), the magics will disrupt each other (i.e. you may never have more than one magic tattoo). A magic tattoo can be removed using a remove curse cast at one level higher than the spell level of the spell effect granted by the tattoo (using heighten spell or a similar method). The act of casting remove curse only takes away the magic. The tattoo itself remains until removed through mundane methods. The tattoo is treated as a Miscellaneous Magic Item for all other intents and purposes.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Inscribe Rune &lt;/span&gt;[Item Creation]&lt;br /&gt;You can create magic runes that hold spells until triggered.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Prerequisite:&lt;/span&gt; Intelligence 13, appropriate Craft skill, caster level 3rd.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Benefit: &lt;/span&gt;You can cast any spell you have prepared as a rune. The caster must have prepared the spell to be scribed and must provide any material components or focuses the spell requires. If casting the spell would reduce the caster’s XP total, he pays the cost upon beginning the rune in addition to the XP cost for making the rune itself. Likewise, material components are consumed when he begins writing, but focuses are not.&lt;br /&gt;A single object of Medium-size or smaller can hold only one rune. Larger objects can hold one rune per 25 square feet (an area 5 feet square) of surface area. Runes cannot be placed on creatures. The rune has a base price of the spell level x caster level x 100 gp (a 0-level spell counts as ½ level). You must spend 1/25 of its base price in XP and use up raw materials costing half this base price. A rune’s market value equals its base price.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Signature Spell&lt;/span&gt; [General]&lt;br /&gt;You are so familiar with a mastered spell that you can convert other prepared spells into that spell.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Prerequisites:&lt;/span&gt; Spell Mastery.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Benefit:&lt;/span&gt; Each time that you take this feat, choose a spell you have mastered with Spell Mastery. You may now convert prepared arcane spells of that spell’s level or higher into that signature spell.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Special:&lt;/span&gt; You may gain this feat multiple times. Each time you take the feat, it applies to a new mastered spell.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Spell Toughness&lt;/span&gt; [General]&lt;br /&gt;Choose a school of magic, such as Evocation; you are better able to resist hostile effects from this school.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Prerequisite: &lt;/span&gt;Base Will save bonus +4 or higher&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Benefit:&lt;/span&gt; Against spells from the chosen school, you get a +2 bonus to all saving throws.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Special:&lt;/span&gt; You can take this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Stylize Spell&lt;/span&gt; [Metamagic]&lt;br /&gt;You can add illusionary elements to your spells that make them more spectacular, but not more Powerful.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Prerequisites: &lt;/span&gt;Access to the illusion school.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Benefits:&lt;/span&gt; You can subtly change the appearance, sound, taste or smell of spells you cast. The changes to the spell must not have any appreciable game effect outside of making the caster seem impressive. For instance, making a wall of fire appear as something that isn't hot and dangerous would be out of the question, but having it whisper your name would be acceptable. The effects of this spell should never make something dangerous seem less so or something safe seem dangerous. It should never change the apparent area of effect of the spell, disguise the spell in any way, or simulate the appearance of another spell.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Tattoo Focus&lt;/span&gt; [Special]&lt;br /&gt;You bear the powerful magic tattoos of a tattoo mage.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Prerequisite:&lt;/span&gt; Specialized in a school of magic.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Benefit:&lt;/span&gt; Add +1 to the DC for all saving throws against spells from your specialized school. You get a +1 bonus on caster level checks (1d20 + caster level) to beat a creature’s spell resistance when casting spells from that school.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-5531657664618788061?l=mythadvocate.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mythadvocate.blogspot.com/feeds/5531657664618788061/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=1154506515895993370&amp;postID=5531657664618788061&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/5531657664618788061'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/5531657664618788061'/><link rel='alternate' type='text/html' href='http://mythadvocate.blogspot.com/2009/07/nine-worlds-arcane-magic.html' title='Nine Worlds: Arcane Magic'/><author><name>Aaron</name><uri>http://www.blogger.com/profile/03750283246511456940</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://3.bp.blogspot.com/--zWDaSP4MMw/TcC8pXWLiaI/AAAAAAAAAl8/5uzUxgIfznE/s220/Rawk%2BOn%2521.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1154506515895993370.post-7450892416523463116</id><published>2009-07-24T04:14:00.000-07:00</published><updated>2009-08-19T08:03:15.578-07:00</updated><title type='text'>Nine Worlds: Outsiders</title><content type='html'>As stated in the &lt;a href="http://mythadvocate.blogspot.com/2009/07/nine-worlds-gods-and-religion.html"&gt;Gods and Religion&lt;/a&gt; section, the deities that squabble and war over the fate of the Nine Worlds are not gods in the normal D&amp;amp;D sense. They are instead several families of powerful outsiders (spirit beings) not that different from Celestial (angels, eladrin etc) and Infernal (demons, devils etc) beings. As such I present the assorted outsider subtypes of the Nine Worlds.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Labyrinth Lord Players:&lt;/span&gt; The following subtypes are guides to the standard powers of these beings. THis concept is easily converted to Labyrinth Lord rules.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Aesir&lt;/span&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://upload.wikimedia.org/wikipedia/commons/thumb/c/c4/Odin_disguised_as_a_Traveller.jpg/447px-Odin_disguised_as_a_Traveller.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 177px; height: 239px;" src="http://upload.wikimedia.org/wikipedia/commons/thumb/c/c4/Odin_disguised_as_a_Traveller.jpg/447px-Odin_disguised_as_a_Traveller.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;span style="font-style: italic;"&gt;“I know that I hung&lt;/span&gt; &lt;span style="font-style: italic;"&gt;&lt;br /&gt;On a wind-rocked tree&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Nine whole nights,&lt;/span&gt; &lt;span style="font-style: italic;"&gt;&lt;br /&gt;With a spear wounded,&lt;/span&gt; &lt;span style="font-style: italic;"&gt;&lt;br /&gt;And to Odin offered&lt;/span&gt; &lt;span style="font-style: italic;"&gt;&lt;br /&gt;Myself to myself;&lt;/span&gt; &lt;span style="font-style: italic;"&gt;&lt;br /&gt;On that tree&lt;/span&gt; &lt;span style="font-style: italic;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-style: italic;"&gt;Of which no one knows&lt;/span&gt; &lt;span style="font-style: italic;"&gt;&lt;br /&gt;From what root it springs.”&lt;/span&gt;&lt;br /&gt;-Odin’s Rune-Song&lt;br /&gt;&lt;br /&gt;Aesir are a race of celestials, native to Asgard. They are a fierce, somber race of beings and are very warlike. They trace their origins to the ancient god buri and his Sturm wife. From his line came Odin, Villi and Ve. Now, the Aesir are ruled by Odin and his wife Frigga.&lt;br /&gt;Aesir resemble men and women of great physical beauty and power. They tend towards a somber demeanor, though this is not always the case. Warfare is foremost in the minds of most of the Aesir, towards which they dedicate their efforts most of the time.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Aesir Traits: &lt;/span&gt;An Aesir possesses the following traits (unless otherwise noted in a creature’s entry).&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Darkvision out to 60 feet and low-light vision.&lt;/li&gt;&lt;li&gt;Aura of Menace (Su): A righteous aura surrounds Aesir that fight or get angry. Any hostile creature within a 20-foot radius of an Aesir must succeed on a Will save to resist its effects. The save DC varies with the type of Aesir, is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the Aesir that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same Aesir ’s aura for 24 hours.&lt;/li&gt;&lt;li&gt;Immunity to electricity and petrification.&lt;/li&gt;&lt;li&gt;+4 racial bonus on saves against poison.&lt;/li&gt;&lt;li&gt;Human Traits: Gains 1 extra feat at 1 Hit Die, and 4 extra skill points at 1 Hit Die and 1 extra skill point at each additional Hit Die.&lt;/li&gt;&lt;li&gt;Teleport (Su): Aesir can use &lt;span style="font-style: italic;"&gt;greater teleport&lt;/span&gt; at will, as the spell (caster level 14th), except that the creature can transport only itself and up to 50 pounds of objects.&lt;/li&gt;&lt;li&gt;Tongues (Su): All Aesir can speak with any creature that has a language, as though using a &lt;span style="font-style: italic;"&gt;tongues &lt;/span&gt;spell (caster level 14th). This ability is always active.&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Vanir&lt;/span&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://upload.wikimedia.org/wikipedia/commons/thumb/a/ae/Nj%C3%B6r%C3%B0r_%281832%29_from_Die_Helden_und_G%C3%B6tter_des_Nordens%2C_oder_Das_Buch_der_sagen.jpg/393px-Nj%C3%B6r%C3%B0r_%281832%29_from_Die_Helden_und_G%C3%B6tter_des_Nordens%2C_oder_Das_Buch_der_sagen.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 131px; height: 200px;" src="http://upload.wikimedia.org/wikipedia/commons/thumb/a/ae/Nj%C3%B6r%C3%B0r_%281832%29_from_Die_Helden_und_G%C3%B6tter_des_Nordens%2C_oder_Das_Buch_der_sagen.jpg/393px-Nj%C3%B6r%C3%B0r_%281832%29_from_Die_Helden_und_G%C3%B6tter_des_Nordens%2C_oder_Das_Buch_der_sagen.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;span style="font-style: italic;"&gt;“In Gymer’s court I saw her move,&lt;br /&gt;The maid who fires my breast with love;&lt;br /&gt;Her snow-white arms and bosom fair&lt;br /&gt;Shone lovely, kindling sea and air.&lt;br /&gt;Dear is she to my wishes, more&lt;br /&gt;Than e’er was maid to youth before;&lt;br /&gt;But gods and elves, I wot it well,&lt;br /&gt;Forbid that we together dwell.”&lt;br /&gt;-Skirner’s Lay&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;The Vanir are a tribe of outsiders associated with fertility and prosperity. They live in Vanaheim (Vanaheimr or Vanaland), the world of the Vanir. They warred upon the gloomy and somber Aesir in ages past. The Vanir are gods of joy, air and light, and embody these traits at all times.&lt;br /&gt;Vanir are elf-like, tall, regal and ever-youthful though the very old do grow beards. Many possess great wings and carry an aura of light wherever they go. Laughter and music accompany the vanir.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Vanir &lt;/span&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Traits:&lt;/span&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt; &lt;/span&gt;An Vanir possesses the following traits (unless otherwise noted in a creature’s entry).&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Darkvision out to 60 feet and low-light vision.&lt;/li&gt;&lt;li&gt;Immunity to acid, cold, petrifaction and sleep.&lt;/li&gt;&lt;li&gt;Resistance to electricity 10 and fire 10.&lt;/li&gt;&lt;li&gt;+4 racial bonus on saves against poison.&lt;/li&gt;&lt;li&gt;Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the Vanir. Otherwise, it functions as a &lt;span style="font-style: italic;"&gt;magic circle against evil&lt;/span&gt; effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals Vanir’s HD). (The defensive benefits from the circle are not included in an Vanir’s statistics block.)&lt;/li&gt;&lt;li&gt;Elf Traits: Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects. +2 racial bonus on Listen, Search, and Spot checks. A Vanir who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.&lt;/li&gt;&lt;li&gt;Telepathy (Su): All Vanir can communicate telepathically with any creature with 100ft that has a language.&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;The Jotun&lt;/span&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://upload.wikimedia.org/wikipedia/commons/f/f9/I_am_the_giant_Skrymir_by_Elmer_Boyd_Smith.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 196px; height: 321px;" src="http://upload.wikimedia.org/wikipedia/commons/f/f9/I_am_the_giant_Skrymir_by_Elmer_Boyd_Smith.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;span style="font-style: italic;"&gt;“Not the man of mortal race&lt;br /&gt;Knows the words which thou hast spoken&lt;br /&gt;To thy son in days of yore.&lt;br /&gt;I hear the coming tread of death;&lt;br /&gt;He soon shall raze the runic lore,&lt;br /&gt;And knowledge of the rise of gods,&lt;br /&gt;From his ill-fated soul who strove&lt;br /&gt;With Odin’s self the strife of wit,&lt;br /&gt;Wisest of the wise that breathe:&lt;br /&gt;Our stake was life, and thou hast won.”&lt;br /&gt;&lt;/span&gt;&lt;span&gt;-Vafthrudni’s-mal &lt;/span&gt;&lt;br /&gt;The Jotun are a primordial race of spirits that collectively represent the ferocity and sheer power of nature. As a whole, they are always larger than human-beings, though some are close enough in stature to pass as over-large men and women. All jotun are capricious and temperamental beings, given to deep passions of rage, hate and possessiveness. Some jotun are decent enough beings, but all view humankind as inherently lesser beings and have been known to eat them or kill them for mere idle amusement.&lt;br /&gt;Jotun can live anywhere, from the burning wastes of Muspelheim to the depths of the deepest sea with little difficulty. Jotun live primarily in mountainous Jotunheim, icy Nifleheim and fiery Muspelheim, having their own kingdoms in those worlds. Amongst jotun-kind only those who dwell in Muspelheim have any real organization, with most preferring the way of wild and isolated clans and small kingdoms.&lt;br /&gt;The Nine Worlds does not have giants of the kinds found in the Monstrous Manual such as Hill Giants and Cloud Giants. Rather, this niche is divided amongst the Trolde, Trolde sub-races and the Jotun. Trolde are the only earthy giants of the setting, and are the equivalent of humans or elves to the Aesir or Vanir. Jotun dwell in Jotunheim, Nifleheim and Muspelheim, and are as numerous in those realms as humans are in Midgard. The kingdom of Risaland on Midgard is the largest kingdom of true Jotun near the realms of men.&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Jotun Traits: &lt;/span&gt;Most Jotun possess the following traits (unless otherwise noted in a creature’s entry).&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Darkvision out to 60 feet and low-light vision.&lt;/li&gt;&lt;li&gt;Immune to two of the following effects: acid, cold, electricity, fire, poison, petrifaction, or polymorphing. &lt;/li&gt;&lt;li&gt;Resistance 20 against two of the following effects: acid, cold, electricity, or fire. &lt;/li&gt;&lt;li&gt;&lt;span style="font-style: italic;"&gt;Rock Throwing (Ex): &lt;/span&gt;Adult jotun are accomplished rock throwers and receive a +1 racial bonus to attack rolls when throwing rocks. A jotun of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to 5 range increments. The size of the range increment varies with the jotun's variety. A Huge giant can hurl rocks of 60 to 80 pounds (Medium-size objects).&lt;/li&gt;&lt;li&gt;&lt;span style="font-style: italic;"&gt;Rock Catching (Ex):&lt;/span&gt; A jotun of at least Large size can catch Small, Medium-size, or Large rocks (or projectiles of similar shape). Once per round, a jotun that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium-size one, and 25 for a Large one. (If the projectile has a magical bonus to attack, the DC increases by that amount.) The jotun must be ready for and aware of the attack.&lt;/li&gt;&lt;li&gt;&lt;span style="font-style: italic;"&gt;Spells:&lt;/span&gt; A Jotun can use arcane spells as a wizard or divine spells as a cleric, from the cleric list and from two domains from the Jotun list. Caster level is equal to the jotun's Hit Dice (maximum 20th level).&lt;/li&gt;&lt;li&gt;&lt;span style="font-style: italic;"&gt;Scent (Ex):&lt;/span&gt; Jotun can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Jotun can identify familiar odors just as humans do familiar sights.&lt;/li&gt;&lt;li&gt;Except where otherwise noted, Jotun speak Giant, Aesir and Vanir.&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;I will be posting examples of Aesir, Vanir and Jotun very soon. Among these examples will be the Wind Hag (Jotun), True Valkyrie (Aesir) and Gullveig (Vanir).&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://upload.wikimedia.org/wikipedia/commons/f/fd/Kampf_der_untergehenden_G%C3%B6tter_by_F._W._Heine.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 677px; height: 396px;" src="http://upload.wikimedia.org/wikipedia/commons/f/fd/Kampf_der_untergehenden_G%C3%B6tter_by_F._W._Heine.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-7450892416523463116?l=mythadvocate.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mythadvocate.blogspot.com/feeds/7450892416523463116/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=1154506515895993370&amp;postID=7450892416523463116&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/7450892416523463116'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/7450892416523463116'/><link rel='alternate' type='text/html' href='http://mythadvocate.blogspot.com/2009/07/nine-worlds-outsiders.html' title='Nine Worlds: Outsiders'/><author><name>Aaron</name><uri>http://www.blogger.com/profile/03750283246511456940</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://3.bp.blogspot.com/--zWDaSP4MMw/TcC8pXWLiaI/AAAAAAAAAl8/5uzUxgIfznE/s220/Rawk%2BOn%2521.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1154506515895993370.post-2151925806291474710</id><published>2009-07-21T07:31:00.000-07:00</published><updated>2009-07-23T12:12:26.363-07:00</updated><title type='text'>Nine Worlds: Ostaran Empire</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://fc00.deviantart.com/fs48/i/2009/203/7/a/Ostaran_Empire_Map_by_MythAdvocate.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 600px; height: 301px;" src="http://fc00.deviantart.com/fs48/i/2009/203/7/a/Ostaran_Empire_Map_by_MythAdvocate.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;span style="font-style: italic;"&gt;&lt;br /&gt;"One shade the more, one ray the less,&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Had half impaired the nameless grace&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Which waves in every raven tress,&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Or softly lightens o'er her face;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Where thoughts serenely sweet express&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;How pure, how dear their dwelling-place."&lt;/span&gt;&lt;br /&gt;-Lord Byron, She Walks in Beauty&lt;br /&gt;The greatest of the lands of Men, sworn in spirit to the goddess Ostara (aka Frigga) and the teachings of the Aesir. The Empire is ruled over by the Emperor (presently Gunner the 8th ) in the city of Ostar. The Empire is not a highly centralized state. Instead, it is divided into hundreds of individual entities governed by kings, earls, godar (cleric-lords) or other rulers, collectively known as princes. There are also some areas ruled directly by the Emperor such as Imperial Free Cities (see below). At no time can the Emperor simply issue decrees and govern autonomously over the Empire.&lt;br /&gt;The Empire is expansionist, seeking to conquer its neighbors and to dominate trade across the waves. Control of the mountainous country from which the World Tree Yggdrasil is of particular interest to the Empire, and the ever seek to control that land. At present the Empire is at peace, though frequent skirmishes along all of her borders are common occurrences.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Religion&lt;/span&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_HFRQ-pmmOnU/SmdYIZTg_AI/AAAAAAAAAZs/Ft8xS8aQ26c/s1600-h/Wheel.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 122px; height: 125px;" src="http://3.bp.blogspot.com/_HFRQ-pmmOnU/SmdYIZTg_AI/AAAAAAAAAZs/Ft8xS8aQ26c/s200/Wheel.jpg" alt="" id="BLOGGER_PHOTO_ID_5361350782662802434" border="0" /&gt;&lt;/a&gt;Worship of the Aesir is the primary faith of Ostar, though the Vanir have many followers as well. Worship of the Jotun is illegal and punishable by death. Religious practices in the Empire are highly ritualized and grand affairs, with the great temples in Ostar holding great festivals and parades to the delight of the people. Preparation for Ragnarok is of the utmost concern to the Empire, and particularly the defense of the great tree Yggdrasil.&lt;br /&gt;The goddess Ostara, Goddess of the Dawn (another name for Frigga), is the patron deity of the Empire. Her symbol, a golden ring (pictured to the left), is the emblem of the Empire itself. The priestesses of Ostara are the most powerful religious group in the Empire, and seen as the spirit of all of its lands and people.  Because of this, the dawn and the spring is considered to be the holiest of times and a time of ritual, prayer and celebration.&lt;br /&gt;Paladins dedicated to Ostara are quite numerous and typically remain chaste in dedication to Ostaras beauty. The Valkyrie (see &lt;a href="http://mythadvocate.blogspot.com/2009/07/nine-worlds-warrior-societies.html"&gt;Warrior Societies&lt;/a&gt; for details) consider themselves servants of this goddess as well, and can often be found acting as guardians to her priesthood.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;The Emperor&lt;/span&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_HFRQ-pmmOnU/Smc1HJwmvrI/AAAAAAAAAZk/BVt5mB5jIgw/s1600-h/Gunner.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 140px; height: 200px;" src="http://4.bp.blogspot.com/_HFRQ-pmmOnU/Smc1HJwmvrI/AAAAAAAAAZk/BVt5mB5jIgw/s200/Gunner.jpg" alt="" id="BLOGGER_PHOTO_ID_5361312278403006130" border="0" /&gt;&lt;/a&gt;"The abuse of greatness is when it disjoins remorse from power."&lt;br /&gt;-Julius Caesar&lt;br /&gt;The seat of the Emperor is gained in a manner similar to a King (see &lt;a href="http://mythadvocate.blogspot.com/2009/07/nine-worlds-society-part-1.html"&gt;social rank&lt;/a&gt; for details) though in the case of the Emperor, he is elected by the council of princes; kings, powerful jarls and powerful godar rather than the freemen. The Emperor is said to be the “Champion of Ostara.” guardian of the goddesses honor. It is traditional that the Emperors wife be the High Priestess of Ostara (see below), though heirs might be produced from concubines.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;The High Althing:&lt;/span&gt; A powerful court of lords who discuss the great rulings of the Empire. As most times the various and far-flung princes cannot always take direct part in the High Althing, they instead send trusted agents (often their children) to speak for them. Proceedings at this grand Althing otherwise functions the same as the Althing.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Imperial Free Cities:&lt;/span&gt; A free imperial city is a city formally ruled by the emperor only, as opposed to the majority of cities in the Empire, which belong to a territory and so were governed by one of the many princes of the Empire, such as earls or prince-godar. Free cities also have independent representation in the High Althing of the Ostaran Empire.&lt;br /&gt;Imperial Free Cities are effectively trade cities, allowing for the gathering and distribution of items within the Empire. Within their walls, the cities are controlled by freemen in direct service to the Emperor himself with even Nobles being secondary to the commands of these freemen elect.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;The Unnumbered&lt;/span&gt; (Society)&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_HFRQ-pmmOnU/Smh5l6TOUrI/AAAAAAAAAaE/sc2e4Z351UI/s1600-h/Council.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 237px; height: 330px;" src="http://4.bp.blogspot.com/_HFRQ-pmmOnU/Smh5l6TOUrI/AAAAAAAAAaE/sc2e4Z351UI/s320/Council.jpg" alt="" id="BLOGGER_PHOTO_ID_5361669048596583090" border="0" /&gt;&lt;/a&gt;&lt;span style="font-style: italic;"&gt;“Then storm they, nothing yielded,&lt;/span&gt; &lt;span style="font-style: italic;"&gt;&lt;br /&gt;Two autumn-billows like!&lt;/span&gt; &lt;span style="font-style: italic;"&gt;&lt;br /&gt;And oft, with steel round shielded,&lt;/span&gt; &lt;span style="font-style: italic;"&gt;&lt;br /&gt;Their jarring breasts fierce strike.&lt;/span&gt;  &lt;span style="font-style: italic;"&gt;&lt;br /&gt;“All like two bears they wrestle,&lt;/span&gt; &lt;span style="font-style: italic;"&gt;&lt;br /&gt;On hills of snow; and draw&lt;/span&gt; &lt;span style="font-style: italic;"&gt;&lt;br /&gt;And strain, each like an eagle&lt;/span&gt; &lt;span style="font-style: italic;"&gt;&lt;br /&gt;On the angry sea at war.&lt;/span&gt; &lt;span style="font-style: italic;"&gt;&lt;br /&gt;The root-fast rock resisted&lt;/span&gt; &lt;span style="font-style: italic;"&gt;&lt;br /&gt;Full hardly them between&lt;/span&gt; &lt;span style="font-style: italic;"&gt;&lt;br /&gt;And green iron oaks down-twisted&lt;/span&gt; &lt;span style="font-style: italic;"&gt;&lt;br /&gt;With lesser pulls have been.&lt;/span&gt;  &lt;span style="font-style: italic;"&gt;&lt;br /&gt;“From each broad brow sweat rushes;&lt;/span&gt; &lt;span style="font-style: italic;"&gt;&lt;br /&gt;Their bosoms coldly heave;&lt;/span&gt; &lt;span style="font-style: italic;"&gt;&lt;br /&gt;And stones and mounds and bushes&lt;/span&gt; &lt;span style="font-style: italic;"&gt;Dints hundred-fold receive.”&lt;/span&gt;&lt;br /&gt;-Tegnér, Frithiof Saga&lt;br /&gt;The elite backbone of the Imperial army, and the greatest fighters in the world of men. In times of war, the Unnumbered represent the arm of the Emperor, commanding the mustered troops and the standing Imperial army. Unnumbered can be recognized due to their insignia tattoo of the Ring of Ostara on their upper left arm, as well as their air of command.&lt;br /&gt;Humans are the only race to be found amongst the unnumbered, though a small number of Asgardian (Celestial) humans can be found as well. Though fighters are the most numerous in the Unnumbered, Paladins and multiclass Fighter/Clerics (Aesir) are highly valued.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Requirements: &lt;/span&gt;Human Paladin or Fighter of Lawful alignment. Membership requires &lt;meta equiv="Content-Type" content="text/html; charset=utf-8"&gt;&lt;meta name="ProgId" content="Word.Document"&gt;&lt;meta name="Generator" content="Microsoft Word 11"&gt;&lt;meta name="Originator" content="Microsoft Word 11"&gt;&lt;link rel="File-List" href="file:///C:%5CUsers%5CMYTHAD%7E1%5CAppData%5CLocal%5CTemp%5Cmsohtml1%5C01%5Cclip_filelist.xml"&gt;&lt;!--[if gte mso 9]&gt;&lt;xml&gt;  &lt;w:worddocument&gt;   &lt;w:view&gt;Normal&lt;/w:View&gt;   &lt;w:zoom&gt;0&lt;/w:Zoom&gt;   &lt;w:punctuationkerning/&gt;   &lt;w:validateagainstschemas/&gt;   &lt;w:saveifxmlinvalid&gt;false&lt;/w:SaveIfXMLInvalid&gt;   &lt;w:ignoremixedcontent&gt;false&lt;/w:IgnoreMixedContent&gt;   &lt;w:alwaysshowplaceholdertext&gt;false&lt;/w:AlwaysShowPlaceholderText&gt;   &lt;w:compatibility&gt;    &lt;w:breakwrappedtables/&gt;    &lt;w:snaptogridincell/&gt;    &lt;w:wraptextwithpunct/&gt;    &lt;w:useasianbreakrules/&gt;    &lt;w:dontgrowautofit/&gt;   &lt;/w:Compatibility&gt;   &lt;w:browserlevel&gt;MicrosoftInternetExplorer4&lt;/w:BrowserLevel&gt;  &lt;/w:WordDocument&gt; &lt;/xml&gt;&lt;![endif]--&gt;&lt;!--[if gte mso 9]&gt;&lt;xml&gt;  &lt;w:latentstyles deflockedstate="false" latentstylecount="156"&gt;  &lt;/w:LatentStyles&gt; &lt;/xml&gt;&lt;![endif]--&gt;&lt;style&gt; &lt;!--  /* Style Definitions */  p.MsoNormal, li.MsoNormal, div.MsoNormal 	{mso-style-parent:""; 	margin:0in; 	margin-bottom:.0001pt; 	mso-pagination:none; 	text-autospace:none; 	font-size:10.0pt; 	font-family:"Times New Roman"; 	mso-fareast-font-family:"Times New Roman";} p.DefaultText, li.DefaultText, div.DefaultText 	{mso-style-name:"Default Text"; 	margin:0in; 	margin-bottom:.0001pt; 	mso-pagination:none; 	text-autospace:none; 	font-size:12.0pt; 	font-family:"Times New Roman"; 	mso-fareast-font-family:"Times New Roman";} @page Section1 	{size:8.5in 11.0in; 	margin:1.0in 1.25in 1.0in 1.25in; 	mso-header-margin:.5in; 	mso-footer-margin:.5in; 	mso-paper-source:0;} div.Section1 	{page:Section1;} --&gt; &lt;/style&gt;&lt;!--[if gte mso 10]&gt; &lt;style&gt;  /* Style Definitions */  table.MsoNormalTable 	{mso-style-name:"Table Normal"; 	mso-tstyle-rowband-size:0; 	mso-tstyle-colband-size:0; 	mso-style-noshow:yes; 	mso-style-parent:""; 	mso-padding-alt:0in 5.4pt 0in 5.4pt; 	mso-para-margin:0in; 	mso-para-margin-bottom:.0001pt; 	mso-pagination:widow-orphan; 	font-size:10.0pt; 	font-family:"Times New Roman"; 	mso-ansi-language:#0400; 	mso-fareast-language:#0400; 	mso-bidi-language:#0400;} &lt;/style&gt; &lt;![endif]--&gt;&lt;!--[if gte mso 9]&gt;&lt;xml&gt;  &lt;o:shapedefaults ext="edit" spidmax="1026"&gt; &lt;/xml&gt;&lt;![endif]--&gt;&lt;!--[if gte mso 9]&gt;&lt;xml&gt;  &lt;o:shapelayout ext="edit"&gt;   &lt;o:idmap ext="edit" data="1"&gt;  &lt;/o:shapelayout&gt;&lt;/xml&gt;&lt;![endif]--&gt;    that the character act honorably in all dealings, be brave and bold and think always of the success of the forces under his command. Unnumbered are often put in command of lesser troops, and must lead from the front.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Benefits: &lt;/span&gt;Members are considered amongst the greatest fighters in the world, and are respected because of it. All members may use the Profession (soldier) skill untrained as appropriate. Unnumbered always have room and board at Imperial fortresses and camps, albeit this is usually the simple fare and lodgings of the common soldiers.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Priestesses of Ostara&lt;/span&gt; (Society)&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://upload.wikimedia.org/wikipedia/commons/thumb/6/66/Ostara_by_Johannes_Gehrts.jpg/180px-Ostara_by_Johannes_Gehrts.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 180px; height: 266px;" src="http://upload.wikimedia.org/wikipedia/commons/thumb/6/66/Ostara_by_Johannes_Gehrts.jpg/180px-Ostara_by_Johannes_Gehrts.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;span style="font-style: italic;"&gt;&lt;/span&gt;&lt;span style="font-style: italic;"&gt;"The fields are chill, the sparse rain has stopped;&lt;/span&gt; &lt;span style="font-style: italic;"&gt;The colours of Spring teem on every side.&lt;/span&gt; &lt;span style="font-style: italic;"&gt;With leaping fish the blue pond is full;&lt;/span&gt; &lt;span style="font-style: italic;"&gt;With singing thrushes the green boughs droop.&lt;/span&gt; &lt;span style="font-style: italic;"&gt;The flowers of the field have dabbled their powdered cheeks;&lt;/span&gt; &lt;span style="font-style: italic;"&gt;The mountain grasses are bent level at the waist.&lt;/span&gt; &lt;span style="font-style: italic;"&gt;By the bamboo stream the last fragment of cloud&lt;/span&gt; &lt;span style="font-style: italic;"&gt;Blown by the wind slowly scatters away." &lt;/span&gt;&lt;br /&gt;-Clearing at Dawn, Li Po&lt;br /&gt;The priestesses of Ostara serve that goddess exclusively to all other gods, seeing her as their ideal and ultimate patron. Other members of the Aesir are acknowledged in their roles, but it is Ostara who reigns in their hearts. Priestesses are always strong and outspoken women, with a clear understanding of politics and the realities of war.&lt;br /&gt;Humans and Half Elves can be found amongst the priestesses, though only humans may achieve the role of High Priestess. The only multiclass found amongst the Priestesses is the Hierophant prestige class. Clerics of Ostara must choose from the Sun, Law, or Magic domains.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Requirements:&lt;/span&gt; Female, Lawful Cleric or the Aesir. The primary duty of priestesses of Ostara is overseeing weddings, planting and animal husbandry. They must also minister to the sick, and often serve as oracles for their communities. If they marry, they are expected to watch over their home and set a good example for other wives by not letting their husbands stray too far out of the marital fold. If the husband of a priestess of Ostara practices the common Nine Worlds custom of taking a second wife, the priestess must divorce him immediately.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Benefits:&lt;/span&gt; Priestesses of Ostara have great prestige in Ostara, being seen as above reproach and vestiges of honor and strength. All married members gain an Amulet of Health (+2) as their holy symbol, bearing the seal of Ostara, a ring, not unlike a wedding ring.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Other Nations and Peoples&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Nordlund: &lt;/span&gt;The people of this wild land are proud and poorly made for the life of Empire. Still, in-between wars and raiding between the empire and their own lords, the people of this region trade with Ostar and beyond.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Iberia: &lt;/span&gt;The lands of Iberia are under the protection of the Vanir and the Elves and are considered off limits to Ostar. Still, border raids and small wars happen frequently. As this merely adds to the number of chosen slain for Valhalla and Freya’s hall of Sessrumnir, it is not an issue of Imperial concern.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Miklagard: &lt;/span&gt;Once an Imperial Free City, now a separate city-state of its own, ruled by Noble/merchants. The Empire would greatly love to gain control of this city and its enviable trade routes once more, but has been foiled many times by Miklagaards wily rulers and a vast mercenary army (with a great number of Trolde).&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Permia:&lt;/span&gt; The lands of Permia are part legend to the Empire. Delegates from that land occasionally come to visit and trade with the Empire, bringing strange magics and stranger furs.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Scythia:&lt;/span&gt; The city-states of Scythia have refused to acknowledge the Empire as anything other than a frequent enemy. Scythian slavers and raiders are a constant threat along the northern border.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Sardis:&lt;/span&gt; The far lands of Sardis are greatly desired as a trade route to the East and South and in the past were under the control of the Empire. Now the powerful city-state of Miklagard controls the trade routes through that land and has powerful alliances with many of the tribes of the Sardis.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Dwarves: &lt;/span&gt;Dwarf craftsmanship is much desired by the Empire, but the threat of these beings does not go unconsidered. Officially, the Modsognor Dwarven people are at peace with the Empire (though slave-taking still occurs), while the Durin race is seen as hopelessly malevolent. Few in the Empire can tell the difference between these peoples, either in dress or behavior.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Elves: &lt;/span&gt;Elves are a puzzle for the Empire. While they are beautiful, courteous and powerful they are also haughty, amoral and frightening. Officially, the Empire is allied with the elves, though this is a pact that few Imperials wish to call upon for fear of the result.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Trolde:&lt;/span&gt; Trolde bandits are a frequent headache for the Empire, as the creatures frequently come out of the forests to steal people, livestock and grain. And so Trolde are not much liked in the Empire, typically seen as monsters, and having no more legal rights than a Thrall. Some Trolde working and mercenaries are to be found in the Empire, and are granted some legal rights.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="color: rgb(0, 0, 102);"&gt;Notes: I decided a civilized nation was in order for this setting. As this world is more to the tastes of a Norse way of things, I decided that a more "Saxon" sort of Empire was in order.&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-2151925806291474710?l=mythadvocate.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mythadvocate.blogspot.com/feeds/2151925806291474710/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=1154506515895993370&amp;postID=2151925806291474710&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/2151925806291474710'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/2151925806291474710'/><link rel='alternate' type='text/html' href='http://mythadvocate.blogspot.com/2009/07/nine-worlds-ostaran-empire.html' title='Nine Worlds: Ostaran Empire'/><author><name>Aaron</name><uri>http://www.blogger.com/profile/03750283246511456940</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://3.bp.blogspot.com/--zWDaSP4MMw/TcC8pXWLiaI/AAAAAAAAAl8/5uzUxgIfznE/s220/Rawk%2BOn%2521.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_HFRQ-pmmOnU/SmdYIZTg_AI/AAAAAAAAAZs/Ft8xS8aQ26c/s72-c/Wheel.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1154506515895993370.post-7987554664529007232</id><published>2009-07-13T07:03:00.000-07:00</published><updated>2009-08-09T10:45:07.834-07:00</updated><title type='text'>Nine Worlds: Warrior Societies</title><content type='html'>&lt;span style="font-weight: bold;"&gt;Warrior Societies&lt;/span&gt; (Brotherhoods)&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.blogger.com/%20http://etc.usf.edu/clipart/1600/1644/saxon_1_md.gif"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 116px; height: 160px;" src="http://etc.usf.edu/clipart/1600/1644/saxon_1_md.gif" alt="" border="0" /&gt;&lt;/a&gt;Warrior Societies is a term used to describe a variety of organizations, not just pertaining to warriors. These are groups of specialists dedicated to a philosophy or activity that transcends the normal strata of Nine Worlds civilizations. Often, these societies are religious in cast, acting as a specialized cult dedicated towards one or more specific god, goddess or philosophy.&lt;br /&gt;In game terms these societies are a means by which an adventurer might gain specialized items, access to prestige classes and adventure opportunities. Think of them as “adventurers guilds” though one built around a philosophy and/or specialized interest.&lt;br /&gt;Player characters may begin play as a member of one of these organizations, though a newly initiated one. These (and other) societies should be a means for adding depth to a character rather than limiting his choices.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Brotherhood of the Bear&lt;/span&gt; (Thor Cultists)&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.odinsvolk.ca/images/Bear-OVA.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 121px; height: 198px;" src="http://www.odinsvolk.ca/images/Bear-OVA.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;span style="font-style: italic;"&gt;"His men rushed forward without armour, were as mad as dogs or wolves, bit their shields, and were as strong as bears or wild bulls, and killed people at a blow, but neither fire nor iron told upon themselves."&lt;/span&gt;&lt;br /&gt;-Ynglinga saga&lt;br /&gt;The Brotherhood of The Bear is a warrior brotherhood and cult to Thor, recognized by their bear skin cloaks. These reckless warriors pursue action and reckless adventure whenever possible, seeking tests of strength, endurance and skill on battle. The Barbarian class is the most beloved of members, but can also be found amongst them. All members receive a cloak made of bear skin, the symbol of this order of warriors.&lt;br /&gt;Clerics in the Brotherhood must choose from the Strength and War domains and take the Warhammer or Greathammer as their favored weapon. Such clerics see Thor as the most admirable of the Aesir and seek to emulate him in all ways.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Requirements:&lt;/span&gt; Membership in the Brotherhood requires that the character have levels in either the Barbarian or Fighter (LL- Fighter ar Dwarf) class and be of non-evil alignment. Members are expected to be bold men full of joy for life. Eating, drinking, wenching and war are all virtues in the eyes of the Brotherhood.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Benefits of Membership:&lt;/span&gt; Members of the brotherhood gain considerable clout as renowned heroes. Brotherhood members can undergo  a ritual known as “donning the bear shirt” in which the warrior must kill a bear in single combat using only a single melee weapon and no greater than light armor. This skin is used to create a bear shirt for the character (see below) by binding the animals spirit into the shirt.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Bear Shirt&lt;/span&gt; (Item)&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://upload.wikimedia.org/wikipedia/commons/thumb/1/18/Bronspl%C3%A5t_pressbleck_%C3%B6land_vendeltid.jpg/200px-Bronspl%C3%A5t_pressbleck_%C3%B6land_vendeltid.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 200px; height: 173px;" src="http://upload.wikimedia.org/wikipedia/commons/thumb/1/18/Bronspl%C3%A5t_pressbleck_%C3%B6land_vendeltid.jpg/200px-Bronspl%C3%A5t_pressbleck_%C3%B6land_vendeltid.jpg" alt="" border="0" /&gt;&lt;/a&gt;The skin of a bear, with the head still attached, made to fit over the characters head like a cowl. Closing this head over the characters own causes it to fuse with the character, transforming his or her head into that of a bear. This transformation grants the character the scent special ability, natural armor and a secondary bite attack. More potent versions of these items exist that allow for transformation into a half-bear monster but are intelligent items.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Black:&lt;/span&gt; +2 AC, secondary bite attack (1d6+ ½ str modifier), Scent&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Brown:&lt;/span&gt; +5 AC, secondary bite attack (2d8+ ½ str modifier), Scent&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Dire:&lt;/span&gt; +7 AC, secondary bite attack (2d8+ ½ str modifier), Scent&lt;br /&gt;Moderate transmutation; CL 9th; Craft Wondrous Item, appropriate skin, lesser planar binding; Price 4,000 gp (black), Price 7,000 gp (brown), 9,000 gp (Dire);Weight 1 lb.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Golden Manes&lt;/span&gt; (Boar Frey/Freya Cult)&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://upload.wikimedia.org/wikipedia/commons/thumb/f/f5/Freyr_riding_Gullinbursti.jpg/250px-Freyr_riding_Gullinbursti.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 175px; height: 203px;" src="http://upload.wikimedia.org/wikipedia/commons/thumb/f/f5/Freyr_riding_Gullinbursti.jpg/250px-Freyr_riding_Gullinbursti.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;span style="font-style: italic;"&gt;"The battle-bold Freyr rideth&lt;/span&gt; &lt;span style="font-style: italic;"&gt;First on the golden-bristled&lt;/span&gt; &lt;span style="font-style: italic;"&gt;Barrow-boar to the bale-fire&lt;/span&gt; &lt;span style="font-style: italic;"&gt;Of Baldr, and leads the people."&lt;/span&gt;&lt;br /&gt;-Húsdrápa&lt;br /&gt;The Golden Manes are a warrior society originating in Vanaheim amongst the Elves, but can be found amongst Iberian, Elf and Half-Elf peoples all over Manheim. Members are considered to be great warriors, thoughtful and courageous. The war trumpets and military tactics of the Golden Manes are considered the most dashing and awe-inspiring in the world.&lt;br /&gt;Fighters, Rangers and Sorcerers number highly amongst the Golden Manes, though a considerable number of Bards, Rogues (Scouts) and Clerics (Sun, Good and Healing domains) can be found. Longswords and Longbows are favored weapons amongst the golden manes.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Requirements:&lt;/span&gt; To be a member of the Golden Manes one must be an Elf, Half-Elf or Human of Iberian descent. Members must speak High Elven (Vanir) and are expected to revere Frey and Freya.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Benefits of Membership:&lt;/span&gt; Members of this society are considered friends of the elves and the Vanir wherever they go (even if they are human). Membership in the &lt;a href="http://www.geocities.com/TimesSquare/6011/honorbound.html"&gt;Honorbound &lt;/a&gt;and &lt;a href="http://www.geocities.com/TimesSquare/6011/forester.html"&gt;Forester&lt;/a&gt; prestige classes use membership in the Golden Manes as their "Special" requirement rather than that listed. Furthermore, Golden Manes who contract Wereboar lycanthropy do not suffer the threat of an alignment change.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Ravens&lt;/span&gt; (Wizards)&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://upload.wikimedia.org/wikipedia/commons/thumb/e/e0/RavenBanner.svg/180px-RavenBanner.svg.png"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 124px; height: 105px;" src="http://upload.wikimedia.org/wikipedia/commons/thumb/e/e0/RavenBanner.svg/180px-RavenBanner.svg.png" alt="" border="0" /&gt;&lt;/a&gt;&lt;meta equiv="Content-Type" content="text/html; charset=utf-8"&gt;&lt;meta name="ProgId" content="Word.Document"&gt;&lt;meta name="Generator" content="Microsoft Word 11"&gt;&lt;meta name="Originator" content="Microsoft Word 11"&gt;&lt;link rel="File-List" href="file:///C:%5CUsers%5CMYTHAD%7E1%5CAppData%5CLocal%5CTemp%5Cmsohtml1%5C01%5Cclip_filelist.xml"&gt;&lt;!--[if gte mso 9]&gt;&lt;xml&gt;  &lt;w:worddocument&gt;   &lt;w:view&gt;Normal&lt;/w:View&gt;   &lt;w:zoom&gt;0&lt;/w:Zoom&gt;   &lt;w:punctuationkerning/&gt;   &lt;w:validateagainstschemas/&gt;   &lt;w:saveifxmlinvalid&gt;false&lt;/w:SaveIfXMLInvalid&gt;   &lt;w:ignoremixedcontent&gt;false&lt;/w:IgnoreMixedContent&gt;   &lt;w:alwaysshowplaceholdertext&gt;false&lt;/w:AlwaysShowPlaceholderText&gt;   &lt;w:compatibility&gt;    &lt;w:breakwrappedtables/&gt;    &lt;w:snaptogridincell/&gt;    &lt;w:wraptextwithpunct/&gt;    &lt;w:useasianbreakrules/&gt;    &lt;w:dontgrowautofit/&gt;   &lt;/w:Compatibility&gt;   &lt;w:browserlevel&gt;MicrosoftInternetExplorer4&lt;/w:BrowserLevel&gt;  &lt;/w:WordDocument&gt; &lt;/xml&gt;&lt;![endif]--&gt;&lt;!--[if gte mso 9]&gt;&lt;xml&gt;  &lt;w:latentstyles deflockedstate="false" latentstylecount="156"&gt;  &lt;/w:LatentStyles&gt; &lt;/xml&gt;&lt;![endif]--&gt;&lt;style&gt; &lt;!--  /* Style Definitions */  p.MsoNormal, li.MsoNormal, div.MsoNormal 	{mso-style-parent:""; 	margin:0in; 	margin-bottom:.0001pt; 	mso-pagination:widow-orphan; 	font-size:12.0pt; 	font-family:"Times New Roman"; 	mso-fareast-font-family:"Times New Roman";} @page Section1 	{size:8.5in 11.0in; 	margin:1.0in 1.25in 1.0in 1.25in; 	mso-header-margin:.5in; 	mso-footer-margin:.5in; 	mso-paper-source:0;} div.Section1 	{page:Section1;} --&gt; &lt;/style&gt;&lt;!--[if gte mso 10]&gt; &lt;style&gt;  /* Style Definitions */  table.MsoNormalTable 	{mso-style-name:"Table Normal"; 	mso-tstyle-rowband-size:0; 	mso-tstyle-colband-size:0; 	mso-style-noshow:yes; 	mso-style-parent:""; 	mso-padding-alt:0in 5.4pt 0in 5.4pt; 	mso-para-margin:0in; 	mso-para-margin-bottom:.0001pt; 	mso-pagination:widow-orphan; 	font-size:10.0pt; 	font-family:"Times New Roman"; 	mso-ansi-language:#0400; 	mso-fareast-language:#0400; 	mso-bidi-language:#0400;} &lt;/style&gt; &lt;![endif]--&gt;&lt;span style="font-style: italic;"&gt;"By means of a secret charm, to draw&lt;/span&gt; &lt;span style="font-style: italic;"&gt;All creatures living beneath the sun,&lt;/span&gt; &lt;span style="font-style: italic;"&gt;That creep or swim or fly or run,&lt;/span&gt; &lt;span style="font-style: italic;"&gt;After me so as you never saw!&lt;/span&gt; &lt;span style="font-style: italic;"&gt;And I chiefly use my charm&lt;/span&gt; &lt;span style="font-style: italic;"&gt;On creatures that do people harm."&lt;/span&gt;&lt;br /&gt;-Dr Radovan Karadzic&lt;br /&gt;The ravens are a brotherhood of wizards who seek out knowledge and power wherever it may be. These magicians follow in the footsteps of Odin, sacrificing much in their search for magical power, tomes, rings, scepters and other artifacts. Membership in the Ravens allows for members to pool their efforts to unlocking magical knowledge away from the uneducated. As such research requires resources, the ravens have become widely known as wizards for hire, as advisers, war-mages and poisoners.&lt;br /&gt;Humans number the highest amongst the Ravens, though a good many half-elves and dwarves can be found. The dwarf  members in-particular are some of the nastiest and most ambitious of Ravens. Most members choose Raven or Wolf familiars, to more greatly associate themselves with Odin (and thus cause fear and awe).&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Requirements:&lt;/span&gt; Members must always have levels in Wizard and be of non-chaotic alignment. All members must share some amount of magical knowledge with his fellows, though some hoarding is expected. Members must aid fellow members in times of need, particularly concerning supernatural threats such as fire demons and Helheim.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Benefits of Membership:&lt;/span&gt; Ravens are known world-wide as dangerous magicians. Tutors, spell components and magical libraries are available for members at Raven enclaves. Raven enclaves are amongst the only places where adventurers can buy magic items.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Root wardens&lt;/span&gt; (Guardians of The Tree)&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.odinsvolk.ca/images/Irminsul-OVA.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 155px; height: 135px;" src="http://www.odinsvolk.ca/images/Irminsul-OVA.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;span style="font-style: italic;"&gt;"An ash I know there stands,&lt;/span&gt; &lt;span style="font-style: italic;"&gt;Yggdrasill is its name,&lt;/span&gt; &lt;span style="font-style: italic;"&gt;a tall tree, showered&lt;/span&gt; &lt;span style="font-style: italic;"&gt;with shining loam.&lt;/span&gt; &lt;span style="font-style: italic;"&gt;From there come the dews&lt;/span&gt; &lt;span style="font-style: italic;"&gt;that drop in the valleys.&lt;/span&gt; &lt;span style="font-style: italic;"&gt;It stands forever green over&lt;/span&gt; &lt;span style="font-style: italic;"&gt;Urðr's well."&lt;/span&gt;&lt;br /&gt;- Völuspá&lt;br /&gt;The great tree Yggdrasil is the central, middle point between all the Nine Worlds, and is thus considered very holy indeed. It is seen as a middle ground between powers, where the mighty and the weak might both be heard in turn. Root Wardens bring this philosophy of negotiation and true-thinking to the world, acting as impartial judges to the worlds woes. Their goal is not peace per se, but right and correct action.&lt;br /&gt;Druids are the most common Root Wardens, though Bards, Rangers and Sorcerers can be found in their rank’s. All races can be found amongst the Root Wardens with a great many Trolde in particular.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Requirements:&lt;/span&gt; Characters must be of Neutral alignment, and revere nature as a druid. Members must forsake the politics of their former race and people upon joining the Wardens.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Benefits of Membership:&lt;/span&gt; Root wardens are considered to be great law-speakers and are frequently sought to settle disputes. Root Wardens are much sought-after to act as advisors by kings and commoners alike on matters as varied as the purchase of pigs to military tactics.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Valkyries&lt;/span&gt; (Choosers of the Valiant)&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://upload.wikimedia.org/wikipedia/commons/thumb/e/e8/The_Ride_of_the_Valkyrs.jpg/300px-The_Ride_of_the_Valkyrs.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 300px; height: 183px;" src="http://upload.wikimedia.org/wikipedia/commons/thumb/e/e8/The_Ride_of_the_Valkyrs.jpg/300px-The_Ride_of_the_Valkyrs.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;span style="font-style: italic;"&gt;"Three times nine girls, but one girl rode ahead,&lt;/span&gt; &lt;span style="font-style: italic;"&gt;white-skinned under her helmet;&lt;/span&gt; &lt;span style="font-style: italic;"&gt;the horses were trembling, from their manes&lt;/span&gt; &lt;span style="font-style: italic;"&gt;dew fell into the deep valleys,&lt;/span&gt; &lt;span style="font-style: italic;"&gt;hail in the high woods;&lt;/span&gt; &lt;span style="font-style: italic;"&gt;good fortune comes to men from there;&lt;/span&gt; &lt;span style="font-style: italic;"&gt;all that I saw was hateful to me."&lt;/span&gt;&lt;br /&gt;-Poetic Edda, Helgakviða Hjörvarðssonar&lt;br /&gt;Warrior maidens of extreme skill, the Valkyrie are a sight of glory. These warrior maidens are all considered to be the “daughter” of Odin, who seek out the valiant dead. The truth is that these warriors are amongst the greatest of warriors and quickly make the baser sort of warrior feel their sins and cowardice distinctly. Members must have levels in Paladin, however a great many also have levels in Cleric (Law, Strength, War and Protection domains are favorites).&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Requirements: &lt;/span&gt;All members are human woman Paladins and of considerable beauty (Cha 14+) and must remain chaste. Valkyrie who marry are considered fallen paladins.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Benefits of Membership:&lt;/span&gt; Membership in this sisterhood offers high renown, with those of the sisterhood seen as the most admirable of women. Also taking a Pegasus as her special mount is always an option for a Valkyrie at no additional cost.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Daughters of Disir&lt;/span&gt; (Daughters of Wolves)&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://upload.wikimedia.org/wikipedia/commons/thumb/d/da/Helgi_Hundingsbane_and_Sigr%C3%BAn_by_Robert_Engels.jpg/180px-Helgi_Hundingsbane_and_Sigr%C3%BAn_by_Robert_Engels.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 147px; height: 214px;" src="http://upload.wikimedia.org/wikipedia/commons/thumb/d/da/Helgi_Hundingsbane_and_Sigr%C3%BAn_by_Robert_Engels.jpg/180px-Helgi_Hundingsbane_and_Sigr%C3%BAn_by_Robert_Engels.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;span style="font-style: italic;"&gt;"Foul is the sign&lt;/span&gt; &lt;span style="font-style: italic;"&gt;if thy foot shall stumble&lt;/span&gt; &lt;span style="font-style: italic;"&gt;As thou goest forth to fight;&lt;/span&gt; &lt;span style="font-style: italic;"&gt;Goddesses baneful&lt;/span&gt; &lt;span style="font-style: italic;"&gt;at both thy sides&lt;/span&gt; &lt;span style="font-style: italic;"&gt;Will that wounds thou shalt get."&lt;/span&gt;&lt;br /&gt;-Reginsmal&lt;br /&gt;The Daughters of Disir are specialized cultists seeking to encourage war, strife and violent upheaval. They endeavor to encourage violent conflict between peoples, nations and races towards the end of strengthening mankind so as to produce valiant dead for Ragnarok. These deeds are often considered to be evil, with all manner of cursed undead to be found in their numbers.&lt;br /&gt;Fighters, necromancers, rogues, ranger, sorcerers, druids, assassins and blackguards (fallen Valkyrie) are all common character classes in this society. All races can be found amongst the Daughters of Disir though dwarves are rare, as few women are born to that race.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Requirements:&lt;/span&gt; Female and of non-good alignment. Though evil members are allowed (and numerous) the end goal of the society is to toughen the races, not to destroy them.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Benefits of Membership:&lt;/span&gt; The daughters are considered to be good advisors and tacticians in times of war, especially concerning evil kings and other power players. Members of this society are always welcome in chapter fortresses or amongst despots all over the lands.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Night Dragons&lt;/span&gt; (Malice-Strikers)&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.odinsvolk.ca/images/Dragon-OVA.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 105px; height: 174px;" src="http://www.odinsvolk.ca/images/Dragon-OVA.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;span style="font-style: italic;"&gt;"She there saw wading&lt;/span&gt; &lt;span style="font-style: italic;"&gt;the sluggish streams&lt;/span&gt; &lt;span style="font-style: italic;"&gt;bloodthirsty men&lt;/span&gt; &lt;span style="font-style: italic;"&gt;and perjurers,&lt;/span&gt; &lt;span style="font-style: italic;"&gt;and him who the ear beguiles&lt;/span&gt; &lt;span style="font-style: italic;"&gt;of another’s wife.&lt;/span&gt; &lt;span style="font-style: italic;"&gt;There Nidhögg sucks&lt;/span&gt; &lt;span style="font-style: italic;"&gt;the corpses of the dead;&lt;/span&gt; &lt;span style="font-style: italic;"&gt; the wolf tears men.&lt;/span&gt; &lt;span style="font-style: italic;"&gt;Understand ye yet, or what?"&lt;/span&gt;&lt;br /&gt;-Voluspa&lt;br /&gt;The Night Dragons are a Scythian warrior-society that uses the powers of the underworld to enhance their effectiveness in battle. Towards this end they study the nature and lore of the children of Niddhoggr, and revere this dread worm as a god. Individual Dragons use terrifying tactics, necromancy and undead in their wars with the trolde of the Glasir Plains and other foes, and are much feared. Many members seek this power in an effort to do good by the careful application of evil.&lt;br /&gt;Humans and Elves (of the Svart-Alfar sort) are the most numerous race in the Night Dragons, though Dwarves and Half-Elves can be found in some numbers as well. Barbarians, Fighters and Necromancers number greatly amongst the Night Dragons, though a good many Sorcerers and Jotun Clerics (Chaos, Destruction, and Evil domains) are found in great numbers as well. The Blackguards (multi-classed from Barbarian mostly) and Shadowdancer prestige classes are both of high renown within the Night Dragons.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Requirements: &lt;/span&gt;Must be of non-good alignment and have rank in Ride. Members undergo an initiation ceremony involving the consumption of undead flesh (and surviving the resultant disease). All members must revere the dread dragon Nidhoggir.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Benefits of Membership:&lt;/span&gt; Due to their initiation practices, night dragons rise as either ghoulish (4+ HD) or ghastly (7+ HD.) version of his or herself within 1d4 days of death. Night dragons of lower HD rise as standard ghouls with no memory of their former lives. The Night Dragons have access to a great deal of lore and necromantic magic items. They are an excellent source for evil magical items and a willing buyer of such.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://upload.wikimedia.org/wikipedia/commons/0/03/Scythian_Warriors.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 735px; height: 282px;" src="http://upload.wikimedia.org/wikipedia/commons/0/03/Scythian_Warriors.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-7987554664529007232?l=mythadvocate.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mythadvocate.blogspot.com/feeds/7987554664529007232/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=1154506515895993370&amp;postID=7987554664529007232&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/7987554664529007232'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/7987554664529007232'/><link rel='alternate' type='text/html' href='http://mythadvocate.blogspot.com/2009/07/nine-worlds-warrior-societies.html' title='Nine Worlds: Warrior Societies'/><author><name>Aaron</name><uri>http://www.blogger.com/profile/03750283246511456940</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://3.bp.blogspot.com/--zWDaSP4MMw/TcC8pXWLiaI/AAAAAAAAAl8/5uzUxgIfznE/s220/Rawk%2BOn%2521.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1154506515895993370.post-647381879951495089</id><published>2009-07-08T13:30:00.000-07:00</published><updated>2009-07-28T05:23:25.337-07:00</updated><title type='text'>Nine Worlds: Language, Culture and Class</title><content type='html'>&lt;span style="font-weight: bold;"&gt;Language&lt;/span&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://wpcontent.answers.com/wikipedia/commons/thumb/4/49/Medieval_writing_desk.jpg/250px-Medieval_writing_desk.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 122px; height: 122px;" src="http://wpcontent.answers.com/wikipedia/commons/thumb/4/49/Medieval_writing_desk.jpg/250px-Medieval_writing_desk.jpg" alt="" border="0" /&gt;&lt;/a&gt;Different regions of the Nine Worlds have different languages, as do different races. Not all languages have a written form beyond basic symbols, more stylized pictures than a real written language. Such writing can only relate basic concepts such as "danger," "beer," or "stay away".&lt;br /&gt;Spellcasters: The language of magic is never Draconic in the Nine Worlds, but one of the ancient tongues of Asgard, Giant or Vanir/Elven. Even Dwarven runes are a version of Giant, albeit their own secret form, much changed from its original. Thus Wizards and Sorcerers can always choose one of these languages as a bonus language.&lt;br /&gt;The list of available languages (and its written form) are listed Below:&lt;br /&gt;Asgardian (&lt;a href="http://upload.wikimedia.org/wikipedia/commons/5/57/Anglosaxonrunes.svg"&gt;Runes&lt;/a&gt;)&lt;br /&gt;Common (picture/symbols)&lt;br /&gt;Dwarven (Runes)&lt;br /&gt;Nordlund (picture/symbols)&lt;br /&gt;&lt;a href="http://mythadvocate.blogspot.com/2009/07/nine-worlds-ostaran-empire.html"&gt;Ostaran &lt;/a&gt;(&lt;a href="http://upload.wikimedia.org/wikipedia/commons/c/c3/Dalrunor.svg"&gt;&lt;span style="text-decoration: underline;"&gt;Runes&lt;/span&gt;&lt;/a&gt;)&lt;br /&gt;Permian (&lt;a href="http://upload.wikimedia.org/wikipedia/commons/f/f6/Medeltida_runor.svg"&gt;Runes&lt;/a&gt;)&lt;br /&gt;Giant (Runes- secret language)&lt;br /&gt;Trollsprog (&lt;a href="http://upload.wikimedia.org/wikipedia/commons/f/f8/Ogham_Con.jpg"&gt;Ogham &lt;/a&gt;&lt;a href="http://upload.wikimedia.org/wikipedia/commons/8/8f/Ogham_Vow.jpg"&gt;Script&lt;/a&gt;, also used in secret Druidic)&lt;br /&gt;Akkadian (Cuneiform)&lt;br /&gt;Vanir/High Elven (Runes)&lt;br /&gt;Sardi (Gothic Script)&lt;br /&gt;Aethiopian (Cuniform)&lt;br /&gt;Draconic (None)&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Culture&lt;/span&gt;&lt;br /&gt;The Nine Worlds culture is often pretty rough-and-tumble, being centered around war, bravado and heroism, but it does have its nuanced side as well. Music, poetry and art are all very highly regarded in society. Metalworking in-particular is seen as a high craft akin to magic.&lt;br /&gt;When not fighting, most people in the Nine Worlds are working at fairly mundane tasks such as farming, building and trading. Hunters and trappers venture deep into the hostile wilds in search of pelts and other treasures to sell to foreign traders.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Morality and Law&lt;/span&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://etc.usf.edu/clipart/45000/45056/45056_med_village_md.gif"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 350px; height: 331px;" src="http://etc.usf.edu/clipart/45000/45056/45056_med_village_md.gif" alt="" border="0" /&gt;&lt;/a&gt;Nine Worlds society is largely self-regulated. Law and order is based upon the Althing (common meeting) system. The Althing has legislative and judiciary powers. Every free man has a duty to meet at the Althing’s common-meetings, except men who farm alone and are unable to leave their farm unattended. Also, women and handicapped people can attend the Althing. Among other items, the freemen elect their King at the Althing. These common-meetings might last several days, therefore the Althing is also an occasion for a large marketplace and festival.&lt;br /&gt;Written laws do exist in certain regions, but most rely on local tradition and sentiment. A man referred to as a "law reader" - opened the Althing by reading the laws, which are generally memorized by heart. This was done to ensure that no one changed the laws. Every free man has to respect the law , including chieftains and the king. The Althing is a democratic constitution. The Althing includes everybody as citizens, except thralls and those exiled from society.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Sex Roles&lt;/span&gt;&lt;br /&gt;Daily life is far from easy for people in Midgard. Women especially have a high mortality rate because of the dangers of pregnancies, miscarriages and childbirth. This coupled with the macho culture of most Nine Worlds males, make for tough and strong-willed women. Women are greatly prized, and strong, capable, intelligent women are even more so.&lt;br /&gt;Women can vote at the Althing, may divorce, hold property and inherit. Though with all things in the Nine Worlds, she must sometimes fight for these rights. Exceptional women can be found amongst all classes, even ruling as Queens in some regions (though such lands are seen as magical and threatening by many).&lt;br /&gt;&lt;span style="font-weight: bold; color: rgb(0, 0, 102);"&gt;&lt;/span&gt;&lt;br /&gt;-----------------&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;font-size:130%;" &gt;Classes&lt;/span&gt;&lt;br /&gt;Most of the standard classes are allowed in the setting, but some note needs to be made concerning them. See below:&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;NPC Classes:&lt;/span&gt; All of the NPC classes in the DMG exist in the setting. Adepts far outnumber true druids and clerics, acting as wise folk of minor skill. Aristocrats can be found amongst the nobility, especially the women. Experts of every trade and skill are much needed in all communities, particularly metal-workers, masons, horse-breeders, merchants and shipwrights. Peasants represent the majority of thralls and the least skilled of freemen, while warriors represent the common soldiers.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Barbarian: &lt;/span&gt;The barbarian class is very popular in the Nine Worlds, as the savage frontier lands need tough warriors.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Bards:&lt;/span&gt; Musicians and storytellers are much loved in the Nine Worlds, and characters with such skills will never want for a bed, food, drink or lovers. Even monsters such as giants, trolde and dragons are less likely to kill such characters outright. Bards are the only arcane spellcasting class not met with horror by the common man. The enchantments of a Bard are considered respectable and good magic overall, though not to be made light off either.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Cleric:&lt;/span&gt; Clerics are always generalists, choosing entire pantheons rather than individual gods. See the gods and religion section for details.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Druids:&lt;/span&gt; These priests can be found wherever nature is wild and fierce, as well as serving rural communities as a cleric. Places where the Vanir are worshiped have many druids, and they are especially common in lands near the roots of Yggdrasil.&lt;br /&gt;Trolls produce a great many Druids amongst their women. Such "troll wives" are very powerful and know many secrets of wood, mountain and herb. Male trolls can seek druid training, but is often seen as feminine by his fellow males until he gains real power.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Fighter:&lt;/span&gt; The fighter class is the most popular class in the Nine Worlds. Armored and well-armed warriors are in high demand on the many battlefields of the world.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Monk:&lt;/span&gt; The monk class is nonexistent in the Nine Worlds. Even though there is a Asian region, such fighting styles and contemplative phiosophies are yet to be developed.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Paladin:&lt;/span&gt; Rare, but appropriate. Particularly amongst devout worshipers of the Aesir, focusing of god such as Tyr (Justice) or Heimdall (guardian). A powerful organization of paladins is the elite Valkyrie sisterhood, who ride on celestial Pegasus in service to Odin himself.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Ranger:&lt;/span&gt; Rangers exist in the Nine Worlds to be sure, but are much feared for their magical powers. Rangers should expect mixed reactions by most folk.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Rogue/Thief:&lt;/span&gt; Those skilled in theft and chicanery are fairly common in the Nine Worlds, with many a hero lauded for his clever actions and words in times of seeming defeat. However, those who steal from kinsmen or friends, are considered the basest of villains.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Sorcerer: &lt;/span&gt;Culturally, only females may pursue levels in the sorcerer class. A sorceress is seen as a valued wife, lover or adviser. Men found to have levels in Sorcerer are seen as unnaturally vile and can be killed like an animal and tortured to death. Dwarves typically prefer the Diviner specialist wizardry. Elves are amongst the greatest sorcerers in the world and have no gender roles assigned to this class. Trolls have no taboos in regard to this class.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Wizards:&lt;/span&gt; Wizards are those who have studied runes, and the deeper meaning in language. They follow the path of Odin in that they dare to seek out this terrible and powerful lore. In human society women are not permitted to learn Wizardry, being restricted to the sorcerer class. Women found studying wizardry are seen as unnaturally vile and can be killed like an animal and tortured to death. Dwarves, Elves and Trolls have no taboos in regard to this class.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Prestige Classes:&lt;/span&gt; Setting specific prestige classes will be presented soon. From the DMG the following prestige classes are available: Arcane Archer, Arcane Trickster (Disciple of Loki), Archmage, Assassin (in southern lands mostly), Blackguard, Eldritch Knight, Loremaster, Mystic Theurge (popular amongst devotees of Odin). Some additional prestige classes are: &lt;a href="http://seankreynolds.com/rpgfiles/prestige/scorpionscion.html"&gt;Scorpion Scion&lt;/a&gt; (disciple of &lt;a href="http://en.wikipedia.org/wiki/Sinmara"&gt;Sinmara&lt;/a&gt;), &lt;a href="http://seankreynolds.com/rpgfiles/prestige/serpentarcher.html"&gt;Serpent Archer&lt;/a&gt; (Brothers of The Dragon) and &lt;a href="http://www.dandwiki.com/wiki/Viking_%28DnD_Prestige_Class%29"&gt;Viking&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-647381879951495089?l=mythadvocate.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mythadvocate.blogspot.com/feeds/647381879951495089/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=1154506515895993370&amp;postID=647381879951495089&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/647381879951495089'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/647381879951495089'/><link rel='alternate' type='text/html' href='http://mythadvocate.blogspot.com/2009/07/nine-worlds-language-and-culture-1.html' title='Nine Worlds: Language, Culture and Class'/><author><name>Aaron</name><uri>http://www.blogger.com/profile/03750283246511456940</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://3.bp.blogspot.com/--zWDaSP4MMw/TcC8pXWLiaI/AAAAAAAAAl8/5uzUxgIfznE/s220/Rawk%2BOn%2521.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1154506515895993370.post-2036500366963393857</id><published>2009-07-06T12:46:00.001-07:00</published><updated>2009-07-09T10:01:02.351-07:00</updated><title type='text'>Nine Worlds: Social Rank</title><content type='html'>&lt;span&gt;Society in the Nine Worlds is structured along fairly strict lines, with clear distinction between its ranks. Social climbing is not unheard of in cases of personal heroism and initiative, and in-fact is considered an admirable trait. In all the cultures of the Nine Worlds, the following basic social ranks can be found:&lt;br /&gt;&lt;/span&gt;&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;Thrall&lt;/span&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://giam.typepad.com/photos/uncategorized/russ_peasant.gif"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 209px; height: 227px;" src="http://giam.typepad.com/photos/uncategorized/russ_peasant.gif" alt="" border="0" /&gt;&lt;/a&gt;At the bottom rung of the social ladder is the thrall or slave. Chieftains, earls and even the freemen count thralls as part of their property. A wealthy landowner might have 30 or more thralls to work his land. Even a small property, it is felt, should have at least three thralls.&lt;br /&gt;Thralls do much of the heavy farm work. The men spade fields, herd cattle, watch sheep, tend pigs, spread manure, dig peat, chop wood, build walls and harvest crops. Women churn butter, milk cows, grind grain and cook meals.&lt;br /&gt;Thralls are not without rights, though they are few. Thralls lives are counted as no more than those of cattle, according to law. If they are killed, the master cannot pursue a blood feud nor demand a repayment equal to that of a freeman. Thralls can not inherit of leave property to their children.&lt;br /&gt;Although unable to hold land a thrall can have possessions, money and time to do work for himself. Slaves are permitted to do business at public markets and to make private transactions if the value involved was less than 20 copper. In favorable circumstances he might hope to purchase, earn or be rewarded with his freedom. Marriage is permitted but the children are also slaves. Ill treatment of thralls is regarded as an undesirable quality and most masters treat their slaves quite well as happy thralls work all the harder. A slave is not allowed to bear arms except in the case of fighting off invaders; and the slave who killed such an enemy is to be rewarded with his freedom.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Racial Variants:&lt;/span&gt; Dwarves Trolde and Elves have no Thrall rank amongst themselves, using kidnapped humans to fill this role. Trolde and Hill Giants are often kept as thralls in giant-held lands.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Class Options:&lt;/span&gt; Thralls are most often of the Peasant and Adept NPC class (LL-peasant human monster entry).&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Freeman&lt;/span&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://web.nickshanks.com/history/medieval/bowlathe.gif"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 181px; height: 138px;" src="http://web.nickshanks.com/history/medieval/bowlathe.gif" alt="" border="0" /&gt;&lt;/a&gt;The largest social class are the free farmers, or freemen. The a farmers are truly free people with farmland that is owned outright. Earls and kings have no claim on a freeman’s land. A freeman enjoys full protection under the law, although lawsuits depend on power and alliances. Most freemen are farmers. While others are bards, retainers, smiths, warriors, merchants, shipwrights, woodcarvers, and any number of other trades.&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Bondi:&lt;/span&gt; The Bondi are the wealthiest and most influential of freeman and have owned their land for at least six generations. Such individuals are always leaders in their community.&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Housecarl:&lt;/span&gt; Housecarls are men and women serve as retainers to a nobleman, forming his household.  These men also serve as bodyguards and the core of any army the noble might need to raise.&lt;br /&gt;All player characters begin the game as members of the freemen class, unless the DM chooses otherwise. Player characters are assumed to have taken their inheritance in coin and equipment to set off on their own to make their way in the world.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Racial Variants:&lt;/span&gt; Dwarven freemen are the same as humans. Elves have no freemen, using magic, fey and half-elves to fill this role. Trolde society is centered around clans and family units, and thus freemen are their majority. Cloud and Stone Giants form the ranks of freemen in Jotun lands.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Class Options:&lt;/span&gt; Freemen can be of any PC class, as well as the Expert NPC class. More intellectual classes such as the Cleric or Wizard are most often Bondi or Housecarls.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Nobles&lt;/span&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://etc.usf.edu/clipart/2000/2092/feudalcastle_1_md.gif"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 350px; height: 289px;" src="http://etc.usf.edu/clipart/2000/2092/feudalcastle_1_md.gif" alt="" border="0" /&gt;&lt;/a&gt;Above the freemen are the men and women of authority - local chieftains and earls. They are the men and women who keep Housecarls. They are the commanders in battle, have influence in the choosing of the local law speakers, collect tribute, tend the kings estate, and enforce the kings decrees.&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Chieftains:&lt;/span&gt; The lesser nobles, sometimes called chieftains, are landed men, having received their authority (along with a grant of land) from the king.  This position is not hereditary, with the king giving out the title. Once given, it cannot be taken away, but the title does not automatically pass on to the eldest son or daughter. The king has to confirm the transfer, by making a grant of land.&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Earls:&lt;/span&gt; The Earl (or Jarl) is second only to the king, have a great deal of power and authority. Many are independent of the local kings and can do as they please. They keep large numbers of retainers, collect tribute of their own and rule over districts.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Racial Variants:&lt;/span&gt; All elves are considered nobles in their society. Dwarf and Trolde nobles are the same as humans. Frost, Fire and Storm Giants form the Noble class in giant society.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Class Options:&lt;/span&gt; Nobles can pursue any PC class and the Aristocrat NPC class. The Fighter, Paladin and Wizard classes are most common amongst the noble class, though Wizard nobles are greatly feared.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Kings&lt;/span&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_HFRQ-pmmOnU/SlS280zNicI/AAAAAAAAAY8/YUh3o7emEow/s1600-h/King.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 143px; height: 226px;" src="http://3.bp.blogspot.com/_HFRQ-pmmOnU/SlS280zNicI/AAAAAAAAAY8/YUh3o7emEow/s320/King.jpg" alt="" id="BLOGGER_PHOTO_ID_5356107012932209090" border="0" /&gt;&lt;/a&gt;The highest level of society are the kings. The title of king is both hereditary and democratic at the same time. Kingship descends from father to son (or illegitimate son or even brother), but the freemen vote for their choice in king. Thus if there were three sons and a brother of a late king, all were candidates to become the next king. Since the freemen have the final say, , the choosing of a king is a highly charged and political affair. As with most things, the title goes to the strongest, most cunning, or most popular.&lt;br /&gt;This system encouraged infighting and murder between contestants. Kin-slaying is a terrible crime in the Nine Worlds and thus all such activity had to be kept very secret. Of course hiding ones evil from the gods can be terribly difficult.&lt;br /&gt;The kings most important function is to oversee the protection and honor of his subjects. Whether elected or hereditary, the king is still subject to the pleasure of his subjects. The king is their leader in war. He is the grand judge for disputes that cannot be settled in any other way. He also collects tribute from neighbors.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Racial Variants:&lt;/span&gt; The kings of the Elves are always Half-Celestial or Half-Infernal beings, and always spellcasters of terrible power. Kings of the dwarves are always half Earth-Elemental. Trolde have only Queens, whose nobles are always direct relatives and in-laws. Giant kings are the Jotun themselves, though they do not normally rule directly, preferring their Earls to handle most of the ruling.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Class Options:&lt;/span&gt; Kings are most often Fighters, though any class is possible. Cleric-chieftains dedicated to Odin are very popular, as such war-priests can inspire more than normal levels of loyalty, as well as gain the support of the gods.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-2036500366963393857?l=mythadvocate.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mythadvocate.blogspot.com/feeds/2036500366963393857/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=1154506515895993370&amp;postID=2036500366963393857&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/2036500366963393857'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/2036500366963393857'/><link rel='alternate' type='text/html' href='http://mythadvocate.blogspot.com/2009/07/nine-worlds-society-part-1.html' title='Nine Worlds: Social Rank'/><author><name>Aaron</name><uri>http://www.blogger.com/profile/03750283246511456940</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://3.bp.blogspot.com/--zWDaSP4MMw/TcC8pXWLiaI/AAAAAAAAAl8/5uzUxgIfznE/s220/Rawk%2BOn%2521.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_HFRQ-pmmOnU/SlS280zNicI/AAAAAAAAAY8/YUh3o7emEow/s72-c/King.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1154506515895993370.post-897970108048004914</id><published>2009-07-06T09:52:00.000-07:00</published><updated>2009-08-15T17:45:49.782-07:00</updated><title type='text'>Nine Worlds: Gods and Religion</title><content type='html'>&lt;span style="font-weight: bold;"&gt;Gods and Religion&lt;/span&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://upload.wikimedia.org/wikipedia/commons/thumb/6/6b/Ancient_Nordic_Sami_people_offering_to_Diermes_or_Thor_by_Picart_1724.jpg/260px-Ancient_Nordic_Sami_people_offering_to_Diermes_or_Thor_by_Picart_1724.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 260px; height: 287px;" src="http://upload.wikimedia.org/wikipedia/commons/thumb/6/6b/Ancient_Nordic_Sami_people_offering_to_Diermes_or_Thor_by_Picart_1724.jpg/260px-Ancient_Nordic_Sami_people_offering_to_Diermes_or_Thor_by_Picart_1724.jpg" alt="" border="0" /&gt;&lt;/a&gt;The gods of Norse mythology are very different from those in most D&amp;amp;D games. They are extremely flawed, gritty and for lack of a better term; human. These beings would have no “divine rank” as viewed in Deities and Demigods and similar works, but would be more akin to powerful outsiders (celestials, fiends etc). Still, they are specially tied into the tides of Fate, and are all of very high level (18+), making them “god-enough” to the people of Manheim.&lt;br /&gt;Even the weakest of god-kin (Aesir, Vanir and Jotun) will have the waters of creation flowing in his or her veins, making them stronger and more enduring than mortals. They are all extremely long-lived (though not immortal), aging at an extraordinarily slow rate upon reaching adulthood. God-kin are immune to all natural diseases and resistant to conventional injury. God-kin still need to eat, drink, sleep and if not for the magical apples of Idunn, would eventually age and die.&lt;br /&gt;Jotun do not die from old age, but they also do not stay young. Instead they become increasingly large, slow and irratable until they fall into a deep sleep. In this state, they are more like mountains and glaciers than living beings. They can remain in this state indefinitely, awaiting the call to Ragnarok, to tear down the world at last. Woe unto those who disturb a jotun in this state.&lt;br /&gt;All members of one of the pantheons below can sense whenever major events related to the pantheons portfolio takes place in the Nine Worlds. Such events must involve at least 300 beings.&lt;br /&gt;&lt;br /&gt;&lt;span style="color: rgb(0, 0, 153);"&gt;Image: Scythian worshippers of Thor, whom they revere above all of the Aesir. They call him “Torsmannen” or “thunder man”. Clerics focusing so on Thor must choose the domains of Strength and War, choosing the warhammer as his or her favored weapon.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Clerics and Religion&lt;/span&gt;&lt;br /&gt;The gods are served by a class of priest-chieftains called the godar (cleric). Worship is usually conducted outdoors, under guardian trees, near sacred wells, or within sacred arrangements of stones. In larger communities, wooden and stone temples are used, with altars and with carved representations of the gods.&lt;br /&gt;Rituals of all kinds are common, but seasonal ceremonies and those relating to marriage, war and death are the most common. Animal sacrifice is a regular practice and human sacrifice in Jotun temples and those dedicated to Hel.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Clerics/Godar:&lt;/span&gt; Nine Worlds clerics are generalists, following entire pantheons rather than specific deities. Clerics must choose a pantheon to follow from those below:&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Aesir&lt;/span&gt;&lt;br /&gt;The Aesir are a pantheon of fierce deities that dwell primarily in Asgard, a realm above Midgard where they continually prepare for their inevitable wars with the Jotun. These gods value the virtues of courage, endurance, expression and loyalty. Clerics of the Aesir are expected to hold to the values of their gods, but view the cleric/deity relationship more in terms of a series of favors between wary allies rather than slavish devotion. Even the gods must earn respect.&lt;br /&gt;The Aesir dwell primarily in Asgard, a large plane above Midgard. Asgard is a land of wide planes, high mountains and perpetual sunlight. Here the Aesir continually feast and train in preperation of Ragnarok. Most of the Aesir avoid leaving Asgard, rarely travelling to Midgard for any reason. The greatest exceptions to this are Odin, Thor and Tyr.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Duties of the Priesthood:&lt;/span&gt; Preparation for Ragnarok is the primary concern of clerics of Aesir. Towards this end they promote martial prowess, physical health and bonds of honor. They also as arbiters of justice and advisors.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Cleric Alignments: &lt;/span&gt;Any non-Chaotic (LL- Lawful)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Domains:&lt;/span&gt; Knowledge, Law, Magic, Protection, Strength, Sun, Travel, Trickery, War.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Worshippers:&lt;/span&gt; Blacksmiths, Fighters, H-Elves, Humans&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Portfolio: &lt;/span&gt;Destiny, War&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Favored Weapon:&lt;/span&gt; Warhammer, speear, axe.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Sample Aesir&lt;/span&gt;:&lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/Odin"&gt;Odin &lt;/a&gt;(king of the Aesir and god of magic and war),&lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/Thor"&gt;Thor &lt;/a&gt;(thunder god),&lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/Frigg"&gt;Frigga &lt;/a&gt;(queen of the gods and goddess of wives),&lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/Tyr"&gt;Tyr &lt;/a&gt;(god of heroism and righteousness),&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Vanir&lt;/span&gt;&lt;br /&gt;The vanir are a race of nature gods usually allied with the Aesir, though the two pantheons regularly bicker and feud. All Vanir are beautiful elven beings of deep wisdom and power, they are known as generous though fickle in temperament. These gods value art, bravery, craftsmanship, music and natural beauty over all. War comes easily to them as well, though they do not cherish it for its own sake. Even the Aesir have learned not to underestimate these gods.&lt;br /&gt;Most of the Vanir dwell in Vanaheim in the far East of Midgard. This is a mountainous land covered in lush forests where a great many magical creatures live. Some Vanir dwell in Alfheim amongst the light elves.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Duties of the Priesthood:&lt;/span&gt; Clerics of the Vanir must do all that they can to promote prosperity, and a deep love of beauty. They are also called upon to perform marriage rites.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Cleric Alignments:&lt;/span&gt; Any neutral (LL- Neutral)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Domains: &lt;/span&gt;Animal, Plant, Sun, Healing, Water, Air, Good, Luck, Magic.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Worshipers: &lt;/span&gt;Bards, druids, elves, foresters, sorcerers.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Portfolio: &lt;/span&gt;Cultivation, Fertility&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Favored Weapon:&lt;/span&gt; Longsword, longbow, dagger&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Sample Vanir&lt;/span&gt;:&lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/Nj%C3%B6r%C3%B0r"&gt;Njord &lt;/a&gt;(god of sea travel and merchants),&lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/Frey"&gt;Frey &lt;/a&gt;(god of fertility),&lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/Freya"&gt;Freya &lt;/a&gt;(goddess of fertility),&lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/Gullveig"&gt;Golveig &lt;/a&gt;(Vanir goddess of divination, witchcraft and foe of the Aesir),&lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/Fulla"&gt;Fulla &lt;/a&gt;(goddess of bounty and servant of Freya)&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Jotun&lt;/span&gt;&lt;br /&gt;The Jotun (plural jötnar) are a pantheon of divine giants that dwell primarily on Jotunheim, Nifleheim and Muspelheim. They are sometimes standing in opposition to the races of the tribes of the Aesir and Vanir, although they frequently mingle with or intermarry with them. These beings embody all that is terrifying in nature, storms, fire, flood, earthquakes and are known as man-eaters. Some of the Jotun are able to assume human stature and have been known to dwell amongst men, elves and even gods, though this is an exception and not the rule.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Duties of the Priesthood: &lt;/span&gt;Clerics of the Jotun must do all that they can to promote aggression and to amass personal power. Harsh lessons, hoarding and tests of physical might are meat and drink to the priesthood.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Cleric Alignments:&lt;/span&gt; Any non-Lawful (LL- Chaotic)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Domains:&lt;/span&gt; Chaos, Death, Destruction, Evil, Fire, Earth, Water, Strength, Trickery.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Worshippers:&lt;/span&gt; Giants (all types), Barbarians, Dwarves, Monsters.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Portfolio:&lt;/span&gt; Nature, Power&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Favored Weapon:&lt;/span&gt; Club (any), any large two-handed weapon.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Sample Jotun&lt;/span&gt;:&lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/Aegir"&gt;Aegir &lt;/a&gt;(god of storms and the deep),&lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/Thrym"&gt;Thrym &lt;/a&gt;(king of the frost giants),&lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/Surtur"&gt;Surtur &lt;/a&gt;(king of the fire giants),&lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/Vafthrudnir"&gt;&lt;/a&gt;&lt;a href="http://en.wikipedia.org/wiki/Loki"&gt;Loki &lt;/a&gt;(god of fire and mischief and actually a giant)&lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/Hel_%28being%29"&gt;Hel &lt;/a&gt;(goddess of death and collector of those who die of disease and old age)&lt;br /&gt;&lt;br /&gt;&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/EDLkt8zT1BY&amp;amp;hl=en&amp;amp;fs=1&amp;amp;"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/EDLkt8zT1BY&amp;amp;hl=en&amp;amp;fs=1&amp;amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-897970108048004914?l=mythadvocate.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mythadvocate.blogspot.com/feeds/897970108048004914/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=1154506515895993370&amp;postID=897970108048004914&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/897970108048004914'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/897970108048004914'/><link rel='alternate' type='text/html' href='http://mythadvocate.blogspot.com/2009/07/nine-worlds-gods-and-religion.html' title='Nine Worlds: Gods and Religion'/><author><name>Aaron</name><uri>http://www.blogger.com/profile/03750283246511456940</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://3.bp.blogspot.com/--zWDaSP4MMw/TcC8pXWLiaI/AAAAAAAAAl8/5uzUxgIfznE/s220/Rawk%2BOn%2521.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1154506515895993370.post-2847472753403947576</id><published>2009-07-06T08:05:00.000-07:00</published><updated>2009-07-06T08:12:42.224-07:00</updated><title type='text'>Nine Worlds: Creation Stories</title><content type='html'>Below are some really nice inspirations for Norse Mythology and good fodder for a Nine Worlds campaign.&lt;br /&gt;&lt;br /&gt;&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/jIwvYuL2PMA&amp;hl=en&amp;fs=1&amp;"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/jIwvYuL2PMA&amp;hl=en&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/1pmamsOCASY&amp;hl=en&amp;fs=1&amp;"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/1pmamsOCASY&amp;hl=en&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/h6Y56OxhvBU&amp;hl=en&amp;fs=1&amp;"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/h6Y56OxhvBU&amp;hl=en&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/aDFzUjGjlOo&amp;hl=en&amp;fs=1&amp;"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/aDFzUjGjlOo&amp;hl=en&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-2847472753403947576?l=mythadvocate.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mythadvocate.blogspot.com/feeds/2847472753403947576/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=1154506515895993370&amp;postID=2847472753403947576&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/2847472753403947576'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/2847472753403947576'/><link rel='alternate' type='text/html' href='http://mythadvocate.blogspot.com/2009/07/nine-worlds-creation-stories.html' title='Nine Worlds: Creation Stories'/><author><name>Aaron</name><uri>http://www.blogger.com/profile/03750283246511456940</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://3.bp.blogspot.com/--zWDaSP4MMw/TcC8pXWLiaI/AAAAAAAAAl8/5uzUxgIfznE/s220/Rawk%2BOn%2521.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1154506515895993370.post-3361949156937715558</id><published>2009-07-01T10:21:00.000-07:00</published><updated>2009-08-19T08:00:46.667-07:00</updated><title type='text'>Nine Worlds: Race</title><content type='html'>&lt;span style="font-weight: bold;"&gt;Humans&lt;/span&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://etc.usf.edu/clipart/44700/44775/44775_norseman_sm.gif"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 131px; height: 200px;" src="http://etc.usf.edu/clipart/44700/44775/44775_norseman_sm.gif" alt="" border="0" /&gt;&lt;/a&gt;Humanity is the most diverse of species in Manheim. Different regions breed different appearances and tastes. As one travels closer towards Muspelheim, humans get steadily darker, and in some cases get nearly as black as iron and very little body hair. Similarly, as one goes closer to the icy wastes of Niffleheim, men become paler and with thick body hair and beards. Various “middle grounds” of appearance is more common however. Despite these physical differences, humans are pretty much the same wherever you go. Villains and heroes can be found everywhere and amongst every people and region.&lt;br /&gt;Humans worship the Aesir, the Vanir, and even the Jotun in certain regions, with a vast number of ancestors, house gods, fairy-folk and other beings being offered prayer, appeasement and sacrifice. Humankind, being the shortest lived of the races, is constantly seeking to make profitable accord with the supernatural forces of the world.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Roleplaying Notes:&lt;/span&gt; For good character concepts, choose a region from which the character has come from. Each region has its own flavor and back-story, and such can really breathe life into a character. Regional feats will be posted soon.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Elves&lt;/span&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://upload.wikimedia.org/wikipedia/commons/thumb/3/30/Erl_king_sterner.jpg/250px-Erl_king_sterner.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 250px; height: 192px;" src="http://upload.wikimedia.org/wikipedia/commons/thumb/3/30/Erl_king_sterner.jpg/250px-Erl_king_sterner.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;span style="font-style: italic;"&gt;“Merry elves, their morrice pacing&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;To aërial minstrelsy,&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Emerald rings on brown heath tracing,&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Trip it deft and merrily.”&lt;/span&gt;&lt;br /&gt;-Sir Walter Scott.&lt;br /&gt;Originally from Midgard the elves now live primarily in the otherworld af Alfheim, though sizable populations also dwell in Vanaheim and Manheim. Elves remaining in Manheim normally keep to deep forests and hidden halls, sometimes buried under hills (in which case they are called Huldrefolk). Elves are not an endangered people, though they are not as prolific as men. The ruling caste of elves always have either the either Half-Celestial or Half-Fiend template.&lt;br /&gt;The elves are greatly feared in most places, as their magical natures and fickle temperament make them dangerous company indeed. Still the beauty and majesty of the elves cannot be denied, and many cannot resist their charm.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Huldra:&lt;/span&gt; Elves of the deep forests of Manheim and notorious kidnappers of humankind. Huldra dwell in underground halls located in wild woodlands and hills. Unlike other elves, these folk do not dwell in Alfheim, Svart-Alfheim or Vanaheim, preferring their own holdings. Amongst elf-kind, Huldra are the most likely to interact with mankind with any regularity.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Svartalf:&lt;/span&gt; Evil elves cast out from their brethren who dwell in the underworld, amongst the shadowy forests of Nifleheim.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;/span&gt;&lt;span style="font-weight: bold;"&gt;Traits:&lt;/span&gt; As PHB Elves, but with the following changes.&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Favored Class:&lt;/span&gt; Fighter or Sorcerer (choose at character creation).&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Half-Elves: &lt;/span&gt;Half-Elves are not uncommon, as elves are known to kidnap or foster humans, taking them into their own lands to act as servants, companions and lovers. From these unions come the half-elves. Such beings are considered outsiders as standard PHB half-elves, though negative responses from humans has more to do with the otherworldly nature of the elves. Half-Elves born of a union between Half-Celestial or Half-Infernal Elves and humans are always Celestial or Infernal Half-Elves as-appropriate.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Dwarves&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://upload.wikimedia.org/wikipedia/commons/thumb/4/48/Two_V%C3%B6lusp%C3%A1_Dwarves_by_Fr%C3%B8lich.jpg/300px-Two_V%C3%B6lusp%C3%A1_Dwarves_by_Fr%C3%B8lich.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 300px; height: 268px;" src="http://upload.wikimedia.org/wikipedia/commons/thumb/4/48/Two_V%C3%B6lusp%C3%A1_Dwarves_by_Fr%C3%B8lich.jpg/300px-Two_V%C3%B6lusp%C3%A1_Dwarves_by_Fr%C3%B8lich.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;“That girdle gave the virtue of chaste love&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;And wifehood true to all that did it bear;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;But whosoever contrary doth prove&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Might not the same about her middle wear&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;But it would loose, or else asunder tear.”&lt;/span&gt;&lt;br /&gt;-Faerie Queene&lt;br /&gt;Dwarves are originally from Midgard, but now dwell mostly in the world of Nidavellir where they wage many wars with their neighbors. Dwarves are feared by men as they are notorious slavers and lechers, enchanting and carrying off human men, women and girls to dwell deep underground. The noble caste of Dwarves are all half earth elemental, being more fully beings of stone and earth. Midgard dwarves do not disdain the use of magic, being renowned diviners of great skill. Rather it is clerical powers that they dislike, as the gods and jotuns have rarely been friends of the dwarves.&lt;br /&gt;Nine Worlds Dwarves are almost always male, having few females amongst their own kind. Fortunately, dwarves breed true with human women, though this has led to a great many hard feelings between men and dwarves. Still, dwarf husbands are known to be generous to their wives, giving them magnifiscent jewelry and fine made garments.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Durin (Dwarf Race):&lt;/span&gt; The dwarves of the Durin people are particularly selfish and cruel. They are the most willing to trade with giants and other fell beings. Durin dwarves tend to be sloven in their appearance, otherwise they appear as other dwarves.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Modsognor (Dwarf Race): &lt;/span&gt;The dwarves of the Modsognor people are staunch allies of the Aesir and of like allied humans, though they are still a hard and unkind people. Modsognor dwarves are always well dressed and groomed.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Traits:&lt;/span&gt; As PHB dwarves, but with the following changes.&lt;br /&gt;&lt;ul&gt;&lt;li&gt;+1 racial bonus to attack humans. This replaces the standard bonus against goblins and orcs. Dwarves war with human raiders and in taking human slaves.&lt;/li&gt;&lt;li&gt;+4 racial bonus against jotun. This replaces the normal bonus against giants.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Favored Class: &lt;/span&gt;Fighter or Diviner (choose at character creation).&lt;/li&gt;&lt;/ul&gt;&lt;span style="font-weight: bold;"&gt;Gnomes: &lt;/span&gt;Gnomes as presented in the PHB do not exist in the Nine Worlds. Rather, gnomes are one of a wide range of fey creatures dwelling in Manheim. For the most part, these beings keep to themselves.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Halflings:&lt;/span&gt; Halflings are unknown in the Nine Worlds.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Half-Orcs: &lt;/span&gt;Orcs and thus Half-Orcs do not exist in the Nine Worlds.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Trolde&lt;/span&gt; (New Race)&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_HFRQ-pmmOnU/SkuWy-QQbKI/AAAAAAAAAYs/_0esMpunnnY/s1600-h/Trolde.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 222px; height: 320px;" src="http://1.bp.blogspot.com/_HFRQ-pmmOnU/SkuWy-QQbKI/AAAAAAAAAYs/_0esMpunnnY/s320/Trolde.jpg" alt="" id="BLOGGER_PHOTO_ID_5353538384508775586" border="0" /&gt;&lt;/a&gt;&lt;span style="font-style: italic;"&gt;"They call me Troll;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Gnawer of the Moon,&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Giant of the Gale-blasts,&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Curse of the rain-hall,&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Companion of the Sibyl,&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Nightroaming hag,&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Swallower of the loaf of heaven.&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;What is a Troll but that?"&lt;/span&gt;&lt;br /&gt;-Prose Edda&lt;br /&gt;Troldes, also known as Throlls or Trolls, are ugly giant-kin that arose from the flesh of Ymir at the same time as the dwarves and elves. They can be found in many places across the world, particularly in deep woods and other lonely places.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Personality:&lt;/span&gt; Trolde are crude, vulgar beings that enjoy rough humor, fighting and feasting. Trolde will never pass up an opportunity to show off their great strength, and despite their limited intelligence, engage in riddle contests and games with great enthusiasm. Once befriended, trolde are generous and loyal though a bit thick.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Physical Description:&lt;/span&gt; Troldes are big, brutish, ugly humanoids with great strength, elongated ears, big noses, shaggy body hair (almost fur), long arms and earth tone hides. Amongst individual Troldes one might find many other beastly peculiarities, including such things as tusks, ox’s tail, cyclopic eyes, and splotchy hides with crags, bumps and warts.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Relations: &lt;/span&gt;Trolde are not much liked amongst most people as they see themselves as the rightful inheritors of the world and its magic. Dwarves frequently go to war with trolde clans, as struggles over mining rights between these races is frequent. Elves and Trolls typically stay out of each others way, though they often live near one another in Manheim. Trolde view humans as usurpers of the trolde birthright of the world, but will sometimes form alliances with them.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Alignment:&lt;/span&gt; Trolde are a clannish but independent people who dislike central authority figures, and so most of them are Chaotic in alignment. Few trolde are generous enough to be considered Good, with most preferring Neutrality. Evil trolde exist, but are not loved amongst trolde clans.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Trolde Lands:&lt;/span&gt; The only known nation of trolde are those of the Glasir Plains&lt;span style="font-weight: bold;"&gt;&lt;/span&gt;, a collection of semi-nomadic tribes under the powerful trolde lord Gadmund and the Hagmoot (collection of Trolde female Druids). Trolde live mostly in the wild lands, far from human settlements, where they maintain small family clans. Trolde prefer small holdings to large settlements, though they keep tabs on neighboring troll clans and families, banding together in times of trouble.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Religion:&lt;/span&gt; Druidic religion is more in line with Trolde belief, tinged with great respect for the Jotun and Vanir as elemental beings. Worship of the Jotun is most common amongst Trolde clerics, especially the Jotun that are of neutral alignment. Worship of the Vanir is rare, but does exist, especially in Western lands. Trolde have no love of the Aesir, and will never worship them.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Language:&lt;/span&gt; Trolde have their own dialect of Giant, called Trollsprog, which has its own runic alphabet.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Names:&lt;/span&gt; Giants typically have a birth-name given to them by their parents and an honorary title to describe their deeds and personality such as; Grinder, Stomper, or Swillgut.&lt;br /&gt;Male- Addanc, Alviss,  Brokk, Chrysanor, Eitri, Fafnir, Fraener, Hunfrid, Wada, Wade.&lt;br /&gt;Female- Angrboda, Fenja, Gerder, Grid, Gunnlod, Jarnvid, Menja, Titalia&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Adventurers: &lt;/span&gt;Being creatures who prize treasure and magic, trolde make for excellent adventurers. This coupled with their great strength and fearsome reputation make trolls excellent allies for a party. Most trolls choose very physical careers such as barbarians, fighters or even rangers. Most spellcasting trolde are divine casters with only a rare few becoming arcane casters.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Troll Traits:&lt;/span&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;+6 Strength, -4 Dexterity, +4 Constitution, -2 Intelligence, -2 Charisma.&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Size:&lt;/span&gt; Medium.&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Base Speed:&lt;/span&gt; 20 feet.&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Darkvision: &lt;/span&gt;Trolls can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and trolls can function just fine with no light at all.&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Giant Type:&lt;/span&gt; For all special abilities and effects, a troll is considered a Giant.&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Powerful Build (Ex):&lt;/span&gt; The physical stature of trolls lets them function in many ways as if they were one size category larger. Whenever a troll is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the troll is treated as one size larger if doing so is advantageous to him. A troll is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A troll can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Scent:&lt;/span&gt; Trolls may take the scent special ability as a feat at 1st level.&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Skills:&lt;/span&gt; –4 racial penalty on Climb &amp;amp; Swim checks.&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Automatic Languages:&lt;/span&gt; Common and Troll.&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Bonus Languages:&lt;/span&gt; Dwarven, Giant, Hyborean, Terran and Abyssal.&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Favored Class: &lt;/span&gt;Barbarian (male) or Druid (female).&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Level Adjustment:&lt;/span&gt; +2&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.iluvlanguage.com/valkyries/walkure2.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 500px; height: 338px;" src="http://www.iluvlanguage.com/valkyries/walkure2.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-3361949156937715558?l=mythadvocate.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mythadvocate.blogspot.com/feeds/3361949156937715558/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=1154506515895993370&amp;postID=3361949156937715558&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/3361949156937715558'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/3361949156937715558'/><link rel='alternate' type='text/html' href='http://mythadvocate.blogspot.com/2009/07/nine-worlds-race-and-class.html' title='Nine Worlds: Race'/><author><name>Aaron</name><uri>http://www.blogger.com/profile/03750283246511456940</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://3.bp.blogspot.com/--zWDaSP4MMw/TcC8pXWLiaI/AAAAAAAAAl8/5uzUxgIfznE/s220/Rawk%2BOn%2521.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_HFRQ-pmmOnU/SkuWy-QQbKI/AAAAAAAAAYs/_0esMpunnnY/s72-c/Trolde.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1154506515895993370.post-6636246407153685424</id><published>2009-07-01T06:59:00.000-07:00</published><updated>2009-08-17T05:18:28.368-07:00</updated><title type='text'>Nine Worlds: Map #1</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_HFRQ-pmmOnU/SktsaFo8cGI/AAAAAAAAAYc/8jxSI2mMQLk/s1600-h/Midgard+Map.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 400px; height: 400px;" src="http://2.bp.blogspot.com/_HFRQ-pmmOnU/SktsaFo8cGI/AAAAAAAAAYc/8jxSI2mMQLk/s400/Midgard+Map.jpg" alt="" id="BLOGGER_PHOTO_ID_5353491777506275426" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;The map to the left shows the major regions of Manheim, with much more fine-tuning to come. Mountains, forests, lakes and the like will be added soon, as will color.&lt;br /&gt;&lt;br /&gt;As you can see, the setting has parallels with ancient Europe, Asia and Africa, but these are generalities only. The setting is from the perspective of the Norse medieval mind. And so regions such as Africa (or Libya in this case) and asia are seen mostly as far-away places, peopled with giants, monsters and sorcerers.&lt;br /&gt;&lt;br /&gt;Human population is sparse in most regions, with vast areas of wilderness being the norm. Nature spirits (most of them hostile), giants and trolls as well as many savage animals and monsters abound. Add in the more brutal sorts of humans, and we have a tough place to live.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Lands&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Aethiope:&lt;/span&gt; Land in the far south of Libya and home to a race of beautiful, dark-skinned people. The land here is plentiful with animals, forests, and a great many delicacies.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Aegypt:&lt;/span&gt; An ancient empire of sorcerers that was long ago devestated by the Aesir for their open worship of Hela. Now all that remains of this power are scattered city-states, wandering tribes and buried tombs containing the undead spirits of their kings and their unlucky servants.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Araby:&lt;/span&gt; Hot desert land that breeds tough nomads and warriors. Such close proximity to Muspelheim has baked these people into tough individualists seemingly capable of enduring anything. Numerous clashes with fire giants and other Muspel spirits has taught these folk fantastic hit and run tactics which they are more than willing to use on human invaders.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Assyria:&lt;/span&gt; Fertile region amongst Muspelheim baked lands, and home of numerous city-states of great wealth. Assyrians claim to worship the Norns (Fate) themselves, with Diviners acting as the high priests (the Norns produce no clerics). The largest export here is alchemy and arcane spells, as well as silks and woven materials. The city of Akkad is the greatest trade city of the region.&lt;br /&gt;&lt;span style="font-weight: bold; color: rgb(0, 0, 153);"&gt;For my Muslim friends: &lt;/span&gt;&lt;span style="color: rgb(0, 0, 153);"&gt;In this setting, Judaism, Christianity and Islam never arrived. The peoples mentioned here and in the Araby parts are meant to be more like the desert tribal folk of ancient times seen from the perspective of Northern folk. &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Atlantes:&lt;/span&gt; City of wizards, and renowned school of magic. The entire city is built aroung the Iron Castle, a magical fortress and school that sits atop a lonely mountain. Everything from food, labor and servants duties are maintained by aerial servants and spells. It is said, that admission in the school is the greatest of honors for a wizard.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Glasir Plains:&lt;/span&gt; (Russia) This is a land Southeast of Permia and is ruled by semi-nomadic tribes of trolde (see &lt;a href="http://mythadvocate.blogspot.com/2009/07/nine-worlds-race-and-class.html"&gt;races&lt;/a&gt;). The lands king (called Gadmund, regardless of his original name) must pay tribute to the greater giant land of Risaland. In addition to Trolde, Hill and Stone Giants also live here, bolstering the Trolde forces considerably.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Iberia:&lt;/span&gt; Home of a great many elves and half elves as well as human peoples. Warm and covered in thick forests. Worship of the Vanir is strong here, as are Druidic worshippers. Natural magic is prized here, such as that used by Bards, Druids and Vanir Clerics (who are all seen as part of the priesthood), with Wizards and Sorcerers seen as suspicious.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Karelia:&lt;/span&gt; (Eastern Finland) A land of forests, lakes and bogs. The rulers here are known for their power as sorcerers, and happy to sell their services as magical tutors to other lands. Karelia is overrun with giants and trolls, some of whom rule over the
