Showing posts with label Dreamland Races. Show all posts
Showing posts with label Dreamland Races. Show all posts

Tuesday, April 28, 2015

Dreamlands: MIRI NIGRI (Race)

The Miri Nigri are a strange race of black-skinned dwarves originally mutated into humanoid form by the monstrous Chaugnar Faugn and his "brothers". Since then this race has been largely dominated by these inhuman creatures, though as their creators are often asleep (sometimes for decades), the Miri Nigri have developed their own society. The Miri Nigri have large settlements amongst the Peaks of Thok in the Underworld, but also have several communities in mountainous regions and have permanent neighborhoods in Dylath-Len and Cuppar-Nombo, where they are renowned metalworkers and healers.
Bufo, Miri-Nigri Sorcerer-thief
Miri Nigri are a "grumpy" and greedy people, but they understand the need for allies and trade, and so they are an excellent source of adventurers. All remember their origins, and will see no problem with kidnapping, and slavery as a source of commerce.
Magic is central to the Miri Nigri, though they have few magical schools, seeing their clerics as the scholar mages of choice. Player Character Miri Nigri clerics are usually generalist-priests in service to the Elder Ones, with specialists usually serving Bokrug, Hypnos or Oryxx.

MIRI NIGRI (Race)
"These dark folk were seen in Pompelo only once a year -- in summer, when a few of their number would come down from the hills to trade with the merchants.” -Frank Belknap Long, The Horror From the Hills
The Miri Nigri (also called Dero) are a dwarfish race being about 2½ tall and weigh between 30 and 35 pounds., they are dark skinned with toadish features. Many serve their creator and god, the slumbering Chaugnar Faugn. They are sent forth to steal men and women for the vampiric hunger of their god and his other children. Miri Nigri traders are not so zealous as their kin "back home" and so make more likely adventurers. Still even the most friendly Miri Nigri comes from an inhuman line.
Miri Nigri are small creatures with a base speed of 20 feet. They have darkvision to a range of 90 feet and have a knack for listen at doors and move silently.
Miri Nigri are as rugged little folk, but toadish. They add one point to their starting constitution scores, but lose one point of their starting charisma score. These ability modifications cannot increase a score above 18 or reduce it below 3.
Miri Nigri have a natural affinity for survival magic. A Miri Nigri with a wisdom score of 10 or higher can cast the following spells, each once per day: detect poison, know direction and endure elements.
Miri Nigri speak Common and Miri Nigri. They might also speak Ghoulish, Gug, Goblin, Mnari or Khemish and the language of frogs.
Miri Nigri can multi-class as cleric/thieves, fighter/thieves and sorcerer/thieves.


These rules are made for use with the Blood and Treasure RPG by John Stater.

Friday, April 24, 2015

Dreamlands: Headless Men

Bhlemphroims (Acephali)
A Blemphroim village in the Cairn Hills
Medium Humanoid, Neutral (CN), Low Intelligence; Band (1d10)*
HD 1+1
AC 12 (natural)
Atk 1 weapon or 1 bite (1d4)
MV: 30ft
SV: F 13, R 15, W 15
XP 15 (CL 1)

"Especially was it unwise to rave of the living things that might haunt such a place; of creatures half of the jungle and half of the impiously aged city—fabulous creatures which even a Pliny might describe with scepticism;" -H.P. Lovecraft, Facts Concerning the Late Arthur Jermyn and His Family
Bhlemphroims (also called Acephali or Blemmyes) are a race of headless men and women who have their faces in their chests. They have eyes, mouths and noses in their chests, but are without ears and thus deaf. They live in small bands of 20 to 40 individuals, living by hunting and gathering. They are known to eat sentient humanoids, so one must take care when interacting with them.
The Bhlemphroims come from the distant planet Cykranosh but now occupy a considerable region along the borders of Sydathria and Mnar, but can be found in any warm mountainous land. Bhlemphroim slaves and mercenaries are a frequent sight in the Dreamlands, though they are not widely liked. The weird appearance and coarse manners of these headless folk disturb many city-dwellers, but they have some camaraderie amongst rough laborers and street toughs. All Bhlemphroims are foodies, taking great interest and delight in the preparation and sampling of elaborate and varied foods. Because of this, Bhlemphroims cooks are highly sought after though rumors of strange meat is always a concern.

BLEMPHROIM CHARACTERS
Bhlemphroim characters modify their starting scores as follows: +1 Con, -1 Cha. They have a base land speed of 30ft and have a bite attack that deals 1d4 damage. Bhlemphroim are deaf and so are immune to sonic attacks, but are surprised on a roll of 1-3 on 1d6. Bhlemphroim spellcasters suffer no spell failure risk due to deafness. Bhlemphroims have a natural AC of 12 due to their tough skin. Bhlemphroim cannot wear any armor, but can use shields. Bhlemphroims can speak Blemish and Common. Bonus languages are typically Sarnathi, Ghoulish, and Khemite. Blemmyes can advance as Barbarians, Clerics, Fighters, Rangers, Sorcerers and Thieves. They can multi-class as barbarian/clerics, barbarian/sorcerers and sorcerer/thieves.
Grit and Vigor: Bhlemphroims can speak Blemish and Standard Chinese. Bonus languages are typically Akkadian, English, and Martian. Bhlemphroims can advance as Fighting Men and Rogues.

IN MYTHOS SPACE
Bhlemphroims make for an excellent alien race. These creatures share ancestors with man, they have been bred into their present form through the efforts of an ancient alien race (possibly rogue Elderians) or possibly one or more of the various Great Old Ones such as Atlach-Nacha and Tsathoggua. Some cults dedicated to these Great Old Ones are still in existence amongst the lower castes, and are called Ydheems.
The Cruel Empire of Tsan-Chan officially recognizes the Bhlemphroims as sentient creatures and distant kin to humanity. However in practice, these creatures are treated as second-class citizens and delegated to the lowest types of jobs. Many Bhlemphroims work as grunt laborers, thugs and soldiers for corporations.


These rules are made for use with the Blood and Treasure RPG by John Stater. These creatures are also excellent for the up-and-coming Grit and Vigor RPG.

Tuesday, April 21, 2015

Dreamlands: Ghoul Player Characters


GHOUL (Race)
Mr. Ombro Ghoul Thief
Ghouls are a species of undead living as their own society. Ghouls are white or green-skinned humanoid hairless creatures with sharp teeth, pointed ears, and claws. The feet of some "families" of ghouls have further mutated, almost becoming hooves. They inhabit networks of underground tunnels and crypts, and eat the corpses of dead humans. Despite their favored food and reclusive habits, Ghouls are usually not hostile creatures, and can even be decent in their own way.
Ghouls are medium-sized creatures with a base speed of 30 feet. They are rubbery-strong and agile, and so add one point to their starting strength and dexterity scores. Unfortunately, they are disturbing to look upon and have strange ways, and suffer a two point penalty to their starting charisma score. These modifications cannot put a score above 18 or below 3.
Ghouls have a claws that deal 1d4 damage. Opponents hit by their claws must pass a Fortitude saving throw or be be stunned for 1d6 rounds. This does not work on plants, constructs, undead or elementals.
Ghouls have a natural armor class of 12. They are immune to poison and disease and need not breathe or eat, though they can imbibe magical potions and receive the benefit of them.
Ghouls are immune to illusions and mind-affecting effects, poison, sleep effects, paralysis, disease, stunning attacks and death effects. They are also immune to ability damage and drain and to energy damage and drain, as well as fatigue. Ghouls are damaged by cure wounds spells and healed by inflict wounds spells, and are unaffected by raise dead and reincarnate spells. Ghouls do not breathe, eat (though they want to) or sleep.
Ghouls are subject to clerical turning, but player character ghouls may make a Will save to avoid this effect. A result of Destroy Undead inflicts 3d6 damage to the ghoul on a ghoul character. Similarly, control undead attempts act as the dominate monster spell
Ghouls speak Common and Ghoulish and might have picked up virtually any other language. They can advance as cleric/thieves, fighter/thieves or magic-user/thieves.

Ghoul Breeding
Despite being undead, ghouls still feel a need to raise more ghouls. This is managed by inducting humans and other humanoid species into their ranks. Such new ghouls are often drawn from the ranks of orphans and foundlings, raised on ghoulish milk (*gag!*) and food. Eventually these children transform into true undead upon reaching adulthood. Similarly, those slain by a ghouls bite (and not eaten) will rise as a ghoul.

Mordiggian "The Charnel God"
Mordiggian is a Great Old One and is worshipped by ghouls. Mordiggian does not appear to be especially malevolent and has been known to spare those who have not personally offended him or his followers (the ghouls). A different name for Mordiggian is Morddoth, mentioned as the dark god of the ghouls revered in the city of K’n-yan in the Vale of Pnath and remote villages in the land of Khem.
Mordiggian's cult consists exclusively of ghouls, though other races may offer up their dead to the Charnel God, but only as appeasement and not as actual worship. The ghoul priests of Mordiggian cover themselves in long hooded robes of funeral-purple and silver skull-like masks. A tome known as The Ghoul's Manuscript deals with Mordiggian and his cult.
Cleric Alignments: Any
Cleric Powers: Clerics of Mordiggian can use piercing and slashing weapons and are skilled in survival, but have no special power over undead.

These rules are made for use with the Blood and Treasure RPG by John Stater

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