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BEVAN THOMAS

~ Writer, editor, storyteller

BEVAN THOMAS

Category Archives: Role-Playing

Welsh D&D 1: Races

08 Monday Oct 2018

Posted by Bevan Thomas in Role-Playing, Uncategorized, Welsh Folklore

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Dungeons & Dragons, fairies, giants

Here are three (or rather four) different races for a version of Dungeons & Dragons 5th Edition based in Welsh folklore. Though these are the most obvious ones, other races could be selected as well with the DM’s will. For example, the triton from Volo’s Guide to Monsters could work well as merfolk and the shifter from the D&D website could be a good fit for werewolves and even Saxon werebears and strange Annwn wereboars.

Note that the language “Annwn” is that of the fey of the Otherworld, and thus replaces the normal D&D language “Sylvan.”

Half-Giant

Before humans ruled, Britain and Ireland belonged to the giants. Then the Picts came, but these folk saw the wisdom with allying with the lords of the land. Even marriages were made, with giant chieftains taking Pictish brides and Pictish chieftains taking giant brides. Then Brutus the Trojan brought his people to the island and warred against giants and Picts alike until he conquered the giant king Albion and claimed the island for his people – who became known as the “Brythons” in his honour. However, there are still giants in Britain – especially in the far north above Hadrian’s Wall. Most despise the Brythons, though are content to be left alone in the wild places. Still, some do make they wrath known.

And then there are the half-giants.

Between Human and Giant

Though many half-giants are the product of a human and a giant parent, the bloodlines of Picts and giants have been so intermingled that it is not uncommon for a half-giant to have two Pictish parents or two giant ones. Though much shorter than regular giants, half-giants are still tall, imposing figures with powerful bodies and long limbs. Their hair and eyes can be a variety of colours, but are most often black or dark brown. Though not as prone to mutation as regular giants, some are still born with a single eye or leg, huge tusks, or unusual coloration. They often dress like the community they’re trying to fit in with – like a giant when with giants, like a Pict when with Picts.

Hermits and Tribesfolk

There are not enough half-giants to form their own communities, so if they wish the company of others, they must associate with either giants or humans. In some tribes they are welcomed, though in others they face derision – this is especially true among giants, who value physical strength so highly. Scornful giants call them “half-breeds” or “runts.” They frequently receive more respect among Picts – Caw, one of the greatest Pictish kings, was a half-giant. It is often easier to be perceived as an unusually large, powerful human than an unusually small, weak giant. Occasionally a half-giant gets raised by humans who are not Picts – for example, King Arthur’s wife Gwenhuvar was raised a Brython by Lord Cador despite being the daughter of Ogrfran the Giant.

Like many giants, many half-giants become hermits. In some ways they can do it far more effectively, for the smaller half-giants can disappear into the wilderness much better than their larger cousins can. They adapt well to heights and the cold, and so are most often found in mountain ranges, though they also make their homes in dense forests and hidden valleys.

Half-Giant Characters

Barbarian is by far the most common character class for half-giants, as it is not only common in giant and Pictish cultures, but also gives them useful wilderness survival skills and voice to the rage and frustration that often dwells within them. Certain half-giants who develop a more spiritual approach to the natural world may become rangers instead; these often befriend creatures of great physical power: boars, bears, and giant serpents. Not surprisingly, an unusually large proportion of giant-soul sorcerers are half-giants. Druids and warlocks are not uncommon either. The druids will often be shamans in the Pictish tradition that follow the Circle of the Shepherd, but mountain or forest Circle of the Land are frequent too. Warlocks will usually have pacts with the Archfey or the Undying (spirits of dead giants and Picts). Other character classes are rare and often involve contact with other cultures.

HALF-GIANT TRAITS

Half-giants share a number of traits in common with each other.

  • Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.
  • Giant: Half-giants are giants not humanoids.
  • Age. Though not as long-lived as many other giants, half-giants can still live longer than humans. They reach maturity at 15 and often live to at least 200 years.
  • Alignment. Their raging spirits and solitary natures means that most half-giants tend more towards chaos than law. Chaotic evil half-giants are pitiless raiders who attack others to get what they want, whereas chaotic neutral ones are usually either solitary recluses or wanderers. However the more tranquil hermits among them are often true neutral.
  • Size. “Runts” compared to regular giants, half-giants are generally between 7 and 9 feet tall and weigh between 280 and 400 pounds. However, certain ones (such as Queen Gwenhuvar) are even shorter, perhaps a mere 6 feet tall. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Menacing. You gain proficiency in the Intimidation skill.
  • Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
  • Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
  • Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • Mountain Born. You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.
  • Languages. You can speak, read, and write either Brythonic and Giant or Brythonic and Pict (depending upon which culture you were raised in). Many learn both Pict and Giant.

Ellylon

There exists a world beside the moral one, a world often reached through mysterious mist and hollow hills, across the ocean and deep under the earth. This world is Annwn, the Otherworld. It is not above Earth like Heaven or below it like Hell – it is beside it and through it. It is the realm of the fey.

The lords of Annwn find the words “fey” and “fairy” offensive (as well as the Saxon term “elf”), so various euphemisms are used instead: the Good Neighbours, the Fair Folk, the Shining Ones, the Lords and the Ladies, or most commonly the Tylwyth Teg – the “Beautiful Family.” Their term for themselves is the “Ellylon.” They are often curious about humans, and so cross-over to the mortal to visit them, while others prefer instead to draw mortals into their own world.

The Fair Folk

Ellylon appear as tall, lithe humanoids of unearthly beauty. In their natural form, their hair is always yellow (though depending on the ellylon, it may be a shining gold, the rich colour of wheat, or a paler platinum) and their eyes are hypnotic and golden. Their skin is pale, often almost white, and their features are angular and pointed, including their ears. Ellylon clothes are usually rich and elegant, coloured white and gold. However, they all possess the power to appear perfectly human, and often will wander among mortals in that form.

Lords of the Otherworld

As befits many of their titles, the ellylon are the lords of the fey. Their mightiest include Arawn, Gwyn ap Nudd, Morgen and her sisters, and other rulers of Annwn. Lesser ellylon are the courtiers, warriors, and hunters of the courts, following the dictates of their masters. They are known for their whimsy and for their pride, for most ellylon consider other beings – giants, humans, goblins – to be their clear inferiors. Many grow bored of the Otherworld, and seek to enter the mortal plane for sport. Most will only engage in brief sojourns but some choose to remain among humanity. These are usually the least influential ellylon, who believe they will be prominent among mortals than among other fey.

Ellylon Characters

Ellylon are masters of magic, and produce many powerful fey-born sorcerers, fey-pact warlocks, and bards of all sorts. Those more martially inclined are generally ancient-oathed paladins or rangers, or fighters that become arcane archers or eldritch knights. However, they are ruled by whim, and could end up taking on almost any class. However, no ellylon can become a mystic or a devoted-0athed paladin. They do not have souls as mortals do and cannot comprehend the ways of God.

ELLYLON TRAITS

Ellylon share a number of traits in common with each other.

  • Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.
  • Fey: Ellyllon are fey not humanoids.
  • Age. Ellyllon reach physical maturity at the about the same age as humans. As fey, they will never get old or die of old age. An ellyllon 1000 years old is just as healthy as she was at 20.
  • Alignment. The lords of the fey have little concept of good and evil and their moods can be as changeable as a breeze, compassionate at one moment and cruelly vengeful the next. Most are chaotic neutral and they are almost never lawful.
  • Size. Ellyllon are tall, usually from under 6 to over 7 feet, and with slender builds. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.
  • Unnatural Beauty. You have proficiency in the Persuasion skill. Whenever you make a Charisma (Persuasion) check that takes particular advantage of your physical attractiveness, add double your proficiency bonus to the check instead of your normal proficiency bonus. Though you always possess the Persuasion skill no matter what form you take, the second option can only be employed in your natural ellyllon form.
  • Human Form. You can at will change your form to appear human. Whenever you use this ability, you take the same unique human form – it resembles you though with all fey traits replaced by human ones and your beauty is no longer unnatural (though still striking). The only thing that you can vary when you transform is your coloration – eye, hair, and skin colour. You can stay in your human form as much as you wish, but it is a magical transformation, and so is affected by dispel magic and similar effects.
  • Age Immunity. You are immune to any aging magic.
  • Cantrips. You know two cantrips of your choice from the bard and/or warlock spell lists, as well as the cantrip Otherworldly Door. Charisma is your spellcasting ability for them.
  • Languages. You can speak, read, and write Brythonic and Annwn.

Goblin

While the ellylon rule and hunt, the goblins serve. By far the most populous kind of fey, they perform all the various tasks that the Fair Folk consider too degrading or dull to perform. The two most prominent kinds are the hearth goblins (“booka”) and the mine goblins (“coblynau”).

Rough and Crude

In appearance, the goblins are the opposite of the ellylon. Instead of being tall and graceful, they are short and awkward. Instead of being inhumanly beautiful, they are inhumanly ugly. Their faces are wide, their mouths huge, their voices high-pitched, their eyes large and goggling. They look like caricatures of humanity, and even though they are actually very dexterous, when they move it often seems animalistic, like a scurrying rat or lopping rabbit. Some have animal features, such as horns, fangs, or tails. Their behaviour is generally blunt and unsophisticated, with a strong liking for practical jokes.

Many goblins seek self-expression through their costumes, wearing garish outfits that combine particular clashing styles. Those who live around mortals will frequently combine the looks of those individuals they admire.

Fey Servants

In Annwn, the goblins are menial servants. Booka are house servants – maids, butlers, cooks – while coblynau are miners. Many are content to serve their ellylon masters, but others flee to the mortal realm. After all, though their magic is considered insignificant in the Otherworld, it can produce respect and fear among mortals.

Goblins in the mortal realm generally fall into one of fours categories. There are goblins being sent on missions by their fey masters. There are those (especially booka) who seek to serve humans as they did ellylon, believing that these masters will give them more respect. There are those who instead toy with mortals for their own amusement, playing tricks on them. And there are those goblins that instead strive to be treated as equals, such as the warrior-bard Eiddilig, who joined King Arthur’s court.

Goblin Characters

Goblins favour classes that reward stealth and cunning. They are frequently rogues and bards, and sometimes rangers or fey-pact warlocks. Though in theory they could be almost any other class, they cannot be mystics or devoted-oathed paladins. Like all fey, they cannot channel the power of God.

GOBLIN TRAITS

Goblins share a number of traits in common with each other.

  • Ability Score Increase. Your Dexterity score increases by 2.
  • Fey. Goblins are fey not humanoids.
  • Age. Goblins reach maturity surprisingly early, often at 10. As fey, they never die of old age. Very old goblins (such as 500 or 600 years) will often be very wrinkled and wizened, but they are still just as healthy as they ever were.
  • Alignment. Goblins are often less whimsical than ellyllon and can be neutral as often as chaotic neutral. Those who travel to the mortal realm frequently form a bond with humans, either helping them in the home (for booka) or in the mines (for coblynau) – these goblins are most often neutral good. However, others realize they can toy with humans like the ellyllon toy with them, becoming chaotic neutral or even chaotic evil.
  • Size. Goblins are between 3 and 4 feet tall and average around 40 pounds. Your size is Small.
  • Speed. Your base walking speed is 25 feet.
  • Age Immunity. You are immune to any aging magic.
  • Naturally Stealthy. You have proficiency in the Stealth skill.
  • Languages. You can speak, read, and write Brythonic and Annwn.
    Subraces. Two subraces exist: booka (hearth goblins) and coblynau (mine goblins).

Booka

  • Ability Score Increase. Your Wisdom score increases by 1.
  • Cantrips. You know the Mending and Otherworldly Door cantrips. Wisdom is your spellcasting ability for them.
  • Dark Vision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.
  • Tool Proficiency. You gain proficiency with two artisan’s tools of your choice: brewer’s, carpenter’s, cobbler’s, or cook’s. If you then acquire one of these proficiencies a second time (such as through a background), add double your proficiency bonus to the check.
  • Speak with Small Beasts. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts.

Coblyn

  • Ability Score Increase. Your Constitution score increases by 1.
    Cantrips. You know the Mold Earth and Otherworldly Door cantrips. Wisdom is your spellcasting ability for them.
  • Superior Dark Vision. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light.
  • Tool Proficiency. You gain proficiency with mason’s tools. If you then acquire this proficiency again (such as through a background), add double your proficiency bonus to the check.
  • Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check instead of your normal proficiency bonus

Half-Demon

Some times demons or the Evil One himself will seduce mortals for their own dark purposes. Such unions will sometimes produce children, beings generally known as “half-demons.” Such wretched creatures are treated as tieflings from the Player’s Handbook with the following exceptions:

  • Depending upon their demon sire, the exact nature of the half-demon varies. You can use any of the tiefling variants from Mordenkainen’s Tome of Foes. 
  • All half-demons are proficient with the disguise kit.  
  • Half-demons look much more human than conventional tieflings, and will generally only have one or two demonic traits that can be hidden with a successful disguise kit proficiency roll. Such traits might include small horns, reddish skin, pointed ears, fangs, a forked tongue, or other small yet disquieting features.

Welsh Folklore in “Call of Cthulhu”

04 Wednesday Jul 2018

Posted by Bevan Thomas in Role-Playing, Welsh Folklore

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Call of Cthulhu

Call of Cthulhu is the role-playing game based on H. P. Lovecraft’s series of famous short stories of nihilistic dark gods and monstrous aliens. Here’s how I would link the various forces of Lovecraft’s universe with Welsh mythology.

THE GODS

CTHULHU

There are references to the gods Llyr and Dylan ruling undersea kingdoms off the cost of Britain, likely linked to the deep ones and Cthulhu, and specifically to Ahu-Y’hloa, the mighty deep one city off the coast of Cornwall. The fact that Bran the Blessed, mightiest son of Llyr, was a giant in folklore suggests not entirely human blood – perhaps he was an unusual deep one mutation.

GWYN AP NUDD, Great One. It is not possible to hunt the boar Trwyth without Gwyn, the son of Nudd, whom God has placed over the brood of devils in Annwn, lest they should destroy the present race.
– “Culhwch and Olwen,” The Mabinogion

Gwyn the son of Nudd, Gwyn the White, Gwyn the Hunter, Gwyn the Master of the Wild Hunt, Gwyn the Lord of Castle Revolving. Of all the rulers of the Tylwyth Teg, it is said the Gwyn ap Nudd is the mightiest, save perhaps for his brother Arawn the Gray. In his true form he looks like an especially beautiful fey, with hair of shining silver and skin of purest white. He often wears a crown of flowers and stag’s antlers, and war will blacken his face with charcoal.

Though, like all Tylwyth Teg, Gwyn pursues numerous schemes in a desperate attempt to escape boredom, his favourite diversion is always hunting. On certain dark nights he will lead the Wild Hunt across the sky, pursuing any poor mortals he finds, but Gwyn prefers mightier, more monstrous prey. He claims to be the son of Nodens (“Nudd”), the greatest hunter of them all, and dedicates many of his kills in that elder god’s name. None know for sure if King Gwyn is telling the truth, but he does seem to have great mastery over the nightgaunts.

Nyarlathotep often takes Gwyn ap Nudd’s form, so it is very dangerous to have dealings with the fey king. Though it is often hard to tell if an encounter with Gwyn was truly with him, it is generally assumed that the Gwyn ap Nudd who stole away Creiddylad and join King Arthur in his hunt for the boar Trwyth was the real being.

CULT: Few worship Gwyn ap Nudd as such, but offerings are still often left for the fairies in various parts of Britain. Certain sorcerers do invoke him in the hopes that he will lead the Wild Hunt against their enemies.

THE WILD HUNT: When vengeful or just bored Gwyn ap Nudd will often gather a great hunt to pursue someone who has angered him or to bring to heel some glorious quarry. The Wild Hunt usually happens in the Dreamlands, but if King Gwyn’s quarry is on Earth, he will pursue it then.

The Wild Hunt is led by Gwyn himself and generally includes 2D10+10 hounds of Annwn in dog form, 1D6+3 mounted Tylwyth Teg, and 2D6+3 Tylwyth Teg hunters on foot. However, sometimes other beings are drawn into the hunt as well, such as ghosts, nightgaunts, or hounds of Tindalos. Viewing the Wild Hunt causes a Sanity loss, as does even just hearing the terrifying wails, howls, and hooves across the sky.

ATTACKS: Gwyn ap Nudd acts with his weapons. He prefers not to use magic in combat, instead giving his prey a sporting chance. If he is facing a more dangerous foe, then Gwyn will use special arrows that cause madness (1/1D8 Sanity points with each hit). Then if things become especially dangerous, he can summon hounds of Annwn and Dreamlands monsters for protection.

GWYN AP NUDD, King of the Fairies
STR 21 CON 53 SIZ 12 INT 25 POW 25
DEX 25 APP 25 MOVE 12 HP 31

Damage Bonus: +2D6
Weapons: Sword 90%, damage 1D10 + db
Spear 90%, damage 1D10 + db
Arrows 90%, damage 1D8 + db + Sanity loss

Spells: Gwyn ap Nudd can summon Hounds of Annwn at the rate of one hound per magic point expended. In addition, he can summon any creature native to the Dreamlands that is either not connected to another deity or is loyal to Nodens by expending 1 magic point per SIZ point of the being summoned. He also knows all Contact Spells for any Tylwyth Teg Great Ones, Contact Nyarlathotep, Contact Nodens, and Summon Nightgaunt.

Sanity Loss: 0/1D10 Sanity points to see Gwyn ap Nudd in his true form. Seeing the Wild Hunt costs 1/1D8 Sanity (may be higher if the Hunt includes other Mythos creatures or entities). Just hearing the Wild Hunt costs 0/1D2 Sanity.

NODENS

Among the humans of Earth, probably none worshipped Nodens as much as did the Celts. As the great hunter of monsters, slayer of dragons, there was much to recommend Nodens to them. In fact, the mainland Celts worshipped Nodens under his real name, though the Brythons more often referred to him as “Nudd.” The relationship between him and Gwyn ap Nudd is open to debate.

NYARLATHOTEP

The messenger and soul of the Outer Gods has numerous avatars, some of which are of particular prominent to the British.

  • Black Man. A Satanic figure that is often the leader of witches’ sabbats, including many in the British Isles. In this form he is frequently referred to simply as the “Evil One.”
  • Dark Demon. This black pig-faced demon sometimes appears at the sabbats if Nyarlathotep wants something a little more dramatic than the Black Man.
  • Gwyn ap Nudd. Though the king of Caer Sidi is a separate being, Nyarlathotep also will sometimes take his form as a personal avatar (enjoying the irony of pretending to be the self-proclaimed “son of Nodens”). It is often to know if one is talking with the real Gwyn ap Nudd or Nyarlathotep in disguise.
  • Horned Man. Known as Herne the Hunter by certain cultists in east England, as well as the Wild Huntsman and Master of the Wild Hunt. A relatively recent persona created to mock Gwyn ap Nudd (as Gwyn was the traditional Brythonic commander of the Wild Hunt).
  • Wicker Man. The embodiment of pagan sacrifice, who sometimes appears as part of certain rituals.

Note that he will frequently appear attended by Our Ladies of Sorrow, or sometimes they will be his heralds and messengers, delivering his commands.

SHUB-NIGGARATH

Numerous fertility cults have built up around her, and in various forms she was a favoured source of veneration for druids and Pictish shamans. As a result, many of her dark young have walked the island and some still remain in hidden forests.

  • Green Man. Contrary to some reports, this is an avatar of Shub-Niggarath, not Nyarlathotep. Like the Great God Pan, the Green Man is Shub-Niggarath’s fertility embodied in a male form. He appears as a man made of leaves, vines, fruits, and other plant material all mixed together to form a humanoid figure. An ancient god of the druids, the Green Man has proven surprisingly tenacious despite Britain’s official Christianity. For example, his face is still carved in numerous churches and displayed on the sign of numerous inns, and his effigy (as “Jack-in-the-Green”) is danced around at May Day. The Green God, a Great Old One worshiped in the British village of Warrendown, is linked to the Green Man, and certain individuals worship them as the same being.
  • Modron. The “Mother,” her most common avatar in Britain and the spiritual head of her ancient fertility cult. She appears as a large, voluptuous heavily pregnant woman whose features have a disquieting resemblance to the viewer’s own mother. As Modron Shub-Niggarath is relatively benign, content to receive worship and savour her sacrifices, and be served by her most beloved child, Mabon ap Modron (“Son, son of the Mother”). However, if she is ever angered or threatened, she will quickly transform into a more monstrous form.

SHUDDE M’ELL

King of the chthonians, called the “Great Dragon” or the “God of the Mound” in ancient texts. He was long worshiped by Picts, giants, and Little Folk, an embodiment of the wrath of the Earth and the powers of the tunnels. Numerous cairns, dolmens, and standing stones all over Britain are dedicated to the Great Dragon, many inscribed with various runes.

YOG-SOTHOTH

The Brythons have traditionally identified Yog-Sothoth not so much with a being but with a concept: the Awen. This is the spirit of inspiration that is the source of poetry, prophecy, and magic, but also madness, which can enter anyone at any opportunity to fill them with visions. Some scholars have related to this to the Christian Holy Spirit, but it has a far older origin. There are certain mountains, especially in Wales (such as Cadair Idris), that are considered close to the Awen, and it is said that any who sleep there come down either a poet or a lunatic. Some who sleep there also become pregnant with the “soul of the Awen,” — the most famous of these children of Yog-Sothoth were Merlin and Taliesin.

OTHER GREAT OLD ONES

  • Byatis, Glaaki, and Eihort are all imprisoned in England’s Severn Valley and written about in the Book of Black Earth. Certain cultists enter Eihort’s labyrinth in the hopes of gaining occult power. Few return.
  • Lilith, as the “queen of the witches,” is frequently worshipped alongside the Black Man at sabbats.
  • Our Ladies of Sorrow. They often accompany Nyarlathotep, but also appear independent of him. They are always together and frequently spinning and weaving some strange design as they speak cryptic words to their guest. Our Ladies of Sorrow enjoy the fear and uncertainty that their prophecies cause.
  • Saaitii the Hog, lord of the swine folk, has sometimes been summoned to Britain and is spoken of in certain rituals.
  • Tru’nembra. The so-called “angel of music” that appears as a living sound, is also sometimes identified with the Awen.

THE MONSTERS

DRAGONS

Though the term “dragon” has been applied to numerous creatures, the most common ones are the chthonians and the lloigor. The chthonians are monstrous centipede-like monsters that burrow deep into the earth and cause numerous earthquakes. In ancient times, their worshippers often erected dolmens and burial mounds over the entrances to the chthonian tunnels, burying their greatest champions beside them so that their ghosts would be alongside the dragons forever. This connection with the cairns of ancient warriors (buried with their treasure) as well as the general link to the underworld with its minerals and gems, was what inspired the stories that dragons would guard great treasure troves. Indeed, certain gemstones seemed to have powers or ritual significance to the chthonians, and they would guard them jealously. They also known as the “worms of the earth” or the “black serpents of the barrow,” and are still worshipped by certain tribes.

Confusingly, the lloigor also inhabit their own tunnels underneath the earth, nursing their fading energies there, hoarding various minerals that they feel would help recharge their fading energies and taking humans are slaves. Many of them are found under the mountains of Wales, and as their physical form (when it manifests) resembles a great reptile, they have also contributed to many dragon tales. In fact, in pre-Roman times, many lloigor (who called themselves the “Dragon Kings”) demanded blood sacrifices be given to their stone oracles and statues. Some believe that Merlin’s vision of two dragons battling was actually a chthonian wrestling with a lloigor for control of a mountain.

Other reptilian monsters have also added to the stories, such as the hunting horrors of Nyarlathotep (presenting the image of dragons as flying predators).

GIANTS, Lesser Independent Race.

He is not smaller in size than two of the men of this world… and he has a club of iron, and it is certain that there are no two men in the world together who could lift that club unburdened. And he is not a comely man, but on the contrary he is exceedingly ill-favoured, and he is the woodward of that wood.
– “The Lady of the Fountain,” The Mabinogion

It is said that before the first humans came to Britain, the giants ruled. Some say in ages past they were human, but that somewhat caused their size to swell. Others believe that the giants are the descendants of blasphemous cross-breeding between humans and gugs or that they are the descendants of Atlantis or originally came from the Dreamlands or were indeed the figures mentioned in Genesis: “There were giants in the Earth in those days; and also after that, when the sons of God came in unto the daughters of men…” Whatever their origins they have been living alongside humans, and warring with them, for many ages. Of course, not every encounter with a “giant” is with an actual giant. Gugs, trolls, voormis, and many others have been confused for them.

Though millennia ago they were the masters of all survey, humanity has pushed back giants to the edges of civilization. Those few that remain on Britain are found on isolated islands or the mountains and hidden valleys of Scotland and Wales, or have moved to subterranean tunnels. They have ancient pacts with the Little Folk and the Worms of the Earth, and many giants worship the Mother (Shub-Niggurath) and the Great Dragon (Shudde M’ell), and some even the Piper (Nyarlathotep). Most dream of a day when they can drive humanity from Britain and reclaim it for their own.

The “average” giant appears as a rough and savage figure twice the size of a regular human, though it is a species prone to mutation. Some giants are much bigger, others have a single eye and/or a single leg, some have horns, etc. They breed true with humans and their bloodlines have been so mixed with humanity that many giants give birth to humans and some humans will give birth to giants.

ATTACKS: most carry giant clubs, though some have metal weapons. Many also throw stones.

GIANTS, Original Lords of the Island
char.   rolls         average
STR     3D6+20  30-31
CON    3D6+8    18-19
SIZ       5D6+10  27-28
INT      3D6         10-11
POW    3D6         10-11
DEX     3D6         10-11
Move 12 HP 23

Av. Damage Bonus: +2D6
Weapons: Club 50% 2D6 + db
Punch 50% 1D8 + db
Thrown Rock 40% 2D6 + db
Armor: 2-point hide

Spells: Giant wizards known 1D10 spells
Skills: Hide 30%, Spot Hidden 40%
Sanity Loss: 0/1D8 Sanity points to see a giant.

GOBLINS

These are more properly known as the “gof’nn hupadgh Shub-Niggurath” — the blessed of Shub-Niggurath, or as they are called in Welsh, the Bendith y Mamau (“Blessing of the Mothers”). They are beings who have been sacrificed to Shub-Niggurath and then “birthed” again from her body. Though conventionally most goblins have goatish features, those birthed by Modron are more likely to have pig or deer traits (tusks, curly tails, antlers, etc.), but others have other strange deformities. The goblins are sometimes accompanied by the “treeherds,” which are in fact the dark young of Shub-Niggurath.

HOUNDS OF ANNWN, Lesser Servitor Race.

He heard the cry of other hounds, a cry different from his own…. Of all the hounds that he had seen in the world, he had never seen any that were like unto these. For their hair was of a brilliant shining white, and their ears were red, and as the whiteness of their bodies shone, so did the redness of their ears glisten.
– “Pwyll, Prince of Dyved,” The Mabinogion

A species of shape-shifters that hunts through the Dreamlands was domesticated by the Tylwyth Teg. In their true form, they appear as a shifting mass of white mist in which various body parts form at random moments. These beings have been domesticated by the Tylwyth Teg, who have them transform into both the Teg’s hounds and their steeds, and they are utterly devoted to their fey masters.

The howl of the hounds of Annwn on the hunt is incredibly disturbing and reverberates across the sky. The strangest thing about the sound is that it actually gets quieter the closer the hound gets, so that if you are right beside one, the howling sounds only like a murmur.

INVISIBILITY: Hounds of Annwn can turn invisible at will by spending only a single magic point. However, they can only attack when visible.

SHAPE-SHIFTING: Hounds of Annwn can make themselves appear as any beast (never a human-like form). The Tylwyth Teg find them most useful as horses or dogs, so they will generally appear as such. No matter what form they take, they are always white with red eyes and red in the insides of their ears.

TRACK: When they scent their prey, they can follow the scent to any part of the Dreamlands or Earth. The only way to escape the scent is to travel to another planet. Or to either kill the hound or convince its fey master to call off the hunt.

TRAVEL: A hound can run across the sky as easily as on land, and can at will move between Earth and the Dreamlands, taking its rider with it.

ATTACKS: A hound of Annwn uses whatever attack is appropriate for its form, but always inflicts the same damage. If in dog form when facing an especially dangerous foe, the hound will often grow to horse-sized but still keep its hound appearance. If panicked, it will take its natural form.

HOUNDS OF ANNWN, Fey beasts
char.  rolls          average
Str       3D6+20   30-31
CON   3D6+12    22
SIZ      2D6+1      8
(4D6+12) (24)*
INT     3D6          12
POW   4D6          14
DEX    4D6          14
Move 20 / 20 flying HP 15 (23)*
*The number outside the brackets is when dog-sized, inside is horse-sized

Av. Damage Bonus: +2d6
Weapons: Bite/hoof 90% 1D10 + db
Armor: 2-point hide
Skills: Dodge 50%, Hide 70%, Spot Hidden 80%, Track by Smell to the Ends of the Earth 120%
Sanity Loss: 0/1D2 Sanity points to see it disguised or to hear its howl upon the wind; 1D3/1D20 Sanity points to see it in its true form.

MEN OF THE BARROW

Certain warriors, shamans, and other devottees to the Old Gods, especially Shudd M’ell, are buried in tombs and barrows. Because they have been “blessed” by their deities, they are not dead, but merely sleeping. If their tombs are broken into, the men of the barrow will attack. Treat as mummies.

MERFOLK

The merfolk from the sea seducing mortals and leading them to their doom comes from stories of the deep ones. In fact one of the three major cities of the deep ones is Ahu-Y’hloa, off the coast of Cornwall.

SWINE FOLK

These subterranean piggish humanoids make their home in some parts of Wales, dwelling under certain of the mounds and worshipping Saaitii.

TYLWYTH TEG, Lesser Independent Race.

While he sat there, they saw a lady on a large pure white horse, and with a garment of shining gold around her, coming along the road that led from the mound. The horse seemed to move at a slow and even pace… and he followed as fast as he could [but] the greater was his speed, the further was she from him.
– “Pwyll, Prince of Dyved,” The Mabinogion

The Tylwyth Teg or the “Fair Family” — beings later known as the “fairies” — are a civilization of human-like beings who inhabit the Dreamlands (which the Brythons call Annwn – the “Otherworld”). Some believe that the Tylwyth Teg were original human thousands of years ago, but if they were, they are not quite human anymore. They do appear, in their natural form, as beings of almost impossible beauty with thin, graceful bodies, shining golden hair, golden eyes, and pure white skin. So strangely beautiful are they that it is difficult on them. Each Tylwyth Teg also has a specific human form they can take, which they use to walk among mortals.

The Tylwyth Teg never grow old. As the centuries go by, they merely become more powerful and more jaded, with their leaders being Great Ones (the gods of the Dreamlands). Though the Tylwyth Teg pretend to not worship any gods besides themselves, as lords of the Dreamlands they are ultimately subservient to Nyarlathotep and also venerate Hypnos, the king of dreams, and Nodens the Hunter (whom they call “Nudd”). It amuses Nyarlathotep to sometimes masquerade as Teg rulers, especially Gwyn ap Nudd.

Pride and boredom are the two defining traits of the Fair Family. They are all very old and very powerful, and have done so many things many times that to do almost anything again would be a horrible burden. Thus they are obsessed with novelty. The Tylwyth Teg scorn regular humans as their inferiors but they also seek to play games with them in order to try new things. The Tylwyth Teg often kidnap humans and force them to entertain them or will develop complicated schemes that they ensnare humans in, just to see what they will do. The Tylwyth Teg are too far-gone from any mortal perspective to fully comprehend why encounters with the Mythos cause humans to go mad, but many of the fey do find such reactions amusing, and so sometimes lead victims into a monster’s web. However, just as many Tylwyth Teg are hungry for hunting, and battling alien monstrosities to the death is one of the few things left that gives a certain zest to existence.

ANNWN: Though the name “Annwn” can refer to the entire Dreamlands, it can also refer to the domains of the Tylwyth Teg in particular. There are entrances to Annwn all over Britain, often marked by a hill, a cairn, a standing stone, or a ring of mushrooms. Any Tylwyth Teg who stands at one of those entrances can open it with a magic point, allowing him and his companions to enter the Otherworld. He can also return from Annwn to that place with a magic point as well.

The cities of the Fair Folk can look like whatever they want, but often appear white and gold. Time runs differently there, so sometimes a mortal might spend a day in Annwn and return to find a hundred years have passed or spend a year in Annwn but no time has passed on Earth.

ATTACKS: They attack with various regular weapons, favouring elegant swords, spears, and longbows. All Tylwyth Teg known sorcery, and they are not afraid to use it against their enemies. Many of them dip their weapons (especially their arrows) into a certain poison that can bring madness to those it infects (0/1D6 Sanity points with each hit).

TYLWYTH TEG, the Fey Folk
char.   rolls      average
STR     2D6+6   13
CON    2D6+6   13
SIZ       3D6       10-11
INT      2D6+12 19
POW    2D6+12  19
DEX     2D6+8   15
APP      2D6+12 19
Move 8 HP 11-12

Av. Damage Bonus: +1D6
Weapons: Sword 40% 1D8 + db
Spear 40% 1D8 + db
Arrows 60% 1D8 + db + potential Sanity loss
Armor: none natural, but they may carry armour

Skills: Hide 60%, Listen 40%, Sneak 60%, Spot Hidden 40%
Spells: all know at least 1D6 spells. Furthermore, any Tylwyth Teg can spend 1 magic point to appear human – each Teg has a very specific human form that they can take.
Sanity Loss: 0/1D6 Sanity points to see a Tylwyth Teg in their natural form.

OTHER FEY

At various times other beings besides the Tylwyth Teg have been confused for fairies:

  • Little People. A stunted humanoid race that has been pushed back into the edges of the wilderness (especially the mountains and valleys of Wales). Contrary to some claims, these are not the Picts, but they have shared the island with the Picts for a very long time and there has been a certain amount of interbreeding. They worship a pantheon that has the Mother (Shub-Niggurath) at the head, but also includes the Piper (Nyarlathotep), the Hunter (Nodens), the Seer (Yog-Sothoth), and the Dragon (Shudde Me’ll). They often kidnap human children for their dark rituals. Some are halfbreeds with the serpentine worms of the earth.
  • Worms of the Earth. Though this is a term frequently applied to Chthonians, it can also refer to remnants of the serpent people who turned to worship Tsathoggua and so were cursed by Father Yig. These “worms of the earth” or “children of the night” still worship Tsathoggua and a mysterious Black Stone, and are responsible for many of the curses identified with the fairies in folklore. Like the Little People, they also kidnap children for their rituals.

VOORMIS

Though many wild men are humans who have gone insane, there are also voormis prowling the wilderness, mistaken for men who have gone made and animalistic.

WEREWOLVES

Shub-Niggarath in her avatars of Modron and the Green Man, as well as Nyarlathotep as the Horned Man all enjoy punishing mortals by transforming them into ravening beasts. Fey lords such as Gwyn ap Nudd also enjoy this. They in particular enjoy unleashing their victim upon his friends, so that the werewolf (or werebear, wereboar, etc.) destroys those closes to him. Some also seek to become werewolves willingly, such as Gurgi Rough-Grey and his pack, who dedicated their victims to Shub-Niggarath and then devoured their hearts.

Core Archetypes and Adept Schools in Unknown Armies

03 Wednesday May 2017

Posted by Bevan Thomas in Role-Playing

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archetype, Unknown Armies

It was a weird experience when I first read over the file of Unknown Armies 3rd edition and discovered that their basic list of adept schools was 100% new and around half of their archetypes were new as well. Though it was cool to have a lot of new weird magic stuff, especially with a couple of the concepts clearly taking centre stage in the section describing modern events in the Occult Underground, it seemed like the new rulebook had devoted itself a a little too much to throwing out the old. After all, certain magic schools such as Mechanomancy and Pornomancy still play a big part in the world of Unknown Armies. In particular, it was strange to see the Sect of the Naked Goddess be extensively discussed in the 3rd edition core rules, but have no space for Pornomancy itself. It also reminded me how strangely eclectic the core list of UA archetypes feels in the basic rulebook. A lot of eccentric concepts tossed together while some very, well, “archetypal” archetypes getting surprisingly short shift (for example, the Trickster has appeared in none of the core books, only in the Statosphere supplement).

That being the case, and because I always like tinkering with role-playing stuff, I’ve decided to figure out what I thought were the most “core” Unknown Armies avatars and archetypes – the ones I felt were either the most pivotal for the characters in the world or for their central ideas. To give myself limits, I decided to only list the same amount of archetypes and adept schools that UA 2nd edition had: 14 archetypes and 12 adept schools. In perhaps a very UA moment, I discovered that I ended up one over in both categories and couldn’t bring myself to drop any of them. So here are the 15 archetypes and 13 schools that seem to be the most important.

Avatars

I’ve always found the avatar list in the basic Unknown Armies books to be something of an oddball assortment, especially in the 1st edition book. The two most prominent investigators of the archetype concept were the psychologist Carl Jung and the mythologist Joseph Campbell, who both outlined what they felt were the main archetypes – Jung from a psychological perspective and Campbell from his concept of the “Hero’s Journey” (the different archetypes that embody the roles in a heroic story). I feel that the main archetypes in Unknown Armies should link to Jung and Campbell, as well as to the stories in the game itself.

With that in mind, here are the 15 archetypes I’d identify as the “core” ones in UA, either because they were core for Jung and Campbell or because they are used by prominent characters and cabals within the game itself. There are certainly far more archetypes running around in the world, but these are the most important.

  • Demagogue. Was channeled by Randy Douglas, leader of the True Order of St. Germain/Global Liberation Society. Though his group is gone by 3e, it is also the archetype of 3e’s Ulrike Frink, agent of the Milk.
  • Executioner. One of Campbell’s main archetypes is the Threshold Guardian, who challenges the Hero at various stages of his cycle and is often an agent of the Shadow. The Executioner works pretty well as the general “villain flunky” archetype.
  • Fool. A good embodiment of Jung’s idea of the Maiden & Child, as well as an archetype used by several UA NPCs and the only archetype in the main book of all three editions. A pivotal archetype in numerous ways.
  • Guide. Though it was only recently added via 3rd edition, it is clearly the same archetype as Campbell’s “Mentor” and Jung’s “Wise Old Man,” and so certainly should be counted as one of the main archetypes.
  • Merchant. A minor UA NPC from the first rulebook and a prominent one in Postmodern Magick are both avatars of the Merchant, and an entire adventure is set around them. Perhaps more importantly, it just has so much style. Thea ability to buy and sell anything opens up so many Mephistophelian opportunities.
  • Messenger. Clearly the same as Campbell’s “Herald.” Furthermore, it’s the archetype of Dermott Arkane, one of the most prominent avatars in the game and the spark of many adventures.
  • Mother. Not only is it a prominent Jung archetype, but also the UA rulebook itself describes the Mother as one of the oldest and most potent one. It clearly should be treated as such.
  • Mystic Hermaphrodite/Sexual Rebis. The archetype was turned inside out in 3rd edition, but still remains the joining of two genders and fundamental concepts. It has elements of Jung’s Anima/Animus, and incorporates elements of alchemy that were important for Jung. Furthermore, it is the archetype of the Freak, one of the game’s most prominent NPCs.
  • Naked Goddess. Like the Sexual Rebis, this has ties to the Anima. More importantly, it is the figure venerated by the Sect of the Naked Goddess, and the focus of one of its factions.
  • Pilgrim. Jeeter, a prominent NPC, is a Pilgrim. Also, like the Merchant, this avatar matches UA’s vibe of occult exploration so perfectly.
  • Trickster. Probably the most noticeably absence from all the main books. One of the most prominent archetypes in Jung and Campbell, though relegated to one of UA’s supplements. Should be featured more prominently.
  • True King. Erica Fisher, avatar of the True King, has become one of the leaders of Mak Attax, and most of the prominent avatars period.
  • Two-Faced Man. Comparable to Campbell’s concept of the “Shapeshifter,” who no one is sure is a hero or a villain.
  • Unsung Champion. Campbell’s “Ally,” the person who assists the main character.
  • Warrior. The archetype that best captures the “Hero” that is present in both Jung and Campbell.

Both Jung and Campbell also talk about the Shadow – the nemesis of the Hero who often shares attributes that the Hero seeks to deny in himself. No Unknown Armies archetype seems to fulfill that particular element, and perhaps it isn’t needed. Arguably the Warrior with an opposing ideal would capture that the best.

Adept Schools

Unlike archetypes, adept schools do not derive from any pre-existing psychological plan which should be accommodated. Thus, these “most important” schools are based on whether they were prominently used by NPCs or cabals in the game, and/or if their concepts were in someway important to the themes of Unknown Armies.

  • Cliomancy. Dugan Forsythe was one of the most powerful and influential adepts of the 20th-century and Cliomancy plays a big role in the development of the Sleepers.
  • Dipsomancy. Practiced by Dirk Allen, one of the game’s most prominent NPCs
  • Entropomancy. Practiced by Jeeter, another prominent NPC. Also this school connects effectively to the “Order and Chaos” theme that the game sometimes used.
  • Epideromancy. The magick of the Freak, one of the most frightfully potent figures in the game.
  • GNOMON. The strange Internet power that derives from the new cabal Flex Echo.
  • Mechanomancy. The source of various clockwork monsters in the game, the magick school of Superconductor, and a good school for showing how definitions of magick and power change in the game – the movement from “modern magick” to “postmodern magick.”
  • Motumancy. The magick of rebellion practiced by one of the Naked Goddess’ powerful new splinter sects.
  • Narco-Alchemy. Though it hasn’t prominently been used in the game yet, it is an intense magick school that shows how old occult ideas get modernized in the world.
  • Personomancy. The magick of identity is a compelling one, and practiced by Dame Benedicta in the 3rd edition core books.
  • Plutomancy. An effective magick school for showing the links between magick and power, acquisition and illumination.
  • Pornomancy. Probably the most prominent magick school in the game, the teachings of the Sect of the Naked Goddess.
  • Sociomancy. One of the new magick schools. Subcultures are such a defining part of human society, especially in the Internet Age, that a magick school drawing upon this makes a lot of spiritual sense.
  • Urbanomancy. The magick of cities has been used in so many works of fiction that it feels so universal.

Shadow Lords Reinterpreted

19 Sunday Feb 2017

Posted by Bevan Thomas in Role-Playing

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Shadow Lords, Werewolf the Apocalypse

Once again we look at how I’d reinterpret a tribe from the Werewolf the Apocalypse role-playing game. Now we turn to one of the most controversial tribes: the Shadow Lords.

 The Shadow Lords

Werewolf tribes generally fall into one of two categories: the “traditionalists” (such as the Silver Fangs and the Get of Fenris) try to cleave as much to the old traditions as possible, generally continuing their stewardship of a particular ethnic strain of humans while the “modernists” (such as the Glass Walkers and the Children of Gaia) embrace more progressive ideals and generally are no longer connected with any particular ethnicity – it has been many centuries since the Glass Walkers considered themselves a specifically Greco-Italian tribe, and even longer since the Children of Gaia felt any particular association to the legacy of Sumer and Babylon. But the Shadow Lords do not easily fall into either category. They do still associate themselves with a particular ethnicity (that of Eastern Europe and Western Asia – the lands below Russia), but not to the same extent as their rivals the Silver Fangs, and they do maintain their old traditions… while also being interested in new ones. In all things they stand at the crossroads, between the dark and the light, the old and the new, the devil and the deep blue sea. They claim to be pragmatists, realists, choosing whatever tools would best get the job done. Their enemies call them “opportunists,” people who would betray their own packmate and totem if they thought it would get them a little ahead of everyone else.

The history of the Shadow Lords is entwined with that of the Silver Fangs. While the Silver Fangs were the lords of northeastern Europe and northern Asia, the Shadow Lords ruled southeastern Europe and the Middle East. The border was always shifting as both tribes pushed back and forth. They defined themselves by being each other’s opposite – the grand Silver Fang chieftains and shamans who would announce their presence to the heavens, and the much subtler Shadow Lord strategists and seers, who would be as quiet and unexpected as a sudden shadow. Their totems were spiritual rivals: great Eagle who was confident in his rulership of the north and wanted the whole world to see him strike and subtle Stormcrow who took every opportunity he could find, and was never too proud to eat the eyes of the dead.

This rival continued down throughout the ages to the modern time, and it is the firm belief of many Shadow Lords that one of the big reasons that the Garou are losing is that they have relied on antiquated Silver Fang leadership for so long. Is the best tactic really to follow the orders of a tribe who gets most of their insights from insane shamans writhing and gibbering in their yurts? From a tribe who still venerates, as one of their greatest champions, Genghis Khan? This is not an age of barbarian hordes and howling berserkers. This is an age of skyscrapers and business meetings, of electronic communication and cutthroat deals. This is the future. Change or die.

The Shadow Lords also disdain the regular codes of honor. To them the ends justify the means, and to pretend otherwise is self-indulgent and foolish. If becoming the board members of a corporation can save a rain forest, if striking a deal with some local vampires can preserve the Spirit Realm — hell, if killing a mere three innocent people saves a thousand, then do it. The Silver Fangs may be willing to walk into oblivion and take the whole damn world with them rather than sully their lily-white hands, but not the Shadow Lords. They’ll save the world, from itself if necessary, and if sacrifices must be made, so be it. Do not be Eagle; be Crow. Get the goddamn job done.

The Shadow Lords do their best to work well with everyone, as everyone can be useful. In particular, they try to be supportive of all the non-Silver Fang tribes in order to get them to support the Lords over the Fangs. However, they are often despised by such traditionalist tribes as the Fangs, the Get, and the Red Talons. The Glass Walkers and the Bone Gnawers are some of their closest allies, and in fact the Shadow Lords are some of the few Garou that treat the Gnawers with respect (only a fool throws away a tool that has many uses, and besides, Crow can respect people who speak with the spirits of the streets). The Children of Gaia have a complicated relationship with the Lords, respect the Lords’ willingness to engage in alternative viewpoints, but not comfortable with their ruthlessness.

The Shadow Lords, master deal-makers, have also forged numerous allegiances with various non-Garou. Their ties to the Corax are long and respected, and they also often deal with vampires, wraiths, mages, and numerous sinister roving spirits. No potential ally is ignored. Whatever it takes, they’re going to make sure Gaia wins the war.

Narnian Dwarfs in Dungeons & Dragons

11 Saturday Feb 2017

Posted by Bevan Thomas in Role-Playing

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C. S. Lewis, Dungeons & Dragons, dwarf, Narnia

Red Dwarf

C. S. Lewis is one of my favourite authors and I’ve always loved his Chronicles of Narnia. So, for the curious-minded, here is how the Narnian dwarfs (as Lewis spelled it), might work as a dwarven subrace in Dungeons & Dragons 5th edition.

Dwarf, Narnian (subrace)

There is much that can be said about the dwarfs of Narnia, both good and bad. It is said that there have been no creature created by Aslan who is more cunning and more skilled… and (with the possible exception of humans) more vulnerable to corruption. Dwarfs value hard work, craftsmanship, pragmatism, and loyalty above all, especially loyalty to kin and kind.

Industrious
Above all, dwarfs love to work. They are smiths, miners, stonemasons, jewellers, even brewers. A dwarf is never happier than when he is working, and their are well-known for their craftsmanship throughout the land. So much of their identity is tied-up with industry that dwarfs have a hard time understanding people who do not work like they do – there are few insults among dwarfs greater than being called “lazy.” This devotion to hard-work is further enhanced by the fact that dwarfs require far less rest than any other races do. They can work long and hard, and are constantly shocked by long other people have to be “lying around.”

Practical
Dwarfs pride themselves on their practically and “down-to-earth” nature. They have no interest in pomp and ceremony, court manners and whatnot. They prefer to be blunt, forward, and get the job done as efficiently as possible. This explains their skill in archery. Most Narnian human nobility are knights who favour melee combat with sword and lance. Though these folk recognize archery’s importance on the battlefield, they consider it less honourable and heroic than facing the enemy in direct melee combat. Dwarfs have no such qualms, and are cheerfully willing to shower their enemies with arrows before they get anywhere near them. As a result, the archery units of Narnian armies often consists mainly of dwarfs and yeoman (who don’t follow the knightly code), and the occasional woman (who also is not bound by the code).

Black Dwarf

Ethnically Loyal
Most dwarfs recognize any other dwarf as a like-minded individual, cut from the same stone (metaphorically), more alike than any human, faun, or talking animal could ever be. That isn’t to say that dwarfs feel no loyalty to non-dwarfs – many do – but everything else being equal, a dwarf is likely to take a fellow dwarf’s side in an argument, and few things will enrage a dwarf more than the notion that his “people” aren’t being treated fairly. As a result, dwarfs generally prefer to live with other dwarfs, often with three, five, or seven dwarfs all sharing the same cavern or cottage. Some rare dwarfs will share a home with non-dwarfs, but they are the exception rather than the rule.

Corruptible
It is no secret that of all the non-human races created by Aslan, dwarfs are the ones most likely to fall from grace. Some find their industriousness warped to greed and pride, others care so strong about the dwarf race that they turn against all others, and some become so coldly utilitarian that they will willingly work for any side that seems to be treating them fair enough – whether dark king, wicked witch, or demon.

Red Dwarfs & Black Dwarfs
Narnian dwarfs are divided into two kinds. Red dwarfs have red hair and beards as soft as fox fur, whereas black dwarfs have black hair and beards as tough as horse hair. Red dwarfs are generally friendlier than black dwarfs, more willing to associate and even befriend non-dwarfs, whereas black dwarfs are far more suspicious and bad-tempered, often believing that the only kind of person a dwarf can trust is another dwarf. Though black dwarfs are more likely to go astray than red dwarfs, there have certainly been bad red dwarfs and good black black dwarfs.

Half-Dwarfs
Either the child of a dwarf and a human or the descendent of people who were. Most half-dwarfs were born after the Telmarine Invasion, when many dwarfs disguised themselves as humans to avoid the purges. Many dwarfs (especially black dwarfs) despise half-dwarfs, both for not being “pure” dwarfs and because their very existence reminds people that their ancestors chose to deny their dwarf identity (something utterly repugnant to most dwarfs). With the rise of King Caspian X, much of the dwarfen prejudice against half-dwarfs is decreased.

Narnian Dwarf Traits
With the exception of alignment, red and black dwarfs have identical statistics.

Dwarf: Narnian dwarfs have all of the traits of regulars dwarves.

Alignment: Dwarfs value laws, tradition, and orderliness, and are almost always Lawful. Red dwarfs, relatively friendly and easy-going, are generally Lawful Neutral or Lawful Good. Black dwarfs, however, are more likely Lawful Neutral or Lawful Evil.

Ability Increase: Your Intelligence score increases by 1.

Fell Archer: You have proficiency in shortbows and composite shortbows. If your character class already gives you proficiency in those weapons, then you gain +1 to hit with them.

Unrelenting: Narnian dwarfs need less rest than others do, and if necessary can march all day and all night. You only need to rest for 15 minutes to gain the benefit of a short rest (rather than an hour) and sleep for 3 hours to gain the benefits of an extended rest (rather than 8 hours).

Red Talons Revised

06 Monday Feb 2017

Posted by Bevan Thomas in Role-Playing

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Red Talons, Werewolf the Apocalypse

Red Talons

Continuing my changes to Werewolf the Apocalypse.

My changes to the Red Talons would be relatively slight. As they are not based on any existing human culture, they have no shallow cultural cliches to fall back on. That said, I have never liked Griffin as their totem. The interpretation of Griffin as an anti-human being wanting vengeance for the loss of extinct animals doesn’t fit with any metaphorical interpretation of Griffin in mythology. More importantly, it’s weird for the most nature-based tribe to not have a real animal as a totem. So here is my idea for the Red Talons’ totem:

Red Talons

As far as the Red Talons are concerned, only they are pure, only they are still untainted by man and civilization. They list all the sins of humanity, all of the creatures that have died because of them, and they remember. They remember them all. The Red Talons make them their totems. Their tribal totem is Smilodon, the great sabre-tooth cat that once ruled the land before it was cut down by humanity with their tricks of technology, but they have made totems of all the great ones: the Spotted Lion, the Woolly Mammoth, the Dire Wolf, the Auroch, the Cave Bear, all who have perished by the hands of man. Generally any largely Red Talon pack will follow an extinct totem, most likely a predator, making sure to honour its spirit. Any proper Red Talon refuses to serve a “tainted” totem, which is any based on a mythical creature (such as Unicorn or Pegasus) or especially an animal that has been urbanized, such as Rat, Coyote, Cockroach, or Crow. Red Talons consider such totems to be corrupted at best, traitors at worse.

Get of Fenris Reinterpreted

22 Sunday Jan 2017

Posted by Bevan Thomas in Role-Playing

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Get of Fenris, Werewolf the Apocalypse

Get of Fenris

I previously revised the Silver Fangs of Werewolf the Apocalypse to be more shamanic, now here is the Get of Fenris revised to have a much more legitimately Nordic approach to gender.

Get of Fenris

Few tribes are as misunderstood as the Get of Fenris, partly influenced by their fearsome reputation and partly because the loudest members are often those who are least connected to their heritage. Though they are most often perceived as the “Scandinavian tribe,” their bloodline runs through all Germanic peoples, and many of them are descendant from Visigoths, Ostrogoths, Angles, Saxons, Franks, etc. Thus, many Get come from Germany, the Netherlands, Austria, England, and even France, not to mention North America. A lot of the stereotype of the Get as a blustering, macho, sexist braggart comes from young people of Germanic descent discovering they are “Nordic werewolves,” and not having a clear idea of what that means, thus falling on Viking cliches. Nordic, Swedish, and Danish Get are often much more restrained and “proper,” and when possible try to set their wayward relatives straight.

Beliefs

Their mythology is similar to the Norse pagans, but different in several key points. In fact, they believe that the Norse followed a corrupted version of their own. According to the Get, the Earth was not created from a dead giant, but is a still-living giantess: Jord, the Mother of All, a being who is also Yggdrasil, the World Tree. Chief among Jord’s children was Nerthus, the first woman to practice seidhr, the art of the shaman, and who was the first priestess of the Vaneir, the original inhabitants of Scandinavia. Nerthus and her people were dedicated to protecting Jord from the forces of Niddhog, that monstrous dragon who is constantly gnawing on the World Tree, and who other people call the Wyrm. The Vaneir worshipped numerous beings, including Jord (the Earth), Sol (the sun), Mani (the moon), and Fenris (the Lord of War, greatest enemy of Niddhog), and certain Vaneir were selected by Fenris to join with his children, producing the original werewolves.

Eventually a new group of humans entered Scandinavia from Asia, fleeing the destruction of Troy. The Vaneir called these Trojans the “Aesir,” which means “men from Asia,” and Njord, high chief of the Vaneir welcomed them into his land. He and the Aesir chief, Othin, traded many gifts and made promises of peace. However, Othin was hungry for knowledge and respect, seeking to learn all the secrets of heaven and earth. He seduced Freyja, daughter of Njord and the greatest seidkonur, learning from her secrets that were meant for women’s ears alone, and he impressed many of the Vaneir with his own magic tricks so that they worshipped him as a god greater than Fenris or even Jord. This enraged many Get of Fenris, and they battled against Othin and his sons, but neither side could win, and eventually a truce was reached. Both the cult of Othin and of Fenris could be allowed to co-exist, and both could preach their creed, and they both would work together against the forces of Niddhog, and the Get would sail with the Norse as “berserkers.” But in punishment for daring to learn seidkonur, Othin must let Fenris tear out his left eye – which the sorcerer agreed to.

Still, despite this truce, the cult of Othin and the Aesir eventually overshadowed Fenris, and many Get of Fenris felt that they had been tricked by the Cunning One. But as the Get worked with the tribes of the Norse to battle the forces of Niddhog, including his dragons and giants (later called the “Fomori”), so in the end Fenris is content.

Totem

The Get’s totem is, of course, Fenris Wolf. They believe themselves to be his descendants – he was the first wolf, embodiment of Jord’s rage against Niddhog, Jormungand, and all the monsters that threaten her. She produced Fenris to battle the monsters, but was horrified to discover that he was too powerful, too savage. He kept on growing and growing, destroying everything in his path, and Jord feared that soon he would devour Sol and Mani, and then her. So she bound him, bound him with chains he could not break, until Ragnarok, when he would be released against her enemies.

The Get know themselves to be Fenris’ children, and to have his rage within them. They know that his rage need to be unleashed against the enemies of the Earth, but also that it must be controlled or it will get too out of control. Their godi often lecture them on the importance of balance, their skalds sing of it. Many Get have an image of the bound Fenris Wolf that they keep at their side and often study to remind themselves.

Apocalypse and Death

Perhaps more than any other tribe, the Apocalypse is a defining part of Get ideology. Many say that it was a Get, the greatest seidkonur of them all, who first prophesied the End Times, telling her tribe that they must prepare for it. And the Get have. They are dedicated to not only being great warriors, but also great explorers, for if they are to have a chance at Ragnarok, they need all the knowledge and resources they can. Those who die in battle go to Valhalla, to build the army of spirit warriors, those who die through exploration go to Hlesey, but those who die of accident, sickness, or old age go down to Nifelheim, the land of ghosts and cold. It is said that nothing frightens a Get more than this “straw-death,” and once they feel their strength fade the final time, many Get will fling themselves into one final battle, determined to take out as many enemies as they can so that Valhalla will open its doors for them and they can help their gods prepare for Ragnarok.

Gender

The Get’s relationship to gender is complicated. The traditional view is that Jord, the Earth, created male and females with particular purposes in mind. The males are closer to Fenris, and Fenris’ rage, while the females are closer to Jord and her insight. Thus, warriors are meant to be male and seers female, and as the chiefs were expected to be warriors, most chiefs are male as well. Other roles (such as skalds and tricksters), have always been considered more gender-neutral.

Certain Gets’ comments on “women warriors” (as well as the behaviour of the younger, often non-Scandinavian Get, who are revelling in their new-found “macho-ness”) have given the tribe a reputation for sexism among many other Garou. However, very few respectable Get have any issue with female warriors or even female leaders, certain almost none actually born in Scandinavia. Norway, Denmark, Sweden, and Iceland have had female leaders for a very long time. Besides, there have always been females who have been filled with rage and taken the battle to the enemy. For many more traditional Get, the far more concerning thing is male theurges, or “seidkonur” as they call it. The secret ways of seidhr were taught by Jord to her “daughters” — and for a long time were often considered the province of females and females alone. According to Get legend, males who practice seidhr are very vulnerable to the temptations of the Wyrm, easily corruptible by desires for power or forbidden knowledge. It is interesting that an unusually high percentage of Get born under the crescent moon are female, and those that are male frequently have a difficult time. Though it is no longer technically illegal for males to practice seidhr, the few males that do often have a hard time earning the trust and respect of their tribe. As a result, many become distant and resentful of their tribe, sometimes attempting to join another one more accepting, such as Children of Gaia or Uktena, or even falling to the Wyrm.

Though many Get chiefs are men, this does not mean that all the power is within his hands. The leader is often a large and powerful male, but when he talks, there is almost always a female (possibly two) sitting behind him, frequently in the shadows – sometimes knitting. During some conferences, she will say nothing, but at others she will rise to her feet, shuffle over to the chief, and whisper in his ear. He will listen, and almost always do what she says. It is a poor chief who ignores the voice of the gods.

The Auspices

  • Berserker, “Warrior” (Ahroun). What one thinks of when the word “Get” is mentioned. More berserkers are male than female, but female ones are far less suspect than male seidkonur. Young bersekers often dream of Valhalla, eagerly leaping into battle.
  • Skald, “Storyteller” (Galliard). Those who know the teachings and stories of Jord and who pass them on to others. Alcohol is a prominent part of their rituals, and many skalds make sure to get a little tipsy before getting to work. Mead is traditional, but many skalds use other kinds. In addition to grand sagas of battle and glory, skalds love indulging in puns and word-play (especially kennings), and frequently engage in spontaneous insult competitions. A skald unable to quickly unleash a level-three kenning insult on the spot really isn’t much of a skald.
  • Godi, “Priest” (Philodox). Those who make sure everyone is following the ways of Jord.
  • Seidkonur, “Seer” (Theurge). Those who commune directly with Jord and her spirits. Usually female. It is considered “unmanly” for a male to practice Seidhr.
  • Ratatosk, “Trickster” (Ragabash). An unusual tribe for the Get, and the only one named after a mythological being (the squirrel who runs up and down the World Tree) rather than a societal role. They are there to shake things up.

The Other Tribes

The Get of Fenris have a complicated relationship with the other tribes. As traditional neighbours to the Silver Fangs and Fianna, they have had frequent clashes, but also treaties and trade, and in the end those are probably the tribes that they relate to the most. The Get take serious issue with the Silver Fangs’ claim that they “rule the north,” and have frequently been offended by the pride that the Silver Fangs take in their male theurges. Many a Get seidknour has lost her temper over a male shaman lecturing her on how to approach the spirits. That said, the Get of Fenris also largely accept the Silver Fangs as their general leaders – not the best choice, but better than the others. The Get have always respected the Fangs, even when they didn’t want to admit it – in ancient times, the Norse refused to raid east of Scandinavia because they feared the mighty witchcraft of the green-eyed “Finns.” The Fianna haven’t yet forgiven the Get for stealing France and England from them, and some Fianna kinfolk still dream of “Arturios” driving the Angles and the Saxons out, but they do recognize how much they have in common, especially with regards to the importance they place in music and personal honour. Interestingly, many Get like Black Furies; they find it refreshing to have another tribe in which almost all seers are women. Many seidkonur enjoy going for long walks with Black Fury theurges.

But in the end, it’s the Uktena that make the Get the most suspicious. A whole tribe of shamans and witches, at least half male, is something that makes the Get really uncomfortable, and their willingness to embrace people of any culture shows a disturbing lack of traditions. The more charitable Get think that Uktena are watering down their ways to nothing, while the more suspicious ones believe that the tribe as a whole may be becoming corrupted by the Wyrm.

Silver Fangs Reinterpreted

21 Saturday Jan 2017

Posted by Bevan Thomas in Role-Playing

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shamans, Silver Fangs, Wendigo, Werewolf the Apocalypse

Silver Fangs

I remember in the original “Werewolf the Apocalypse” Player’s Guide that they said the special name that Wendigo give their theurges is “shaman,” which struck me as yet another example of how ridiculously cliched and culturally illogical the game often got. After all, “shaman” isn’t a First Nations term — it’s a Siberian term. Why would a First Nations werewolf tribe adapt that as their own word? In fact, if there was a tribe that would place get great importance on the word shaman, it would be the Silver Fangs, the Russian tribe. The most iconic shamanic cultures are those of northern Asia and north-eastern Europe: the Sami, Finns, Russians, Siberians, Mongolians. In fact, it would make a lot of tense for the ruling tribe of a group of shape-shifting spirit-warriors to be the Russian tribe, because they would consider themselves the First Shamans: “the Earth-Mother talked to us in the ice and the cold before she ever talked to you.”

So anyway, here are some thoughts on a reinterpretation of the Silver Fangs as a tribe dedicated around northern Asian shamanism, who consider themselves to be the great shamans of the Garou Nation.

Silver Fangs

The Silver Fangs claim they were the first – the first wolves that learned how to wear the skins of men, the first to invoke the powers of the spirits, the first to speak with the Earth-Mother. It was the Mother’s messenger, the Eagle, who appeared to the first shaman, and showed him how to travel up the World Tree to the bosom of the Mother, and how to travel down with the secrets to teach the others. And the place where she kissed him became silver, as a sign of her favour.

The Silver Fangs trace their lineages through the people of Russia, Siberia, and other parts of northern Europe and Asia: the Slavs, Sami, Finns, Turkics, Evenks, Mongols, and more (they take great pride in Genghis Khan). They are the people of the Ice, the Reindeer, the Horse, and the Steppes, but most importantly they are the people of the Eagle and the Falcon, for those were the heralds of the Earth-Mother and those are the forms that the Silver Fang shamans take when they fly into the Umbra.

Shamans
Silver Fangs call their theurges “shamans” and often get quite scornful when other tribes apply that term to themselves. After all, it is a Russian term, from the Evenki, and the first shaman (or so they claim) was a Silver Fang. All others are pretenders.

Though shamans are rarely alphas, sept leaders, etc., this is mainly because most Silver Fangs feel the shamans have better things to do than lead. After all, they must keep their minds on the Goddess and the words she whispers in their ears. However, when a shaman speaks, all Silver Fangs listen. A Silver Fang chief would be foolish in the extreme if he ignored the wishes of his shaman.

The importance of the Silver Fang shamans has resulted in a lot of friction between them and other tribes. These shamans believe that no one speaks for Gaia more than they do, and the other tribes frequently take offence to that. In particular, the Shadow Lords and Glasswalkers are scornful that the so-called leaders of the Garou are guided by starry-eyed half-crazed mystics, the more conservative Get of Fenris are offended by this devotion to male seers (when the Get traditionally believe that theurges should be female), and the Uktena are insulted that the Silver Fang claim that their shamanic wisdom is superior to all others. Many Silver Fangs are offended in turn that many Garou of Siberian and Mongolian descent are now part of the Uktena tribe instead of the Silver Fangs. They accuse the Uktena from “robbing” from their people, not recognizing the irony in such an accusation.

Totem
Their main totem is Eagle, with Falcon as a secondary one. These birds are commonly featured on Silver Fang iconography, and falconry has always been an important part of their culture. They use birds of prey for hunting, combat, to deliver messages, and simply to stand there as symbols of nobility (no Silver Fang would be so profane as to call an eagle a “pet”) Indeed, Silver Fang leaders still frequently have a trained eagle perched on their wrist or the back of their throne. Many believe the totem is there to represent their nobility and warlike spirit, and indeed that’s part of it, but it is even more significant to their shamans than to their chiefs. The eagle represents the shaman’s ability to fly through the Umbra, into the presence of Gaia, and also Gaia’s ability to send her herald to the shaman and whisper in his ear while he sleeps. Warfare, nobility, breeding, and shamanic wisdom – the Eagle embodies all that the Silver Fangs value.

Pedigree
Lineage is incredibly important to the Fangs. After all, their great claim for rulership of the Garou is being descended from the First Shaman. Thus, they care very strongly about their lineages, both their actual bloodlines and the previous people they replace. For example, when a shaman dies, his disciple will frequently make a necklace from his bones to wear in his honour, and to show that the previous shaman lives on in him.

Many other Garou claim that this obsession with lineage is why so many Silver Fangs seem to be suffer from madness. The Silver Fangs loudly dispute this, instead claiming that the reason for the madness is because their ancestor was kissed by the Goddess. The force of her presence shaking up their perception of the universe is a sign of her blessing. Indeed, often the insane Silver Fangs are chosen to be shamans, something else that the Shadow Lords and Glasswalkers take great offence to.


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