Saturday, 30 April 2011

AtoZ April - Z is for Zarathustra

Day 26 of 26.


"Dangerous creatures lurk here. 
Dangerous creatures with a highly developed aesthetic sense, 
a lot of patience and good hand-eye co-ordination."

Eozorartas, Inhuman Mystics of the High Mountains

High in the mountains of the Wilds dwell strange insectile creatures from beyond the bounds of this world. Their booming voices echo across the valleys of the Nornmounts, and their outlandish boundary markers warn away travellers from the lands of the Eozorartas, ice-bugs who have claimed the mountain heights that they might better communicate with their prophesied messiah figure.

Reports describe the Eozorartas as prawn-like crustacean with dozens of delicate limbs and vividly coloured carapaces (described as "...like an explosion in a painter’s workshop"). They speak Common through translation devices, communicating among themselves with a sophisticated combination of clicks, squawks and gestures.

From what little scholars have been able to glean the Eozorartas are refugees from a sunless world in another universe. They elect to live high in the mountains (preferably just below the snow line) not for aesthetic reasons, but because they suffer horrific burns from salt-water. The further from the sea they are the more comfortable the Eozorartas feel.

Eozorartas are noted for their seemingly perfect sense of balance, both personal, and in any object they handle. They make excellent acrobats and tightrope walkers, but regard these skills as no more impressive in themselves than the act of breathing. Even the most skilled Jengameisters of the Wilds refuse to play against an Eozorartas. The mountain lairs of these creatures are protected by a combination of inaccessibility and altitude, by the wildly dangerous rope bridges used to access them, and by numerous deadfall traps set up on their approaches (actually carefully stacked Eozorartas materials depots, or possibly folk art).

According to the most reliable reports the Eozorartas ‘worship’ a shimmering fire embedded in a giant opal, which they say is the voice of their as-yet unborn god echoing backwards through time to the present. Their racial name stems from their repeated assertion that "I belong Eozorartas". The Eozorartas openly trade lesser copies of their fire opals; unabashedly admitting that they hope these will spread the influence of their god. They are especially enamoured of silken thread, gyroscopes and mercury, paying wildly over the odds for any such goods.

There is a curious exception to the racial thalassophobia which afflicts the Eozorartas. On rare occasion one of their number will feel the need to ritually drown itself in the sea. The large, heavily armed funerary processions accompanying these, seemingly elective, suicides will always travel to the sea by the most direct route possible, regardless of hazards, prevailing terrain or social norms. The Eozorartas will accompany their doomed member to the seashore to witness his self-sacrifice, and then return home by slower, more meandering routes, trading and freely exchanging lore all the way.

Eozorartas (colloquially star prawns)
No. Enc.: 2-12Alignment: N
Movement: 150'Armour Class: 4
Hit Dice: 5-8
Attacks: 1-6 or 1Damage: 1-6 or by weapon
Save: F5-8Morale: 8
HC: VIII(x3), XI(x10)

Thanks to their wildly vivid coloration and raucous voices Eozorartas surprise only on a 1in6.
Eozorartas are possessed of perfect balance. They can’t be knocked prone or overborne and they are able to climb solid surfaces less than vertical and/or perfectly smooth at full speed.
Vulnerable to salt water, harms them as holy water does undead.

The strange jewel-like weapons of the Eozorartas work with a seemingly casual disregard for the laws of nature as commonly understood.

An Eozorartas may appear to strike wide or when hopelessly out of range, yet his strike will hit home. The species draw no distinction between missile and melee weapon. Eozorartas weapons ignore bonuses to AC from Dex or displacement effects, and are able to strike at creatures lurking in the Ethereal Margins without penalty.
Their large panel-like shields seem flimsy and flexible but grant a +2 to AC for 2-12 rounds when activated. Their power can be discharged all at once to forcibly repel an opponent (as repulsion spell effect)

-----

Yes, there are Zarathustra connections in there.
No, I didn't get the 'D&D with Star Prawns' gag until after I'd written these idiots.

Pic Source
Zen rocks from Brentwood Consulting Group website.

Friday, 29 April 2011

AtoZ April - Y is for Yew

Day 25, and migellito cunningly wrong foots me with that classic biology exam nightmare question "Discuss trees".

Of vast circumference and gloom profound
This solitary Tree! -a living thing
Produced too slowly ever to decay;
Of form and aspect too magnificent
To be destroyed.
[...]
...beneath whose sable roof
Of boughs, as if for festal purpose decked
With unrejoicing berries -ghostly Shapes
May meet at noontide:
-- Yew Trees, William Wordsworth

Uneasy lie the dead in the soil of the Wilds. Even those buried with all due ceremony sometimes return to haunt and harry the living. Since time immemorial the people of the Wilds have warded against the malice of the departed by erecting yew trees - renowned in both superstition and sacred lore for their connection with dead - at the entrances to graveyards and necropoli.

Over the long years of their lives these trees sometimes grow strange and active ...and more than a little house proud.


"Hoom-hoom-baroom-hoom. Get back in the ground you!"

The Warding Idho
The gnarled and ancients yews found at the entrances to graveyards have a curious habit of growing faces in knots and recesses of their broad boles. Locals will swear that particular faces are "the spit and image of old so-and-so, who died a few years back", and many come to regard the Idho as the caretaker of the graveyard it stands in. The presence of an Idho tree doubles the effectiveness of speak with dead spells, provided the interrogated dead is buried in the graveyard the Idho wards.

On rare occasions Warding Idhos have been known to rouse themselves to restore orderly peace to their homes. Funerals and sincere mourners have nothing to fear from the wrath of the Idho, but grave robbers and persistent vandals are terrorised and given a stern thrashing. Interloping undead are regarded as a significant annoyance, and will be forcibly returned to their rightful (dead) state with a minimum of fuss.

Treat Warding Idho as Treants able to turn undead as clerics of half their HD.

Pic Source
Samhain Yew Portal by Paul Atlas-Saunders

Thursday, 28 April 2011

Small But Vicious Dog

With A to Z April nearly over (*shudders* never again!) I've decided on my project for May.

"Don't fall for the soulful expression. 
He'll have your throat out as soon as look at you..."

An exhaustive and thorough-going study of the utility of the various breeds of hunting dogs (to whit: hounds, setters, pointers, retrievers, spaniels, terriers) in both general adventuring and dungeoneering contexts.

(and not all one gibbering idiot's ill-advised homebrew abomination mash-up of two well-loved and finely crafted game systems)

All blame attaches to kelvingreen, who puts words in my head with lasers fired from his magical palace on the moon.

Pic Source
Cute little dawgie from British Dogs: Their Varieties, History, Characteristics, Breeding, Management, And Exhibition by Hugh Dalziel, curated online by chestofbooks.com

AtoZ April - X is for Xenium

Day 24. Blame Byron for this one, the shady Hellespont-swimming wife-abandoner.


Jack Kirby does The Iliad? *Nerdgasms*

A xenium is a gift to a visitor or stranger. That's dead easy then. One table of aggressive hospitality, potlatching and Indian giving coming up.

They express joy at your safe arrival and present to you as a token of their abiding affection and respect a fine... (d4-12, depending on level of esteem and/or how outlandish you're willing to be).
  1. Rat or piece of mouldering food (no apparent value)
  2. Trinket, cheap or Pelt, common (~1gp value)
  3. Trinket, humble or Pelt, valuable (5gp value)
  4. Bauble, shiny or Pelt, exotic (10gp value)
  5. Enamelled weapon or fine quality tool (25gp value)
  6. Silver plate, glasswear, riding horse, fine costume (100gp value)
  7. Silver crater (250gp value)
  8. Gold plate (500gp value)
  9. Elaborate gift - warhorse horse, suit of plate armour, splendid costume (1000+gp value*)
  10. Kingly gift - string of fine horses, valuable slaves, gold and jewels, etc. (2000+gp value*)
  11. Appears to be (roll), is actually (re-roll).
  12. Is (re-roll) but has a catch.**
* Check for increase in value as for gems.
** Valuable, but has a catch:
  1. curséd (the accent makes is so much worse)
  2. culturally offensive to (roll or select faction/monster)
  3. lost, sought by (roll or select faction/monster)
  4. stolen, sought by (roll or select faction/monster)
  5. intelligent/self-willed
  6. roll twice on this table
There is a 1in6 chance that any xenium proffered has value or significance beyond that readily apparent. Decide for yourself if the donors are aware of this, and whether it constitutes some sort of test, has some specific cultural symbolism ("You accepted the Otyugh Queen's dower gift..."), or whatever.

Pic Source

Jack Kirby Iliad from Cartoon SNAP blog

Wednesday, 27 April 2011

AtoZ April - W is for Wafting & Werefolk

Day 23, and Bryon and Trey won't stop touching my imagination in dirty, bad ways.

Werefolk and Wafting? Sounds like some terrible animu-infused D&D/WoD mash-up about a bunch of shapeshifters who run a perfumery. (note to Joss Whedon: my idea!)

Wafting

Among the odder things found in the wunderkammer of absurdity, strangeness and illogic that are the Vaults are the Potted Wafters. Decorative plants with a marked similarity to the cheese plants of the surface world, albeit with leaf edges tinged in lurid hues of mauve and violet, potted wafters sway slowly back-and-forth in breezes unfelt by mortal men, gently re-circulating and refreshing the air. No-one's quite sure where these curious plants originate, or exactly why they waft as they do; they just seem to like it.

Many inhabitants of the Vaults value Potted Wafters for their ability to clear the periodically miasmas which afflict the underworld (gust of wind/clear air effect, 1/day), and for the relaxing sway of their fronds (as calm emotions, see SRD). Others consider them annoyingly twee and will smash them wherever they find them.


GM: "It waves its fronds at you slowly and gently."
Players: "AGH! Kill it with fire and salt the ground!"

(note: latin name for the cheese plant is monstera delicosa. How could I not use that?!)

The Festival of the Grand Wafting is held annually in Netesh, although the exact calculation of the correct date is a matter of violent argument amongst the populace. The festival is held in memory of those who have travelled far from their city and cannot find their way home. For three days and nights the doors of the city’s houses are thrown open to all visitors. Everyone from visiting adventurers, through vermin and down to the restless dead, are clad in fine raiment, anointed with balms (whether they want to be or not) and offered kingly hospitality in the hope that this will be reciprocated to wandering Neteshans.

On the final eve of the festival the people of Netesha release thousands upon thousands of small balloons and papercrafted flying machines into the air. These are wafted off the tops of buildings and float away filled with smoking incense and messages of well-wishing to absent kinfolk. Entire sections of the city, and broad swathes of the lands over which it roams, have repeatedly been burnt to a crisp by the flaming wreckage of all these thoughtful gestures.

The perfumers and incense-mixers of Netesh spend all year concocting their unique mixtures for the Grand Wafting. Some few among them are supposedly able to mix aromatics whose delicate scent can be used to convey messages to the far-travelled.

-----

Werefolk

I don't like were{*}s in D&D: they're a cheap "gotcha!" puzzle monster that's so old and well-known it isn't even a puzzle any more.

"Oh noes, teh werewolf culd be enywonz!!!1!"

*yawn* Old. And when furboy finally makes an appearance everyone and their kid sister knows the rote:

Were[w/e] appears > Adventurer uses Silver > It's Super Effective.

So, yeah. Overexposure. That's one strike against werefolk of all stripes.

I think another part of the problem is that I never really 'got' the whole lycanthrope thing, either in D&D or in pop culture. In cinematic stakes I didn't see The Wolfman or American Werewolf in London at a formative age. I do like Dog Soldiers, but that's because it's Aliens remade with British squaddies; not because it has werewolves in it. In fantasy fiction terms I didn't read Fritz Leiber's Swords against Ratty early enough for it to stick in my head in the way it perhaps should. I'd already played WFRP by the time I read it, and WFRP has the Skaven.


"Yes-yes, memorable are we foolish manthings"

I don't care if Fritz Leiber wrote you, or if DAT did your 8x10 back in 1977; a bunch of bonkers ratboys with radioactive green space cheese that falls from the moon, giant rat-ogres, wacky Teslaverse/WW1 weaponry and all the sly British humour you can eat are still a tough act to follow.

And then there's the 800lb gorilla of lycanthropy in nerd culture: White Wolf and their Werewolf: the Ecoterrorising. Argh! That game could have been so much more than it was, but between the heavy-handed 'crying Indian in a fursuit' thing and the unfortunate implications of the 'miscegenate or die' subtext, that whole thing was a wallbanger for me. The White Wolf-isation of horror also gave us the Ultraviolet films. Just think on that for a second...

I know, I know. The werewolf should, by rights, be rich gaming fodder. It's symbolic of man's essentially bestial nature and part of a cultural continuity with The Big Bad Wolf of the Brothers Grimm. And then there's the whole lunar/menstrual cycle thing. Yes, I know there are rich veins of cultural, social and sexual subtext waiting to be explored. But then I don’t really ‘do’ subtext. We beat allegory in the head and rifle its pockets 'round here.

Unfortunately, because the beastman archetype is so deeply embedded in the pop culture zeitgeist there's very little conceptual wiggle room left with lycanthropes as D&D antagonists.

So, werecreatures in the Vaults game:

As far as I'm concerned lycanthropes (not 'lycans' <= that there word: instant numpty signifier) in the Vaults game are just unwelcome intruders from another world. They should be shanked and dumped in a ditch with extreme prejudice. Heck, I hereby decree that the moon god gave man the secret of silver weapons just to dispose of these furry wastes of time coz he was so damn sick of their constant howling and yowling disturbing his book time.*

* Vorynn (knocked off from the Birthright setting): god of the moon, knowledge, imprisonment, lighthouse-keepers, and of people who burn the midnight oil before a deadline. Symbol is an owl, of course.

More specifically (i.e. by flavour of affliction):
  • Wereboar?
    Sorry baconface, but Orcs, Atavisms and their sick-ass Demon Boar warlords already occupy the transformative body horror pigmen conceptual space. If I'm going to exploit wereboars (4+1HD) at all, it'll probably be in the 4HD Orc chieftain niche.

  • Wererat?
    Skaven stole your thunder (and, knowing them, weaponised it). Besides, people find it difficult to get worked up about conniving ratmen subverting the world when a substantial proportion of the 'halflings' in the Vaults setting are actually Ratty, Moley and Mr Toad, and they stand their round at the bar just like everyone else. Yeah, Reepicheep (and his evil Driverian twin) is a playable option in the Vaults game.

  • Werewolves?
    Intelligent, malign wolves (either goblin-toting Wargs, or icy-cold breath stealing Winter Wolves) trump some guy with snaggly teeth, excess body hair and an attitude problem IMO. Even the whole Viking wolfwarrior thing is a bit *meh*...

  • Werebear?
    Erm, Bjorn was cool in The Hobbit. Ditto berserkers. Problem is you can only have one. Before Bjorn: baresarks were the very epitome of Chaos as face-gnawing RAEG!!! After Bjorn: Gentle Ben.

  • Weretiger?
    I actually had to look this guy up; that's how little impression it's made on me in 20+ years of gaming! Conniving cat people conceptual space is already squeezed between Rakshasas and Malcolm McDowell in that sucky psycho-sexual cat people movie. Bast is disappoint!

  • Wereraven, -bat, -croc, -sharks, -godknowswhat...
    Butter spread too thin. We get it already!

  • Jackalweres?
    An notable exception to my normal loathing for shapeshifting animal people. These guys get no respect and have very little traction as a monster in gamer culture. Which is a shame, given that RETs in the DMG & FF say that 10% of any encounters with jackals are with these nasty shape-changing versions. Let me reiterate that: 10% of jackals will turn into half-men, stare you to sleep and then cheerfully murderize you!

Probably the only way for me to make use of Were-creatures without feeling dirty about it is to reskin them as something other than were-creatures. Which misses the point more than a little. Having a werejaguar (or whatever) manifest at night as the vengeful, free-roving spirit form of a Howardian evil shaman, and hoping the player's don't twig to the statline you're using, might just about do it. But, in that case, you might just as well pick a statline at random...

Werefolk. In the immortal words of Spoon: "I hope I give you the shits, you f***ing WIMP!"
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