It struck me that Tolkien's Valar and Maiar, the spirits who sang Middle-earth into being, would make for a solid D&D pantheon. Here's a quick rundown of what that would be like. Some elements need embellishing, particularly the details of the Maiar that might actually encounter PCs, but this is a quick pass-through that I'll build upon.
Sunday, November 5, 2017
Friday, September 8, 2017
Giants in the Earth: Baby, It's Cold Outside: Alan Dean Foster's Tran-ky-ky
These natives, the Tran, resemble gray-furred bipedal great cats with wings, called dan, much like those of a flying squirrel, stretching from their wrists to their waists, and natural skates, called chiv, adapted from their three-clawed feet.
From Barlowe's Guide to Extraterrestrials, by Wayne Barlowe. |
Much broader than humans and a bit taller, Tran are lighter-boned and thus not as massive as humans, proportionately speaking. In fact, Tran unfamiliar with humans will find them surprisingly strong and fast. This works in reverse, as well; humans may well be startled by being able to hold their own in fights with the hulking Tran. This isn't to downplay the ferocity of Tran, who pride themselves on their warrior abilities. In their element, they are deadly opponents.
From Barlowe's Guide to Extraterrestrials, by Wayne Barlowe. Not exactly how I pictured them, but still pretty close. |
That element is brutal cold. Tran-ky-ky is well below freezing at its equator, and its poles are are cold beyond anything on Earth, including Antarctica. For the Tran, though, this is home. The great ice oceans are traversed easily by the Tran, as they race like Olympic speed skaters without effort, their dan serving to help move them at breathtaking speeds. For longer journeys, they build sail-driven ice rafts. On land, though, they are at a disadvantage, tiring quickly if they are forced to walk or climb; Tran cities have their streets ice-coated for this reason.
The Tran are a warrior culture. Their civilization is about as advanced as Earth's in the Middle Ages of Europe. Feudal city-states trade and, occasionally, war with each other, while hordes of nomadic Tran sweep across the globe, raiding and exacting tribute from settled regions.
Tran-ky-ky |
Tran-ky-ky has an unusual ecosystem, with plants that grow quickly with large ice-bound root systems, such as the sausage-like and edible pika-pina and the much larger tree-sized pika-pedan that thrive on the ice, and fauna that fill many niches found in more balmy climes, including the predatory flying gattorbyn (stats as per blood hawk, with immunity to cold) and the enormous and dangerous slug-like stavanzer (stats as per purple worm, with immunity to cold). The kossief, a worm-like predator that burrows beneath the ice and ambushes those who tread upon the thin frozen crust it creates above it, uses the stats for the young remorhaz. The fauna of Tran-ky-ky are often akin to giant versions of terrestrial invertebrates. The Tran, oddly, don't seem to resemble any of the other life on the planet.
Tran Traits
Ability Score Increase Dexterity increases by 2, Constitution increases by 1
Age Tran age and live about the same as humans.
Alignment Tran are much like humans in temperament, with no inclination towards one alignment.
Size Tran are tall and broad by human standards, standing at least two meters tall. Due to being hollow-boned, however, they are light for their size, ranging from 120-150 pounds. Their size is Medium.
Speed Walking on ground is taxing for Tran, so their speed is 25 on dirt or rocky terrain. Their skating speed is 50.
Born to the Cold Tran are immune to natural cold, and resistant to magical cold. Tran don't tolerate heat well, and when the temperature climbs to above freezing they must make a DC 5 saving throw per hour or suffer a level of exhaustion.
Languages Tran can speak, read, and write their native language, as well as another dialect of Tran living near them. In a D&D setting, they speak, read, and write Common and their own language.
Sunday, April 30, 2017
Giants in the Earth: The Lords of Dus by Lawrence Watt-Evans
Way back when, when the Earth was new and still cooling, one of my favorite features in Dragon Magazine was Giants in the Earth, which detailed in D&D terms various characters from fiction. I was fascinated by this idea of bringing characters I'd only had the chance to read about into a game where I - well, really, my character - could interact with them. Later, I came to see it as a way to get a clearer idea of what the classes and races of D&D were meant to model from the source material. Plus, these characters make good, ready-made non-player characters, especially with the serial numbers filed off. So I decided to try my own hand at statting up some of the characters I've read and loved over the years. If my numbers are off, let me know, and show the math. On with the show:
Garth himself is atypical of most Swords & Sorcery heroes; he is introspective, tends to be honest with his self-evaluation, and, when possible, will swallow his pride. He also makes mistakes and bumbles through some of his adventures, ruefully chastising himself afterwards. He is, ironically, quite human in many ways. In fact, his main impetus for adventuring is both surprisingly mundane and, ultimately, identifiable: reaching middle age, he grew restless with an existence that seemed to have no overarching purpose. In other words, Garth had a midlife crisis.
Wrathful Storm. The wielder of the Sword of Bheleu may use Call Lightning once per long rest.
Bheleu’s Boon. The wielder of the Sword of Bheleu will have all damage and exhaustion removed during
a long rest. The god of destruction wants to keep his chosen representative
alive until the Age of Destruction has ended.
I was a sophomore in high school when I first ran across the
tales of Garth the Overman. The Seven
Altars of Dusarra was the book; I had never seen the first volume of The
Lords of Dus series, The Lure of
the Basilisk.
The above are covers from two different printings. I don't know how my 13-to-15-year-old self could have avoided seeing and snapping these up, if they were available on the racks at Waldenbooks or my favorite local bookstore, the late, and dearly lamented, Baluk's.
This was my introduction to Garth the Overman. While I'm a fan of Darrell K. Sweet's art, I think this cover by Michael Herring is more to my liking when it comes to depicting Garth.
I didn’t really have much in the way of resources when it
came to seeking out books back then, so I read what I had and hoped to
eventually find the rest. I filled some study halls by becoming immersed in
Garth’s adventures – and misadventures. A couple of years later, The Sword of Bheleu would appear, the
third volume of the series. I never knew about the release of the fourth and
final volume, The Book of Silence,
until many years later. Both are shown below, with The Sword of Bheleu's cover by Laurence Schwinger, and Darrell K. Sweet taking on cover duty again with The Book of Silence. Changing tastes in reading and, again, a lack of places
to actually find such books combined to keep me from reading the complete story
of Garth and his trusty warbeast, Koros.
A few years ago, I stumbled across old, used copies of the books, the covers of which are the ones shown above, and decided to dive into the past and read the entire saga.
The above are covers from two different printings. I don't know how my 13-to-15-year-old self could have avoided seeing and snapping these up, if they were available on the racks at Waldenbooks or my favorite local bookstore, the late, and dearly lamented, Baluk's.
This was my introduction to Garth the Overman. While I'm a fan of Darrell K. Sweet's art, I think this cover by Michael Herring is more to my liking when it comes to depicting Garth.
A few years ago, I stumbled across old, used copies of the books, the covers of which are the ones shown above, and decided to dive into the past and read the entire saga.
These are good, solid, unpretentious Swords & Sorcery
books. Garth’s world is one that is the worse for wear, filled with crumbling
cities and fading empires. There is an emptiness to the world that is subtle,
but explainable within the context of the story. In fact, there is a certain
eeriness to how ramshackle and unpopulated this world is. Its ineffectual
rulers leave the folk living beyond the walls of cities to fend for themselves,
sometimes in strange but effective ways. Contact between settlements is so
infrequent that, occasionally, entire cities and fortresses effectively cease
to exist without their neighbors knowing. It all becomes unsettling to the
reader as the stagnation and decay seems pervasive everywhere. Yet, nothing is
overexplained, and the author allows the reader to piece together what is
happening to the land.
Maps were, and are, always a big draw for me when deciding on books to buy. |
Garth himself is atypical of most Swords & Sorcery heroes; he is introspective, tends to be honest with his self-evaluation, and, when possible, will swallow his pride. He also makes mistakes and bumbles through some of his adventures, ruefully chastising himself afterwards. He is, ironically, quite human in many ways. In fact, his main impetus for adventuring is both surprisingly mundane and, ultimately, identifiable: reaching middle age, he grew restless with an existence that seemed to have no overarching purpose. In other words, Garth had a midlife crisis.
Overmen are
taller than humans, as well as stronger and faster. Overmen and Overwomen are
virtually indistinguishable to humans, though they easily can tell the
difference among themselves, especially if an Overwoman is in her breeding
cycle. Their skull-like faces and staring red eyes unnerve humans, especially
as their facial expressions are unreadable. The product of sorcerous
experiments in creating life, Overmen were driven into wastelands centuries ago
in great wars. They are relatively few in number, but dangerous when provoked.
They are individualistic and chafe under overbearing rule, so their
settlements, cities, and military forces look cluttered and disorganized to
human eyes. Though many Overmen have a bit of a superiority complex when it
comes to humans, many can and will live and trade with humans when it benefits
all concerned. Overall, as alien as Overmen may appear, they are a pragmatic
and reasonable people.
Overmen for D&D 5th
edition
From Lawrence Watt-Evans’s Lords of Dus series.
Ability Score Increases.
Overmen are much stronger than humans, so have a +2 to Strength. Overmen also
are surprisingly agile and quick, which belies their size. They gain a +2 to Dexterity.
Age. Overmen live
well over two centuries, becoming mature at about the same rate as humans.
Senses. Overmen
have much keener hearing than humans, and gain a +2 to Perception checks due to
this.
Powerful Build.
Overmen count as one size larger, Large instead of Medium, when determining
their carrying capacity and the weight they can push, drag, or lift.
Beyond a few Wise Woman, Overmen are unfamiliar with magic.
In fact, they may not even believe magic exists until confronted by it
directly. So there are few, if any, Overmen who choose any spellcasting
classes. They tend to be fighters and, occasionally, rogues.
Garth, Prince of
Ordunin
Medium humanoid (human), Neutral Good
Armor Class 18 (plate)
Hit Points 110 (11d10+44)
Speed 30 ft.
STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 18 (+4) 12
(+1) 12 (+1) 12 (+1)
Saving Throws Con +9, Wis +7
Skills Athletics +9, Intimidation +5, Perception +5
Senses passive Perception 11
Languages Common
Challenge 9 (5000 XP)
Indomitable (2/day). Garth can reroll a failed saving throw.
Second Wind (Recharges after a Short or Long Rest). As a bonus action, Garth
can regain 20 hit points.
Actions
Multiattack. Garth makes three melee attacks when takes the Attack action.
Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit:
12 (2d6+5) slashing damage, and may reroll any 1s or 2s rolled for damage, but
must take the results, even if those are 1s or 2s.
Garth, when wielding
the Sword of Bheleu, God of Destruction, has these changes:
Garth’s alignment becomes Chaotic Evil, as Bheleu seizes control of his body.
Armor Class 18 (plate); if Garth is unarmored for some
reason, his Armor Class is 16
Hit Points 121 (11d12+44)
Speed 30 ft., 40 ft. if Garth is unarmored for some reason.
Rage Garth can rage 4 times before having to take a Long Rest, after which he
can rage again. Rages last one minute, during which Garth has advantage on
Strength checks and saves and resistance to bludgeoning, piercing, and slashing
damage. He also gains a bonus to attack damage as reflected in the stats show
below. If he drops to 0 hit points but doesn’t die outright, he can make a DC
10 Constitution saving throw. If he succeeds, he drops to 1 hit point instead.
Each time he does this after the first, the save DC increases by 5. It resets
to 10 after a long rest.
Reckless Attack Garth may choose to attack recklessly. On his turn, he gains advantage on
attacks using Strength, but attackers gain advantage on attacks against him
until his next turn.
Danger Sense Despite his own judgment being clouded or outright overridden by those of
Bheleu, the god’s senses allow Garth to be keenly aware of potential danger
from traps and spells; he gains advantage on saves against them.
Feral Instinct Garth has advantage on initiative rolls. If he is surprised at the
beginning of combat and not incapacitated, he can act normally on his first
turn.
Brutal Critical If Garth makes a critical hit, he may roll an additional weapon damage die
to add to the total.
Actions
Multiattack Garth makes two attacks when he takes the Attack action.
Sword of Bheleu Melee Weapon Attack +12 to hit, reach 5 ft.,
one target. Hit: 15 (2d6+3+5)
slashing damage + 12 (2d6) fire damage.
Flames of Ruin Garth, channeling the power of Bheleu via the
Sword, may use the Fire Bolt cantrip
at will, which jets forth from the end of the blade, if he chooses to do so
rather than wield the blade directly. This causes 18 (3d10) damage per bolt. Garth
may also choose to cast a Flame Strike
for 16 (4d6 fire) + 16 (4d6 radiant) damage, half damage if a DC 12 save is
made. This costs Garth a level of exhaustion.Garth may channel a Fire Storm through the Sword of Bheleu
for 42 (7d10) fire damage per creature in the target area, half damage if a DC
12 save is made. This costs Garth two levels of exhaustion.
Wrathful Storm Garth may Call Lightning via the
Sword of Bheleu once per long rest. Each creature within range takes 18 (3d6)
lightning damage, half if a DC 12 save is made.
Warbeasts
One of the great assets of the Overman civilization, at
least those of Ordunin in the Northern Waste, is their possession of warbeasts.
These are genderless, magically-bred creatures that appear to be enormous great
cats with black hides and golden eyes. Their legs are disproportionately long,
betraying some of the hybridization of various animals during their creation.
They run with tremendous speed, yet when walking, their wide, padded paws give
them a smooth gait that is unhindered by rough terrain. They can subsist on
prey roughly the size of a goat for three days, but beyond that time they can
become hungry. A week of not being fed will make the best-trained warbeast
dangerous even to its owner. Overmen, as a culture, hold no sentimental
attachments to animals, including their warbeasts, though they do take good
care of them as valuable possessions. Garth is unusual in having named, or
allowing to be named by a human female he rescued, his warbeast; appropriately,
it is named for the war god Koros, the son of Bheleu, the god of destruction.
Warbeasts use the stats for Saber-Tooth
Tigers, with a speed of 60 ft.
Sword of Bheleu
Sword, artifact, (requires
attunement)
This huge greatsword is beautifully made. In its pommel is a
large red jewel that glows when the god Bheleu is exerting his power through
it. It is the token of the god of destruction, through which he furthers his
agenda upon the world.
The Sword of Bheleu
is a magic, sentient greatsword that
grants +3 to attack and damage rolls
made with it, and acts as a flametongue. It can only be wielded by the avatar or agent of Bheleu; any others
who dare to even touch it are burned. The sword flares with flame when anyone
besides its chosen agent attempts to touch or wield it, its heat increasing in
proportion to the seriousness of the attempt to wield it. Those who merely try
to touch it with a single finger receive a mild burn; any who attempt to grasp
its hilt are severely burned for 2d10 damage and must make a Constitution save
with a DC of 15 or drop the sword immediately; even if successful, the
potential wielder still takes half damage. Even if the sword remains held, the
damage is dealt again the next round until the prospective wielder drops it or
is dead.
Sentience. The Sword of
Bheleu is not sentient itself, per se,
but as a token of its god it is effectively Chaotic Evil, with an Intelligence
of 15, a Wisdom of 9, and a Charisma of 20. Bheleu is eager to destroy anything
and everything, and will be constantly trying to seize control of his avatar’s
physical form by a contest of wills.
Rage of Destruction. Once the Sword of Bheleu gains control of its wielder, the wielder flies
into a rage, temporarily becoming a Path
of the Berserker Barbarian of the same level as their normal class. All
class features of the normal class other than hit points and proficiencies are
temporarily lost as Bheleu’s destructive spirit overwhelms the wielder’s personality.
The one difference is that the wielder of the Sword of Bheleu may wear heavy armor and still gain the benefits of
the rage.
Flames of Ruin. The wielder of the Sword of Bheleu can use the Fire
Bolt cantrip at will, though using the blade itself is usually foremost in
the mind of the wielder. The wielder may also use Flame Strike at the cost of one level of exhaustion, or Fire Storm, which costs two levels of
exhaustion.
Wrathful Storm. The wielder of the Sword of Bheleu may use Call Lightning once per long rest.
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