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Post by Hexenritter Verlag on Oct 23, 2018 22:04:13 GMT -5
Intriguing, not what I'd do, but why should it be? It is a fun spin of Goblins, it reminds me of the Goblins of Hârn. i like how you are making Greyhawk your own bestialwarlust . another exalt for you, keep up the great work. That's kind of where I got the idea, but at this point I'm not sure if I'll do this. I want to make goblins a vile and evil race of creatures. No anomalies like a good one and I wanted to eliminate the idea of cute or baby goblins. I may take a different approach, but for now I'll kick this one around. Are you going to incorporate the humanoid pantheons or just use the standard GH pantheon? The Orc pantheon was introduced until 82 and I am not sure where your cut off is as you've included Kord. Either way you could say that via dark birthing rituals of Goblin-kind could plant the seed of vile corruption that twists their souls into rotten pit of evil.
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Post by bestialwarlust on Oct 24, 2018 7:06:13 GMT -5
That's kind of where I got the idea, but at this point I'm not sure if I'll do this. I want to make goblins a vile and evil race of creatures. No anomalies like a good one and I wanted to eliminate the idea of cute or baby goblins. I may take a different approach, but for now I'll kick this one around. Are you going to incorporate the humanoid pantheons or just use the standard GH pantheon? The Orc pantheon was introduced until 82 and I am not sure where your cut off is as you've included Kord. Either way you could say that via dark birthing rituals of Goblin-kind could plant the seed of vile corruption that twists their souls into rotten pit of evil. No at this point I'm leaving worship of deities to humans only. A uniquely human thing, now that doesn't mean they couldn't be "recruited" into human armies that are under the flag of an evil deity. As B/X and/or ACKS only has human clerics I plan on sticking with that as a base for now.
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Post by Hexenritter Verlag on Oct 24, 2018 9:24:59 GMT -5
Nice. But even if they do not worship the deities of the world does that mean that the evil gods of humans haven't corrupted them none the less, thus tainting them. Just tossing out ideas bestialwarlust, as I am trying to decide how I am going to portray the humanoid races and what if ant deities beyond the core I listed in my own initial posts in this thread.
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Post by bestialwarlust on Oct 24, 2018 10:36:46 GMT -5
Nice. But even if they do not worship the deities of the world does that mean that the evil gods of humans haven't corrupted them none the less, thus tainting them. Just tossing out ideas bestialwarlust , as I am trying to decide how I am going to portray the humanoid races and what if ant deities beyond the core I listed in my own initial posts in this thread. True as followers I can see that with small cults forming.
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Post by bestialwarlust on Oct 27, 2018 10:46:21 GMT -5
A bit more fleshing out:
Celestian - It is said that Celestian and Fharlanghn are brothers who followed similar but different paths. While Fharlanghn traveled the world, Celestian was drawn to the endless reaches of the stars and the Astral Plane. Celestian, The Far Wanderer, has only a small following in the Flanaess, being revered by astronomers, astrologers, navigators, philosophers, dreamers, and others involved with the cosmos or the sky. Shrines to Celestian are located in the country, away from city lights, and are built on mountain peaks or hilltops with a clear view of the night sky. Services to Celestian are held outdoors under a starry sky. The clergy usually wear clothing and vestments that are reminiscent of the starry sky and they must always where these vestments when in public. Clerics are required to perform a ceremonial oblation to Celestian at least once a week at night when stars as visible.
Erythnul - is the deity of capricious malice, hate, envy, and panic. His followers include humans and humanoids as well, for Erythnul is said to greatly reward his faithful servants for their fickleness and wicked deeds. Clergy are required to sow seeds of discord among a city or towns influencers — merchants, local politicians, churches, etc..The priests of Erythnul are called Whisperers and they take great delight in watching their dark deeds come to fruition. Framing people for murder, theft and generally of any heinous and false crime the better. Though if they discover someone has a dark secret they won’t turn down a chance to use that. This includes other members of Erythnul’s clergy for the god is not above watching his own go at each others throats.
Istus - the Colorless and All-colored, Lady of Our Fate, is also the deity of the future, destiny, and predestination. She has few true followers, but many people throughout the Flanaess call upon her in times of want or need. Some prognosticators and seers venerate Istus. Her cult is strongest in Dyvers, the City of Greyhawk, Rauxes, Rel Mord, and Stoink · places where people tend to count on good fortune to sustain them. Services to Istus include gauze hangings, clouds of incense, woodwind music, chanting, and group meditation. Clergy if Istus must spend at least two hours a day in quiet contemplation of the future and destiny of themselves or others.
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Post by bestialwarlust on Oct 27, 2018 10:53:25 GMT -5
Working on the cultists for the evil deities. The cultist is a new class and type of cleric from the ACKS game system. I've adapted these from pre existing templates to make it easier for me.
Nerull - the patron of covert activity, is known as The Reaper, Foe of All Good, Hater of Life, Bringer of Darkness, King of All Gloom, and Reaper of Flesh. He is the deity of all who embrace evil for enjoyment or gain. Many evil humans and some humanoids pay homage to Nerull. In wicked lands, such as the Great Kingdom, temples of Nerull operate openly. In other places, the rites of Nerull are conducted in subterranean shrines and sacred vaults. The worship of Nerull is done in full darkness, with a litany glorifying death and suffering. Blood sacrifices are common. Altars are made of rust-colored stone; service pieces are copper and malachite.
Cultist of Nerull 1st: Destroy Dead, Unliving Puppet 2nd: Deathless Minion, Necromantic Potence 3rd: Enervate, Strengthen the Unliving 4th: Control Undead, Shrieking Skull 5th: Preservation of Antiquity, Summon Shadows Cultists of Nerull, god of darkenss, murder, death, and undeath, are inexorable in the face of horrors that terrify normal men. They are immune to all natural and magical fear effects. As servants of the Doombringer, Nerull’s cultists can inspire dread in his foes. Inspiring dread requires a few moments of oration (one round), and gives the cultist’s opponents within a 50' radius a -1 penalty to attack throws, damage rolls, morale rolls, and saving throws against magical fear. The penalty lasts for 10 minutes (1 turn). The cultist can only attempt to inspire dread in any given character once per day per class level. Opponents may save versus Spells to resist the effect. Finally, Nerull grants his cultists lordship over the undead. Whenever the character succeeds in controlling undead (whether from a roll or automatically from a “T” result), the undead are controlled for 1 day per level instead of the usual 1 turn per level. If the undead would have been controlled for 1 day per level (from a “D” result), the undead are instead controlled indefinitely.
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Post by bestialwarlust on Oct 27, 2018 10:55:09 GMT -5
Hextor - Champion of Evil, Herald of Hell, Scourge of Battle, is the deity of many soldiers and fighters who deem Lawful Evil most fit to rule, admiring war and discord. Of course, others besides those of military calling follow him. Especially does Hextor seek to overthrow those serving Heironeous. The latter is his half-brother and chief enemy. Heironeous, chose to follow the path of law steadfast against chaos and evil opposing darkness with strength and valor but also tempered with mercy, kindness and generosity Hextor opted to serve a different face of law one who saw weakness as a sickness, where the strong rightfully rule the weak — fear instead of generosity, cruelty instead of mercy. Always inferior to his half-brother, Hextor was granted by the Lords of Evil six arms instead of a mere pair, so as to be able to best Heironeous and all other opponents. The followers of Hextor will attack paladins and clerics of Heironeous on sight, no mercy or quarter is given to their most hated foes.
CULTISTS OF Hextor 1st: Bane-rune, Sharpness 2nd: Righteous Wrath, Summon Berserkers 3rd: Protection from Normal Missiles, Striking 4th: Dismember, Vigor 5th: Fear, Protection from Normal Weapons Cultists of Hextor, god of war, conquest, and bloodshed, are trained in battle magic. They gain a +1 initiative bonus when casting spells and are considered two class levels higher than their actual level of experience for purposes of dispelling magic or penetrating a target’s magic resistance. With hymns of battle and promises of glory in the afterlife, they can inspire courage in the faithful. Inspiring courage requires a few moments of oration before a battle (one round), and grants any Chthonic-worshipping allies within a 50' radius a +1 bonus to attack throws, damage rolls, morale rolls (for monsters or NPCs allied with the caster), and saving throws against magical fear. The bonus lasts for 10 minutes (1 turn). The cultist can inspire courage in any given character once per day per class level. Finally, cultists of Hextor enjoy a supernatural resilience to violence. When a cultist of Hextor is required to consult the Mortal Wounds table, the player may roll twice and choose the preferred result to apply. Cultists of Hextor also subtract their class level from the number of days of bed rest required to recover.
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Post by Hexenritter Verlag on Oct 27, 2018 11:29:54 GMT -5
Kudos again bestialwarlust, I am really enjoying your posts keep them coming. I find them very inspiring and they are forcing me to consider how I'll be doing my own take on Greyhawk without repeating exactly what you are doing. Have an exalt.
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Post by bestialwarlust on Nov 1, 2018 19:20:11 GMT -5
Adding and playing with the human cultures a bit. I'm working on putting a small slavic type culture up near the Rovers of the Barrens and Hold of Stone fist -- just need a good name for them. For now I have added vikings!
Northlanders — When the Suel moved to the northeastern portion of the continent they were in for a surprise for the lands there had new arrivals also from across the eastern sea — the Northlanders. Both the Suel and Northlanders fought for several decades but the northlanders prevailed due to their ferocity in battle and their greater numbers. Eventually over time the two cultures merged withe the Suel mostly being subsumed by the northlanders. Today they have fractured into three “nations” the frost, ice and snow barbarians. Northlanders are tall-statured (men averaging 5 ’10 ”) with robust body builds characterized by thick necks, broad shoulders and hips, and large-boned limbs. They have wedge- or squareshaped faces with short, steep foreheads, heavy brow ridges, and broad, strong jaws. Their noses are long, moderately wide, and either straight or concave with slightly upturned tips. Civilized peoples find their facial features blunt and harsh. Their eyes are deep-set and colored either gray, light blue, blue, grayblue, blue-green, or green. Northlander hair is straight or wavy, and colored golden blonde, dark blonde, golden brown, or rufous brown. In some regions of northern Northland, platinum blonde hair, and eyes of violet or pale, colorless gray are seen. The Northlander skin color ranges from pale to fair. The men have heavy beard and body hair.
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Post by Hexenritter Verlag on Nov 4, 2018 23:41:19 GMT -5
Adding and playing with the human cultures a bit. I'm working on putting a small slavic type culture up near the Rovers of the Barrens and Hold of Stone fist -- just need a good name for them. For now I have added vikings! Northlanders — When the Suel moved to the northeastern portion of the continent they were in for a surprise for the lands there had new arrivals also from across the eastern sea — the Northlanders. Both the Suel and Northlanders fought for several decades but the northlanders prevailed due to their ferocity in battle and their greater numbers. Eventually over time the two cultures merged withe the Suel mostly being subsumed by the northlanders. Today they have fractured into three “nations” the frost, ice and snow barbarians. Northlanders are tall-statured (men averaging 5 ’10 ”) with robust body builds characterized by thick necks, broad shoulders and hips, and large-boned limbs. They have wedge- or squareshaped faces with short, steep foreheads, heavy brow ridges, and broad, strong jaws. Their noses are long, moderately wide, and either straight or concave with slightly upturned tips. Civilized peoples find their facial features blunt and harsh. Their eyes are deep-set and colored either gray, light blue, blue, grayblue, blue-green, or green. Northlander hair is straight or wavy, and colored golden blonde, dark blonde, golden brown, or rufous brown. In some regions of northern Northland, platinum blonde hair, and eyes of violet or pale, colorless gray are seen. The Northlander skin color ranges from pale to fair. The men have heavy beard and body hair. Looks good bestialwarlust. I have a PDF of a Proto-Slavic dictionary, if you have an idea for a name I could skim through it and see if I can find some Slavic words derived from those Proto-Slavic words. I just need to know what to look for.
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Post by bestialwarlust on Nov 5, 2018 13:03:37 GMT -5
Adding and playing with the human cultures a bit. I'm working on putting a small slavic type culture up near the Rovers of the Barrens and Hold of Stone fist -- just need a good name for them. For now I have added vikings! Northlanders — When the Suel moved to the northeastern portion of the continent they were in for a surprise for the lands there had new arrivals also from across the eastern sea — the Northlanders. Both the Suel and Northlanders fought for several decades but the northlanders prevailed due to their ferocity in battle and their greater numbers. Eventually over time the two cultures merged withe the Suel mostly being subsumed by the northlanders. Today they have fractured into three “nations” the frost, ice and snow barbarians. Northlanders are tall-statured (men averaging 5 ’10 ”) with robust body builds characterized by thick necks, broad shoulders and hips, and large-boned limbs. They have wedge- or squareshaped faces with short, steep foreheads, heavy brow ridges, and broad, strong jaws. Their noses are long, moderately wide, and either straight or concave with slightly upturned tips. Civilized peoples find their facial features blunt and harsh. Their eyes are deep-set and colored either gray, light blue, blue, grayblue, blue-green, or green. Northlander hair is straight or wavy, and colored golden blonde, dark blonde, golden brown, or rufous brown. In some regions of northern Northland, platinum blonde hair, and eyes of violet or pale, colorless gray are seen. The Northlander skin color ranges from pale to fair. The men have heavy beard and body hair. Looks good bestialwarlust . I have a PDF of a Proto-Slavic dictionary, if you have an idea for a name I could skim through it and see if I can find some Slavic words derived from those Proto-Slavic words. I just need to know what to look for. That would be helpful. I'm thinking "the lost people" or "the forgotten people"
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Post by Hexenritter Verlag on Nov 5, 2018 13:59:01 GMT -5
Looks good bestialwarlust . I have a PDF of a Proto-Slavic dictionary, if you have an idea for a name I could skim through it and see if I can find some Slavic words derived from those Proto-Slavic words. I just need to know what to look for. That would be helpful. I'm thinking "the lost people" or "the forgotten people" I'll see what I can find & post asap.
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Post by Hexenritter Verlag on Nov 5, 2018 14:26:45 GMT -5
I couldn't find anything in the Proto-Slavic PDF but I found these via a translation program: Forgotten People Russian: Zabytyye lyudi Polish: Zapomniani ludzie
Forgotten Tribe Russian: Zabytoye plemya Polish: Zapomniane plemię
Silent People Russian: Tikhiye lyudi Polish: Milczący ludzie
Silent Tribe Russian: Molchalivoye plemya Polish: Ciche plemię
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Post by bestialwarlust on Nov 5, 2018 15:58:26 GMT -5
Thanks I'll roll those around in my empty head see how those fit.
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Post by bestialwarlust on Nov 6, 2018 22:10:52 GMT -5
Playing around with Greyhawk's past a bit more to fit my vision. Not complete but a start.
Timeline of major events The world of Oerth is ancient the world of oerth has been reshaped throughout seven great ages. Ancient relics and ruins are constantly resurfacing. Many times too seemly contradict what is known about oerth’s past. Because the past is steeped in myth and legend not all the information passed down over the centuries is accurate or true. This allows the DM to expand upon oerth’s history without being locked into anything concrete.
The Great ages The time before recorded and accepted history in Oerth -5031 five thousand years before the CY calendar is kept is known as BC - Before cataclysm. It is currently believed that there were at least 6 (possibly more) great ages beginning with the rise and fall of some great empire either due to magical or man made event. Very few records of these times exist and indeed the length of each age varied. Interestingly enough the rain of colorless fire does not constitute the beginning of a new age as it was rather small as cataclysms go. It is said that the elves know more of these previous ages but are hesitant to speak about them.
The Age of Thule Another age of humanity at its pinnacle. A vast empire from a land across the seas before a continental shift. Believed to be a time of discovery, wars and great magics even greater than that of the Suloise. Some claim that even other gods looked over their followers.
The Age of the Gods This age is said to have brought rise to the current pantheon of deities in Greyhawk, though the current faiths would argue that stating that the gods have always been as they are. However there are some that have claimed to have evidence to the contrary/
The Bright Age This is the current age of Greyhawk that started with the Suloise empire and the official Greyhawk timeline. Many think it was so named because that at one time it was an age of great enlightenment of humanity before the rain of colorless fire.
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Post by Hexenritter Verlag on Nov 7, 2018 17:57:25 GMT -5
I am looking forward to were this goes as I am liking these posts a lot @bestalwarlust; keep up the great work.
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Post by Mr Darke on Nov 12, 2018 14:23:53 GMT -5
Here's an idea I've been kicking around Greyhawk goblins There several subspecies from the three or four foot tall common goblin, to the six foot hobgoblin to the larger still bugbear. All goblins have squat, bandy-legged builds, flat faces, pointed ears and wide mouths filed with sharp teeth. Their skin color ranges from grayish-green to dull brown and the eyes of some tend to glow with a reddish light when they are excited. Many even sprout tufts of fur. These filthy creatures are most numerous in the Pomarj where they infest the land like roaches. There are no females as these creatures are born from eggs, though that term is used loosely as they are more akin to large slimy tumors than eggs. Kept in filth — dung and other fowl substances. Once hatched they eat the egg sack they were hatched from then on any others that haven’t had the fortune to hatch yet. They mature rather quickly, within a matter of hours. These creatures are born with a racial memory that allows them to “learn” what they need. Where these eggs come from is still a mystery, but when eggs are found it’s usually in a clutch of 20 or more. These creatures have no redeeming value they are cruel and callous and delight in nothing more than murder, torture and mayhem. This is similar to what I did with them. I also added in a 'recipe' of sorts that includes some pretty vile stuff for a darker campaign I was running. When the players found a breeding pit and saw what was used to make them they removed any idea of orc and goblin baby debates. Needless to say it is something I go back to. Another thing I did was add in a few references to wizards playing with 'mutation pits' that would churn out variants of the common goblin races. Again this was made for an older crowd so them hitting caverns with goblins that were pure abominations (Siamese twin adult sized fetuses, goblins turned inside out, ones that were melded into walls and so on) was pretty intense.
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Post by bestialwarlust on Nov 21, 2018 22:57:25 GMT -5
Working on drow a bit now. I may never use them in game but I still want to work some things out. I'm definitely going to keep the Lolth connection and embellish a bit more. Have them as demonic/elf hybrids (tieflings in later editions) instead of just elves that turned to the darkside. Not only did they follow lolth they were bred with her to truly make them the children of lolth. As ACKS is based on classic dnd I'm going to dump the crazy magic resistance. Instead I'll make a table of some minor magic abilities and my drow will have those. Make them a little more unpredictable. Otherwise they will stay the same...chaotic....driders will still exists, etc...
Some ideas for what they might have --- venomous touch 2x day, +2 save vs magic, +2 save vs acid, +2 save vs poison, darkness 3x day, charm person 2x day, detect magic 3xday, immune to poison. I'll come up with a list and have a random roll and they will have 2-3 of these abilities.
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Post by Hexenritter Verlag on Nov 22, 2018 11:29:35 GMT -5
Working on drow a bit now. I may never use them in game but I still want to work some things out. I'm definitely going to keep the Lolth connection and embellish a bit more. Have them as demonic/elf hybrids (tieflings in later editions) instead of just elves that turned to the darkside. Not only did they follow lolth they were bred with her to truly make them the children of lolth. As ACKS is based on classic dnd I'm going to dump the crazy magic resistance. Instead I'll make a table of some minor magic abilities and my drow will have those. Make them a little more unpredictable. Otherwise they will stay the same...chaotic....driders will still exists, etc... Some ideas for what they might have --- venomous touch 2x day, +2 save vs magic, +2 save vs acid, +2 save vs poison, darkness 3x day, charm person 2x day, detect magic 3xday, immune to poison. I'll come up with a list and have a random roll and they will have 2-3 of these abilities. I like your spin on them, kudos bestialwarlust. Haven exalt.
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Post by bestialwarlust on Nov 22, 2018 13:48:05 GMT -5
Working on drow a bit now. I may never use them in game but I still want to work some things out. I'm definitely going to keep the Lolth connection and embellish a bit more. Have them as demonic/elf hybrids (tieflings in later editions) instead of just elves that turned to the darkside. Not only did they follow lolth they were bred with her to truly make them the children of lolth. As ACKS is based on classic dnd I'm going to dump the crazy magic resistance. Instead I'll make a table of some minor magic abilities and my drow will have those. Make them a little more unpredictable. Otherwise they will stay the same...chaotic....driders will still exists, etc... Some ideas for what they might have --- venomous touch 2x day, +2 save vs magic, +2 save vs acid, +2 save vs poison, darkness 3x day, charm person 2x day, detect magic 3xday, immune to poison. I'll come up with a list and have a random roll and they will have 2-3 of these abilities. I like your spin on them, kudos bestialwarlust . Haven exalt. Thanks. I really wanted to strengthen the lolth connection as well as shake them up a bit for jaded players. When the darkness globes start dropping and the sleep darts start flying it always seemed too predictable.
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