Tuesday, October 29, 2013

Nardoth, the Interloper

Nardoth is a god of magic and knowledge. Though he is an orcish god, he does not seem to be of the traditional orcish pantheon. Indeed, worship of the Keeper of Secrets seems to be a recent occurrence, with the earliest mentions of his faith a few hundred years ago. Nardoth does not venerate physical strength like most other orcish gods. Though he is not weak, his strength lies in his magic. Even as he is looked down upon by Korgath and his ilk as a weakling and an interloper, they grudgingly admit that his knowledge and power is valuable.

Nardoth has few worshipers amongst the more warlike orcish tribes, who distrust the magic that he wields. They may beseech him for knowledge useful for battle, but most shun him in favor of Korgath. The less warlike tribes are more likely to venerate him, but he is never a major figure in the beliefs of most orcs. Nardoth, however, is not selective in who worships him, and his faith actively cultivates followers from all races. As a god of magic, he has gained a following amongst the magically inclined hobgoblins and kobolds, and as one who accepts all worshipers, he appeals to mongrels. Nardoth even has worshipers amongst the Others, at least those whose thirst for knowledge and power overcomes their traditional religions and their antipathy towards worshiping a god of the People.

Statistics: AL le, WAL any; AoC magic, knowledge; SY a dark tower on a gray background

Nardoth's Avatar (Fighter 10, Mage 20)
While Nardoth sends avatars best suited for his current purposes, he favors that of a tall orc with delicate features, robed in black and silver. Though he prefers to fight with his magical abilities, he sometimes carries a massive battle axe of black steel and silver, with which he is almost as capable as he is with magic.

Str 21 Dex 13 Con15
Int 23 Wis 10 Cha 15
MV 12 SZ L MR 20%
AC -2 HD 20 HP 200
#AT 1 THACO 4 DMG 2d8 + 12 (battle axe)

Special Attacks/Defenses: Nardoth's avatar has access to all wizard spells and can cast twice as many spells per day as a mortal mage. He can communicate with any creature of low intelligence or greater via telepathy. He may cast ESP at will. His axe is a +4 weapon.

Duties of the Priesthood:
Nardoth's priests are collectors of knowledge, and are not stingy with it. They share their knowledge with all who seek it, as long as the seekers share knowledge in return. As Nardoth is a new god, his priests have yet to gain many duties amongst their societies, and seem unlikely to gain them among those of the People who distrust magic.

Requirements: AB int 15; AL any; WP as cleric, battle axe; AR all; SP all, astral, charm*, combat*, creation, divination, elemental*, protection*, necromantic*, summoning, ; PW 2) ESP 1/day, 5) spells cast from scrolls have a 20% chance of not disappearing when used, 8) may use scrolls or other magical items created for wizards as if a wizard; TU turn; HD d8; LL as cleric.

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Monday, October 28, 2013

Goblin-kind Mongrels

Mongrels

Mongrels are hybrids of various parentage between the goblin-kind races. While other people of mixed races between the People are not unheard of, it is only the mongrels who are common enough and prolific enough to be considered a people of their own. As befits their mixed ancestry, they vary widely in appearance, but all share the flat faces, wide mouths, and pointed ears typical of goblin-kind. Those who favor goblin blood are short and wiry, while those who favor bugbear ancestry are tall and bulky, but the majority fall somewhere in between the extremes.

Though they possess little society of their own, mongrels tend to reflect the values of their parent cultures. They are often treated as outsiders, and sometimes struggle for acceptance. In the rare cases where they gather in large enough numbers to form their own societies, they are more accomodating of outsiders, valuing those who wish to join them as long as they can contribute to the strength of the group.

Mongrels vary in personality as widely as they do in appearance, though their status amongst other societies tends to encourage independence and resourcefulness. They value weapons and tools that make them more formidable. They do not fear magic, though few show much talent towards its use. They often live among other goblin-kind, though their attitudes towards their pure-blooded relatives varies depending on how they are treated by them. They have few strong feelings towards other races, although they may share the prejudices of the cultures they live in.

Mongrels are a relatively young race, and have no gods of their own. They tend to venerate the gods of their parent cultures, though their belief is usually not strong.

Mongrels are found anywhere two or more kinds of goblin-kind are present. They are adaptable, and claim whatever homes they can.

Mongrels share the infravision out to 60feet common to their parent races. While they do not like bright sunlight, they suffer no penalties from it. They are naturally stealthy, and incur a -2 to the surprise rolls of their opponents.

Mongrel characters may be fighters, rangers, mages, clerics, druids, and thieves. They may multiclass as fighter/clerics, fighter/thieves, cleric/thieves, and fighter/cleric/thieves.

Racial Ability Requirements (Minimum/Maximum)
Strength 6/18
Dexterity 8/18
Constitution 3/18
Intelligence 3/18
Wisdom 3/18
Charisma 3/16

Racial Ability Adjustments
+1 Dexterity, -1 Charisma

Average Height and Weight (Male / Female)
(52 / 49) + 6d6 inches, (128 / 110) + 14d4 pounds

Age
Starting Age 14 + 1d4, Maximum Age 84 + 2d10

Aging Effects
Middle Age 42 years, Old Age 56 years, Venerable 84 years
(Middle Age: -1 Strength, -1 Constitution, +1 Intelligence, +1 Wisdom; Old Age: -2 Strength, -2 Dexterity, -1 Constitution, +1 Wisdom; Venerable: -1 Strength, -1 Dexterity, -1 Constitution, +1 Intelligence, +1 Wisdom)

Class and Level Limits
Fighter 15
Ranger 10
Mage 4
Cleric 12
Druid 4
Thief 15

Allowed Multiclasses
Fighter/Cleric, Fighter/Thief, Cleric/Thief, Fighter/Cleric/Thief

Thief Skill Adjustments
+5% find traps, +10% move quietly, +5% hide in shadows, -10% read languages


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Wednesday, October 16, 2013

Saroth "the Dog" and Vanshir

Saroth was once an orc of the Clearwater tribe, but has since become a traitor to the People. During a raid across the Gates of Exile during the Conquest, he and his raiding band sacked a small thorp of the Others. As most did not put up a fight against the superior force of the raiders, most of the villagers were taken back across the mountains as slaves. As a reward for his leadership and ferocity, Saroth was allowed first pick of the slaves, and chose a woman named Vanshir.

While Saroth sold the rest of the slaves he'd claimed, he was unwilling to sell Vanshir. She was a human, but he was entranced by her exotic beauty and her personality. Though he never treated her harshly, he began to shower her with luxuries and kindness unusual for one of her kind, and eventually came to treat her as an equal. But even if he no longer treated her as a slave, his love for her was not enough to abate her longing for freedom. Seeing no other means of making her happy, he set her free. Knowing that she stood little chance of surviving the journey back across the Gates of Exile to her people alone, he set out with her as her protector, even though he knew that by doing so he branded himself as a traitor to the People.

Determined to stay at Vanshir's side, Saroth sold himself as a mercenary and spy to her people. His life amongst the Others is not a pleasant one, as he is distrusted by the humans and mocked as Vanshir's Dog for his devotion to her. He finds whatever happiness he can in Vanshir's happiness, but even this is hollow. Though his love for her was strong enough for him to betray the People, Vanshir does not love him in return. She is grateful for what he has done, and is one of the few Others to treat him with respect, but she cannot give him what he longs for most.

Unable to return to the People and unwilling to leave Vanshir's side, Saroth remains amongst the Others and leads scouting and raiding parties across the Gates of Exile to attack his former kinsmen. In each skirmish, he fights with maniacal ferocity and little regard for his own safety. Though an honored death in battle is forever denied to him, death in battle will suffice.

Saroth "the Dog"
Male Orc Fighter 3, CN
AC 5 (chainmail), MV 9, hp 15, THACO 18, #AT 1, Dmg 1d8 (longsword) or 1d8 (longbow), SZ M, ML 15
STR 15, DEX 13, CON 13, INT 9, WIS 8, CHA 12


Vanshir
Female Human Commoner, N
AC 10, MV 12, hp 3, THACO 20, #AT 1, Dmg 1 (fist), SZ M, ML 7
STR 13 DEX 13 CON 15 INT 9 WIS 14 CHA 15



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