Showing posts with label Mithras. Show all posts
Showing posts with label Mithras. Show all posts

Friday, September 5, 2014

B/X Notebook- Let's Go to Hell!

[This was written for TSR's Known World/Mystara setting using the B/X ruleset. It incorporates elements of Wrath of the Immortals, the Known World Gazetteer series, Greyhawk, Fiend Folio and Bard Games' Atlantean Trilogy (specifically The Bestiary.) Mitra/Mithras is the stand-in for Jehova/God and is in most respects, the same deity.]

[[Special thanks to Ettin of Hexen for his assistance in tightening this up.]]

I had this idea that Hell, by whatever name, could be represented by the three alignments of D&D, that those alignments could define, in a way, how each realm would operate. These are separate realms (or planes or dimensions) each with its own character, personified by whoever rules there. Orcus and Demogorgon are most likely familiar to long time D&D players, but Veischax is my own creation, based heavily on medieval ideas of Satan and the angelic host as presented in books like the Dictionnaire Infernal, The Magus, and the Lesser and Greater Keys of Solomon. 

Infernus is the creation of Mithras, who has sole dominion over it, despite what Orcus might think. The other two realms were created under very different circumstances, as you'll see. They belong to no particular god or religion, but only to those that inhabit them.

All three planes of Hell have these things in common- they are inhabited by entities commonly known as demons (and less often as devils) and they are places of punishment for the spirits of the dead (typically human) who have in some way displeased their deity or deities. Each realm can be entered, with varying degrees of difficulty and through various means, by mortals. Whether they can make it out again is up to fate and the DM to decide. 

The following undead spirits are found anywhere in the three Hells- spectres, wraiths, shadows & wights. These are the spirits of especially evil people that have been "promoted" above the common undead spirit status. They are not, however, part of any demonic hierarchy.



Infernus

Orcus is both the ruler and a prisoner of Infernus. Condemned there by Mithras, Orcus and his minions were the first occupants. As a realm of Punishment (Law,) Infernus also serves as prison for those souls who break the Sacred Laws of Mithras.

In the center of Infernus stands a cyclopean mountain of basalt and iron, and atop that mountain sits a grand palace, where resides Orcus, the Black Prince of Infernus. The mountain itself is rife with twisting tunnels and foul dungeons where Orcus' slaves mete out punishment to the spirits of the damned. The mountain is, in effect, one big, nasty dungeon.

Beyond the mountain is a blasted wasteland of broken earth, acidic lakes, cutting winds, and boiling rain. Sulfurous fire pits are everywhere, spewing flames and belching noxious clouds into the air. 

As Mithras is not a cruel deity, all souls that enter the Infernal Realm may eventually leave there and enter into Paradise- all save for Orcus and his horde, who are damned to see those they are forced to punish gain freedom and go on to the one place they, themselves, may never again enter.

Legions of Orcus


  • Gremlin
  • Undead Spirit
  • Hell Hound
  • Nightmare
  • Greater Undead
  • Nether Demon
  • Broo (Lesser Common Demon)
  • Ostegos (Death Demon)
  • Winged Demon
  • Bargda (Greater Common Demon)
  • Empusa
  • Cataboligne
  • Nightshade (all three types freely roam the land, but none are found in the mountain)





Noth

Veischax rules the realm of the dead called Noth- a grey, cold, impossibly vast city with impassably high walls and barred gates wrought from evil iron. It is a city built by the evil of Man, not the labor of demons. What the souls of sinful men have created, left to their own devices, is a strangling bureaucracy that dominates every aspect of existence in Noth

The damned spend most of their existence here standing in endless lines, slaving away in mines, and building or repairing sections of the city. It is a realm of crushing tedium, periodically shattered by attacks from Veischax's minions, thus creating a constant, oppressive aura of Fear (Neutral).

Known to some as the Infinite City it is in fact surrounded by a variety of terrain consisting primarily of a cold, trackless desert and the wilderness. Those that manage to escape the city find themselves hunted by beasts of every stripe. Among the demons there exists a hierarchy, with imps in the lowest positions all the way up to the monstrous kalkydri who have claimed certain districts in Noth as their own. It is Veischax the Dethroned Emperor, however, who is the undisputed master.

Occasionally, various demonic factions will come into conflict and openly wage war on each other. Some wars have been endured for decades and some even centuries and the damned are powerless to stop them. A spirit who has been destroyed in Noth simply disperses into nothingness, only to reform later. 

Legions of Veischax


  • Red Imp
  • Undead Spirit
  • Devil Dog
  • Alastor
  • Grimalkin
  • Bat Horin
  • Diabolus
  • Demon Locust
  • Asura (Pit Devil)
  • Nephilim
  • Kalkydri





Pandemonium 

Demogorgon rules Pandemonium, a terrifying realm of the damned. It is a patchwork landscape, with areas tailored to suit the tastes of each local demonic lord. Beyond the never ending parade of unimaginable horrors, Pandemonium consists of mounds of smoldering filth and piles of flyblown rotting corpses, broken by an occasional area of shocking beauty and serenity, there to remind the damned of what they can no longer have.

While most enduring domains in Pandemonium are ruled by type V and VI demons, it is Demogorgon's lieutenants, those few exalted demons rewarded with names, that hold the most sway beyond their master's immediate influence. None, however come close to the terrifying might of the Grand Master, himself.
Pandemonium is a place where not only the souls of the damned go beyond death, but those of other evil humanoids (orcs, ogres, etc) as well, where they are subject to horrific physical and mental brutality at the hand of demons. It is a realm of Torment (Chaos).

Legions of Demogorgon


  • Goblin
  • Undead Spirit
  • Hobgoblin
  • Bugbear (Nightjack)
  • Death Knight
  • Retriever
  • Hag
  • Type I-VI Demon
  • Exalted Demon Lords


*Archon = angel.

Sunday, June 1, 2014

B/X Notebook- How I do it.

Some of this was already discussed, but I thought I'd list all the changes I have in mind.

Clerics. Either leave them out all together and replace them with Paladins, or make them the "Christian soldiers" they were clearly intended with no other gods represented. I accomplished the latter by filing the name off of Jehova, renaming him "Mithras." If you know anything about Mithras/Mitra then you'll get my thinking behind this.

Priests. If clerics are out as a character class, simply have that area covered by Magic-Users with spells borrowed from the clerics list of spells. Simple enough, I think.

Paladins. Remove the spells, allow for any weapons, and make a few other minor tweaks to the cleric class and you get the paladin. In my mind, they'd still have to serve Mithras/Jehova or they wouldn't be paladins, they'd be... I dunno, some other dumbass class.

How these three changes will be implemented depends of the type of game I'm running. My current game, Atranta, technically has no clerics, but one of my players rolled one up while I wasn't looking and it's a really neat character, so he stays. All others are Magic-Users-as-priests. In my Savage Atvatabar/Hollow World game (not a Savage Worlds game) Mithraic clerics are in full force. So...just depends.

No Alignment. I'd resolved a long time ago that alignment did in no way dictate how a character behaved, it simply stated which team you were rooting for. So, really, I could keep it and it would have no effect on the game or I could get rid of it altogether. Either works fine for me.

Dragons. D&D dragons are pretty stupid. Color-coded and, worse, having some really idiotic "breath" weapons. Chlorine gas? Seriously? No, all dragons in my game breathe fire. All of them. And they're whatever color I want them to be. A guy I knew had an interesting way of handling dragon's breath. Instead of rolling for how many times a day they could use their breath weapon, he gave them a number of points of damage they could exhale. So, like 400 points per day and blow however much fire they wanted to until the points run out. I really like this idea and will probably use it if I ever have a dragon in my game.

Other than that I'll probably use Dave Arneson's dragon creation tables from his Adventures in Fantasy rpg or some variation of it.

The Orc Family Tree. I've made changes to Bugbears, Kobolds, Goblins, and Hobgoblins, but it's a lot of stuff and I'll save it for a later post. I will say this, though- bugbears have pumpkin heads. Because it's fucking awesome, that's why!

Rakes. Introduced in Dawn of the Emperors, the Rake is a variant on the Thief class. Either a skill-less Thief or a Fighter-lite, you decide. Someone tweaked the Rake a little bit, giving them a Fighter's hit die and attack table and retaining the loss of most Thief skills. The result is a pretty nifty Errol Flynn swashbuckler type class that really appeals to me (I usually play a Thief.)

Winning the game. One of the original members of the TRS crew mentioned to me that his group actually had a way to "win" D&D. The first person in the group to build and maintain a keep to level 15 (I assume they were playing AD&D) was the king of the hill. My memory may be slightly off on the particulars of that idea, but it doesn't matter since it fits in nicely with B/X. The first person to start a domain at 9th level and maintain it until 14th wins.
 Now, this is something that will probably never happen since I don't play D&D in a group nor do I run a regular game, but I still think it's an interesting way to play. The alternative that will most likely be put into use is the following.

Advancing past 14th level. This is something I just came up with recently and there are a lot of things to work out, but the gist of it is that the DM would award magic items of increasing power as the situation demands. This would mean that all new powers and abilities are "borrowed" and lost once the item is returned or destroyed or whatever. No more experience points or counting gold or whatever. Just play for the fun of it and try to achieve whatever the goal of the adventure or campaign is.
 If nothing else it's a way to keep playing your character without him becoming a ridiculous, bloated demi-god.

Everybody has a god. If a god is not chosen at character creation, one will be assigned to you. Quit yer bitchin', it's not like I'm making you go to fuckin' church. Everybody has a god. Get over it.