Saturday, November 30, 2024

M2: Vengeance of Alphaks

M2 "Vengeance of Alphaks" (1986) by Skip Williams is a D&D adventure for a party of four to eight characters of levels 28-32.


M2 "Vengeance of Alphaks" (1986) by Skip Williams.  Cover illustration depicting a pegataur, by Jeff Easley.


The immortal Alphaks manipulates Baron Norlan of Qeodhar into invading Norwold, while distracting the PCs by creating turmoil in their dominions.


Creative Team:

M2 "Vengeance of Alphaks" was written by Skip Williams, with editing by Bruce Heard and Eric Tobias.
The original proposal was considerably more story driven and loosely inspired by the ... Labors of Hercules. Pieces were discarded until we got down to something we could do in 32 pages.  Later on, I picked up the storyline an used it for the adventure design examples in the original High-Level Handbook.
Skip Williams on Facebook (December 4, 2016)


The cover illustration is by Jeff Easley.  Black and white interior illustrations are by Mark Nelson.  Cartography is by David C. Sutherland III.


The Setting:
...nobles from Alphatia's Kingdom of Norwold are becoming restless as time and the burden of taxes breaks down the allegiance linking the colony with the mother country.  Even Norwold’s King Ericall, the second son of Eriadna the Wise, the current empress of Alphatia, is beginning to talk of independence.
"Vengeance of Alphaks" pg. 2


Baron Norlan's mercenaries include raiders from the lands of Thonia, pirates from western Minaea, and a fleet from the Minrothad Guilds.

The maps of Norwold introduce the port town of Helskir on the Isle of Dawn.


Rival Clerics:

Lambert Bohn (C30), a powerful and still rising lawful cleric, is being pursued by Coiger de Mory (C34), an evil and selfish man, for a powerful artifact (see below).

Chapters 1 and 2 provide opportunities for the PCs to ally with either one cleric or the other in their preparations for the coming war.


Riddles:

Chapter 3 includes several puzzles involving logic which seem out of place for a high-level adventure, although could be re-used elsewhere.


Chaos Returns:

Chapters 4 and 5 involve Baron Norlan's invasion of Norwold, aided by a number of petty Alphatian nobles, including one of the empress' sons.


Illustration by Mark Nelson (this piece was partially recycled as filler art in DA2 "Temple of the Frog" (1986) pg. 47, also illustrated by Nelson


The imperial prince obtains a flying castle to support the raid on Norwold, which is described in great detail and may be re-used in other adventures.

In revenge for the empress' refusal of a marriage proposition for one of her daughters, the baron plans to turn any conquered territory over to Thyatis, along with his Alphatian allies.


The Girdle of De’Rah:

The Girdle of De'Rah* is a Greater Artifact, as described in the Master DM's book (1986)

Powers include A2: Open Mind (PP 80); B1: Lie Detection (PP 50); B1: ESP (PP 25); B1: Truesight (PP 50); D1: Cure Disease (PP 20); D1: Neutralize (PP 30); D1: Heal (PP 100); D3: Mind Barrier (PP 80)

*possibly inspired by the Belt of Hippolyta


New Monsters:

Earthquake Beetle,* Pegataur**

*special thanks is extended to Frank Mentzer for the Earthquake Beetle
**appear in the army roster for Baron Norlan's Thonian Mercenary Raiders 


Prerolled Characters:

Trent the White, Lawful 30th level Paladin
Bardeen Longwalker, Neutral 28th level Knight
Wirmefred of the Lake, Lawful 28th level Cleric
Adik de Chevas, Lawful 29th level Magic-User
Lucci Dhay, Neutral 29th level Thief
Delsel Oaktree, 10th level neutral Elf (Attack Rank M)


Trivia:

Niles' Crones of "Crystakk" (sic) from CM1 and CM3 make a return appearance, but are described as a trio of immortals, whereas in CM1 they were "clerics of tremendous power".

Saturday, November 23, 2024

M1: Into the Maelstrom

M1 "Into the Maelstrom" (1985) by Bruce and Beatrice Heard is a D&D adventure for a party of four to eight characters of levels 25 to 30.


M1 "Into the Maelstrom" (1985) by Bruce and Beatrice Heard.  Cover illustration depicting the immortals Alphaks, Koryis, and Vanya, by Jeff Easley.


The PCs embark on a naval expedition in the Sea of Alphatia, while a trio of immortals seek to manipulate events to promote their individual goals.


Creative Team:

M1 "Into the Maelstrom" is credited to husband and wife team Bruce and Beatrice Heard,* while Anne Gray McReady is listed as editor.

*X9 "The Savage Coast" (1985) was likewise credited to Merle and Jackie Rasmussen, along with Anne C. Gray (McReady's maiden name)

A while back, Bruce was asked about the module's origins:

Actually never ran it.  There was no time to even playtest this. I got an urgent request to handle this module (as a freelance assignment).  For this, I was handed a somewhat faded, more or less organized dot-matrix printout of Frank's unedited manuscript, which was nowhere near as user-friendly as a modern laser printout or the real thing.  I had very little idea how to put this together, so M1 really was my ad-hoc effort to come up very quickly with something that might work with the Master Set without fully understanding all its contents--more like a shot from the hip into the dark! I was NOT happy with this. I'm glad it worked out. Phew...

Bruce Heard on Facebook (December 1, 2016)


The cover illustration is by Jeff Easley.  Black and white interior illustrations are by Valerie Valusek.  Cartography is by Dave LaForce.


The Setting:

King Ericall of Norwold has been provoked into invading the Barony of Qeodhar, an island realm allied to the Empire of Alphatia.


Sea of Alphatia


The cities of Aasla, Sundsvall, and Trollhatan in Alphatia coincide with Oslo (Norway), Sundsvall (Sweden), and Trollhättan (Sweden).  The northern Alphatian mainland corresponds to the Scandinavian Peninsula (note the fjords north of Aasla), although the cities are not situated in relation to their real-world counterparts.

Farend is the major city of Qeodhar, which corresponds to Iceland (Norlan's title is "Kjavik of Norzee".  The southern coast benefits from a rare micro-climate permitted by the proximity of high mountains, a warm ocean stream coming from the east, and a profusion of hot water springs, while the northern side is a semi-permanent polar climate.


The Immortals:

Alphaks, Patron of Chaos and Revenge, is a chaotic temporal from the sphere of Death.  Centuries ago, he was a despotic Alphatian emperor on the path to immortality as a paragon.  His reign culminated in mass revolts, leading to the destruction of the Alphatian civilization.

Koryis, Patron of Peace and Prosperity, is a Lawful temporal from the sphere of Thought.  He opposes wars and violence.

Vanya, Patroness of War and Conquerors, is a Neutral temporal from the sphere of Time.  She is solely interested in history, glory, and heroism.

Update (November 25, 2024): In considering possible real-world sources of inspiration for Koryis and Vanya, I wonder about Freyr (Norse god of kingship, fertility, peace, prosperity, fair weather, and good harvest) and Freyja (Norse goddess of love, beauty, fertility, sex, war, gold, and seiðr (magic for seeing and influencing the future)


The Sea Machine:

The PCs join King Ericall's fleet, as heroes or commanders, to invade the Barony of Qeodhar and bring its ruler back, dead or alive.

A set of war machine rules, modified for naval warfare, are included.


Into the Maelstrom:

The PCs' fleet is drawn into a huge whirlpool, created by a gate opened by Vanya to another part of the galaxy.


Flight to the Star Kingdoms.  Illustration by Valerie Valusek

Although traveling through space, the atmosphere is breathable:

Many centuries ago, the Alphatians ruled a planet in this area.  However, they were divided into two factions affiliated to a specific school of magic.  One was based on the Element of Air, the other, ruled by the Paragon Alphaks, worshipped the Element of Fire.  The followers of Air once opened a gate to fill this area of space with air.  It is now enclosed in a huge bubble of breathable air.

Humiliated, Alphaks started a war against the followers of Air.  The schools of Fire and Air waged a crippling war that ravaged their entire world.  About to be destroyed by Alphaks' fire minions, the school of Air fled the planet shortly before unleashing their last weapon, a spell of utter power that disintegrated the planet...

"Into the Maelstrom" pg. 8


This part of the adventure anticipates the Spelljammer campaign setting (1989), created by Jeff Grubb.


A Space Odyssey:

The next section borrows inspiration from Homer's Odyssey as the PCs' fleet is carried by solar winds in a descent towards the remnants of the Alphatian's home world.

Paradise Island - zzonga-eaters (lotus-eaters)

The Isle of the Eye - gargantuan beholder (cyclopes)

The Keeper of the Sky Winds - King Leosus (Aeolus)

The Gentle Giantess - Kenatha (daughter to King Antiphates)

The Palace of the Cloud Giants - (Laestrygonians)

The Isle of the Turkeys - Kersy (Circe)

Journey to the Underworld - Theyraz (Tiresias)

The Great Sea in the Sky - the Great Sea Spiral

The Wandering Rocks - broken remnants of Alphatia

The Voice of Death - sea hags (siren)

Whirlpool and Stone Jaws - (Charybdis and Scylla)

The Plane of Water - vortex

Vanya's Flock - (Cattle of Helios)

An Immortal's Storm


The Star Kingdoms:

Three realms (and two cities) occupy the area beyond the Wandering Rocks, across the Great Sea Spiral.


Republic of Belthar.  Illustration by Valerie Valusek


Republic of Belthar (Neutral) - represented by General Secretary of the Republic, Lord Rawn-Driz; occupies the top surface of a planetary shard

Magocracy of Gammar (Chaotic) - ruled by "His Radiance" Halzunthram, a powerful wizard assisted by a few lesser mages; occupies a tiny spherical planet; employ skysharks (phase ships)

Realm of Delthar (Lawful) - ruled by King Korwald and a powerful church council; island realm in a flattened, circular sea

Kabarkhand* - a large city enclosed in a fortress, on top of a small rock, in the neutral sky zone; Guild of Merchants, forces led by Merchant Prince Mohamed Abdulaziz Zhawat-El-Sh'razz XIV

*possibly inspired by Samarkand

Tortuga - a large city enclosed in a fortress, on top of a small rock, among the asteroids in Delthan air space; Sky Raiders


The Mountain of Death:

The last part of the adventure involves a return to the Alphatian Sea to face an undead fleet and infiltrate Alphaks' mountain, containing a vortex to the Plane of Death.*

*similar to CM2 "Death's Ride"

The final confrontation against Alphaks involves the PCs in astral form.


New Monsters:


The Keeper of the Underworld, a Roaring Demon, on his longship crewed by shadows.  Illustration by Valerie Valusek.


The module includes statistics for the Roaring Demon* (based on the Balrog or Type VI Demon from "Eldritch Wizardry")

*special thanks is extended to Frank Mentzer for the Roaring Demon


Prerolled Characters:

The prerolled characters from CM3 are included (another 8 levels higher):

Fergus the Justifier (F28) now a paladin.
Geoffrey of Heldann (C28) a wandering cleric from the Heldann Freeholds.
Weston the Tall (T28) a wandering thief (a "rogue").
Quillan Elm Grower (E10; now attack rank K.
Brogahn of the Steppes (F28) now a knight.
Claransa the Seer (M28) a wandering magic-user (a "magus") from Specularum

each has the following:

500,000 gp in gems, jewelry or coins
6-12 potions
1-3 magical rings
2-5 miscellaneous magic items
l-4 loyal henchmen (it the player wants them)

When asked about the 500,000 gp in gems, jewelry or coins:

... This might have had to do with not having yet a printed version of the rules back then, and guessing about the best way to set high-level pregens. No way today I'd ever give this much cash to pre-gens. You can be powerful... and also ungodly spendthrift, resulting in the chronic poverty necessary for such powerful characters to get off their legendary behinds and go do some amazingly mind-blowing adventuring before the eyes of immortals rather than sending some underlings to do it for them. But 30 years ago, I probably still nurtured the delusion that folks might find it perfectly natural to brave untold torments and nearly-assured death, while dragging along their very own dragon hoards, out of sheer eagerness for benevolent, earth-shaking, Kraken-slaying thrills.

Bruce Heard on Facebook (July 4, 2018)

Sunday, November 17, 2024

Early Cretaceous/Late Jurassic Cartography

As mentioned in yesterday's post, the Map of the "Known World" was likely based on a map of our own world from "Continents in Collision" (1983), a Time Life book in the Planet Earth series.


Source: "Continents in Collision" (pg. 162)


The text accompanying the illustration states:

By 135 million years ago, the breakup of Pangaea was well under way.  Rifting and sea-floor spreading opened the nascent North Atlantic Ocean between North America and the old continent of Gondwana, in which South America and Africa were still joined.
"The Once and Future Earth" in "Continents in Collision" (pg. 162)


As research in paleogeography advances, information on Jurassic climate patterns has emerged:


Jurassic climate patterns, from this paper.


It's interesting to note that the climate of the region corresponding to the Sea of Dread was indeed tropical, while the region corresponding to the Savage Coast is named the "Hispanic Corridor".

Saturday, November 16, 2024

Map of "The Known World"

The Master DMs book includes a continental map of The Known World, attributed to François Marcela-Froideval:
Francois Froideval is adding his creativity to the projects.  He’s already done a map of the globe, with all the continents and things, and the area described in Expert is in one small corner of the world, the starting point for epic adventure.

Frank Mentzer, in Dragon #77


The Known World


The map was based on our planet, as it appeared 135-150 million years ago.  The probable source was "Continents in Collision" (1983), a Time Life book in the Planet Earth series (as discussed here).

The original concepts were quite vague, leaving the majority of development work to future authors.  Francois Froideval (formerly of Jeux d'Carte) and I worked out that known world as originally portrayed in the Expert set, and you will also find our names together in the credits of Monster Manual II.  It left open the possibility of realms inspired by various authors as well, including RE Howard, if we so chose.
Some are obvious and derivative... Hyborea, Arypt (Egypt), Brasol (Brazil), Hyborea and the related Borea, Oceania of many legends, Northworld (Norwold) and the corresponding Southold, and the Empire of the Khans (corresponding to the empires of central Asia).  Some were completely fantastic but undetailed, while some are mentioned in my preplanning notes (like the Arm of God and Zyxl) but were never completed.
Frank Mentzer on Dragonsfoot (July 31, 2006)


1. Addakia

Region corresponding to West Africa, south of the Atlas Mountains.


2. Arm of God

Region corresponding to the Baha California peninsula.


3. Arypt

Region corresponding to Ancient Egypt.


4. Barbarians (not united)

"Located where the real world Imazighen peoples live, better known as "Berbers".  This is fitting since the name "Berber" is thought to derive from the Latin barbari." here


5. Borea

Latin borealis from the Greek boreas "north wind, north".


6. Brasol

Region corresponding to Brazil.


7. Cestia

"Cestia derives from the Greek* rather than the Latin, and is another matriarchy." here

*possibly derived from Cestus (the Girdle of Aphrodite)


8. Empire of Alphatia

Alphatia is described as the oldest empire in the world in CM1 "Test of the Warlords", a civilization built on a foundation of magic.  The secret name of Alphatia is Atlantis,* in keeping with the framework that the D&D game world is a version of our own world in the ancient past.

*Alphatia is referred to as "Atlantis" throughout CM2 "Death's Ride"


9. Empire of Dorfin IV

"...a tangent reference to Amber.*" here

*The Chronicles of Amber by Roger Zelazny


10. Empire of the Great Khan

The Great Khan is mentioned in CM4 "Earthshaker!" (pg. 10).


11. Empire of Tangor

"Tip o' the hat to Burroughs...*" here


12. Empire of Thyatis

"At that time we envisioned that Empire to be the dominant socioeconomic and political force in that region, and thus the only one worthy of mention in the company of the other major/dominant forces in other areas." here


13. The Coast (a.k.a. The Four Kingdoms)

Region corresponding to the Barbary Coast (the Four Kingdoms likely correspond to the Sultanate of Morocco and the Regencies of Algiers, Tunis, and Tripoli).

The Four Kingdoms are mentioned in DA1 "Adventures in Blackmoor":
"before...the Four Kingdoms fought their deadly wars" (pg. 2)


14. Hyborea

A contraction of "Hyperborea", meaning "beyond Boreas (the north wind)".


15. Isle of Dawn

Island corresponding to Great Britain.


16. Izonda

"Izonda was from whole cloth, not the Wordworth.*" here

*see "The Romance of the Water Lily" by William Wordsworth


17. Jen

Region corresponding to Central Asia.


18. Lower Arypt

Region corresponding to India, when as a subcontinent it was part of Gondwana.


19. Matriarchy of Pelatan

Region corresponding to the Amazon basin.*

*the mythical Amazons were a matriarchal society


20. Minaea

"Sea traders & specialists in bronze, famed for the Labyrinth; Minoa (q.v.); destined to fall because of the rise of iron & steel worldwide" here

Pirates of Minaea are described in M2 "Vengeance of Alphaks" (pg. 22).


21. Nentsun

"nent (arch., about/towards) [the] -sun, ie land of eternal sun*" here

*aka "land of the midnight sun" (Norway)

The Nentsun are mentioned in DA1 "Adventures in Blackmoor":
"before the cruel Nentsun built their longships" (pg. 2)


22. Norworld

Described in CM1 "Test of the Warlords".


23. Oceania

See "The Mythos of Oceania" in The Dragon #29 (September, 1979).


24, 25. The Sea Kingdoms

A waterborne civilization? (see X7 "The War Rafts of Kron").


26. The Serpent Peninsula

See X6 "Quagmire!".


27. Southold


28. Thonia

"Thonia, rather than from Blackmoor, is more easily searched if you put a "C" on the front...  Try Chthonic" here

Thonia was mentioned in DA1 "Adventures in Blackmoor":
"That barren, frozen Thonia is but a pale shadow of the Thonia that was," (pg. 2)

Thonian Mercenary Raiders are described in M2 "Vengeance of Alphaks" (pg. 22).

The death of Marick of Glevum, Archbishop of Thonia and High Cleric of Serison is described in IM3 "The Best of Intentions" (pg. 2), after which "the King declared a week of mourning".


29. Vulcania

Region corresponding to Antarctica/Australia.


30. Vulture Peninsula

A name based on its shape (as with "Orc's Head Peninsula" in X9 "The Savage Coast").


31. Zyxl

Sunday, November 10, 2024

Master DM's Book: The "Known" Artifacts

The Master DM's book includes detailed descriptions of 16 artifacts, based on real world myths and legends, as contained in Gods, Demi-Gods & Heroes.*

*in his article "A new game with a familiar name" in Dragon #77, Frank Mentzer mentioned "The old Gods, Demigods & Heroes book is due for revision, too." (pg. 28)


Armet by Wayland

This is a tight-fitting helmet with bevor (chinpiece) and movable visor, crafted by the legendary Immortal armorer Wayland Smith.  Some claim that it makes the wearer invulnerable to all attacks.

Source: England, 12th century and earlier

Further Research: See Weland’s Sword in Puck of Pook’s Hill, by Rudyard Kipling (1906); Kenilworth by Sir Walter Scott (1821), scattered references to Wayland Smith’s Cave (in England, near Lambourn, Berkshire); also refer to Volund or Volunder (king of the elves and supernatural blacksmith) in Frithiofs Saga (Scandinavian, 13th century).

Notes: Isle of Dawn


Claw of Mighty Simurgh

Long ago, a great roc-like bird appeared to a wandering cleric.  The bird said it was Immortal, and had already seen three cycles of life on earth-each ending in destruction by water, ice, and fire.  It gave one of its smallest claws (a mere 2 feet long) to the cleric.  Explaining its powers, the Mighty Simurgh asked that it be used for the betterment of mankind.  The cleric did what she could, but lives no more, and the claw has apparently fallen into the clutches of Chaos.

Source: Ancient Middle Eastern (Persian) legendn 

Further Research: This is a recurrent but very general theme - a great being that has lived forever and possesses the knowledge of the ages.  Look for similar recurrent themes among the myths of different cultures; related items can prove suitable for artifact design, and usable in nearly any setting.

Notes: see also "The Persian Mythos" in The Dragon #12 and "Dreams of Arabia" in Dragon #334 (Simurgh; pgs. 43-4)


Comb of the Korrigans

A group of nine powerful elves took a rare woodland creature (the Korrigan) as their symbol.  Successful as a mortal group, they resumed their close friendship after all reached Immortality.  Together they created this item to aid mortal elves to reach Immortality, but only if they strive toward representing the best of elvenkind.  The Korrigans became nearly legendary in mortal life, commonly using shapechanging and haste in their travels and combats, and this device presumably bestows similar powers.

Source: Breton folklore.

Further Research: Various works on folklore of the British isles (Irish, Scottish, and Gaelic), such as Celtic Myth and Legend, by Charles Squire.  See fays (or fees or faeries); druids of ancient Gaul; the Lamignak elves; Fountain Women of French folklore; also see A Field Guide to the Little People (Arrowsmith and Moorse, 1977).

Notes: see also "PC1: Tall Tales of the Wee Folk" (1989)


Diamond Orb of Tyche

This item appears to be a crystal ball, but is somewhat larger (about 18 inches across) and glows softly with a white light filled with sparkling colors.  It was crafted by the powerful Immortal, Tyche, said to control chance and the fortunes of mankind.  It is a powerful artifact of Chaos, but is not necessarily evil, and is said to bring good fortune to the user, for a time. 

Source: Greek mythology.

Further Research: See general works on mythology, with reference to the Greek myths and gods, especially the goddess of Chance or Good Fortune.

Notes: see entry for Tyche in Deities & Demigods (pg. 74)


Fiery Brand of Masauwu

The legendary Guardian of Death, Masauwu (possibly another name for Orcus) is greatly feared.  It is rumored that he walks across the entire earth every night, appearing as a dark-skinned giant clad in animal skins and carrying a flaming torch.  This device is sometimes left for others to use, especially if they will further his causes.  It has horrible and awesome powers, but if the user impresses Masauwu by employing it often and with diligence, he may grant even greater ones.

Source: Hopi (American Indian) legends.

Further Research: From the North American Indians; See various pamphlets from Universities and Museums of the United States, especially (for Hopi Indian legends).  Truth of a Hopi by Edmund Nequatewa (Museum of Northern Arizona, Flagstaff).  Note also that the lord of the Overworld and Guardian of the dead, appears in legends of many other tribes.

Notes: Atruaghin Clans; Masauwu is mentioned as an Eternal of Entropy in IM2 "Wrath of Olympus"



Girdle of Armida

Armida was once a famous sorceress in a far land.  To help her achieve the greatest heights in her craft, her immortal uncle, Idraote, gave her this Girdle.  However, she used it to tempt and confuse paladins, generally bringing confusion and discord to others.  Having fallen to petty abuse of her powers, Armida did not reach her Immortal goal; but the Girdle remains, to tempt (and possibly aid) other magic-users to become Paragons.  It is supposedly watched over by Idraote to this day.

Source: Italian literary romance works dealing with the First Crusade (1096-1099).

Further Research: See a translation of the romantic epic Gerusalemme Liberata (Jerusalem Delivered) by Torquato Tasso (1581).


Humbaba's Glaring Eye

The huge one-eyed monster Humbaba was fought long ago by a great hero, named Gilgamesh.  Its eye was taken after its defeat, and was made into an artifact by Ninsun, a powerful Immortal.  It eventually caused Gilgamesh to seek immortality above all else, but he failed, and was eventually destroyed.  The Eye remains, a famed symbol of death and destruction.  The Eye is said to provide the powers of the original monster, including breath and gaze weapons.

Source: Babylonian myths.

Further Research: The Epic of Gilgamesh (circa 2000 B.C), and general references on mythology (especially Sumerian and Babylonian).

Notes: see also  "Near-Eastern Mythos" in The Dragon #16 and "Dreams of Arabia" in Dragon #334 (Humbaba; pgs. 40-2)


Hymir's Steaming Caldron

The vain Immortal giant Hymir created this device to produce vast amounts of superb ale for his own enjoyment, and for his friends Thor and other Immortals.  Its powers can, however, be used in other ways.

Source: Scandinavian mythology.

Further Research: See general reference works on mythology, especially referring to the giants of the Norse myths (which are different from D&D game giants); Hymir is a minor character, usually appearing only in references to Thor and the Midgard Serpent.

Notes: Frosthaven


Ivory Plume of Maat

This small but exquisitely crafted feather-shaped brooch was created by a great Paladin, the beautiful fighter Maat.  She was a many-talented mortal, and strove always to promote good over evil.  Her device is said to enable the user to follow in her noble footsteps, doing good deeds and furthering the cause of Law and Justice.

Source: Egyptian mythology.

Further Research: The Book of the Dead, translated by E. A. Wallis Budge, and other references on Egyptian mythology.  Maat, goddess of absolute order, was wife of Thoth (god of knowledge) and daughter of Ra (the highest ruler, sun god of the mythos), and assisted in the work of creation.

Notes: the Ivory Plume of Maat is kept within the lair of Azem, a large gold dragon (Dragon #171)


Ortnit's Lance of Doom

It is not known how the hero Ortnit (or Hartnit) acquired this powerful weapon.  The device’s origin is also a mystery.  Ortnit defeated many giants with it, so it may have great powers against this ilk; but he was later slain ignominously by a small white dragon, which is odd considering his legendary power.  The weapon remains, but is often shunned, rumored to bring death to any user.

Source: Germanic legends.

Further Research: Refer to the medieval German epic poems composed in the 13th century and collected in Das Heldenbuch (The Book of Heroes).  In this and other works, see references to Ortnit and his brother Wolfdietrich.  Legends of another Germanic hero, Dietrich of Bern, were based on Theodoric the Great (King of the Ostrogoths, 454-526 A.D.).  The famous epic poem The Nibelungenlied is another source, based loosely on the Scandinavian Volsunga Saga with added material unique to Germanic legend. 


Liberty Leading the People by Eugene Delacroix.


Pileus

The Pileus (pill-A-us) was made deliberately similar to the red Liberty Cap, a long-time symbol of freedom.  An Immortal Paragon mage named Saturnius created it to bring freedom to enslaved mortals.  It is rumored that the wearer of this device will remain free forever, and can free all those who suffer imprisonment of any sort.

Source: Roman and French history.

Further Research: The Liberty Cap is a common symbol of freedom in history.  The red pileus, a Phrygian cap of red felt, was placed upon a slave’s head during the ceremony of manumission.  It was used regularly in the Roman Empire, and appeared in the French Revolution (1789-1799) as the Bonnet Rouge.


Rainbow Scarf of Sinbad

The success of the famous adventurer Sinbad the Sailor (whose whereabouts and even existence are now dubious) is said to have been caused by this simple item of apparel.  Especially made to aid the Epic Hero on his way to Immortality, this device must be worn at all times.  It may bring luck and intelligence, but will bring hazardous adventure as well if even a tenth of the legends of Sinbad are true.

Source: Arabian folklore.

Further Research: See The Arabian Nights' Entertainments (or 1001 Nights, from circa 1450) and related references, including Sinbad the Sailor, Aladdin, Scheherazade, the Roc, etc. 

Notes: Emirate of Ylaruam



Shard of Sakkrad

According to very old legends, the original home of mankind was in the middle of a vast mountain, so huge that the sun was said to rise from one of its peaks and set on the opposite.  The entire base of this mountain is the fabled emerald Sakkrad; its reflection gives the azure hue to the sky.  One small piece of that emerald - this very Shard - was stolen by a djinni, who subsequently vanished from existence; the Shard has never reappeared.  It is said to hold unimaginable power; some say that mortal man was not meant to have it, and cannot possibly control it.  Others dismiss it as pure legend.  Yet despite the tales, many adventurers of great fame and power have gone in search of it; none are known to have returned.

Source: North African creation myth.

Further Research: This item is loosely based on a creation myth common in Africa and Asia Minor.

Notes: The Coast (a.k.a. The Four Kingdoms)


Tome of Ssu-Ma

The Immortal Hero Ssu-Ma is said to be the father of written knowledge, bringing mankind from barbaric chaos to civilization.  His Great Tome is said to gather knowledge of all sorts from the very air itself, and is thus able to provide information on anything in existence.

Source: Ssu-ma Ch’ien, an historical figure

Further Research: Shih chi (Records of the Historian) by Ssu-ma Ch’ien (145-90 B.C.) is called the first major Chinese historical work.  For more information on this scholar, see Ssu-ma Ch’ien: Grand Historian of China, by Burton Watson (1958).  For details of Chinese mythology, see Asiatic Mythology by James Hackin et al, and Chinese Mythology by Anthony Christie.


Verthandi's Invincible Hourglass

Verthandi, a very powerful Immortal of Time, gave mortals the ability to control Time itself, through this marvelous creation.  Its powers are said to be unlimited - both in scope and danger.

Source: Norse mythology.

Further Research: See standard works, referring to the following names.  Verthandi is one of the Norns of Norse legend, the immortal beings who rule the fates of men and gods alike.  Verthandi rules the Present, Urdur (or Urdhr, or Urth) the Past, and Skuld (who wears a veil), the Future.  Each of the Norns may provide ideas for other artifacts.

Notes: Kingdom of Vestland, Kingdom of Ostland, and the Soderfjord Jarldoms



Wife of Ilmarinen

The legendary Immortal craftsman Ilmarinen once used his great skills to create a companion entirely of gold and silver.  However, the result was too cold to even be approached.  Appearing as a metallic golem, it was given special powers when freed, and is said to reside in far northern reaches, either alone or with its current master.

Source: Finnish mythology.

Further Research: See the Finnish national epic poem Kalevala, compiled by Elias Lonnrott in the late 19th century.

Notes: see entries for Ilmarinen in Gods, Demi-Gods & Heroes and Deities & Demigods (pg. 58)


References:

Gods and Heroes by Gustav Schwab
The Golden Bough by Sir James G. Frazer
Mythology by Edith Hamilton
The New Larousse Encyclopedia of Mythology, translated by Robert Aldington, et al.

Saturday, November 9, 2024

Master DM's Book: Artifacts

The Master DMs book includes a lengthy section on artifacts, describing four categories (minor, lesser, major, greater) along with general characteristics, powers, and adverse effects.


Table from D&D Master Set (1985)


Artifacts are created by the Immortals and contain a concentration of an Immortal’s personal power.  The maximum power investment, or power level, determines the charges at full capacity.

The number and types of powers depend on the magnitude of the artifact, divided between attack forms, information/movement, transformations and defenses:

A. Attack Forms (including Direct Physical Attacks, Direct Mental Attacks, Attacks that Stop or Slow, Miscellaneous Attack Forms, and Bonuses to Attacks)

B. Information & Movement (including Aids to Normal Senses, Additional Senses, Aids to Movement, and Aids to Offset Encumbrance)

C. Transformations (including Creations and Summonings, Static Changes, and Dynamic Changes)

D. Defenses (including Cures, Personal Bonuses, Personal Protections, Misdirection, and Barriers)

Each use of a power drains charges equal to the cost of the power used.  An artifact recharges itself at a rate depending on its magnitude.  If charges drop below 10, no power may be used until the artifact is recharged.

Adverse effects, arising due to the presence of “entropy” in the components of an artifact, are classified as either Handicaps (permanent effects) or Penalties (which can be dispelled).

Sunday, November 3, 2024

Master DM's Book: Monster List (Other Planes)

The monster list for Other Planes in the Master Set rules includes some powerful new creatures.


Other Planes:


Illustration by Jeff Easley


Archon - angelic beings*
*module M3 "Twilight Calling" describes "the Gift of the Archons", the ability to create the Archon Flame-Sword, which does 4-32 points of damage to any creature hit, including those undead, hit only by magical weapons, and those of other planes.  All character classes can create this sword, even clerics and magic-users.  Once created, it lasts for three turns (pg. 20)

Blackball (Deadly Sphere) - similar to a AD&D 1e sphere of annihilation

Elemental Ruler


Illustration by Jeff Easley


Phoenix (Lesser, Greater) - native to the elemental plane of fire

Spider, Planar - based on Phase Spiders (from Greyhawk)

Saturday, November 2, 2024

Master DM's Book: Monster List (Prime Plane)

The Monster List in the Master Set rules was divided into two parts: the Prime Plane (Actaeon to Sporacle) and Other Planes (Archon to Spider).


Prime Plane:


Illustration by Terry Dykstra, from the D&D Rules Cyclopedia (1991)


Actaeon - based on the story of Actaeon from Greek mythology

Adaptor - a race of plane-traveling shape-shifters

Athach - malformed, three-armed giants (name is from Scottish Gaelic folklore)

Beholder, Undead

Devilfish - based on the Ixitxachitl (from Blackmoor)

Dinosaur:
Dinosaur, Aquatic (Small, Large, Armored)

Dinosaur, Land Carnivore (Small, Large, Flying)

Dinosaur, Land Herbivore (Small, Medium, Large)

Dragon:
Dragon, (Crystal, Onyx, Jade, Sapphire, Ruby, Brown) - gemstone dragons*
 
*an article describing gemstone dragons appeared in The Dragon #37 (May, 1980)

Dragon, Pearl (The Moon Dragon), Ruler of all Chaotic Dragons

Dragon, Opal (The Sun Dragon), Ruler of all Neutral Dragons

Dragon, Diamond (The Star Dragon), Ruler of all Lawful Dragons

The Great Dragon, Ruler of All Dragonkind**

**see "The Mightiest of Dragons" in Dragon #158 (June, 1990)

Drake (Mandrake, Wooddrake, Colddrake, Elemental) - draconic shape-shifters

Faerie - invisible, aerial demi-humans

Giant (Mountain, Sea)

Hag (Black, Sea)

Hsiao - a race of strigiform, cleric-philosophers (name is from xiao)

Human (Headsman/Thug, Mystic) - based on the Assassin, Monk from Blackmoor

Lich - from Greyhawk

Lycanthrope (Werebat, Werefox,* Wereseal,** Other)
*from B4 "The Lost City"
**based on the Selkie (from the AD&D 1e Monster Manual II)

Mek - huge, metallic, insect-like creations

Metamorph - a race of humanoid shape-shifters*
*see this post on Dragonsfoot (May 4, 2005)


Illustration by Jeff Easley, from the Master DMs book (1985)


Nekrozon - based on the Catoblepas (from The Strategic Review #7)

Nightshade (Nightcrawler, Nightwalker, Nightwing)

Nuckalavee - based on the Nuckelavee of Orcadian folklore

Ooze, Lava - a magma ooze

Revener - see this Facebook post:
I was developing a variety of beings for the Spheres (Matter Energy Time Thought), and the 5(6) senses are often ignored or irrelevant in most games.  That said, I'm sure some culture produced something similar.  (It often goes unused by DMs because it's not easy to run, and isn't cool-deadly-combat stuff; more for roleplaying.

Frank Mentzer (January 27, 2020)


Illustration by Jeff Easley, from the Master DMs book (1985)


Sasquatch - based on the Bigfoot of North American legend

Slug, Giant - from Greyhawk

Sphinx - from the AD&D 1e Monster Manual

Sporacle - a Beholder-like creature

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