Quantcast
Channel: The Other Side blog
Viewing all 4813 articles
Browse latest View live

J is for Jann/Jinn

$
0
0
Yesterday I talked about Iblis and the demons he rules, the Shayṭān  Today I want to talk about the lesser races of the Shayṭān, the Jann or Jinn.  Now Jann have appeared in games before (and still) but they felt a little watered down to me. So if the Baalseraph are the fallen Angels or forces of good, then the Shayṭān are the fallen forces of the d'Jinn and other elemental creatures.
Jann are the weakest, being made of all the elements.  Jann are also one of the most common of the lesser demons.

Jann look human, and that is also their greatest strength. They can move about human society without anyone being the wiser.  They are not human and are quick to remind anyone that knows them that they are not.  The purpose of Jann is sow discord in human lives.  They do this through lies, theft, seduction and murder.  Their methods are very human, but they can also use magic as if they were a magic-user of 5th level.
Their demonic natures though show up in their propensity for quick anger and violence.
When Jann reach 0 hp their bodies are consumed in smokeless fire leaving only ashes.

Jann
Alignment: Chaotic (Evil)
Movement: 60'
Armor Class: 6
Hit Dice: 5 (20 hp)
Attacks: sword or by spell
Damage: 1d8
Special: Elemental protection (+1 to saves against all elemental magic)
Save: W5
MORALE: 7
XP: 300

Jann have elemental protection. Any attack that is connected with an element (fireball, lighting bolt, breath weapon) they gain a +1 bonus on their saves. This includes poison, but not gaze attacks.

Jann fill a niche for me.  Let's call them the Charmed demon-niche.  Many of the demons on Charmed looked human. They did this because it allows demons to move around in the human world easier (since there were no real restrictions on demons getting out of the Underworld) and it is cheaper on special effects.
I also like the idea of a low-level demon that can move about in society AND look completely human till you fight them.

Want to read more about Jinn?  Head over to Clare Dugmore's blog.  She is doing them today too!
http://claredugmorewrites.blogspot.com/2013/04/j-is-for-jinn.html#more


K is for Kôkabîêl

$
0
0
The fallen angel Kôkabîêl is not just another fallen angel.  He was one of the 20 Watchers or Angels that were supposed to watch over mankind.  Instead he, like his brothers, fell in love with human women.  The offspring of these unions were the Nephilim. The angels themselves became the Grigori.

Kôkabîêl then is not just a demon or even a Baalseraph. The Baalseraph openly defied their Lords and were cast into Hell, the Grigori betrayed the trust of their lords and were cast out.  While the differences between these groups can be somewhat academic at least the Grigori do not hate humankind.

Kôkabîêl is/was the angel of the stars and constellations. He taught men and women the secrets of astrology.  He can provide a boon of good luck if he knows a person's birth date and time.  This boon is a one time +4 on any one roll at a specific date and time.

He appears as a tall handsome man with dark skin and black wings. He wears loose, flowing robes of regal nature favoring whites, purples and deep blues.  His head is bald and his eyes glow with star light.

Kôkabîêl

Alignment: Lawful Evil
Movement: 120'/240' (flight)
Armor Class: -4
Hit Points (Hit Dice): 180 hp (26 HD)
Attacks: sword (x2)
Damage: 1d12/1d12 +flame
Special: +3 or better weapon to hit, immunity to fire, electricity and poison, regeneration (4 hp/round), see in darkness, magic resistance (75%), telepathy 250 ft., undead destruction
Save: F26
MORALE: 12
XP: 20,000

Like all Grigori Kôkabîêl has a sword of flame.  He loathes to enter combat, but he is more than capable of it.  Also like all Grigori he can invoke the remains of his angelic powers to destroy undead as cleric of 20th level.


Grigori
There 20 Grigori that were cast out of Heaven.  They seem most similar to the Baalseraph; both were agents of good, angels and now evil.  But there is where the similarities end.  Each Grigori commands 10 fallen Angels and any number of their own monstrous children, the Nephilim. Unlike the Baalseraph they are not bound to Hell and do not need to be summoned.  They may roam any plane they choose, save for the upper planes they were removed from.

If you like Nephhilim then please check out Halls of the Nephilim!

Zatannurday: Zatanna vs. Demons

$
0
0
Been doing demons all week and Zee has had her own share of run ins with them.  Not as much as say Constantine, but enough.


The arc of her recent Paul Dini helmed run had Zee in Vegas battling the whims of the demon Lord Mammon.



And runs into some minor demons.



Of course this is not the first time. She even battled Satan.  Well. The Satin Satan.


There are many more examples, but my scanner is acting up. 

L is for Lilith and Lilim

$
0
0
Lilith by Isra2007
Lilith.  Ah, Lilith.

I have written so much about her over the last 20 years I hardly even know where to start today.

For those that don't know, Lilith is from the ancient Talmud and Jewish texts as the First Woman.  The woman created before Eve at the same time as Adam.  She rebelled against God and Adam and became her own thing.  She is not really a demon, but something else.

As a horror author who loves witches, demons and vampires, Lilith is all of those rolled up into one thing.
As an Atheist, Lilith is a great example of a "glitch" in the "Source code" of the bible.  Contradictions in the text that show that Genesis was even written by a number of different people over the ages.
As someone that considers themselves a feminist she is a "recent" icon.  In short what is not to love?

Lilith was a major character in my "Willow & Tara" game Season of the Witch (a Buffy game where I playtested the rules for Ghosts of Albion).  Characters (and players) didn't know if she was the Big Bad or on their side. In the end she was on her own side, but was not after the characters.

In my "Willow & Tara" games Lilith plays not just a central role in the events of the season, but in my revised mythos of world.  Lilith was not just the "mother of demons" and possibly the mother of vampires. She is also the mother of all witches and even the Slayer.  (See "Every Angel is Terrifying").  I like it since it gets rid of Whedon's overt rape metaphor and makes the Buffy game more compatible with the mythos of the WitchCraft game.

Back in the 2nd Edition AD&D days I "created" a new race of demons called the Lilim.  They were the "Daughters of Lilith" and included the Succubi and a number of related all female demons.  I later used these demons in my Buffy/Willow & Tara games "The Dragon and the Phoenix" and "Season of the Witch" along with Lilith herself.

I am revising these races once again for Eldritch Witchery.

Lilith by John Collier
These demons have their creative origins from Lilith, but also the Lilin, Lilu, and Lamashtu.  I have included creatures such as the succubus, the night hags and other related creatures.


Lilim
The Lilim are an old race of demons, though some scholars debate on whether they are a true race unto themselves or not.  Lilim are also known as the daughters of Lilith, the “Queen of Demons”. A title she abhors.  Each subrace of Lilim is believed to have come from Lilith herself and her congress with other demon types such as the Baalseraph, Eodemons and Shedim.

The Lilim all share a number of unique qualities in addition to the powers all demons share. Lilim are also fully immune to poison and poses Nightvision instead of Darkvision.
All Lilim have a draining attack, as detailed below.  Most Lilim can switch between a “human” and a “demonic” form.  The human form allows them to infiltrate society and collect the souls they require.  Any time the lilim is under stress or in combat she will revert to her demonic form.  Both types of forms are detailed below.
Nearly all Lilim can cast spells as if she were a witch.

Alrunes: These demons are legion. It is most commonly believed that they are the offspring of nymphs, sayyrs and other fey with other Lilim, in particular Succubi. A succubus will sometimes shape change to a male to seduce fey creatures, and sometimes they are even seduced themselves. These demons have only the most basic of the powers of the Lilim and indeed they only have one form, a “human” one.  Though many have features can give away their demonic heritage.  They posses small vestigial horns, wings and sometimes even a tail.  Most opt for some demonic form of witchcraft.  Like all members of this demonic race they are female.  Of all the Lilim only Alrunes are not wholly evil, though very, very few are ever good.  Alrunes do not have a draining attack per se, but their kiss can lure a victim into a deep sleep as per the spell.

Batibat: These are among the weakest of the Lilim.  They prey on people in their dreams.  They house themselves in a tree near where their victim is sleeping and invade their dreams.  They have only a weak physical attack (1-3 hp) but their dream attack requires a Wisdom saving throw each night or the victim looses 1 point of Constitution.  When their victim dies (reaches 0 Constitution) they can summon a Nightmare and return to their master with the soul.  During the day they sleep in their tree and are helpless. These deams appear to be small, elfin like women and are sometimes mistaken for a dryad.  Their hair though is dark black.

Empusa: These are the daughters of Lilith and various calabim demons, most likely the Utukku.. They are the most “demonic” of all of the Lilim.  The Empusae (or “forcers-in”) like all Lilim can appear as a stunningly beautiful woman or as a demon.  The demonic form of the Empusa is the one of the most hideous of all of the Lilim.  The body remains mostly humanoid and female, but covered in fine scales.  It’s legs become like those of an horse or ass and end in hooves that are made of brass or bronze.  It’s back supports a set of large leathery bat-like wings, similar to that of a succubus.  It is its head that features it’s most horrible transformation.  The creature’s long following tresses are replaced with a mass of snakes similar to that of a medusa.  It’s facial features are blocked by an area of complete darkness, only it’s glowing eyes are visible.  It is said among sages that face of the empusa is not shrouded in darkness, but it is so horrible that our minds block the vision from us.  It is also said that other demons can actually see the empusa’s face and run in fear from it.  Its former delicate hands now end in razor tipped claws.  A long reptilian tail completes the picture.
An empusa can appear as human or it can also shape shift into a large dire wolf (statistics as per Dire Wolf).  Unlike the combat shy succubus, empusae live for battle. They can either use their natural claw/claw/bite routine or use a flaming sword that strikes for 2d6 points of damage plus 1d6 of flame damage.  Empusa gain to hit and damage bonuses due to their high strength (21) as well.
The touch of an empusa drains the Intelligence of the victim at 1 point per bare handed, not weaponed, attack.

Lamashtu: Are powerful demons, close only to the Lilitu themselves.  Believed to be the offspring of Lilth and the various Eodemons. These demons are old even by demonic terms.  Their natural form is a horrid hybrid of a linoness’ head, donkey ears and teeth, a hairy human female body, with the hind quarters of a pig.  They are commonly holding a large snake.  In their “human” form they prefer to disguise themselves as old women or nursemaids.  This gives them access to their preferred prey, new born babies.  Once she has gained access to  a new-born babe she will carry it off till she can find a safe place to eat it.  Lamashtu are not tempters, they hunger and only flesh will satisfy them.  They can be held at bay if a witch prepares a special talisman.    Her song drains Constitution to all who hear it, 2 points per night.  Anyone so drained must make a Consititution based save or fall asleep.  
Lamashtu may cast spells as a 7th level witch.

Lamiae: Lamiae can appear as any female type humanoid they choose.  They typically choose to emulate humans and elves of high charisma.  Their demonic form is less innocent.  The Lamiae has the same upper body of a beautiful woman, but her features have become twisted to show only evil.  The lower half of the creature becomes serpentine.  This gives them a look similar to the Marilith,  much to both races displeasure and distaste.  Other Lamiae appear to be women with the lower body of a lion.  It is believed they are the offspring of Lilith and various Animal Lords. 
Lamiae will most often attack her prey when they are sleeping.  They have a song that acts a sleep spell cast as a Witch of 14th level.  They may use this song once per day.  Lamiae then embrace their victim to drain their wisdom or blood (1d6 hit points).  Typically a lamiae will spend many nights corrupting a single man by draining his wisdom, all the while laying with other men to drain them of their blood.  A Lamiae will not let the corpses stack up to betray her nature. 
If forced into combat a Lamiae can use a weapon or change to her normal form and use a claw/claw/bite routine. A Lamiae will avoid open combat at all costs except to save her own life.  She would rather poison a rival, or better yet, get someone else to do the killing for her. 
While a Lamiae can gate in 1-4 Empusa to aid her, she rarely does.  But if her life is threatened she can and has a 1-4 on a 1d6 chance.
Lamiae drain Wisdom, up to 2 points per touch.  The touch must be with their bare hand and not a damage causing hit.

Lilitu: The Lilitu are not only the most powerful of the Lilim, but they may be among the most powerful demons, outside of the Balor. The Lilitu are the daughters of the Goddess Lilith and powerful spirits.  Every Lilitu are millennia old. A Lilitu’s human form is unearthly beautiful. Unnaturally tall, they have perfect voices and skins.  Their beauty is only matched by their minds; intelligent, witty and full of grace. Their personalities are in a word, formidable.  Of course this is all a façade, the Lilitu are demonic and should not be underestimated. Their demonic form is very similar to that of their human form.  Their beauty remains, but their unearthliness becomes apparent.   A set of large dark feathered wings spring from their back, alternately described as looking owl or crow like. Their once fine fingers curl into razor sharp talons.  Their legs are replaced with those of a giant predatory bird complete with claws for feet.  Despite appearances lilitu are not related to harpies and to suggest so to one invites certain death.
Lilitu do not avoid combat.  While they would rather have someone else do their fighting, they are perfectly capable of protecting themselves. Lilitu can attack open handed with both hands or with a weapon in both hands with no penalty.  They are also preternaturally strong (Strength = 20) and gain the appropriate bonuses to hit and damage.  Their touch or kiss can drain 2 points of Strength and 2 points of Constitution per hit.
Lilitu may also cast spells as if she were a 10th level Witch.

Moromo: The Mormo, or Momolyceia (“frightening wolves”), may the most frightening of the Lilim.
The mormo can appear fair and beautiful, but such forms are only an illusion, their demonic form is horrible to behold. The are tall, 7’-8’ feet tall and appear to much like a type of hag.  Their lower half is that of a wolf and they have a set of large bat-like wings on their backs.  The mormo is covered with a fine coat of gray or black hair.  Their hands end in long talon like nails and their mouths are filled with large, sharp canine fangs.
The Mormo have no fear of combat, in fact they relish in it..  They can fight in their demonic form with a claw, claw, bite routine.  She may also choose a weapon, but rarely do. They can also drain Strength points.  Typically they withhold this power to use among her victims; draining a point here and a point there to keep them weak in body so that she can work on their wills.
Like the Empusa, the Mormo feeds on human blood and human children.

Night Hags: Night hags spend much of their time moving between the worlds of men and that of demons.  They are the couriers of souls of humans to their demonic lords and can found in the employ of any demon greater in power to themselves.  Though night hags have their pride and only sell their services to most power of the demon lords and ladies.  Since most Lilim have little regard for their “sisters” Night Hags are most often found with Shedim or Baalseraph masters.
The Night Hag appears as other Lilim, as a tall humanoid female, but unlike the others they do not have a natural “beautiful” form and must accomplish that with any magic they have.  Night Hags can cast as a Witch of 8th level.   In addition to the powers in common with all Lilim night hags can cause a deep paralysis so they may drain a victim of their vital essence (constitution, 1 point per night).
They have a claw/claw attack, but avoid using it since their goal is to drain their victims to 0 Constitution. Night hags also have a horrible bite that can inflict a disease known as Demon Fever.  This fever causes an additional 1d6 points of Constitution damage and leaves the victim bed ridden.
Night hags also may form coveys with other hags if they choose.  Occult scholars have not determined why this might be the case, but many speculate that night hags are the offspring of other lilim and the more common hags.

Succubi: Succubi are the most common of the Lilim.  These female demons are not found in great numbers and never working together.  These demons, while not physically very powerful, are capable of controlling other demons that are far more powerful.  Succbi are charged with the tempting of mortals, a task they relish in.  They appear as unearthly beautiful women (or men if needed), in their true form they stand 6' high and feature small horns, a tail and large bat-like wings growing from their backs.
A Succubus can cause Darkness 5', have Nightvision, can Dominate any one (1) PC and can become Incorporeal at will.  The succubi lures her victim into acts of passion and drains their life force with a kiss.  This Energy Drain takes 1 life level/hit dice.  She can also use the following spells as a Witch of 6th level, Charm Person, Detect Good, Continual Flame, ESP, Clairaudience, Hold Person, and Polymorph Self. Succubi also have Spell Resistance against fire based magic.  If pressed they can attack with two claw attacks (dagger -2), if each attack succeeds then she can also grapple for her energy drain attack/kiss.
A succubus can gate in another demon (expect another succubus) but prefer not too since that would compel the succubus to a service for that demon or it’s master. 
They can also with a touch, kiss or embrace drain 1d6 points of strength and constitution.  Often this accomplished by touch as the Lilitu see humans as little more than animals.  As with all Lilim, they choose whether or not their touch will drain life energy or not.


Posts about Lilith here:
Every Angel is Terrifying: The Secret and True Origins of the Slayer
Pseudo Slayers
Going Up to Hell: Cosmology
Sympathy for the Succubus
- Part 1, Part 2, Part 3
Let's Talk About Sex(y)
E is for Eodemon
The Dragon and the Phoenix: Episode 7
Season of the Witch: Episode 2


Sunday Updates

$
0
0
Here we go another weekly round up of stuff I find interesting.

New Kickstarter for Atlantis the Second Age
http://www.kickstarter.com/projects/1269000670/atlantis-the-second-age-rpg
Not sure how it is different from this product yet.

Orphic Vellum Books
I love old books. Orphic Vellum is an online book store that specializes in odd books on all sorts of topics from spiritualism, witchcraft, myth and psychology.  So my kind of place and it is run by Oddities own Wednesday Mourning.
http://wednesdaymourning.com/zencart/

DriveThruRPG Map Tiles & Terrain Print Program
DriveThru is teaming up with publishers Fat Dragon Games and Drama Scape to print high quality map tiles and terrain you can use a dry-erase marker on.
You can see a video and some photos here: http://youtu.be/BQdgyJSydUQ

Dungeon: http://rpg.drivethrustuff.com/images/site_resources/photo%201.JPG
Medieval Ship: http://rpg.drivethrustuff.com/images/site_resources/photo%202.JPG


To kick off the launch of these tiles and terrain, they are offering two very special introductory low prices.
Fat Dragon Games' E-Z TILES: Medieval Ship is only $2.99!
DramaScape's Power Room and Computer Room is only $5.99!
All of the tiles and maps can be seen here: http://rpg.drivethrustuff.com/index.php?filters=0_2210_0_44294_0&affiliate_id=10748

Swords & Wizardry Appreciation Day
Tenkar is doing a Sword & Wizardry Appreciation Day on April 17, 2013 and it keeps getting bigger and bigger.
http://www.tenkarstavern.com/2013/04/spes-magna-games-is-adding-to-swords.html

Big Give-a-way
I am keeping the details on this one a little close to the chest right now.  But I am planning something big in May or June and want to give away some prizes to readers.  Keep watching this space for some more details!
It will be big though!

M is for Mammon

$
0
0
Mammon, also know as the "Lord of this World" or "Lord of Greed" in my games made his AD&D debut in "From the Sorcerer's Scroll: New Denizens of Devildom," in Dragon #75 from 1983.  He later was featured in the Monster Manual 2.  Though the Mammon he is based on is actually a much more interesting character. He appeared in the Milton's Paradise Lost, Edmund Spenser's The Faërie Queene, the New Testament and has roots in earlier myths as well.  There is a lot of debate about the roots of his name, but it is almost always connected to money and/or greed.

He is almost always depicted a large, fat devil with red skin, bald head.   I most respects his appearance is supposed to represent the over-indulgence that greed and avarice can lead too. Compare if you will the AD&D version and the DC Comics version I posted on Saturday.



Not really all that different.

In my games Mammon is the lord of Greed and one of the Baalseraph.  Not all characters have to be complex and Mammon is a good example.  He fell because he wanted more. He was greedy and that lead to his downfall.

It is believed that he is akin to the Roman god Pluto who also protected the riches of the world.  This in a way makes him kin to Dispater (another AD&D Devil) who also has his roots in Pluto/Hades.  So in my games I would make Mammon and Dispater bitter rivals. Each trying to out-do the other in opulence and overt expressions of wealth and greed.  Mammon would be the physically more powerful devil, but Dispater may have more influence.

It is not a stretch to think of Mammon a bit like Jabba the Hutt. In fact that may have been the idea on his new form in the 3rd and 4th edition materials.  Another good example is Kingpin from Marvel Comics.
Mammon is the archetype of the fat, bloated crime boss surrounded by loyal henchmen, women (in this case Succubi) and wave upon waves of goons.

Mammon

Alignment: Lawful Evil
Movement: 90'/180' (flight)
Armor Class: -2
Hit Points (Hit Dice): 140 hp (22 HD)
Attacks: sword (x2)
Damage: 1d10/1d10 +flame
Special: +2 or better weapon to hit, immunity to fire, electricity and poison, regeneration (2 hp/round), see in darkness, magic resistance (75%), telepathy 250 ft.
Save: F22
MORALE: 10
XP: 17,500

When a mortal makes a deal with a demonic entity for riches, it is most often Mammon at the root of it all.   His "standard contract" is wealth and power for a set number of years. Afterwards the contracted party forfeits his soul to the Baalseraph lord and all the riches return to him.  There are plenty of tales where the summoner, knowing his time is running out, attempts to trick or fool the devil into letting him out or granting him more time.  Mammon is very cunning and usually gets his way.
He rarely if ever enters into combat himself. He has a retinue of lesser Baalseraph, Pit fiends and other demons to aid him.  If he must enter into combat he is perfectly capable of defending himself.

M is also for Migraine, MRIs, May, Mars and Majus

$
0
0
So what's on my mind lately?  Well. Have a look for yourself.



Yeah that's my brain stuff.  I have had migraines my entire life, recently though (two weeks in fact) they have been turned up to 12.   So we are trying to figure out what is causing them.
My posting will be sporadic   It's hard to think with a constant pain in your head.  Harder when I am taking the drugs to dull the pain.

But that is a cool picture though.   I still remember enough of my psych to id all major parts.  Good news is that my doctor does not expect to see anything "devastating" in his words. But who knows.  The pain sucks.

Anyway...other things are going on.

I am SO woefully behind in reviews that I am going to spend a lot of time in May catching up.

I'd also love to detail a Mars/Barsoom game using OD&D or S&W.  That would be awesome really.
Something like this, Warriors of Mars.

Don't forget that the Majus Kickstarter is still going on.
http://www.kickstarter.com/projects/1895361773/majus-a-magic-noir-pacesetter-game


N is for Nergal

$
0
0
Nergalcomes to us from Mesopotamian mythology, the same that gives us Pazuzu, Tiamat and Lilith (after a fashion).  He is an old god of the noon day sun, war, pestilence, disease and the planet Mars.  It could be said that he even symbolizes the worst aspects of the god that would later go on to become Ares/Mars.
Like most old gods he was later demonized by Christian authors.  He even appears in the Hebrew and Christian bibles as one of the few named demons (2 Kings, 17:30).
Christians would equate him with the Devil.  Earlier Zoroastrianism would connect him with the Angra Mainyu, or their evil spirit.

In many of the myths/stories of Nergal he is the lord of underworld, but not the sole lord.  It is a task he shares with his lover Ereshkigal, or as I like to call her, the world's first Goth chick. Depending on the story Nergal either rapes Ereshkigal, she tricks him into staying in the underworld or they have a loving relationship.  All could be true.

In various games Nergal usually gets demoted. In AD&D 1st ed and D&D 3rd ed he gets only a mention as being one of the Rabble of Devilkin.  Again this is unfortunate since it lacks a lot of what Nergal interesting.  He gets a much better writeup in the 1st Ed Deities & Demigods and his girl friend is central to many adventures and games.  I used her in my Army of Darkness/D&D mash up and again in my current 1st ed game with my kids.



Nergal

Alignment: Neutral Evil
Movement: 120'
Armor Class: -3
Hit Points (Hit Dice): 110 hp (19 HD)
Attacks: Rod (x2)
Damage: 1d8/1d8 +save vs. death on critical hit
Special: +1 or better weapon to hit, command undead, immunity to fire, electricity and poison, regeneration (1 hp/round), see in darkness, magic resistance (55%), telepathy 150 ft.
Save: F19
MORALE: 11
XP: 13,000


Nergal is the Lord of the Underworld.  While his origin is more closely aligned to the Baalseraph, he is closer in nature to a Demondand or Shedim.  He is a demon that had been a god, but was killed and returned.  He shares this quality with a number of other demon lords including Orcus.
He appears as a tall, older man with thick black hair and beard.  He stands 7' tall, but can appear taller.He wears clothing fitting a king of his time (ancient Babylon) and carries a long rod that he uses in combat.
Like most kings he prefers to stay out of combat himself.  Instead he can summon up to 4 dead enemies from a person's past to fight on his behalf.
He can also command any undead as if he were a 19th level evil cleric.
When angered his countenance changes to that of a lion with a long black mane and skin pocked as if with disease.
Nergal prefers to stay out mortal affairs except in times of war.  Other powerful demon lords (typically Shedim and Baalseraph) employ him as a general or war marshall for their wars against each other.
While Nergal has lost much of his former power he still considers himself a god and not a demon.

Links
http://www.gatewaystobabylon.com/gods/lords/undernergal.html
http://en.wikipedia.org/wiki/Nergal
http://en.wikipedia.org/wiki/Ereshkigal
http://en.wikipedia.org/wiki/Nergal_(Dungeons_%26_Dragons)
http://forgottenrealms.wikia.com/wiki/Nergal_(deity)
http://zyntara.com/VisualAstrologyNewsletters/van_April2006/VAN_april2006.htm


White Dwarf Wednesday #61

$
0
0
It's Wednesday...er Tuesday!  And that means it's time White Dwarf.
Ok, with the A to Z posts and the S&W Appreciation Day it is going to be a busy day of posting tomorrow.
Today. Not so much.  So instead of giving you WDW late, I figure early is better.  So let's begin.

White Dwarf Magazine #61 is our first issue of 1985.  The first thing we should notice int he increase in price to 95p or $3.00 here in the US. Well that and the cool cover, which is again a Chris Achilleos one, but I think it must be an older one. Ian Livingstone has some bits about things coming up in future WDs, but no mention of the price increase.

Oliver MacDonald is up first on more alchemy for RuneQuest.   I devoured all sorts of articles like this; I always wanted more out of the magic I was doing in AD&D and games like RQ seemed to have all those things.  Or at least that was my perception at the time.

Open Box is a BIG one for me personally. Let's dive in.
First up is the review of the LONG awaited Companion Rules for the D&D Basic game.  I discussed my own history with the Companion Rules before, but long story short I had already gone the route of AD&D (and other games) by this time.  To me, this Companion Set was too little, too late.  Megan C. Robertson (whom I also consider a friend and have worked together a number of times) gives it only a 7/10.  At the time I would have given it lower, but today it would have fared better.  So I can't disagree with her logic.
Next is TimeMaster from Pacesetter.  Man I really, really wanted this game back then.  I was (and still am) a HUGE Doctor Who fan and at the time this seemed like my best bet for getting a Doctor Who game going.
I never got to play TimeMaster though I do own it today. Steve Norledge gives it and it's associated adventure both 7/10.   Also reviewed is a game I never get tired of talking about, Chill. Also from Pacesetter, Chill was MY horror  game.  Not as in "I wrote it" but as in I loved it.  Angus M. McLellan gives it 7/10 and the adventure Village of Twilight a 6/10.  I would have given it more myself.
Witch Hunt is an odd little game and it is next.  I also owned this game. While playing it and Chill I came up with a number of things that would later become part of my games today.  Certainly my Witch book has some DNA from these two games. Jon Sutherland only gives it a 5/10.  Actually that is reasonable since re-playability was low in my opinion and the rules were not great.
Lastly we have Indian Jones.  A lot has been said about this game.  Andrian Knowles gives it a 7/10 and that is very generous.

A bit on Critical Mass.  Dave Langford reviews Job: A Comedy of Justice by Robert A. Heinlein. I read Job at about this time as well and really, really enjoyed it.  It might very well be one of my favorite RAH books along with Friday.  I have never seen this cover for it before.

Part 3 of Eye of Newt is back.  Great ideas that didn't see an official counterpart till 15 years later.  Mix it with the Alchemy article for some good magic-based fun.

Andy Slack has some Traveller ideas on how to motivate characters (other than just money).

Beyond the Shadow of a Dream is next. It is an adventure for Basic D&D or Fighting Fantasy, though it is not a programmed adventure.  Kudos for WD for trying something new.  There is a defiant influence of Traveller of Call of Cthulhu here in this adventure design.

Letters talking about how boring the letters page is.

A programmed Fighting Fantasy adventure is next. Four pages and 104 entries.

The last part of Superhero games by Simon Burley.  In particular he looks at various other world for Supers games like high fantasy and sci-fi.  I have seen similar treatments in various Supers books out now, but it is still interesting to read this system-free point of view.

Fiend Factory continues with AD&D stats (thought we would be going to CoC or RQ stats as well).  Al sorts of weird bugs.  Perfect if you were running Q1 at the time (and we were).

RuneRites has some treasures, including the Ray Harryhausen inspired Fang Warriors.
Treasure Chest has an adventure contest.  They provided the map you provide the scenario.
Tabletop Heroes gets shoved to the back of the magazine. Must be all those letters they got.

Rumors: A new West End Star Trek Game. Mayfair gets Sanctuary. More Marvel Superhero books coming out.

Followed by ads and small ads.

A good issue. 1985 starts out big for WD and it will get bigger.
Issue 62 has one of my favorite adventures and soon we will see the end of an era.

Adventures Dark & Deep is here!

$
0
0
Got home today and look what I found at my door.





My Adventures Dark and Deep hardcover is here.
It is really nice and my hat is off to Joesph Bloch on this one.

Look for a review after a bit.  gotta survive this month first.


O is for Ördög

$
0
0
I first saw the word Ördög in the pages of Dracula. It was the Hungarian word for Devil I came to learn.  As is my habit, I wrote the name on my bookmark and went on.  It was not till later that I saw the name again that I starting thinking it would make a good devil-type.

The Ördög is part of the Hungarian folk tradition. They appear much as a satyr or faun; humanoid with the upper torso of a human male and lower portions of a goat.  Their hooves are black and cloven.  Their features are bestial and they have long ram-like horns.  It is sometimes remarked that the best way to know the difference between an Ördög and a Satyr is by the size of  their horns, but this is not always foolproof.
The Ördög also has a long black tail that ends in a blade.  They can't attack with it, but it looks frightening.  Another part of the ördög that is frightening is their overtly large phallus.

The Ördög shares more than surface similarities to the satyr.  Like the satyr, the ördög can be found in rural or wooded areas. Also, the ördög is summoned up most often to partake in the sabbats and rituals of witches.  These devils partake in the infamous orgy-like sabbats of witches, held at midnight.   Children born to the witches after these orgies become ördög themselves if male or witches if female.
One of the more famous (or infamous) Ördög was Caliban, son of Sycorax.

An Ördög can appear as human male, albeit one with thick black hair and black eyes, or as a large fox.

Some occult scholars believe that ördög share the same relationship to hags as satyr's do with nymphs.
Consequently, the offspring of  an ördög and a nymph is a Forlarren.


Since today is Sword & Wizardry Day, here is the ördög in S&W format.

Ördög
Hit Dice: 6
Armor Class: 4 [15]
Attacks: 2 claws (1d6)
Special: Magic resistance (45%), regenerate (1 hp/round), shape change (human, fox)
Move: 18
Save: 11
Alignment: Chaos
Challenge/XP: 7/650

Ördög are among the lowest of the Shedim. They spend quite a bit of time in the prime material plane where they work as messengers for higher level demons.  Much like imps, they can teach witches of the Malefic, Diabolic or Demonic traditions spells.  A witch can learn one new spell per interaction with an Ördög; once per sabbat.  The ördög needs payment for learning this new spell; usually in the form of a sacrifice or sexual congress.
Ördög are wild demons, they attack with their claws like that of animal; often ignoring weapons even when they are handy.


Swords & Wizardry post is later today.

Swords & Wizardry Appreciation Day: The Witch

$
0
0
Swords & Wizardry Appreciation Day


Today is Swords & Wizardry Appreciation Day hosted by Tenkar of his eponymous Tavern.
Nearly 150 blogs are gathered to talk about S&W.  He did the same thing a few months back for Basic Fantasy Role-Playing and it was a huge success.   I am a fairly late comer to the world of S&W, having read it and then dismissed it.  I have recently come back to it and detailed my findings in  review and post

I do have to hand it to Frog God Games to have gotten me re-interested in this game with their Complete Rulebook.
If you would like to get some products for this game here's a coupon you can use at the D20PFSRDshop.com, thanks to  John Reyst: SWAD252013

So what should I post about today?  Well really there is only thing I can and should do.  I get a some emails asking me for me for a S&W compatible version of the Witch.  Now to me ALL the retro-clones are largely compatible, but sometimes a ready to go product is also nice.  So for you, the S&W fan, here is the Witch for S&W.

You will still need my book, The Witch: A sourcebook for Basic Edition fantasy games, and a copy of the S&W rules.  But this will get you going. 
I am also including a new Tradition for you to use with ANY version of the Witch you might want to play.

OGL Notice: The following text is considered OPEN under the Open Gaming License. 
Section 15: "The Witch for Swords & Wizardry" and "Amazon Tradition" copyright © 2013 Timothy S. Brannan.
Art is not considered open and copyright is retained by the artist, Toby Gregory and is used here with permission. 

Witch

Prime Attribute: Charisma
Hit Dice: 1d4 per level up to 10th level.  At 11th level, +1 hit point per level.
Armor: Cloth, Padded or Leather only, no shields.
Weapons: A witch may only use a dagger, staff, flaming oil, holy water, net, thrown rock, sling, and whip as weapons.
Special Abilities: Occult Powers; witch spells, ritual spells, herb use.
Race: Elves, Half-elves and Humans may be Witches. Dwarves and Halfings may be NPC Witches.

Witch Experience TableSpells / Level
Level
XP
Hit Dice (d4)
Saving Throw
Occult Powers
23456*7**8
1
0
1d4
15
Power
1-------
2
2,600
2d4
14
Herb Use
2!-------
3
5,200
3d4
13

21------
4
10,400
4d4
12

22!------
5
20,800
5d4
11

221-----
6
40,000
6d4
10

322!-----
7
80,000
7d4
9
Power
3221----
8
160,000
8d4
8

3322!----
9
320,000
9d4
7

33221---
10
440,000
10d4
6

43322!---
11
560,000
10d4+1
5

433221--
12
680,000
10d4+2
4

443322!--
13
800,000
10d4+3
4
Power
4433221-
14
920,000
10d4+4
4

5443322!-
15
1,040,000
10d4+5
4

54433221
16
1,160,000
10d4+6
4

55443322!
17
1,280,000
10d4+7
4

55443322
18
1,400,000
10d4+8
4

65543332
19
1,520,000
10d4+9
4
Power
65544332
20
1,640,000
10d4+10
4

66554433
21
+120,000
+1 hp/level
4

66655433
* 7th Level Spells usable only by Witches with CHA of 16 or greater
** 8th Level Spells usable only by Witches with CHA of 17 or greater
! A Witch may take a ritual spell at 2nd, 4th, 6th, 8th, 10th, 12th, 14th, and 16th levels.


Witch Class Abilities

Saving Throws: The witch gains a +2 bonus to any save verse charm or hold spells.

Spell Casting: The witch owns a book of spells called a “Book of Shadows” this is similar to the books used by magic-users, but each book is unique to each witch.  A Read Magic spell will not enable another witch or magic-user. Witches may cast up to 8th level spells.

Familiar: The witch gains a familiar at 1st level.  This is a supernatural creature that often appears to be a normal animal such as a cat or frog.

Occult Power: At first level and every 6 levels hereafter the witch gains an Occult Power.  These powers vary from Tradition to Tradition.

Ritual Magic: At 2nd level the witch may opt to choose a Ritual Magic spell. These spells have special requirements in terms of components needs and multiple participants. 

Coven: at 13th level a witch may leave her coven to form her own coven. 

New Tradition: Amazon
Witches of the Amazon tradition are one of the most misunderstood witches.  To begin, “Amazon” is a misnomer.  These witches are only remotely related to the legendary female warriors of the same name.  Also these witches are not a group of female warrior-witches, though they opt for fighting professions more often than members of other traditions.

Witches of the Amazon Tradition can only be female; no man may enter this Tradition. This attitude of superiority further extends beyond their own Traditions and covens.  Amazon witches believe that no man should be allowed to be a witch regardless of Tradition.  An Amazon witch will always refer to a male witch as a warlock.

These witches also share an honoring of the Goddess Diana with their warrior cousins. They are associated so much with the Goddess Diana that many call their Tradition The Cult of Diana.  Nonetheless, some small groups of Amazon witches do worship other Goddess, such as Freya, Artemis, Brigit, or even Hecate.

Despite stereotypes, not all Amazon witches are man-haters.   Some are happily married with children. This is not viewed as a problem for these witches as Diana is also viewed as the Patron of children and of women in childbirth. They just believe that men should not be witches.

Humans make up the majority of the witches in the Amazon traditions.  Elves, dwarves and halflings, from a racial standpoint, do not share the Amazon’s philosophy.  Elves in particular gravitate more towards the Faerie tradition.  Dwarves have a special type of Amazon-like tradition that is embodied in the Xothia, the Dwarven witch.

Role: Amazon witches represent, what they believe, to be the righteous anger of the Goddess.  It is believed that these witches may have began as part of the Classical tradition.  When witches began to be hunted and killed, mostly by the priesthoods, the Amazon rose up to fight this oppression.

This tradition overlaps, geographically at least, with areas that are common to Classical traditions and druids.  Thus there have been successful attempts over the years to work for each group’s mutual benefit.  The philosophical differences between the groups have always been the greatest hurdle.

Joining this Tradition: There are no special ability scores required to be an Amazon, although high Strength and Constitution are entirely desirable. The only requirement to becoming an Amazon Witch is the character must be female.

Amazon Witches usually meet in groups, called Meets, during the time of the waxing moon till the full moon.  These meets are very secretive and there is a rumor that any man viewing one will be put to death.
Amazons for the most part are neutral, with some gravitating towards lawful.

Leaving this Tradition: The belief system of the Amazon witch are deeply ingrained into her personality and culture. So most will never leave this Tradition.  Generally, an Amazon who leaves the Tradition will be warmly welcomed into the arms of the Classical or Craft of the Wise Traditions.

Occult Powers:
Minor: 1st Level: Minor Fighting Prowess. The Amazon witch gains some minor fighting ability and may add one of the following weapons to her skill set; long sword, large axe, long bow or spear.  She may use one of these weapons as she chooses.  She still uses the Magic-User attack tables, but she adds +1 to her “to hit” rolls.  The Amazon witch may also sacrifice one spell per day to give her a bonus to hit and damage equal to that spell level.  This will allow her to overcome the natural resistance that require some creatures to only be hit by magical weapons.

Lesser: 7th Level: Immune to Fear. The Amazon witch becomes so focused in purpose and drive that she becomes immune to the effects of mundane and fear.  She also gains +4 to any checks versus magical induced fear.

Medial: 13th Level: Shape Change. The Amazon witch may shape change as per the Druid ability Wild Shape or Polymorph Self. This may be done once per day at 13th level. The witch may only change shape to a natural animal that is within one size category of her normal size. So a Medium sized witch may only change to a Small, Medium or Large animal.

The number of times the witch may do this per day increases with every other level.  So 2 times per day at 15th, 3 times per day at 17th and 4 times per day at 19th.  The witch may opt to sacrifice one of these times to go outside of her normal range of sizes.  So a 17th level Amazon witch could shift to Huge or Tiny once and her normal sizes the other two (total of 4 shape shifts per day).

Greater: 19th Level: Charge of the Goddess. The Amazon witch at this point is such a force for her Patron that she can summon the Goddess’ own power into herself.  The witch radiates an aura of Fear at 15’ to all her enemies.  She gains a bonus of +3 to all her saves and AC.  She also gains +2 to all offensive attack forms, spells or weapons.  This charge lasts for a number of rounds equal to the witch’s Wisdom or Charisma score, which ever is better.  It may be performed once per day and takes one full action to perform.

Special Restrictions:  Only women may join this tradition.

Equipment:  None required. Amazon witches are more likely to use martial weapons, such as a longbow or spear, than any other Tradition.

The ritual tool of the Amazon witch is the cauldron (representing the Goddess). If adventuring, the witch can or will use a staff, which can double as a weapon.  Both items may also be used for more mundane purposes.

Preferred/Barred Covens: This Tradition is suited mostly to all Amazon covens. Amazon Witches will join covens with other Traditions, but the coven must be exclusively female.

Relationship to the Goddess/Patron: Diana is the protector and guardian of the Amazon witches; they are Her children and heirs to Her world.

Source/Views of Magic: Magic comes from the powers of Creation.  As the bearers of children, only women can be true receptacles of creative forces.  Men can only destroy or pervert this pure and sacred power.

Wealth: Amazon witches start with the amount of wealth allotted to any witch.

Other: Amazon witches generally get along well enough with other traditions, in particular Classical and Craft of the Wise.  The Amazon’s views on male witches usually leads to the Amazon being seen with distrust by the other traditions. Amazon witches do not get along well with clerics of any type, even if they have the same alignment and similar world outlook. They view priests and wizards as patriarchal tyrants.
Amazons will always burn the body of a deceased witch as a proper funeral. It is also common that the coven will burn the witch’s Book of Shadows with the body.


You can download this a PDF file from my Box.com service.

My A to Z post is here: http://timbrannan.blogspot.com/2013/04/o-is-for-ordog.html

P is for Paimon

$
0
0
Paimon is another demon that was once an Angel.  When he was a Angel he was is in Lucifer's* service and remained there after the Fall.  Paimon is a great king of Hell and he commands 200 legions of demons, a full 25 legions of these demons are his personal retinue of musicians and singers that announce his arrival.  Another 10 are his court, followed by his marshals, generals, and captains. All in his court are scholars of fine learning and repute. These demons are not soldiers and are not expected to go into battle.

Paimon is great scholar in his own right, in fact he may be the greatest mind in the infernal court.  He has no desire for personal power, but he has amassed so much knowledge that no plan gets enacted that he does not know about.  His familiars granted to mages and witches never fail to teach his subjects whatever knowledge they need to know.  All he requires of course his their ever-lasting soul.
While he gives out good familiars he is never summoned himself.  It is said that in order to summon Paimon the would be conjurer first needs to learn his secret language; no small feat.  Then properly summon Paimon in this language and converse with him in it.  Anyone that attempts to summon him will instead get his two chief advisers Beball and Abalam.

Paimon appears as a man with an effeminate or even a woman's face. He ride on a camel that breathes fire.   He is richly dress and always appears kingly.  He carries a rod that he uses to command  or on the rare times that he partakes in combat.
If attacked Paimon sees fighting beneath him and will send his legions in his stead. If he found alone he will summon Beball and Abalam to fight for him.

All other Baalseraph fear him but they also value his sage advice and knowledge. None dare openly plot against him.

Paimon
Alignment: Lawful Evil
Movement: 180'
Armor Class: -2
Hit Points (Hit Dice): 125 hp (24 HD)
Attacks: Rod
Damage: 1d8 +save vs. death on critical hit
Special: +2 or better weapon to hit, immunity to fire, electricity and poison, regeneration (1 hp/round), see in darkness, magic resistance (75%), telepathy 300 ft., knows everything
Save: F24
MORALE: 11
XP: 25,000


Beball and Abalam fight as powerful (full hp) Pit Fiends.  Paimon's mount is a camel, but it possess all the same powers of the Shedim including a fire breath weapon like a red dragon.

*For the record, while I have nothing against adding Lucifer to my games it seem far to Judo-Christian for my tastes.  Especially when I can achieve the same goals using the D&D version of Asmodeus or Tharizdun.

New Google+ Comments

$
0
0
Trying out the new comment system that is supposed to link Blogger comments and Google+ comment together.
I know some people like to post here, and others over at Google+.

Instead of doing it here first I figure I'll try it on my other blog.
So pop over there to give it a try.

http://freedomofnonbelief.blogspot.com/

Atari 2600 for Sale

$
0
0
Ok, so I normally don't pass on non-RPG related eBay auctions, but in this case I am sure you will forgive me.

My brother is selling a sealed in the box, brand new Atari 2600 system. Never been used.
http://www.ebay.com/itm/230963964171


He bought it at some sale with a bunch of toys.

Either way this is old school video-gaming at it's best.

Q is for Quareen

$
0
0
Qareen, or qarīn, are another demon from Islamic literature.  They are kind of an interesting idea.  I think they have some origins of the idea of a personal daemon like the Greeks talked about, but I have no data to support this.

In a game I would treat them much like another demon I created a while back called the Never Was. Though I would give them a much darker edge.

Quareen

These creatures are lesser Jinn also known as Personal Demons.  Occult scholars suspect that everyone has at least one, maybe even several.  Unlike other demons, the Qareen rarely if ever manifest in our world as physical beings.  They influence their host by goading them on to do evil. The Qareen are also unique in that they work with nearly any demon.  If a succubus has targeted a particular mortal in order to steal his soul, his Qareen will aid the succubus in the temptation by suggestion.  The succubus gains the soul on the death of the victim.  It is unknown what the qareen get. They seem motivated by evil for evil’s sake.
If the qareen is made manifest (some rare magical books detail how this can be done) they have the same stats as the person they belong too.  Killing the qareen doesn’t affect the person, save for making them feel “good” and want to do good. Sooner or later another qareen will take over.
A carefully worded remove curse spell can remove a qareen, but they usually return when the character is faced with temptation again.

Game Stats:
The Quareen uses the same stats as whatever person it is attached to. They can't normally attack and do not physically manifest.  Though the days when a Qareen is most active the character must make a Wisdom-based save (or Will or Magic with Wisdom mods) to avoid giving into temptation.


Zatannurday: Updates and Deviant Art

$
0
0

R is for Raven

$
0
0
Total cheat today. But I am going with Raven. Her name is also Rachel Roth, so that also counts.
 Why is she good to post today? Raven is the daughter of the Demon Trigon. So she is half demon. But she is a good person, or at least she tries to be one.


Raven Detail by *AdamHughes on deviantART


Raven by *timberwolfd3 on deviantART


Evil Raven Laughs at... by =morganagod on deviantART


Raven's bookgasm {tontos como yo 'verse} by ~Asmodeus7891 on deviantART


Raven - Teen Titans by ~Neferet-Cosplay on deviantART


Blackbird by ~HastyKitten on deviantART


Trigon's Heir_colored by ~FezzTheeElite on deviantART


Raven by *RandyGreen on deviantART


Teen Titans-Raven by =autumnwraith on deviantART


Teen Titans Raven Theme by ~hackman2k3 on deviantART


Raven in ten years?? by ~Asukawa on deviantART


Demon's Daughter by ~raymundlee on deviantART


TT-Raven (DC Special) by *Glee-chan on deviantART


Sentinel of Magic by ~Neferet-Cosplay on deviantART

Stop CISPA

S is for Satan

$
0
0
I have talked a lot about demons this month and about Hell prior to this.  The one thing I have not talked much about is the Big D himself, The Devil aka Satan.


Here are two things you likely didn't know about Satan in RPGS and D&D in particular.
First, he usually doesn't appear in them.  In fact there are no official stats for Satan/Lucifer in D&D in any edition.  Plenty of stats in third party products, but none for the guy himself.
Secondly, I never use Satan in my games.  Not because I don't want too or have any fear of it, simply put there is no way he could ever live up to expectation of the players.
One lucky roll and all my carefully laid plans become, oh hey we just killed the Source of All Evil.  How many XP do we get?  There is just no way that stats on paper can match up with the expectations of the players.  With a character like Dracula it is easier.  He can be just as evil, just as much of a threat to the characters, but we know something else about Dracula. It's the same as Smaug, or Voldermort, or Vader or Sauron.  These evils can and were defeated.  Satan is, or at least should be, an unstoppable dreadnaught of evil. He is not the Monster of the Week, he is not even the Big Bad.  He is the Biggest Bad EVER.

Despite the lurid tales from the 80's (check out Asshat Paladin's review of "Playing with Fire") or Pat Robertson's claims, D&D players are not Satanists.  Sure, maybe some are. But no more or no less than say the general population (which is much smaller than people generally think).

Lucifer as Satan has appeared in the pages of Dragon Magazine and in the various Tome of Horrors books.


Satan made his appearance in Dragon #28 from 1979 in the infamous Politics of Hell article.  Here are the stats he had then:


Satan
FREQUENCY Very rare
NO. APPEARING 1
ARMOR CLASS -8
MOVE Whatever desired
HIT DICE 333 hit points
% IN LAIR 5%
TREASURE TYPE H(*2), l(*2), U(*2)
NO. ATTACKS 1
DAMAGE/ATTACK 10-100
SPECIAL ATTACKS +3 or better weapon and purity of heart required to hit
MAGIC RESISTANCE 95%
INTELLIGENCE Godlike
ALIGNMENT Lawful evil
SIZE Variable
PSIONIC ABILITY Special
Attack/Defense Modes Special


and his more recent S&W stats:
(Satan from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene.)

Satan

Hit Dice: 25 (150 hp)
Armor Class: -6 [25]
Attack: Rod of Infernus (3d6), bite (2d4 plus poison) or 2 claws (2d8), bite (2d4 plus poison), tail sting 1d8 plus poison)
Saving Throw: 3
Special: Gaze weapons, spells, summon devils, +3 or better weapon to hit, immunity to fire and poison, regeneration (4 hp/round), magic resistance (90%), see in darkness, telepathy 100 ft.
Move: 21/30 (flying)
Alignment: Chaos
Challenge Level/XP: 40/10400

The Pathfinder stats are even more powerful.
EVEN then there is some character out there that could take this guy.  Maybe not many, but they are out there.


Lucifer and Satan have appeared as seperate entities in the old Death's Edge Games Inferno games.
Which got me thinking, what if "Satan" isn't a person, but a title.  Not "Satan" but "the Satan", similar to what I did for Demongorgon.  The idea is not really an original one, Piers Anthony covered it in his Incarnations of Immortality series and it was covered well in the Charmed series with their Source of All Evil concept.
So the idea here is take a demon, already powerful, and juice him up on all the power of evil, or Evil, and he becomes the ruler of all demons.  Take a page from Lexx and His Divine Shadow and make it so that the new host of this evil power, the new Satan, has all the memories of all the previous Satans AND the knowledge of the new host.  That is a very dangerous foe.

So lets combine this idea with Dante's Inferno and some from the the D&D game itself.  In D&D there is a god of Evil, Tharizdun (who I'll talk about more tomorrow) that is roughly the same as Lucifer/Satan.
Tharizdun is trapped in a prison where his jailer was Asmodeus.  Asmodeus is now the leader of Hell and Tharisdun is forgotten.  There are a lot of clues to his whereabouts and even Gygax himself featured him in his Gord the Rogue books.  So my solution is to split "Satan" up into a couple of beings.  Part of him is the imprisoned Beast and another part in actually part of Asmoeus.


Another part...well I have not figured that one out yet.

The real question that in a world FULL of demons, devils and all sorts of monsters what purpose does Satan serve? What does he do?

The recent Kelley Armstrong book "Thirteen" finally features Lucifer.  He is very different than what is typically expected.  Two of my favorite versions was Peter Cook's in Bedazzled and Viggo Mortensen in The Prophecy for different reasons.  Maybe I should do that for my next October Movie marathon, only watch movies that feature the Devil/Satan as a character.

I also have something to say about RPGs and their role in the Satanic Panic of the 80s.  But that needs to be for another day.
Viewing all 4813 articles
Browse latest View live