Showing posts with label GURPS Greyhawk. Show all posts
Showing posts with label GURPS Greyhawk. Show all posts

Sunday, September 19, 2021

On The Deities Of The World Of Greyhawk

Images of Some Greyhawk Deities

For the purposes of this article, I am going to stick (mostly) to the so-called "Gold Box" release of The World of Greyhawk. In part, this is because I like 576 CY campaigns and the freedom they give for the individual DM to develop the setting as they see fit. I also take the events in the Greyhawk's World series of articles found in Dragon magazine from 1981-1982—and to a lesser extent the Deities & Demigods of the World of Greyhawk series of articles (and Gods of the Suel) that appeared in that magazine from 1982-1984—as mostly canonical, though I reserve the right to change anything in those articles to suit my purposes. So, I suppose you can call it a 578 or 579 CY campaign. One of the more obvious elisions in this article, then, will be the Elder Elemental God, Zuggtmoy, Lolth, and so on, except of course for Iuz. I'm also going to skip over the demihuman and humanoid pantheons as they are mostly disconnected from the main subject of this article.

Pretty obviously, the list of gods in the Guide divides the gods into four main "ethnic" pantheons (though, as we will see, things are not so cut-and-dried): the Oeridian, the Suel, the Flan, and the Baklunish. A number of the gods from each of these pantheons are also included in what is termed the "Common" pantheon, which we can imagine is the pantheon of gods imagined by people who aren't particularly connected to any of the particular religious expressions in the Flanaess—the gods of the common people, if you will. This Common pantheon includes all of the gods of the Flan, most of the gods of the Oeridians, a very few of the gods (to be exact, two goddesses) of the Suel, and the lesser gods of the Baklunish. In addition, the Common pantheon includes a number of gods unconnected to the other pantheons, and for the most part not to each other except for their inclusion in the Common pantheon.

It is important to note that Gygax noted that the "Greater" gods see very little actual worship, being too big to be credible in responding to the needs of some shepherd in the Hestmark Highlands or whatever, so most of the religious activity of those who are not actual clerics or the great nobility is concentrated on the so-called "Lesser" gods and the demigods.

The Flan pantheon consists of nine gods, four "Greater" gods, four "Lesser" gods, and the Demigod Iuz. The four Greater gods are Beory, the Oerth Mother, Pelor, the god of the Sun, Nerull "the Reaper", god of Death and the Underworld, and Rao, god of Reason and Serenity. This is mostly the typical "pagan" pantheon envisioned by neopagans in the real world today with the addition of a god of Reason. We can perhaps envision a central myth similar to the "Oak King-Holly King" one that developed among neopagans in the 20th century, where a great Goddess is alternately wed to a God of summer and a God of winter, changing at the equinoxes or solstices (or perhaps at the midway point between an equinox and solstice) when each God meets the other in combat and the winner takes the bride. That is, a typical seasonal myth. It's up to the DM how they might want to envision this myth as a rite, perhaps varying from place to place in the Flanaess.

The "Lesser" gods of the Flan include two who are connected to the world and two who are associated with social behavior. The two worldly gods are Berei, goddess of the home and agriculture, and Obad-hai "the Shalm", god of nature and the wilderness. The social gods are Allitur, god of ethics and proper behavior, and Zodal, the god of mercy and hope. Iuz, of course, is a demigod whose machinations drive the overarching action hinted at in the existence of the land named for him as well as the opening moves described in the Greyhawk's World articles and of course the events in such classic adventures as The Village of Hommlet.

The Oeridian pantheon is much larger, but has only two "Greater" gods, Procan, the god of oceans, and Zilchus, the god of power, prestige, and money. I envision the former as the god of the physical world, which the Oeridians must understand as arising from the surrounding ocean, while the latter is the god of actions, understood as the powers of the nobility to command, the "invisible hand" of the market, and so on.

Similarly, the "Lesser" gods of the Oeridians can be divided into gods of the physical world and gods of mental states that drive actions. In the former case we have the gods of the four winds and their associated seasons, Atroa, goddess of the east wind and spring, Sotillion, goddess of the south wind and summer, Wenta, goddess of the west wind, autumn, and the harvest, and Telchur, god of the cold north wind and winter. In addition, there are Celestian, god of the stars and wanderers, Fharlanghn, god of the horizon and travel, and Velnius, god of the sky and weather. Pholtus "of the Blinding Light" stands, perhaps, in between the physical world gods and the mental gods, being god of light but also of law. To a certain extent, Pholtus seems to have developed as a nearly monotheistic god, jealous of other deities, at least in the early material about him.

The rest of the Oeridian gods include Delleb, god of reason and intellect, Erythnul, god of hate and envy, the very similar Kurell, god of jealousy and revenge, and the opposing pair of Heironeous, god of chivalry, honor, justice, and valor, and Hextor, god of war, discord, and massacres. Finally, there is the demigoddess Rudd, associated with both chance and skill. Of these gods, only Delleb, Velnius, and Kurell do not make the leap into the Common pantheon, perhaps because Kurell is difficult to differentiate from Erythnul, Velnius seemingly duplicates the four wind gods, Pholtus, and Celestian, and Delleb is maybe seen as a lesser version of Rao.

The Suel pantheon is commanded by three "Greater" gods, Kord, god of athletics, sports, and brawling, Wee Jas, goddess of magic and death, and Lendor, god of tedium and the passing of time. This suggests a culture that values on the one hand physical activity and on the other the uncanny, but considers all other events to be merely wasting time.

The "Lesser" gods of the Suloise include an interesting mix that deserve some contemplation. There are four goddesses, Bralm, goddess of insects and industriousness, Lydia, goddess of music, knowledge, and daylight, Beltar, goddess of caves and malice, and Syrul, goddess of deceit and lies. In addition, there are seven "Lesser" gods, Fortubo, god of metals, stone, and mountains, Llerg, god of beasts and strength, Norebo, god of gambling and luck, Phaulkon, god of wind and clouds, Phyton, god of beauty and nature, Xerbo, god of the sea and money, and Pyremius, god of fire, poison, and murder. Of all of these gods, "Greater" and "Lesser", only the goddesses Bralm and Lydia are to be found in the Common pantheon.

The Baklunish people hold Istus, Lady of Fate, to be the greatest, and under her are two "Lesser" goddesses, each pointing the way to a different way to meet fate. On the one hand is Xan Yae, goddess of stealth and shadows, but also mastery of mind over matter, and on the other is Geshtai, goddess of rivers, lakes, and wells. The one demigod of the Baklunish people mentioned is Zuoken, associated with physical and mental mastery, who maybe can be understood as the consort or son of Xan Yae, or perhaps her devoted follower. Of these, only Istus is not widely worshiped in the Common pantheon. My own take on this pantheon is to draw parallels to medieval Islam, with its focus on fate being previously written, and the "Lesser" goddesses being representative of an appreciative and aesthetic approach to meeting fate, and an approach to fate of mastery, suggesting a Sufi-like mysticism or, alternately, cults of assassins exerting their will.

Anyway, this has gotten long, so I'll save the rest of the gods, unassociated with any particular pantheon, for another time if there's any interest. That's where you'll find St. Cuthbert "of the Cudgel", Boccob "the Uncaring", and the nearly-Lovecraftian Tharizdun, among quite a few others.

Monday, September 24, 2018

Just Updates

Turns out that I am not able to run two games concurrently, so the MegaTraveller game went on a long-term hiatus almost immediately.

Scheduling issues have kept us from meeting much in the last month or so.

I'm probably not going to write up the fourth session of the GURPS Deindustrial Future game in detail. It was a lot of investigation, then the players tried to visit the ranch boss who seems to be the cause of the troubles they've been dealing with. On the way, one of the ranch hands fired a musket at the group as they rode up the road to the ranch, hitting Clementine and severely injuring her. The ranch hand ran off to a fate unknown to the players. When they confronted the ranch boss, it quickly became apparent that the town marshall had visited earlier and been killed, as her spirit was still hanging around and attempted (badly) to communicate with Caleb, one of whose talents is the ability to act as a spirit medium. The marshall's spirit has followed the PCs back to town and is quickly learning how to be an effective ghost.

The nominal fifth session was a mostly administrative one. I discussed how the adventure is going with the players and learned that the reason Caleb's player hasn't really been using magic much is that he didn't know some of the aspects of the Path/Book system, so I helped him out and now all of the PCs are loaded up with amulets and blessings. Both of the injured characters have been given Succor and have healed up in a matter of a few days.

It's been my observation that the Path/Book Adept advantage is priced far too cheaply. After some quick calculations, I think that it should be set at either 15 or 20 points per level. I won't make that change in the current campaign, though I will likely adopt it in the future when using that magic system.

As the current adventure nears an ending, I have been thinking about what to do next—whether to continue the current setting or start up a new one. I'm pretty interested in starting up a new setting for a different sort of adventure with the option to return to the Deindustrial Future one. Something with more melee weapons and fewer guns maybe. The players seem to be interested in continuing with GURPS, which I can live with. Maybe I'll shift back into high gear on the GURPS Greyhawk concept. Or maybe I can do a GURPS Voodoo/Illuminati/Cabal mashup with plenty of wuxia martial arts and spirit warriors.

Alternately, one of the players was in the game when I ran RuneQuest 3rd edition (that's the one from Avalon Hill) a number of years back. He has generated some interest among the other players by talking it up pretty glowingly and I have been playing around with an idea for a setting that uses systems developed for that game.

Or, as you may recall, there's that long list of other ideas I've had, and I have an even longer list sitting in my files right now.

Saturday, May 30, 2015

Ruminating On Gaming Projects

Because the best thing to do when stuff needs
to be done is something else.
Sometimes, you have to sit back and take stock. I've been letting myself run wild and take on a number of gaming projects. I'm not sure if I should continue with all of them, what priority I should put on them, and so on, so it is time to think about that. I'm doing it here because it might help someone else see how another person organizes his thoughts, because someone might mention something that casts this all in a whole new light, and because doing things publicly helps force me to discipline my thinking a little.

First, let me just catalog the projects I have active, or at least semi-active, at this time, not counting actually playing games:
  1. A Top Secret retroclone.
  2. A MegaTraveller retroclone/revision attached to a space operatic setting.
  3. Spectacular Science Stories (aka Rockets & Rayguns).
  4. A Fantasy Wargaming retroclone/update.
  5. A "sixguns & sorcery" setting for GURPS.
  6. Flanaess Sector (for AD&D 1E).
  7. Updating GURPS Voodoo: The Shadow War for GURPS 4E.
  8. Codifying my version of the Trait System.
  9. GURPS Greyhawk.
  10. A magic system for Flashing Blades.
  11. A mashup of Traveller and Flashing Blades.
  12. My ideal roleplaying/adventure game system (mostly in the notes stage). It should be "semi-generic" in that it is intended to cover a number of genres, but all with the same "tone", for lack of a better term.
That, you might notice, is a lot. Several of these projects are stalled for various reasons that I will get to in a moment. Note that some of these have been projects I've undertaken for nearly the whole four-year existence of this blog. If you've been reading this blog for a while, you might notice a couple of projects have been dropped from the "active/semi-active" list, such as the WRG Ancients-based RPG or a couple of attempts at an AD&D setting. The setting, actually, is also an ongoing project, but I'm not counting it here since it is purely for my own private use. I do intend to post about the current state of it at some point. The WRG Ancients RPG served its purpose and has been put to bed. Some of the ideas that came up in it have been incorporated into other projects.

Here's the thing, though. All of those projects kind of get in each other's way. For instance, I frequently find myself working feverishly at one of them for a while, then stepping away to another one, and when coming back to the first one finding out that I want to tear down some of what I'd already done and rework it. That's not really helpful if I ever want to finish any of these, and I do want to do that.

So, the first thing to do is to figure out what is most hampering each project at this point.

  1. I remain uncertain just what direction to take this: should it be updated to the modern world's War on Terror or should it reflect late-'70s/early-'80s Cold War? Each has its merits, and Merle Rasmussen recently presented an adventure for the original game set in the modern day.
  2. Rewriting the rules is a bigger task than I had envisioned at first. Yeah, that's mere whining and I should just get on with it, but the core of the game, the Task System, is turning out to be difficult enough to get the same sense in new language that I wonder if I really understand it. On top of that, I've been considering if I want to continue this way or approach the idea from another direction. That is, is MegaTraveller really what I want, or is there another, less drastic revision of classic Traveller that would be better?
  3. Writing a D&D-based SF game is more difficult than some might think, unless you're just re-skinning the D&D rules with SF chrome, which I'm not. Plus, White Star kind of did a number on my head for a while, since it explicitly took Swords & Wizardry: White Box and made it SF, which is sort of the remit of Spectacular Science Stories. Still, I'm plugging away at this one pretty solidly.
  4. I keep finding myself torn between the desire to present a more-or-less straight retroclone and the desire to update the game considerably. Reining in the latter tendency is exhausting. On the other hand, there were clearly some mistakes made in the original that need correcting.
  5. I'm having a sort of crisis of faith with GURPS. It was my go-to, indeed nearly only, RPG for a decade. As I have been examining what I like about RPGs, though, it turns out that GURPS fails at many of those things. Trying to make a random character generation system for it was sobering. I remain convinced that such a random character system for it is possible and desirable, but it seems like too much work when not being paid to write it. I still have much affection for GURPS, but I have things to work through in regard to it.
  6. Many of the same issues present with 3. are also problems here.
  7. See 5.
  8. While I still love the Trait System, I'm not sure that it fills my own needs anymore. It's kinda being superceded* by 12.
  9. See 5.
  10. Actually, nothing. I just haven't gotten back to it in a few weeks.
  11. It's a crazy idea. It's actually more just a "hack" of Flashing Blades as a space opera, but since Traveller is definitive for that sort of thing in my head that's how I conceived it. Mostly, I haven't yet really convinced myself that it's a good idea, so I haven't done much work on it.
  12. Work on this will be slow. I'm sort of thinking of it as "Hârnmaster, GURPS, Flashing Blades, PendragonRuneQuest, and classic Traveller have a mutant baby". At this point, I'm just writing down notes when I think of something related to it. I want it to have the detail options of GURPS, the breezy character creation of Flashing Blades, the integrated social systems of that game, the personality approach of Pendragon, and the gritty realism of Hârnmaster, RuneQuest, and Traveller. Or something like that. A lot of it is still very much in flux. This is my very own Heartbreaker. Maybe I should call it MOHb (for "My Own Heartbreaker").
I haven't even touched on the half-baked ideas I've had on which I haven't done any significant work. An adventure game that uses the Car Wars pedestrian combat and character rules (yes, yes, Autoduel Champions, Car Wars Tanks, and the Ob-Racing article) as its basis, probably scaled up 4x, so that 1/4" in Car Wars is a 1" square in the adventure game. An edition of Traveller that hits a spot somewhere between the Classic and Mega- editions (probably as a supplement to the Classic edition, since The Traveller Book is back in print). An entirely new Pulp Solar System setting, with my own versions of ancient Mars and swampy Venus (and the other planets). Returning to the WRG Ancients-based adventure game in a more serious fashion. My own attempt at GURPS Warhammer 40,000.

So, how do I prioritize these? I'm thinking that Spectacular Science Stories is my most important project right now, so that should be what I work on until it is finished, with the only intruding project being MOHb. After that, I'll pick whichever one is the most interesting to me at that moment (probably not Flanaess Sector, though, because that would be just too much SF all in a row) and work on it until I'm finished with that one, and so on. One project at a time might just be the best way to go.

What do you think?

*Some people say that this is an incorrect spelling of "superseded". Those people are wrong.

Sunday, January 1, 2012

Why GURPS Greyhawk?

I was thinking about the matter of converting from one system to another. It's true that I like GURPS, but I also like D&D. So why convert Greyhawk, already well-established as a D&D property, with D&D stats ready and waiting, into GURPS, which is a lot of effort? I have a number of reasons, some of which I want to mention here.

First, there's the matter of tone. D&D has a tendency toward a particular type of heroic, "cinematic" play that follows certain narrative conventions. GURPS, on the other hand, works toward a different style, even when it is used with "cinematic" optional rules. Think of it as the difference between, on the one hand, Robert E. Howard, and J.R.R. Tolkien on the other. That's not to say that either author represents either rule set, only that there is clearly a difference in tone.

Second, by playing with the stat blocks, I hope to illuminate the ways in which each rule set abstracts certain aspects of the fictional reality they represent. That is, I can look at the factors which make up "hit points" in D&D, but are detailed out in GURPS. Similarly, social structures are abstracted into specific modifiers in GURPS, but are dealt with more subtly in D&D, mainly through adjudication. Mostly, though, I'm trying to work out what a "level" is, what "hit points" are, and so on in D&D. By doing so, I hope to improve my D&D games.

Next, sometimes it's easier to get a game together if it has a particular premise. The idea of GURPS Greyhawk is just plain interesting to some people, and should gather an actual gaming group. I would like that, actually, though I'm pretty sure that my next face-to-face group is going to focus on Swords & Wizardy: Whitebox.

Also, with luck, I'll get some of you commenting on the entries, and providing critiques and suggestions for various matters.

Finally, one of the things about GURPS (or any rule set really, but GURPS specifically) is that it helps to practice using its rules in various ways. This is sometimes called "system mastery", and is useful when running just about any game, not to mention when playing some of them. By working out conversions (and the project as I conceive it is extensive - I hope to eventually provide a stat block for at least every entry on every encounter table in the Greyhawk boxed set and the DMG, for instance), I get to practice using GURPS, which is good for my purposes.

Oh, yeah. And why Greyhawk, specifically? That's easy. Greyhawk was the first fantasy game world I ever read about. I owned the folio edition (the original one I owned has since been destroyed, but I have replaced it, as well as getting a copy of the boxed set). So, it's pretty much nostalgia. However, there are aspects of the Flanaess that are especially interesting to me, such as the general atmosphere of medieval Europe combined with fantasy elements in a particular way. Greyhawk is prototypical of fantasy gaming worlds, and has only rarely been equaled.

Sunday, December 25, 2011

In The Deep Midwinter

So, today has me thinking about holidays and calendars and such. Obviously. And, since I'm already thinking about Greyhawk and Oerth, it's natural that my thoughts turn to the festivals of that world. Midwinter, on Oerth, is celebrated with a festival called Needfest. Looking at this festival (and the others) brings into focus one of the areas where the boxed set directly contradicts the folio. In the folio, the year was 360 days long, with each of the four festivals taking up 6 days. This was changed in the boxed set in response to the article on weather in the World of Greyhawk, where the article's author noted that a year of 364 days, with full seven-day festivals, made the two moons of Oerth move more simply. I think that I will adopt this solution, making this the only place in which I am allowing the boxed set to override the folio.

So, how would the peoples of Oerth celebrate Needfest? Well, first we'll note that the phases of the moons are fixed for the winter solstice, with Luna always being New and Celene being Full. In fact, the characteristic of all four festivals during the year is that Celene, the "Handmaiden", will be Full in the middle of the festival week. This does mean that some lycanthropes will be out wandering during every festival, so the concepts from our world of the Wild Hunt will likely have some sway in how these festivals are celebrated by many of the peoples of Oerth. We can, therefore, expect to see processions of bands of masked or costumed youths in furs wandering about, providing music of some sort (percussive, mainly, such as drums and large bells, plus singing), and demanding food and drink at the houses to which they come (like forceful carolers, perhaps). Those who give freely will get a blessing, while those who are stingy will be tormented by the wandering bands in some fashion (ranging from minor vandalism and theft to outright attacks and magical curses). Bright decorations of evergreen boughs and colorful ribbons will be placed all around settlements and outlying farmsteads. Candles and bonfires will be lit through the night (occasionally leading to tragedies, but that's the accepted price for the midwinter festivities). Songs extolling the virtues of the sun will be sung, food eaten, and drinks drunk.

Those who follow Pholtus of the Blinding Light take a dim (ha!) view of these pagan superstitions, of course, and focus almost entirely on the unconquerable, ever-returning sun without reference to the unholy, demonic lycanthrope scourge who follow the whims of the inconstant moons. St. Cuthbert's followers, on the other hand, have been slowly transforming the rites into a celebration of the wisdom of Cuthbert, adopting and reimagining the pagan celebrations of the people as celebrations of the birth of the god, all while phasing out the costumed begging/thuggery. Perhaps they encourage the caroling, however, and the giving of those alms to carolers.

The Baklunish people don't seem to have the same celebrations of midwinter. Lacking information about their calendar, I can't say for certain what goes on in the far Northwest. I'll think about it, and if I ever have any players go up there, we may find out.

Elves In GURPS Greyhawk, Part I

[This template has been edited, as I realized that I want to fully cover the AD&D abilities.]


[And more edits, 13 Jan 2012]

After considering the abilities of Elves in AD&D, and comparing those abilities to GURPS equivalents, I've arrived at a template which should come close to depicting that fantasy race in similar terms. I have had to give up my dream of a "near-zero point" template for the elven race (though the relatively high point cost should compensate for the loss of "level limits" from AD&D), and I still have to work out the various elven varieties. This template should cover most of the surface elves (at least those from the Player's Handbook), however.

Elf
45 points


Attribute Modifiers: DX+1 [20]; HT-1 [-10].
Secondary Characteristic Modifiers: Per+1 [5].
Advantages: Extended Lifespan 4 [8]; Infravision [10]; Resistant (Sleep and Charm Effects*, +8 to resist) [5]; Silence 1 [5].
Disadvantages: Intolerance (Humanoids) [-5]; Sense of Duty (Good People**) [-15].
Racially Learned Skills: Bow (A) DX-1 [1]-10; Broadsword (A) DX-1 [1]-10.
Languages: Elvish (Native) [0]; Gnomish (Accented) [4]; Halflingish (Accented) [4]; Goblinish (Broken) [2]; Hobgoblinish (Broken) [2]; Orcish (Broken) [2]; Gnollish (Broken) [2]; Common (Accented) [4]
Features: Figure Height and Weight as if ST were 2 points lower.

*Includes the spells Sleep, Mass Sleep, Loyalty, Charm, and Enslave. Other effects can be resisted at the GM's discretion.

**Considered to be those who are defined as Lawful, Neutral, and Chaotic Good in the Greyhawk material. The Player and the Referee will have to work out how to handle cases of Humanoids who can be considered as being of those alignments, but I'd consider the Sense of Duty to outweigh the Intolerance.

Sunday, December 4, 2011

Religion In GURPS Greyhawk

Back when the original folio edition of the World of Greyhawk was released, there was little discussion of religion in Oerth. In fact, despite several of the leaders of various areas being defined as Clerics, there is no mention of particular deities or religions at any point (Iuz excepted, but he's not called a god or even a demon in the folio's Gazetteer, as well as Zagig, similarly not termed a god or demigod at this point in time). This leaves me wide open as to defining the religions of Oerth. I want to include St. Cuthbert of the Cudgel and Pholtus of the Blinding Light, as these two are known to have been the original Lawful gods of Gygax's campaign. There are a few others implied, for which I will dip into the boxed set's descriptions for ideas, but will not feel bound to them.

First, I want to note that there's a significant difference in reality between monotheist and polytheist religions. These fundamental differences result in very different ways of approaching the world. To work with this idea, I want to limit some of the ways that each religion is portrayed in game terms. Only monotheist religions will have some of the abilities we usually think of as "clerical", such as undead turning or miraculous prayer. Polytheist religions will more closely resemble traditional gaming magic. So, the advantages True Faith, Blessed, and Divine Favor (from GURPS Powers: Divine Favor) will be the basis of the monotheist clerics' magical abilities, while the abilities of polytheist "clerics" will be simply the basic magic system. In the case of Druids, the reorganization of the basic magic system as the "Tree Magic" system from GURPS Thaumatology will be used. OK, that gets most of the game-specific material out of the way, so let's discuss the religious landscape of the Flanaess.

The monotheist religions are those of St. Cuthbert and Pholtus, certainly, but I am also inclined to present the religion of the far Northwest (Ekbir, Zeif, and so on) as monotheistic, but I'll come back to that. My general impression is that Pholtus is the religion of most of the Flanaess. Edit to add: Pholtus is mainly concentrated around the Great Kingdom, the Pale, Nyrond, Urnst, and so forth. End edit. St. Cuthbert, on the other hand, is the god followed by those in the central Flanaess, such as Greyhawk and Verbobonc, Furyondy and Veluna. I'd say that his worship extends into the area of Keoland and surrounding areas. My impression is that the religion of Pholtus is more inflexible and intolerant than St. Cuthbert's, but the two religions are also specifically active rivals for worshipers. St. Cuthbert is not as intolerant of the polytheists around, but Pholtus is actively trying to eliminate them and any other religion as heretics.

The Baklunish nations in the far Northwest, on the other hand, have been portrayed as polytheist since the boxed set. However, their implied culture is based on one of the most monotheist cultures in real-world history, the Islamic Arabs. The boxed set lists several gods as being Baklunish in origin: Istus (the Lady of Fate), Geshtai (goddess of lakes, rivers, and wells), Xan Yae (goddess of twilight, shadows, and such), and Zuoken (god of physical and mental mastery). I want to incorporate those into the world, so I will imagine that Istus is the True God of the Bakluni. The others will be Archangels fulfilling the Will of the Lady of Fate. There will be other Archangels, but I won't worry about those until I need them. The Bakluni will believe that other monotheist gods are merely different ways of envisioning the True God, Istus, but that polytheists are deluded demon-worshipers. Istus's worship extends into Ket and the areas of the Tiger and Wolf Nomads.

There are three major polytheist religions: Oeridian, Flan, and Suloise. The Oeridians are the religion that Pholtus came from, and they perceive Him as one god among many. The monotheist Pholtus-followers are particularly aggressive about their "backward, demon-worshiping" cousins. Their main gods include Zilchus, the god of power and influence, and Procan, the god of the oceans. There are several other gods, dedicated to aspects of nature in the main, but also notably Heironeous, the god of justice and chivalry, Delleb, the god of the intellect, and Hextor, the evil god of war and discord. Oeridian "clerics" are not particularly distinguishable from magic users, and learn spells as normal. Oeridian religion is scattered in the area of the Great Kingdom (though oppressed by Pholtus monotheism), the Shield Lands and the Bandit Kingdoms, and the areas of Keoland and the surrounding areas.

The Suloise barbarians of the Northeastern peninsula are listed in the boxed set as having three major gods: Kord, god of sports and brawling, Lendor, god of time and tedium, and Wee Jas, goddess of magic and death. Kord is probably their most important god. Their clerics are also very much like traditional magic users. Other areas where Suloise gods hold sway include Hepmonaland and the Amedio Jungle, Keoland and the surrounding areas (mixing with the Oeridian temples in a harmonious way), and the Scarlet Brotherhood's peninsula. In addition, they can be found pretty well represented in the central Flanaess alongside St. Cuthbert's chapels.

Flan religion is almost certainly the Druidic religion of Oerth. The boxed set lists four gods as the major ones of the Flan pantheon. They are Beory, the Oerth Mother, Nerull, god of death, Pelor, god of the sun, and Rao, god of peace and serenity. Iuz is part of this pantheon, and is the incarnate god of oppression, deceit, and pain. Their clerics will use the Tree Magic version of the basic magic system. I may rename the 18 oghams of that system with symbols from the "Glossary of Portentous Runes and Glyphs" of the Gazetteer, but that's pretty low priority. These Druids can be found throughout the Flanaess, but are especially common in Tenh and the Barrens.

So, if polytheist clerics are "merely" magic users by another name, why do they have temples and shrines? Like wizard towers, shrines and temples give a place for priests to live and receive visitors and petitioners. In addition, they give a place for common worship to occur. This has few game system effects, being mainly the way that communities bond and improve their communal order. However, using the GURPS magic system, they can also serve as the location of Ceremonial Magic casting for major spells like Bless Plants.

There are other gods listed in the boxed set as "Common", such as Boccob, Incabulos, Cyndor, Bleredd, Ehlonna, Joramy, Lirr, Myrhiss, Olidammara, Ralishaz, Tritherion, and Zagyg. I'm going to figure that these are, like Zagyg/Zagig, powerful entities similar to the major demons or the powerful modrons or else local gods (so that Ehlonna, for instance, is a goddess whose worship is found in the Gnarley Forest, the Welkwood, and the Suss Forest only). Generally speaking, in fact, these gods are found in specific areas (Iuz in his own land, Zagig mainly in Greyhawk, and so on).

Sunday, November 20, 2011

GURPS Greyhawk: Quivering Palm

Quivering Palm
Hard

Default: Pressure Secrets-10.
Prerequisite: Pressure Secrets; cannot exceed Pressure Secrets skill.

The most terrible technique gained by knowledge of Pressure Secrets is that fabled attack which allows the user to set up vibrations in the body of the victim, which ultimately will result in death. The attacker touches his victim (possibly requiring a roll against an unarmed combat skill if in combat, at -2 in addition to hit location modifiers as with other combat uses of Pressure Secrets) and rolls a success of his Quivering Palm technique to set up the deadly vibrations. If the technique is attempted, then the attack will not do normal damage. Any armor DR will protect against this technique entirely, though a strike through chinks in armor or to an otherwise unarmored location will allow the technique to work, and DR from tough skin has no effect. The touch can be attempted casually or in combat; a victim with the Trained by a Master advantage can attempt a roll against IQ-3 or Pressure Points skill to know that the vibrations have begun. Otherwise, no effects are apparent until the victim starts losing HP.

Beginning one hour after the vibrations have been set up a Quick Contest between the victim's HT and the attacker's Quivering Palm technique is rolled. If the victim fails, he loses 1 HP; critical failure makes the loss 3d HP. This continues every three hours until the victim manages to gain a critical success in the Contest or wins three Contests in a row (these results will end the effects of the vibrations) or until he dies. No medical skill other than Esoteric Medicine will alleviate this loss of HP, and only Esoteric Medicine will allow the reason for the loss to be diagnosed. Roll a Contest of Skills between the healer's Esoteric Medicine skill and the attacker's Quivering Palm technique; success alleviates the effects of the Quivering Palm for 24 hours. Three successful Contests in a row will end the vibrations. The person who inflicted the Quivering Palm can remove its effect by touching the target if he chooses (and the target allows himself to be touched). Magical healing or advantages which affect healing can restore lost HP as normal, but cannot end the vibrations.

(Largely, I am putting this here so that I don't need to keep my copy of GURPS Martial Arts 2nd Edition for 3E sitting in my stack of books to use.)

Removing this from the Greyhawk background, this could be renamed "Hand of Death", which was the original name of the ability when it was a skill in GURPS 3E. This version is a technique, obviously, and is appropriate to the martial arts of the Monks of Oerth. Like the Pressure Secrets skill itself, it should probably be treated as a Cinematic Technique.

This version of the technique is OGL. I think that it has been reworded enough to pass muster.

Friday, October 28, 2011

Gamer ADD Strikes Again; GURPS Greyhawk

One of the significant problems with not having a regular gaming group is the tendency for random projects to pop into my mind and gain increased interest. So, I'm adding a third project to my already taxed workload of the WRG RPG and a Top Secret retroclone, converting Greyhawk to GURPS 4th edition.

Some assumptions that I intend to make:

Things in the folio are immutable. Things in the boxed set are influential. Things from the Sorceror's Scroll column are inspirational. Things from the later era don't exist. The year is 576CY. Screw metaplots, this is my Greyhawk.

The setting will be treated as though it is a real place, and that the statistics given are attempts to model that real place in particular game terms. This means that I am free to assume (for instance) that magic works like it does in GURPS without conflict with the AD&D system, since each is simply a model for a "real" magic of the world being described. Ideally, this could mean that any GURPS magic system could be used to model magic, including (but hardly limited to) the basic Magic system or variations thereof, Path/Book, Ritual Path, the various Syntactic systems, Powers, or whatever. However, what I will actually use will be the basic Magic system (for Magic User/Illusionist magic), Divine Favor and True Faith (for Clerical magic and undead turning ability), Tree Magic (for Druidic magic), and Powers (for Psionics). I still have to think about mana levels, but I'm leaning toward near-universal Normal Mana, with the Sea of Dust being a major exception at Low Mana. There will be Alchemy and Herb Lore.

$1 (GURPS) is the same as 1 sp (AD&D), making 1 AD&D gp the same as $20 GURPS. GURPS price lists, especially those in Dungeon Fantasy, will be assumed, unless there is special reason to use the AD&D ones. Because I am nothing if not inconsistent, I'll use the AD&D2E weight of coins at 50 to the pound.

A 1st level character in AD&D will be more or less the same as a 75 point character in GURPS, with every level additional adding about 15 25 GURPS points. For conversion purposes, multi-class characters will be treated as in the tournament modules: count a multi-class character as two levels higher than the multi-classed character's higher level, or three levels higher if triple-classed. I'll work up templates of the classes at level one, probably with variations for different types, for example archers, infantry, and such for fighters. However, templates are not classes, and characters in GURPS Greyhawk are not locked into a particular advancement scheme. They aren't even required to use a template (which exist only for convenience and conversion).

Racial templates for PC races will be held as close to zero points as possible while maintaining the spirit, and as often as possible the letter, of the AD&D descriptions. This may be difficult. I'm going to try and simplify the races, so that (for instance) "Elf" is a race, and all of the different subtypes are cultural variations of that central species. Or not, we'll see.

Because of the existence of monks in Oerth, there will be Trained by a Master and Cinematic Skills available, probably along with Chi Powers. Of course there will be Martial Arts, and not just for monks, but monks will be the specialists in unarmed Martial Arts and pretty much the only source of Trained by a Master (and therefore of Cinematic Skills). Will they be able to use Chambara rules if they have TBAM? Probably. Yes. This does mean that Cinematic Maneuvers would be available, though of course only TBAM characters can improve them above default.

I feel free to completely restructure religions, since they were not, on the whole, defined in the folio. St. Cuthbert and Pholtus are the only two gods of good humanity that must exist (since they were part of the campaign that led to the folio), though I intend to be guided by the lists in the boxed set. Physical manifestations of the gods will be avatars of a sort. The gods themselves will be unapproachable, ineffable forces at the center of realms in the deep Astral plane. Or something like that. Demons and Demigods, on the other hand, will probably be just powerful (sometimes very powerful) individuals.

Alignment will not be a Cosmic Force. It will be merely descriptive. This is a personal aesthetic decision. As a corollary, the cosmology will not be as concretely defined and systematized as in the Great Wheel Cosmology.

In keeping with Oerth's background, there will be no gunpowder or anything like it. Fireworks will be magic spells, and so on.

I'm not sure how I should handle level-drain. I'm still considering what, exactly, it is supposed to model in AD&D, which should help me to model it in GURPS. My current thinking has it that it is a drain of spirit and self-confidence. To that end, I may just model it as the Terror advantage, which can lower a character's point value due to the Fright Check that results. There's even an explicit option to have it take effect by touch attack (but the powerful undead like Ghosts and Specters may not need the touch limitation; I see in GURPS Fantasy that the Wight there is given a Freezing Touch attack, but I'll probably change that to a Terror Touch). Vampires should be modeled as drinking blood in the normal way, and with Infectious Attack/Dominance, though they should probably get some Terror, too.

If you have any suggestions or thoughts, feel free to share them.