I am very happy with these descriptions. Actually, I'd say this is my favorite post from this column so far. It gave me all kinds of ideas for my own campaign. The only improvements I can see would be to make Demogorgon more devious and Nyarlathotep-like, as suggested elsewhere in this thread by EmmeDiEmme. And of course, a similar write-up for the cult of Orcus would be nice.
View full commentI am very happy with these descriptions. Actually, I'd say this is my favorite post from this column so far. It gave me all kinds of ideas for my own campaign. The only improvements I can see would be to make Demogorgon more devious and Nyarlathotep-like, as suggested elsewhere in this thread by EmmeDiEmme.
And of course, a similar write-up for the cult of Orcus would be nice.
I sort of envision Devil Cults being grander in scale. Demonic cults, because of the chaotic beings they worship are ultimately self-destructive. They may last for a while, gathering more people through sheer potency, but eventually they will implode, largely precluding (to my mind) institutionalization. Devil Cults on the other hand, I could see having a large and widespread following, covert AND overt. They are more systematic in their approach to evangelism because they make use of both...
View full commentI sort of envision Devil Cults being grander in scale. Demonic cults, because of the chaotic beings they worship are ultimately self-destructive. They may last for a while, gathering more people through sheer potency, but eventually they will implode, largely precluding (to my mind) institutionalization.
Devil Cults on the other hand, I could see having a large and widespread following, covert AND overt. They are more systematic in their approach to evangelism because they make use of both carrot and stick. Not to offend anyone, but think of the crusades-era Catholic Church. There are many levels of hierarchy and ascension is gained by right and cunning, not force (to an extent).
The conventional pantheons are strongly influenced by the cotemporal expanse of the Far Realm which led to the stratification of the Outer Planes. Events in the nonlinear region are essentially fixed and it is convenient to think of them as causative to the Cataclysm out of which the demihuman races (and yugoloths) arose. Though seemingly made over into our own, however, the same universe still exists in which the celesternals are not divided between angels and devils, and persist in their...
View full commentThe conventional pantheons are strongly influenced by the cotemporal expanse of the Far Realm which led to the stratification of the Outer Planes. Events in the nonlinear region are essentially fixed and it is convenient to think of them as causative to the Cataclysm out of which the demihuman races (and yugoloths) arose. Though seemingly made over into our own, however, the same universe still exists in which the celesternals are not divided between angels and devils, and persist in their persecution of the demons, the giants have never ceased to rule over the apians within the spheres of light, the wildmen still contribute to the prosperity of the empires of the mind seekers, and the lesser abominations continue to dominate the gobbels. (The hermetic protoillithids are dismayed by their mind flayer descendants' decline into the subjugation of inferior servitors.) Fractured realities also exist in which the primary conflict is between Law and Chaos, for example, or the kingdoms of the giants coexist in peace with those of humanoids.
The three species of precosmological protohumans are related, though not closely, to the humanoid races. The several breeds of orcs are descendants of apians and an intermediate race between wildmen and humans, the cavemen. The interaction of wildmen and cavemen with gobbels led to the origins of dwarves, troglodytes, and also other protohuman races which diverged into bestial monstrous humanoids such as minotaurs and gnolls. Goblinoids and kuo-toa are the proud descendants of those gobbels whose bloodline was not sullied. Elves and sahuaguin claim similarly pure descent from the giants' apian slaves. The apians also crossbred with gobbels, producing another protohuman ancestor race, olbitlans, which rehybridized with apians to create halflings, and gobbels to produce gnomes. In most cases, humanoids related through a hybrid race can interbreed, but these small races are difficult to crossbreed.
Similarities in appearance and behavior have led to the existence of confusion among the original protohumans, humans, and contemporary protohumans such as gith and fey. Besides humans and mermen, shadar-kai, githyanki and githzerai are all descendants of wildmen, who were initially adopted by their protoillithid patrons because they demonstrated admirable loyalty to the group. Fey have both apian and wildmen blood and were shaped by their exposure to elemental forces, whereas the disobedient...
View full commentSimilarities in appearance and behavior have led to the existence of confusion among the original protohumans, humans, and contemporary protohumans such as gith and fey. Besides humans and mermen, shadar-kai, githyanki and githzerai are all descendants of wildmen, who were initially adopted by their protoillithid patrons because they demonstrated admirable loyalty to the group. Fey have both apian and wildmen blood and were shaped by their exposure to elemental forces, whereas the disobedient wildmen who hid from their masters in the planes of Shadow, long before the treachery of Gith, eventually became the shadar-kai.
I don't think creature types should have much if any mechanical consequence. I'd rather label creatures with keywords, so special effects can work on them. Hide from Undead needs the game to notate what is an undead creature, and an Amulet of Protection from Vegetables needs you to define what is a plant. But I don't want dragons inherently having different stats than bears. The complexity of 3e-era monster creation was WAY too high. 4e monster design suffered from divorcing mechanics from...
View full commentI don't think creature types should have much if any mechanical consequence. I'd rather label creatures with keywords, so special effects can work on them. Hide from Undead needs the game to notate what is an undead creature, and an Amulet of Protection from Vegetables needs you to define what is a plant.
But I don't want dragons inherently having different stats than bears. The complexity of 3e-era monster creation was WAY too high. 4e monster design suffered from divorcing mechanics from narrative a bit too often, but I did very much appreciate that you could decide how challenging you want a monster to be, and then simply fiat the stats to be in the right place. Keep that ideology, albeit with a mild requirement of some justification for stats (sure, the monster is supposed to be a challenge for a 10th level party, but why is its AC 20? is it slow and armored, or fast but vulnerable to being grappled?). Then add monster types as keywords only.
Much preferred the Origin, Type (Subtype) system from 4E than this. I understand that, without the core assumptions that 4E had, there would be problems in labeling something as having a Fey origin in a setting without a Feywild, I think this is one thing that the previous edition just plain got right. Although, when it comes to 5E monsters, I'd be happy just to see the Level and XP value at the TOP of the write-up
View full commentMuch preferred the Origin, Type (Subtype) system from 4E than this.
I understand that, without the core assumptions that 4E had, there would be problems in labeling something as having a Fey origin in a setting without a Feywild, I think this is one thing that the previous edition just plain got right.
Although, when it comes to 5E monsters, I'd be happy just to see the Level and XP value at the TOP of the write-up
And of course, a similar write-up for the cult of Orcus would be nice.
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Devil Cults on the other hand, I could see having a large and widespread following, covert AND overt. They are more systematic in their approach to evangelism because they make use of both...
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