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Tag Archives: B/X

The Five Peoples of Panzoasia, Part V: Humans

18 Tuesday Aug 2020

Posted by Daniel James Hanley in OGL, OSR, Panzoasia

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B/X, BECMI, BX, Classic Fantasy, Classic Rules, old school, old school renaissance, old school revival, RC, Romantic Fantasy, Weird Fantasy


About Humanity in Panzoasia

As Dwarves are known as the “People of the Caves”, Elves are the “People of the Forest”, Gnomes are the “People of the Hills”, and Halflings are the “People of the Fields”, so the Humans of Panzoasia are considered the “People of the Sea and Stars”. Before the Invasions, all the large city-states above ground were located on rivers or shorelines, and inhabited by Humans. During the Reign of the Monsters, the Humans who lived in those cities took to the seas in great arks, living there for two generations. Some Humans still live a nomadic, sea-based life. These “Sea Folk” are allied with the Saganic Undines of the ocean – and sometimes even intermarry with them!

Humans dominate the national governments of all but two realms of the Ultimate West – Bythebia and Auddisland. In Bythebia, the interests of the Human population are represented before the Senate of Gold Dragons by a popularly elected Tribune. In Auddisland, a semi-hereditary Voivode (elected by the resident Human nobility) advocates for the Human population before the Dwarven King, and governs the northeastern region (which is majority Human).

The Appearance of Panzoasian Humans

Humans native to the Ultimate West usually have pale to olive complexions. Their hair can be blond, brown, black, or red, and their eyes can be brown, blue, green, gray or hazel. In the Ultimate North, Humans tend to have pale complexions, with light hair and eyes. Humans of the Ultimate South usually have complexions ranging from very dark brown to tan, with eyes and hair that tend towards dark colors. In the Ultimate East, Humans tend to have complexions that range from pale amber to deep tan, also with a tendency to dark eyes and hair. Many in the Ultimate East have uncreased, almond-shaped eyes (especially in Amikura, Hian, and Xidu), as do some in the Ultimate South (especially in Tezaca). Because they are all one People and freely immigrate, however, Humans from any region of Panzoasia can actually have any possible skin tone, eye color, and hair color. There are dark-skinned Fjaldarheimers, as well as some Tezacans with blonde hair and blue eyes.

Distinctive Characteristics of Human Culture in Panzoasia

Because the Invasions killed off many male warriors and leaders, the Human societies of Panzoasia are more egalitarian and inclusive than similar societies were on our Earth. No human society of Panzoasia currently practices slavery, although many did before the Reign of the Monsters.

Humans tend to glorify Elves (despite the fact that Humans had actually achieved a much higher level of technological advancement before the Reign of the Monsters). Having an Elven lover or spouse is regarded as a status symbol. Adopting Elven clothing, make-up, jewelry, and manners is considered high class – or pretentious, depending on the social setting. Wealthy Human children are often taught to speak Elven – albeit in a manner that native Elven speakers find archaic and stilted. Elves, for their part, generally find Humans interesting and attractive – and are especially fascinated by the way Human men and women can look so different from each other. Most Humans have at least one Elf somewhere in their family tree – and most “pure” Elves have at least one Human in theirs!

In modern times, most Human cultures consider burial at sea (or on an island in the sea) to be the most desirable. Burial in the ground on the mainland is definitely less prestigious. In the Ultimate West, those of Good Alignment considered it an especial honor if the boat that carries their corpse to its final watery destination sets off from the Sacred Isle of Albelon. The corpses of wealthy and important people are often embalmed where they died, and then shipped to Albelon.

Every Human culture enjoys ball games, board games, dice games, and card games. Humans are also known for their especial love of gambling and betting. Every Human culture endows their games with spiritual and philosophical significance – but also employs them as means to gamble. In the Ultimate West, the most common ball games somewhat resemble Field Hockey and Gaelic Football from our Earth; the common board games are essentially Backgammon, Checkers (Draughts), and Chess (with many local variations); the most common dice game closely resembles Craps; and the most common card game uses a pack that is oddly similar to the Tarot.

Humans keep a wide range of animals as pets. The close relationship between Humans and dogs is particularly noteworthy, approaching the level of affection the exists between Gnomes and burrowing mammals. Most dogs (other than Elven Dogs) will seek out Humans for companionship, in preference to any of the other Peoples. Additionally, only Humans among all the Five Peoples keep fish (and other aquatic life) as pets.

Throughout Panzoasia, Humans completely dominate the maritime trades (including sailing and fishing) and every other trade that requires long-distance travel – especially the spice trade. They also do most construction above-ground, as well as most large-scale agriculture. Humans are the primary practitioners of astrology. Humans invented glass, and human-made glass is prized particularly by Elves (who often trade it in turn to the Saganic Sylphs) and Gnomes (who employ it for lenses).

Alignment and Religion Among Panzoasian Humans

Before the Monsters invaded the lands of the Five Peoples, those Human societies who did not build cities worshiped at the Stone Circles which still stand in many places. Most of these Stone Circles had been sacred to the Neutral Powers of Life. In modern times, however, adherence to other Alignments – and worship of the corresponding Divine Powers (especially those of Destiny and Light) – is prevalent. Most of the ancient Stone Circles now stand abandoned, with only a few still being active religious sites.

The original Depradators were all Human. The humanoid Bogeymen – Goblins, Orcs, Gnolls and the like – actually tended to be Neutral in Alignment before the Depradator evangelists spread the worship of Darkness to them. In fact, the Reign of the Monsters was also the reign of the Evil Human Depradators – a fact that the Dwarves, Elves, Gnomes, and Halflings do not forget.

While there is much social pressure in modern Human societies to profess allegiance to either Good or Law, in actuality the Good, Lawful, Chaotic, and Neutral Alignments are about equally represented among them. Unfortunately, a full 5% of Humans are Evil – the highest rate among any of the Five Peoples.

The Human Languages of Panzoasia

While all the Humans across a particular Region of Panzoasia (West, South, East, or North) may share a common language, each nation within that Region also has its own distinctive dialect (and accent). For example, the dialects of Human Common in both Corthis and Maeland are heavily influenced by Elven – and both the place and personal names in those countries are often Elven in origin. To a traveler from our Earth, the basic vocabulary of Western Common otherwise suggests a combination of Latin, Greek, Welsh, and German. Southern Common’s vocabulary seems to somewhat resemble a strange mix of Swahili and Nahuatl. The vocabulary of Eastern Common is oddly evocative of a mixture of Sanskrit and Mandarin Chinese. Northern Common’s vocabulary mildly suggests a mixture of Swedish and Russian words. The non-Human Peoples of Panzoasia also use the regional varieties of Human Common as trade languages.

Each of the four Common languages of Humanity uses a different writing system. Western Common is written in the same alphabet as Western Gnomish. Southern and Eastern Common shares pictograms with the corresponding varieties of Elven, and the runes of Northern Common are identical to those used by Northern Dwarves.

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The Five Peoples of Panzoasia, Part IV: Halflings

15 Wednesday Jul 2020

Posted by Daniel James Hanley in OGL, OSR, Panzoasia

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B/X, BECMI, BX, Classic Fantasy, Classic Rules, old school, old school renaissance, old school revival, RC, Romantic Fantasy, Weird Fantasy


A Gnome-kin Halfling Woman of the Ultimate West.

About the Halflings (or “Humblekin”) of Panzoasia

Halflings (or “Humblekin”, as they call themselves) tend to have the same skin, eye, and hair colors as the majority of the local Human population. Whether they have dark or light skin, however, their complexions tend to be ruddy. A Halfling’s facial features are generally  proportioned very much like those of a young Human – with large eyes, a short face, and a high forehead. They tend to have dimples, and short, “button” noses. Most male Halflings can grow long sideburns, but no other facial hair. The noses of older males with pale complexions also tend to be distinctly reddish.

Halflings often dress in patchwork versions of the local costume – and may take pride in remembering how they obtained each individual scrap of their outfit. Once, Halflings made patchwork because of their poverty, but nowadays they wear their patches as a symbol of their People’s resourcefulness. Halflings of the Ultimate West are particularly fond of tartan and cheque patterns, and keep their pants and skirts up with suspenders, not belts. Halflings are also known for their distinctive hairstyles, with exaggeratedly large curls held in place with pomade. Some dye their hair pure hues of yellow, red, green, or blue. They often make jewelry out of old coins, or small objects discarded by Humans, Dwarves, Elves or Gnomes.

There are four Halflings “Kins”, each of which had associated with a different People before the Invasions. The Man-kins (or “Robins”) have a noted preference for patches (or patterns) in various shades of a single color, and always live in above-ground houses. The slender Elf-kins (or “Huldurfolk”) have pointed ears, prefer clothing of many colors, and traditionally live in the same manner as Elves. The dexterous Gnome-kins (or “Dobs”) have hairy feet, and traditionally live inside artificial earthen mounds. The stout Dwarf-kins (or “Knockers”) have attached earlobes, traditionally live in mines underground, and are the only Halfling Kin whose men can grow mustaches. Gnome-kins and Dwarf-kins do not commonly wear shoes, but Man-kins and Elf-kins do.

Halflings do not have their own languages, but speak the tongues of the other People associated with their Kin. Halfling dialects are full of unique slang, however, and may be nearly incomprehensible to the speakers of the regular language.

Halflings love to sing, often mocking the pretensions and failures of their enemies (and even friends) through improvised lyrics. These songs frequently include strings of nonsense words. Other songs are often sad laments for the oppression, disrespect, and tragedy that Halflings have historically suffered – covering such topics as being abducted and forced to work in a Orcish factory, having your husband-to-be run off with a Elf woman who will grow tired of him in just a week, or being stuck in a collapsed coal mine and realizing that your Dwarven employers only care about saving their own kind.

Halflings of every type traditionally use cairns as markers and memorials, but most of the ancient cairns were vandalized and destroyed during the Reign of the Monsters. Halflings prefer to bury their dead directly in the ground, with the grave marked only by a cairn. It is still traditional for newly married couples to build a cairn together on the day after their wedding. While ancient ones were made exclusively of stones, modern cairns can incorporate any items that are important the Halflings the build them (or the people they memorialize).

During the Reign of the Monsters, those Halflings who were separated from the Human, Elven, Gnomish, or Dwarven communities they once served survived by hiding in underbrush, lurking in ruins, and otherwise living at the margins. There the Halflings became adept at scavenging, and re-purposing objects discarded by others. Other Peoples notice that their Halfling friends never throw anything away. They will even incorporate found objects into the construction of their homes.

A male Man-kin Halfling of the Ultimate West.

Humans and Elves have a tendency to call all Halfling men “Bill”, and all Halfling women “Cutie” – regardless of their actual names. While these Humans and Elves may think they are being affectionate and endearing, most Halflings actually regard the practice as patronizing and insulting. Increasing, younger Halflings are standing and up and demanding that the “Bigs” refer to them by their real names.

Halfings ride ponies, and keep small cattle, sheep, and goats half the size of those raised by humans. Halflings love milk, cheese, and butter, and their dairy livestock are extremely important to them. Very small dogs are most popular pets among the Humblekin.

About half of the Humblekin are Good in Alignment, and they are among the most fervent devotees of the Lord and Lady of Light. Their worship is notable for its many choral hymns of praise. Many older Halflings are Lawful, but younger Halflings are increasingly embracing Chaos to rebel against their history of subservience to the other four Peoples. Chaotic Halflings often sport spiky hairstyles, or shave the sides of their head and stiffen the remaining strip of hair to stand on end. Less than 1% of Halflings are actually Evil; they often lurk near burial grounds, robbing graves and waylaying visitors.

Halfling communities of the Ultimate West are traditionally governed by a Sheriff or Headman, who is nowadays elected, but historically had been appointed by the leader of other People with whom the Halflings live. Despite being otherwise generally Good in nature, Halflings seem to express their resentment for their historical exploitation by electing Sheriffs and Headmen who make a point of being aggressively obnoxious towards non-Halflings.

In mixed communities, the predominant trades of Halflings will be weaving, herbalism, the growing of high-quality produce, distilling, beekeeping, and the making of candy. They take also pride in succeeding at hard and dirty jobs nobody else wants, such as cloth dying, cleaning, charcoal burning, and trash reclamation.

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The Five Peoples of Panzoasia, Part III: Gnomes

07 Tuesday Jul 2020

Posted by Daniel James Hanley in OGL, OSR, Panzoasia

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B/X, BECMI, BX, Classic Fantasy, Classic Rules, old school, old school renaissance, old school revival, RC, Romantic Fantasy, Weird Fantasy


About the Gnomes of Panzoasia

Gnomes from every part of Panzoasia tend to have deeply tanned complexions, with blue, green, or gray eyes. Male Gnomes have gray or white hair from birth, while Gnomish women (or Gnomides) have the same range of hair colors possible for Humans. Gnomes of both sexes stand about 3 feet in height. Male Gnomes typically have pot bellies, while female Gnomes tend to be pleasingly zaftig. A Gnome’s face is generally roundish, with the eyes, ears, and nose much larger in proportion than those of a human. Their lips are full and expressive, while their eyes are wide and round.

A Gnome considers their hat to be the most important article of clothing. A Gnomish hat can range from fanciful to bizarre in design – and can be almost as tall as its wearer! It is common for a Gnome to place objects under, or in, their hat. Gnomish hats of a practical nature include the large pincushions and baskets worn as headgear by many female Gnomes at home, and the Lantern Hat often worn by Gnomish adventurers. Gnomes considers themselves “exposed” if their heads are uncovered – and removing one’s hat is an expression of the strongest emotion. Although stereotypically associated with Gnomes, pointed hats without brims haven’t been fashionable since before the Reign of the Monsters.

Beyond their outrageous hats, Gnomes tend to dress in the most colorful and whimsical version of the local clothing. As footwear they prefer clogs, which are often fancifully decorated. Gnomes are also noted for their love of striped patterns. Among Gnome of the Ultimate West, formal wear always includes tassels and small bells sewn into the garments.

The Gnomish sense of humor is legendary, and they tend to make jokes even on serious occasions – particularly funerals. Unfortunately, since Gnomes are also more prone to actual insanity than any other People, it can be hard to discern whether a Gnomes strange behavior should be cause for laughter, or genuine concern. Among Gnomes, it is said that one must sometimes act crazy, to avoid going crazy.

Before the Invasions, the Gnomish people built and lived inside artificial earth mounds called Hollow Hills, or Tumuli. After the Invasions, they survived by hiding their homes behind magical illusions. They burrowed deeper, and formed a close alliance with the Saganic Gnomes of the Chthon. Traditionalist Gnomes continue to live inside Hollow Hills, but in modern times those places are far more open to the larger world.

Despite the small stature of the inhabitants within, the burrows inside a Hollow Hill are always at least 6 feet to the ceiling. While Gnomes say that it is so even Humans feel welcome, the actual reason is to accommodate the tallest possible hats!

A respected Gnome is buried directly within the ground inside a barrow, without a coffin, and never with any valuable objects. A wicked Gnome, however, will be buried in an elaborate “dungeon” filled with tricks and puzzles intend to entertain their restless minds, and treasures to sate their undying greed. The tunnels will feature elaborate death-traps to keep out tomb robbers. When Gnomish engineers started to be employed by human wizards to create subterranean treasure vaults, they naturally relied upon such tombs as models.

About 60% of Gnomes are Good, and approximately 30% are Neutral. Lawful and Chaotic Gnomes represent just under 5% of the population each. Only about 1% of Gnomes are truly Evil.

Gnomes of the Ultimate West love fruitcake (which they sometimes call call “gemcake”) above all other foods. They regard it as the symbol of a life well-lived – enduring, very sweet, a little boozy, a little nutty, and filled with jewels! Western Gnomes will even bake fruitcakes in the shape of hats, periodically breaking off pieces for the occasional snack.

The favorite pastimes of Gnomes across Panzoasia are various forms of bowling, and other lawn sports.

Gnomes employ a special breed of four-horned sheep as their primary mounts and beasts of burden. Rabbits, ground squirrels, mice, badgers, and hedgehogs are the most popular animal companions among Gnomes, and such animals will roam freely within the burrows of every Hollow Hill. Cats, however, are generally hated and despised by Gnomes.

To a traveler from our Earth, the Western Gnomish language sounds vaguely like Dutch; Southern Gnomish seems to somewhat resemble ancient Aramaic; Eastern Gnomish is oddly evocative of Malay; and Northern Gnomish mildly suggests Finnish. Gnomes from one End of the Earth often have names typical of another, however. Each Gnomish language is written with its own alphabet.

Gnomish communities have always been governed democratically. A Traditional Hollow Hill is led by an elected Mayor, advised by a council of Elders. Traditionally, several Hollow Hills would be joined together in a “Commonwealth” headed by an elected Chancellor. Nowadays, in countries other than Auddisland, Chancellor is just a ceremonial position – and Hollow Hills function like any other communities within their respective nations.

Wherever they dwell with other Peoples, Gnomes predominate in the intellectual trades. They often become bureaucrats, sages, jewelers, bankers, engineers, local merchants, and toymakers. As everyone knows, the best gemcutters are Gnomish, but it is the hatter who holds a special place of honor among their tradesmen.

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The Five Peoples of Panzoasia, Part II: Elves

24 Wednesday Jun 2020

Posted by Daniel James Hanley in OGL, OSR, Panzoasia

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B/X, BECMI, BX, Classic Fantasy, Classic Rules, old school, old school renaissance, old school revival, RC, Romantic Fantasy, Weird Fantasy


About the Elves of Panzoasia

An Elf’s hair, skin, and eyes can be any shade of any hue – including pink, purple, green, and blue. Elves of the Ultimate West, however, tend towards either pastel shades or Human-like tones in their skin colors – while those of the Ultimate East often have skin that is deep blue, green, or red. In the Ultimate North, the Elves often have skin and hair that is the palest blue, or even pure white, with deep blue or purple eyes. Elves of the Ultimate South tend towards dark reddish brown, deep amber, and golden hues in their skin tones – and can actually have hair that glitters like metallic gold!

Panzoasian Elves of either sex tend toward a slim, lithe build, and stand just over 5 feet tall. Both males and females are of the same height and general build. Elven women tend to have only slightly wider hips than males. Elven faces are androgynously attractive and usually heart-shaped, with high cheekbones and relatively large, almond-shaped eyes. Elves cannot grow beards. While the hair of most Elves is straight or only slightly wavy, very curly hair is sometimes seen on those from the Ultimate South. The ears of Panzoasian Elves resemble those of deer, and are similarly mobile. Elven ears are always in motion – pitching forward to express interest, sweeping back in anger, standing up in joy, or drooping in sorrow.

While Elves can live for a thousand years or more, they can only actually remember the last 30 years (or so) of their own life. A five-hundred year old Elf knows how old she is, and may be surrounded by mementos of her previous exploits, but cannot consciously recall what she did, or where she was, two hundred years ago. An Elf can even forget their own parents, siblings, or children. One of the best known Elven songs, “The Wheel of the Wind”, concerns a triad of Elven lovers whose life journeys cause them to constantly become separated and forget each other – only for the three of them to be repeatedly reunited so they can fall in love all over again.

Elves completely stop aging around the age of eighteen and don’t age any more until the last decade of their natural lives. A thousand-year-old Elf dying of extreme old age would have a face no more wrinkled than a Human of about thirty. With their ever-youthful bodies and short memories, Elves never experience the world-weariness or emotional trauma that can affect aged members of the other Peoples. Perhaps for that same reason, however, Elves are often dismissed as impulsive and emotionally volatile.

Traditionalist Elves tend to wear the most colorful, frivolous, and diaphanous version of the local costume, and prefer silk and lace as fabrics. They often wrap themselves in capes patterned after the wings of butterflies, moths, or dragonflies. In colder weather, the capes will be of fur, feathers, or velvet. Elves in every region of Panzaoasia love to decorate their faces with glued-on spangles of precious stones and metals, often wear body glitter, and like to wear feathers, ribbons, and insect wings in their hair. Elves feel completely free to dress in typically “masculine” or “feminine” manner as they desire – a male Elf is apt to wear a silken gown while lounging in his home, while a female Elf will often cut her hair into a short “pixie” style and don trousers when she goes off to adventure.

Before the Invasions, the Elves lived as semi-nomadic bands that frequently raided the other Peoples, and periodically retreated to the the vitrified forts which still lie in ruins atop hills across Panzoasia. Large geoglyphs were carved from the turf on the sides of those hills, in the shapes of people and animals. Sometimes the geoglyphs were actually the symbols for rude and insulting words in the local Elven language.

During the Reign of the Monsters, most of the surviving Elves fled to the woods and jungles, where they allied (and occasionally intermarried) with the Saganic Sylphs who dwell in the clouds. In the Ultimate West, the massive Zoswood Trees (or Beharbres) were hollowed out and turned into refuges. Some Elves, however, actually took the fight to the Underworld itself, and settled in the caverns they captured from their enemies. These lost Chthonic Elves are effectively a fifth division of the Elven People, but are almost never seen by surface dwellers.

All Elven cultures allow any number and combination of adults to be married to each other. Traditional Elven marriages last only a year, unless renewed. There is no expectation of monogamy, even among those who consider themselves married. Traditionally, Elven children are raised communally, and most never know the identity of their biological father. A Good-aligned or urban-dwelling Elf who who loves someone from another People will probably make an effort to conform to that person’s expectations about proper behavior in a relationship, but most other Elves will become indignant if told that they must remain faithful to single partner for more than a month.

Panzoasian Elves prefer to practice sky burial of their dead. A deceased Elf is places on a platform in the highest tree, (or else atop a tower or pole), and scavenging birds are allowed to devour them. The remaining bones are pulverized and scattered (a job traditionally done by Elf-kin Halflings). Elves value change and renewal, so fixed monuments naming the dead are considered to be in extreme bad taste.

The worship of the Lord and Lady of Light was completely unknown to the Elves of Panzoasia before the Reign of the Monsters. Now, however, many Elves are of Good Alignment – although most are still Neutral or Chaotic. Lawful Elves are social misfits who usually live away from others of their own kind. Only about 1% of surface-dwelling Elves are actually Evil. The Chthonic Elves of the Underworld, on the other hand, are rumored to be largely Evil – but that might just be a baseless slander.

Elves enjoy mushrooms and fungi of all sorts, both as food, and as sources of intoxicants. Elves can safely eat species of fungi that are lethal to other Peoples – even such deadly mushrooms as the Death Cap and Destroying Angel. They can also derive nourishment from tree leaves, and eat ferns that would be indigestible to others. Traditionalist Elves have no prejudices against consuming any kind of animal meat – and particularly relish insects such as grasshoppers, wood-grubs, cicadas, and caterpillars.

Fencing and archery are the the great Elven pastimes, but Elves also love to play variations of “Hide-and-Seek”. Also widely popular is a sport called “Nêbata” in the Western Elven language, generally similar to Lacrosse.

Elves prefer special breeds of deer, elk, and antelopes as mounts and beasts of burden. They have also domesticated the giant Zoswood Cicada as a flying mount. Sylvan Unicorns and Winged Unicorns will sometimes allow Good-Aligned Elves to ride them, and some Elves of the Ultimate North even ride polar bears into battle! Birds and foxes are popular pets, as is the green Elven Dog (or Cooshee). They especially love the phosphorescent Hercinia bird, whose glowing plumage illuminates many Elven communities.

To a traveler from our Earth, the Western Elven language sounds vaguely like a strange mixture of French and Irish; Southern Elven seems to somewhat resemble a combination of Yoruban and Taino; Eastern Elven is oddly evocative of Vietnamese; and Northern Elven mildly suggests Sami. All Elven languages are tonal, and those who lack perfect pitch can find them hard to understand or speak properly. Additionally, the vocabularies of Elven languages are very fluid, with new words constantly being invented, and old words changing meaning. Elves are apt to ridicule those who cannot pronounce their languages properly, or use outdated words. Each of the four known Elven languages is written with its own variety of pictograms.

A traditional Elven Commune is nominally led by an elected Princess (who can actually be of either biological sex), who chooses a Prince (of either biological sex) to be responsible for the security of the group. A group of Communes will collectively elect a Queen, who then selects a King to oversee the security of all the Communes who accept her leadership. As with Princesses and Princes, Queens and Kings can be of either biological sex. All Elven leaders must be reelected every year, and are often chosen on the basis of their good-looks and fashion sense. Their actual power is extremely limited, and most of what they do in modern times involves organizing games and parties. Princesses and Queens wear attire and cosmetics that look very “feminine” to Human eyes while attending to their governmental duties, while Princes and Kings wear more “masculine”-appearing attire.

In mixed communities, Elves will predominate in the fine arts, perfumery, the making of cosmetics, the crafting of luxury goods, silk and lace production, music, mushroom gathering, fine carpentry, and the cultivation of tree crops. Many realms of the ultimate West have special orders for knighthood for Elves sworn to use both sword and spell in defense of the nation. These include the “Order of the Unicorn” in Corthis, the “Order of the Griffin” in the Free March, the “Order of the Golden Stag” in Maeland, and the “Order of the Dragonfly” in Ombratia.

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The Five Peoples of Panzoasia, Part I: Dwarves

17 Wednesday Jun 2020

Posted by Daniel James Hanley in OGL, OSR, Panzoasia

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B/X, BECMI, BX, Classic Fantasy, Classic Rules, old school, old school renaissance, old school revival, RC, Weird Fantasy


A Dwarven Lady wearing ochre in her hair. The face-paint on her jawline, and her chest-wrap of Dire Wolf fur, denote her high status.

Some Things to Know About the Five Peoples of Panzoasia

The overall population demographics of the Five Peoples in Panzoasia is roughly 50% Human, 20% Halfling, and 10% each Dwarf, Elf, and Gnome. The exact figure varies greatly from place to place however.

The universal symbol of the Five Peoples is a pentagram with the point upwards, while the upside-down pentagram symbolizes the evil Monsters and Depredators.

The Five Peoples (Humans, Elves, Dwarves, Halflings, and Gnomes) all originated in the fabled Terrestrial Paradise, but left it for Panzoasia thousands of years before the Monsters came. The physical location of the Terrestrial Paradise is unknown – most claim it to be a now lost and inaccessible Corner of the Earth, while certain others claim it actually lies ruined somewhere in the Wasteland in the center of the continent.

The Five People all reach adulthood at the same rate – although Elves regularly live to be a thousand, Dwarves three hundred, Gnomes five hundred, and Halflings one hundred and fifty. Most Peoples who live longer than a human lifespan can still only remember the last 70 years or so of their lives, however. For Elves, the forgetfulness is even worse – they can only remember the last 30 years they have lived.

All Five People have always recognized the same Divine Powers. They do have not separate “pantheons”. Each People has their own set of traditions for honoring the Divine Powers and Immortals, however. Humans tend to build large, permanent structures for mass worship, while the other Peoples tend to prefer smaller-scale, or more informal, expressions of piety.

Intermarriage is most common between Elves and Humans (who are notably attracted to each other), but almost every other combination also occurs. Although less frequent, there is also a fair amount of intermarriage between Gnomes, Dwarves, and Halflings – and almost every larger town has at least one Human / Halfling couple who seems to “make it work” despite every challenge. All the Five Peoples are in fact capable of having children together. Generally, people of mixed heritage tend to have the height and general build their mother, although they frequently possess at least one feature typical of their father. For example, a man of mixed Gnomish and Dwarven parentage might mostly resemble any other Dwarf (and follow the Dwarf adventurer Class), but have the white hair and large nose typical of a male Gnome.

The cultural differences between People are generally most pronounced among “traditionalists” in rural and isolated settlements, and minimal among town dwellers. The urban population of Panzoasia tends to freely mix cultures. A Dwarf that lives in a settlement with Humans and Elves, for example, will still wear some distinctively Dwarvish body paint, but less than his subterranean kin – and will probably adopt Human-style clothes. Elves who live among other Peoples will dress and act more modestly than they otherwise would, and may even form stable nuclear families – something almost unheard of in more isolated Elven Communes. Gnomes who live outside a Hollow Hill will still sport outlandish hats, but they will be nowhere near as bizarre as the ones they don inside their own burrows. Urban Humans are famous for freely adopting cultural practices from other People – sometimes dressing in typically Elven outfits, wearing Dwarven body paint, or donning headgear of Gnomish make. Halflings, on the other hand, have always lived with other People – so their cultural ways are the same whether they live in the countryside or the largest town!

A high-status Dwarven man, wearing ochre in his hair and beard.

About the Dwarves of Panzoasia

Panzoasian Dwarves are noted for their distinctively broad and prognathous faces, with prominent brows, wide noses, and low foreheads. Both males and females are muscular and squat in build, and both stand about 4 ½ feet tall. Both male and female Dwarves tend to be more hairy than their Human counterparts, but Dwarven woman are not actually bearded (despite constant jokes to that effect). Dwarves tend to have the same skin and hair tones as nearby Humans, but a full 20% of the population are albinos with white hair and skin.

Dwarves across Panzoasia use body paint made from clay earth pigments, chalk, animal fat, and charcoal on their skin and hair – the most common patterns varying from region to region. Dwarves considers themselves “naked” if they are not wearing some body paint or hair ochre, no matter how many (or few) articles of actual clothing they are wearing. The jewel-like irises of Dwarven eyes can be the color of any gemstone – blue, green, red, purple, or orange are all possible. Because of their eye colors and body paint, there is a popular rumor/joke that Dwarves are actually made of earth and stone.

Most Dwarves prefer to use leather, skins, and fur as clothing wherever possible. They particularly love reptile skin, and the most prestigious garments are made from the hides of evil dragons and giant serpents. The only cloth they use is wool. They like to set stones and jewels directly into their clothing as decoration. Traditionalist Dwarves dislike cloth of vegetable origin so much that in hot conditions they may may wear nothing more than a leather loincloth (and chest-wrap in the case of women), otherwise covering their body with paint. In any event, Dwarven men are extremely proud of their hairy chests, and will dress to expose them as much as possible.

In the Ultimate West, Dwarven women in positions of authority often wear a face-paint design made by dipping the fingers in dark pigment, and dragging them vertically down the cheeks and chin. This the reason for the joke that Dwarf women have beards. High-status Dwarven women will also wear corset-like, fur chest-wraps – leading to another frequent jibe that they actually have hairy chests also!

Dwarves are the “people of the caves”, and prefer to carve and sculpt their settlements from solid rock. When they must build above ground, they use carved megaliths. After the Invasions, Dwarves retreated into deep tunnels, where they met and formed alliances with the Saganic Salamanders (also called “Vulcani”) who live in fiery rifts underground.

A dead Dwarf is cremated, as a symbolic return to the “Forge of Creation”. As an especial honor, a Dwarf’s charred bones may be used to help make steel for an heirloom weapon or piece of armor.

Every Dwarven culture is extremely fond of smoking pipes. These pipes are generally made of clay, or carved from various minerals – even precious and semi-precious stones! Pipes are smoked for leisure, and shared to seal deals and agreements. Much of Dwarven trade with the other Peoples is for the purpose of obtaining various herbs for smoking – particularly tobacco from Ha’wakun.

Dwarves are overwhelmingly Lawful or Neutral in Alignment. A sizable minority are Good. The small number of Chaotic Dwarves are widely despised by others of their own kind, and form a secret subculture. About 3% of Dwarves are Evil.

Dwarves use goats, mules, and cave dogs as mounts and beasts of burden, and have an especial affection for bears. They are the only people who dare to herd the Hrycus goat, whose fiery blood is needed to forge Adamant.

To a traveler from our Earth, the Western Dwarven language sounds vaguely like German; Southern Dwarven seems to somewhat resemble Zulu; Eastern Dwarven is oddly evocative of Tibetan; and Northern Dwarven mildly suggests ancient Norse. Each of the four Dwarven languages is written with its own set of angular runes designed to be easily carved into stone or wood.

The most common governmental form among isolated, traditionalist Dwarves remains hereditary monarchy, with the eldest child of either gender inheriting the title. A Dwarven Clan is headed by a Boss, whose position passes to their oldest child after their death. The Clans of a particular area will generally owe their allegiance to a Lord or Lady. If the Dwarves are living inside a nation not dominated by Dwarves, the Lord or Lady will be responsible for representing the interests of those Dwarves in the government. In the Ultimate West, only the monarch of Auddisland holds the title of “King” among the Dwarves.

Wherever they dwell with the other Peoples, Dwarves will naturally dominate the trades of mining, quarrying, masonry, and metalworking. Their armor and weapons are considered the best (and most expensive) throughout Panzoasia.

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Unique Trees, Plants, and Fungi of Panzoasia – Part I

27 Wednesday May 2020

Posted by Daniel James Hanley in OGL, OSR, Panzoasia

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B/X, BECMI, BX, Classic Fantasy, Classic Rules, old school, old school renaissance, old school revival, RC, Weird Fantasy


See also “Wondrous Metals, Minerals, and Materials of Panzoasia” and Viridantine and Calidurum – Two More Wondrous Metals of Panzoasia.

Allfruit

This tree-like bush is short and stout, standing 6 feet high, with a 2 foot thick trunk. Its leaves are round and yellowish with serrated margins, turning bright red in the autumn. The Allfruit is widely cultivated by Man-kin Halflings for its delicious, five-lobed fruit, the outer skin of which is striped yellow, purple, blue, and red. The intensely sweet pulp inside tastes like a mixture of apples, lemons, raisins, and cherries, and is a beloved pie filling. Its showy, pink and white flowers are also woven into floral crowns worn by young Man-kin women in the spring.

Fool Hares are notably fond of ripe Allfruit, causing no end of headaches for orchard owners. Thefts are such a problem that there are ongoing contests in many Man-kin communities to see who can build the best trap for the annoying creatures.

The Allfruit tree is native the Ultimate West, but has been introduced to the East as well. It requires direct sunlight, but does not do well in conditions of extreme heat, cold, or dryness.

The best-known of all Halfling songs in the Ultimate West is “Under the Allfruit Tree”, the bittersweet tale of a Halfling maid who defies her disapproving family and pledges her love to an adventurer in the shade of an Allfruit, only to have him be slain the next day fighting off a gang of Goblin raiders. After she gives birth to their baby, she takes the child every day thereafter to that same Allfruit Tree, where she sings him a song about how courageous his father was.

Coffin Pine

This strange conifer grows up to 50 feet tall, with a peculiar, wide trunk distinguished by its coffin-like hollow that is usually large enough for a full-grown human to stand inside. The bark is grayish black, and the undersides of the leaves are dull neutral gray, further contributing to the tree’s ominous appearance. Because their empty hollows might otherwise be used as hiding places by bandits and robbers, it is common for Coffin Pines that are left standing to have their trunks converted into funerary shrines – complete with a statue of the memorialized person.

Before the Reign of the Monsters, Coffin Pines were sometimes actually used to inter the dead. The corpse was placed in the hollow, which was then sealed up with wattle and daub. A crude image of the person inside would then be painted on the surface. Some of these Coffin Pine tombs still remain intact, but all are said to be haunted by angry Wraiths.

The needles of Coffin Pine are a potent medicine against intestinal worms, if brewed into a tea.

Dwarf Bread

Dwarf Bread is a lichen used both directly as a staple food by many Dwarven communities, and also as livestock feed. A colony of it somewhat resembles a mass of thick lettuce leaves, gray-violet in color. It grows naturally on bare rock, surviving well above the tree line. Terraced fields of Dwarf Bread – cultivated on stones by Dwarf-kin Halflings – are found throughout the mountainous regions of Panzoasia. Dwarf Bread tastes somewhat like toasted rye when raw, becoming sweeter when cooked (typically as a porridge). Cooked Dwarf Bread can also be fermented and distilled into a spirit resembling whiskey. Among everybody other than Dwarves and Dwarf-kin, however, the lichen has a reputation for causing vivid nightmares of being turned to stone.

Glistenwood

This short, stout deciduous tree (typically 12 feet high with a 3 foot diameter trunk) has shaggy gray bark, and heart-shaped leaves that are purplish in color. It is prized for its unique wood, which glitters like crushed mica. Typically, Glistenwood is used for statues, fine furniture, chests, and decorative accents (as it is also carves well). The wood retains its glittering quality even when stained dark colors. Glistenwood prefers to grow near waterways, and on the edge of swamps.

Wounds inflicted by the wood sting terribly, and take twice as long to heal naturally. Those who work with it must take special precautions against being stuck by splinters.

Objects and furniture made of Glistenwood are worth twice their normal values. Elves and Gnomes especially love things made from it. Dwarves aligned with the powers of Destiny (Law) have a peculiar distaste for Glistenwood, however, often going so far as to destroy objects made from it for being somehow “indecently indulgent”. Conversely, those few Dwarves who are members of the “Free Brethren” (Chaotic, but not Evil) will deliberately carry small Glistenwood carvings.

Gloamtree Fungus

This strange, tree-like fungus often occurs in forest-like colonies underground. In appearance it closely resembles a small white tree about 8 feet high – but instead of leaves its branches end in thick, disk-like pods filled with a blue-green phosphorescent jelly. A complete Gloamtree emits light equal to a torch, while a broken branch will continue to emit light equal to a candle for a week. Gloamtrees are not fixed in their locations, and their apparent roots actually enable them to move in search of nutrients (albeit very slowly). The phosphorescent jelly can also be removed from its pod, and if dissolved in alcohol will continue to shine for as long as a month. Unfortunately, all parts of the Gloamtree are extremely toxic – if eaten the consumer must immediately Save versus Poison or suffer 1d6 points of damage, and must Save again every Round thereafter, or take an additional 1d6 points of damage. A successful Save ends all further loss of Hit Points.

A branch of Gloamtree Fungus sells for 10gp outside the Underworld, if fresh. A glass globe filled with fixed Gloamtree jelly(enough to illuminate a 15’ radius with blue-green light) sells for 50 gp, and a refill of jelly costs 40 gp. Gloamtree Fungus (and Gloamtree jelly) can generally only be obtained from Dwarven merchants, who control the supply to surface-dwelling folk.

Homestead Mushroom

These giant mushrooms have woody stalks that are often hollowed out and used as temporary homes by forest-dwelling Elf-kin Halflings. In addition to providing housing, the cap of the Homestead Mushroom is delicious fried, or boiled in a stew. Even the woody stalk can be eaten if first soaked and pounded to soften it. In fact, it is usual for an Elf-kin family to actually eat the mushroom as they inhabit it!

A mature Homestead Mushroom stands 8 feet tall and just as wide. It has a white trunk, and a yellow, orange, or red cap. The mushrooms appear in the spring, usually beneath or near Zoswood trees (See “Zoswood” below), and naturally endure until Autumn (unless completely eaten). Those Elk-kin who inhabit Homestead Mushrooms in the warmer weather will often spend the winter living on the lower level of a hollowed-out Zoswood nearby.

Sword Lacquer Tree

This gnarled and bulbous tree is prized for its sap, which can be prepared into a lacquer that dries nearly as hard as bronze. The substance can also used to create armor, or even edged weapons. The sap is mostly collected by certain Elf-kin Halflings, who also create the highest quality Sword Lacquer objects. The tree is deciduous, and also noted for its small leaves, growing in rosette clusters that resemble pom-poms. Sword Lacquer trees are most common in the Ultimate East, but some can also be found in the Ultimate South and West.

Weapons made of Sword Lacquer are a quarter the weight of their metal equivalents, but cost double the normal amount. Since Sword Lacquer is not quite as hard as actual steel, however, the user suffers a -1 to hit if the weapon is edged, or a -1 on damage if the weapon is blunt (with a minimum of 1 point of damage on a successful hit). On the upside, Sword Lacquer weapons (and armor) are immune to attack from Rust Monsters, and creatures such as Black Puddings are actually repulsed by their taste.

A complete suit of Sword Lacquer Plate Armor is AC 4 [or 15], but weighs just 12 pounds (120 coins) if sized for a human. It costs 100gp. Such suits are more common in the Ultimate East and South, but are not unknown elsewhere in Panzoasia.

A Sword Lacquer Breastplate weighs grants AC 7 [or 12] and weighs only a pound (10 coins). It costs 40gp. Sword Lacquer Breastplates are especially prized by Magic Users, since they are so light and easy to wear that they do not interfere with spellcasting.

Zoswood (Beharbre)

The evergreen Zoswood has a central place in the culture of Western Elves (whose name for it is “Beharbre”). This massive and hardy tree often grows to over 300 feet in height, with a straight trunk up to 60 feet in diameter. About half the height of typical tree is trunk, and atop it grows a cloud-like canopy of twisting branches that end in seven-lobed, palmate leaves. Zoswood does not burn or rot (although its leaves will), and the living tree seems to be immune to almost every disease. Since it wood is almost as hard as stone, actually felling a Zoswood is arduous in the extreme. For all those reasons, hollowed out Zoswood trees became the primary refuges of Western Elves throughout the Reign of the Monsters. A single tree could easily house up to thirty Elves (and /or Elf-kin Halflings) – and up to a hundred could take refuge inside one in extreme emergencies.

Besides its durable wood and tolerance for being inhabited, the Zoswood has a number of other unique characteristics. In the spring it erupts in enormous, red and pink flowers that eventually give way to spiny fruit with chestnut-like seeds that are both delicious and extremely nourishing. There are several species of giant insect endemic to Zoswood forests, and even ordinary bugs that consume the sap or green leaves of the tree can grow to gigantic proportions – and acquire intelligence equal to that of a dog or horse. The enormous Gilout Moths from which Western Elves obtain their silk were bred from slightly smaller ancestors that live only on Zoswoods. Likewise, the Elven Riding Cicada is a domesticated and specially bred form of the wild Zoswood Cicada, which naturally grows to six feet in length.

The tallest Zoswoods are visited by the sky-dwelling Saganic Sylphs, and host the markets where Cloud Silver is traded for incense and scented oils. The area directly below a Zoswood is in perpetual shade, but is often populated by the similarly enormous Homestead Mushroom.

Objects made of Zoswood are extremely rare, and worth 10 times their normal value. Zoswood furniture is especially prized by Dwarves, since it will not rot from exposure to damp conditions underground. A club made of Zoswood functions exactly like a steel mace in almost every respect. Zoswood worked into a suit of plates is equivalent to Plate Mail (AC 3 [or 14]) – but at half the weight. Unfortunately, the secret to properly working Zoswood is known only to Elves – and apparently, no member of any other People has ever been able to master it. Naturally, the various Elven Communes strictly control the supply of Zoswood.

Inhabited Zoswoods: Beharbre Refuges and Communes

The original type of Beharbre Refuge created during the Reign of the Monsters consisted of a mature tree, with its heartwood hollowed out to a diameter of 20’. The removed wood was used (among other things) to construct an central spiral staircase linking up to 20 interior floors. The entrance to the tree was a carefully constructed secret door indistinguishable from the trunk. Ventilation and light shafts were bored to the exterior of every floor, the aperture of each barred with viridantine and screened with Gilout silk painted to exactly resemble the tree’s bark. Each floor had a fireplace, the flues of which emptied into a single chimney cleverly constructed like a branch of the tree. Smoke was conducted above the tree’s thick canopy, and could remain unnoticed by all but the most observant viewers below. At night, interior light was provided either by phosphorescent fungi, or by globes of magically created Continual Light.

Modern Beharbre Communes inhabited by forest-dwelling Elves follow the same general plan of a central spiral staircase vertically linking many interior floors. Nowadays, however, the main entrance will be obvious and ornamented, with carved window frames marking the apertures of the ventilation and light shafts along the tree’s trunk. The Elven occupants (each of which is considered a co-owner of the Commune) often change their sleeping arrangements from floor to floor as they form temporary romantic partnerships (couples, triads, quads, etc.). Any children born inside the Commune are considered the children of all the inhabitants, and may spend as little as one day a week on the same floor as their birth mother – or father, if his identity is certain. It is also common for the lower floors of a Beharbre Commune to inhabited by Elf-kin Halflings. The upper branches, on the other hand, will be fitted with platforms where the community’s Riding Cicadas are hitched, and Gilout caterpillars are raised for silk. If it is not filled with Homestead Mushrooms, the area around the base of the Zoswood will often be cultivated with various other kinds of ornamental (and useful) fungi. Juvenile Riding Cicadas will often be living below the surface, feeding from the Zoswood’s roots, and waiting to emerge in the summer. Generally, the Commune’s herd of riding deer (or elk) will be kept in a glade nearby, rather than within the shade of the tree.

Doubtless, the historical experience of living inside Zoswood trees is at least one reason that city-dwelling Elves of the Ultimate West show such a preference for inhabiting high towers.

(Yes, Zoswood is my version of the old “Elves-in-a-tree” trope, with man-sized cicadas.)

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The Mad Scientist Class for Classic B/X Rules

22 Friday May 2020

Posted by Daniel James Hanley in Gothic Gaming, OGL, OSR

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B/X, BECMI, Classic Rules, Dark Fantasy, Ghastly Affair, Gothic Characters, Gothic Fantasy, Gothic Gaming, old school, old school renaissance, old school revival, OSR, RC


Frankenstein, pg 7

This version of the Mad Scientist class from Ghastly Affair has been reworked for use with the classic “B/X” rules, and OSR retro-clones that emulate them (such as Necrotic Gnome’s “Old School Essentials”).

MAD SCIENTIST

Those who lack vision say you are insane, but one day they too will recognize your genius! The ignorant fools of the world may say that your creations are “unnatural”, and that your pets are “abominations”. They claim that your momentous discoveries are the ranting of a deranged mind, and that the creatures you have created and trained are menaces. But you know that your work is more important than their little brains can comprehend. Muahaha!

As a Mad Scientist you start the game with either a 1st Level Mad Invention, or a 1 HD Monstrous Servant (but not both). Each Level thereafter you can either create one or more new Mad Inventions, or else gain (or advance) your Monstrous Servant(s).

Use the Mad Scientist Class to create characters inspired by such fictional characters as Victor Frankenstein (from “Frankenstein; or, The Modern Prometheus”) and Doctor Moreau (from “The Island of Doctor Moreau”), or even historical figures such as Franz Mesmer and Ada Lovelace.

ABILITY REQUIREMENTS: Intelligence of at least 12.
PRIME REQUISITE(S): Intelligence
HIT DICE: d4 + Constitution Bonus, up to 9th Level.
+1 Hit Point per Level after 9th, and Constitution Bonus no longer applies.
USEABLE WEAPONS: Dagger, Staff, Club, or Crossbow. (+ Pistol and Whip, if available.)
USEABLE ARMOR: None. No shields.
ATTACKS: As Magic user
SAVING THROWS: As Magic user
ALIGNMENT: Any. Mad Scientist tend towards extreme expressions of their Alignment – rigidly Lawful, coldly Neutral, or capriciously Chaotic.
LANGUAGES: Common and Alignment. Mad Scientist often learn extinct languages.

SPECIAL ABILITIES:

Academic Credentials: You have contacts in Universities and other academic institutions, and will be allowed to see books and objects others cannot access. Of course, the traditionalists dislike you and your theories, but even they must grudgingly accept your academic achievements.

Mad Inventions: You can create Mad Inventions, which produce effects similar to the spells of Magic Users and Clerics. These Mad Inventions are rated in Levels just like ordinary spells. The total Levels of your existing Mad Inventions can never exceed your own character Level. Only you (and the people you designate) can understand how to use your Mad Inventions. They can take any appropriate physical form you like.

If you do not gain or advance a Monstrous Servant when you gain a Level, you can make a new Mad Invention instead. You can destroy an old Mad Invention if you want, so you can create a new one of a higher Level. You can never have more than one Mad Invention that creates the same effect, however.

Once created, a Mad Invention can be used a number of times equal to your Level before it breaks, is used up, or needs to be recharged. Mad Inventions are created or recharged in the downtime between adventures, and cannot be recharged while an adventure in in progress.

Mad Inventions are revealed by Detect Magic, and are affected by Dispel Magic just as if they were spells.

Monstrous Servants: You can attract, create, or train creatures to serve as guardians and helpers. The Hit Dice of Monstrous Servants you control can never exceed your own, none can have a higher Intelligence than you, and they cannot be inherently magical or planer in nature. Some ways by which a Monstrous Servant might be controlled include strange drugs, hypnotism, a brain implant, sonic waves emitted from a hand-held device, or even just the force of the Mad Scientist’s personality. If the Monstrous Servant is basically unintelligent, you have nonetheless developed special means of communicating with it and influencing its behavior. The total Hit Dice of all Monstrous Servants you command can never exceed your own character Level. If one or more asterisks are appended to a monster’s listed HD, its effective HD is raised by the number of asterisks for purposes of being a Monstrous Servant.

If you command your Monstrous Servant to do something obviously suicidal, or completely against its nature, you must make a regular 2d6 Reaction Roll. The result of the roll determines if it (or they) rebels and decides to attack you, refuses that particular command, or acquiesces.

If you do not create a new Mad Invention when you gain a Level, you can instead gain new Monstrous Servants (up to your limit), or increase the Level of an existing servant that has a character Class. You can also dismiss Monstrous Servants you no longer want, to gain more desirable ones. Monstrous Servants are generally assumed to be attracted, created, or trained in the downtime between adventures. If your GM allows it, it may be able to convert an encountered Monster of the appropriate Level into a Monstrous Servant, provided it otherwise qualifies for such status, and you can achieve a result of 12 or more on your Reaction Roll.

Laboratory: You have access to a fully-supplied Laboratory – perhaps in the University you attend, in the attic of the house you rent, in a hidden part of your family castle, or even secretly built in the city sewers. Here you make and repair your Mad Inventions, experiment with the creation of new life forms, and train your Monstrous Servants. If your Laboratory is destroyed (by an Angry Mob, for instance), to cost to replace it will be 1,000 times your own Level in gold pieces.

Scientific Knowledge: You have a base 60% chance to recall useful useful scientific knowledge applicable to your current situation, identify materials, or solve complex mathematical problems. This chance increases by 3% per Level, to a maximum of 99% at 14th Level.

WEAKNESSES:

Attracts Angry Mobs: Every month spent actively working in the same location incurs a 1 in 20 chance of an attack on your Laboratory by an Angry Mob of 2d20 ordinary humans, led by an enraged Cleric of your own Level.

Incurable Madness: You will always suffer from an incurable mental derangement or compulsion of some kind. For example, you could be subject to fits of morbid melancholy (like the fictional Victor Frankenstein), be a compulsive gambler (like the historical Ada Lovelace), or harbor strange delusions about being hundreds of years old (like the historical Count Saint Germaine). If put into a situation that might trigger your particular Madness, you must make a Save versus Spells to overcome it. If the reality of your delusions is directly challenged, you must make likewise Save versus Spells or fly into a berserk rage for 1d4 Rounds.

FOLLOWERS AT 9th LEVEL:
At 9th Level you can build a new Laboratory and attract 1d6 1st Level Students, all of them as insane – excuse me , I mean to say dedicated – as yourself. Each of them will have their own particular derangement – I’m sorry, I mean evidence of genius. Unlike those shortsighted fools at the University, your new students will be eager for instruction in your groundbreaking theories, and assist in your vital research. Your new laboratory can be elaborate as you can afford, and located in any suitably (melo)dramatic location – such as a dark castle atop a bare mountaintop, a small jungle island, or even a sprawling subterranean complex.

Experience Points

Level

Title

Hit Points

Scientific Knowledge

Maximum Mad Invention Level

0

1

Student

1d4

60%

1

3,000

2

Experimenter

2d4

63%

1

6,000

3

Intern

3d4

66%

2

12,000

4

Natural Philosopher

4d4

69%

2

24,000

5

Anatomist

5d4

72%

3

48,000

6

Chemist

6d4

75%

3

96,000

7

Physician

7d4

78%

4

192,000

8

Professor

8d4

81%

4

384,000

9

Doctor

9d4

84%

5

559,000

10

Doctor

(10th Level)

9d4 + 1

87%

5

734,000

11

Doctor

(11th Level)

9d4 +2

90%

6

909,000

12

Doctor

(12th Level)

9d4 + 3

93%

6

1,084,000

13

Doctor

(13th Level)

9d4 + 4

96%

6

1,259,000

14

Legendary Doctor

9d4 + 5

99%

6


MAD INVENTIONS BY LEVEL

For compatibility with existing “Old-School” games, the following lists utilize the Cleric and Magic User spells from “Old-School Essentials Classic Fantasy: Cleric and Magic-User Spells”. Except where otherwise noted , adjudicate the effects of Mad Invention just like their namesake spells.

1st Level Mad Inventions
Floating Disc
Light
Darkness
Purify Food and Water
Cause Light Wounds (Mad Invention must physically touch victim.)
Shield
Ventriloquism

2nd Level Mad Inventions
Cause Fear
Charm Person
Cure Light Wounds
Magic Missile (The Mad Invention can only fire 1 missile at a time.)
Read Languages
Remove Fear
Resist Cold
Resist Fire
Sleep (Victims always receive a Saving Throw.)

3rd Level Mad Inventions
Detect Invisible
ESP (6 Turns duration)
Hold Person
Invisibility
Knock
Levitate
Locate Object
Mirror Image
Phantasmal Force
Silence 15’ Radius (Emitted by Mad Invention, and moves with it.)
Snake Charm
Speak with Animals
Web
Locate Object

4th Level Mad Inventions
Animate Dead
Cause Serious Wounds (Mad Invention must physically touch victim.)
Cure Serious Wounds
Continual Darkness
Continual Light
Cure Disease
Fire Ball (3d6 damage)
Fly
Growth of Animal
Haste
Hold Person
Infravision
Invisibility 10’ Radius
Lightning Bolt (3d6 damage)
Protection from Normal Missiles
Striking

5th Level Mad Inventions
Charm Monster
Confusion
Create Water
Dimension Door
Growth of Plants
Hallucinatory Terrain
Neutralize Poison
Polymorph Others (Only one shape per Mad Invention. 1 in 20 chance per use of a backfire, affecting the Mad Scientist instead of the target!)
Polymorph Self (Only one shape per Mad Invention.)
Speak with Plants
Wall of Fire
Wall of Ice

6th Level Mad Inventions
Cloudkill
Control Weather
Create Food
Feeblemind
Finger of Death (1 in 20 chance per use of a backfire, affecting the Mad Scientist instead of the target!)
Flesh to Stone (1 in 20 chance per use of a backfire, affecting the Mad Scientist instead of the target!)
Lower Water
Move Earth
Pass-Wall
Raise Dead (1 in 20 chance that the subject is raised as a Vampire.)
Stone to Flesh
Telekinesis
Teleport
Transmute Rock and Mud
Wall of Stone

SOME POSSIBLE FORMS FOR MAD INVENTIONS

• a white powder.
• a small clockwork.
• a luminous disk.
• a vial of perfume.
• a metal rod with a projecting wire.
• an ointment.
• an earpiece with a hanging wire.
• a rod tipped with a ball of metal mesh.
• a mask with colored lenses over the eyes.
• a helmet with strange projecting wires.
• a set of lenses set into a complex mechanism.
• a pill.
• a set of wings that unfurl from a backpack.
• a flask of liquid.
• a crystal.
• a lantern with changeable lenses, and a strange mechanism.
• a specially coated metal cone.
• an opalescent pendant.
• a bizarre gun.
• a circlet set with a crystal.
• a set of needles that connect to a chemical battery.
• a set of metal shoes and leg braces.
• a hose connected to a pack worn on the back.
• a chemical-filled contraption that straps to the arm.
• a wind-up mechanism inside a metal box.
• a set of bandages woven with metal wires, and saturated with a strange substance.

SUGGESTED MONSTROUS SERVANTS

The following lists of possible Monstrous Servants are based upon the monsters found in the “Old School Essentials Classic Fantasy Rules”. Obviously, not all Monstrous Servants can be taken onto the streets of a typical town – at least not without somehow disguising them as something normal!

NPCs who serve as Monstrous Servants are usually dimwitted Fighters or amoral Thieves. Sometimes, a twisted Dwarf, outcast Gnome, or rogue Halfling will become a Monstrous Servant. Elves, Magic users, and Clerics never submit to becoming Monstrous Servants.

1 HD Monstrous Servants
Beetle, Fire
Berserker
Ferret, Giant
Goblin
Hobgoblin
Killer Bee
Kobold
Normal Human
NPC, 1st Level
Orc
Pterasaur, Pteradactyl
Rat, Giant
Rats, Pack of Normal
Shrew, Giant
Skeleton
Stirge
Water Termite, Swamp

2 HD Monstrous Servants
Bat, Giant
Bat, Giant Vampire
Gnoll
Golem, Wood
Insect Swarm, 2 HD
Lizard Man
Neanderthal
NPC, 2nd Level
Rock Baboon (can be taught to wield regular weapons)
Shark, Bull
Snake, Spitting Cobra
Toad, Giant
Troglodyte
Water Termite, Freshwater
Wolf, Normal
Zombie

3 HD Monstrous Servants
Beetle, Oil
Beetle, Tiger
Bugbear
Crab, Giant
Fish, Giant Piranha
Hawk, Giant
Hippogriff
Insect Swarm, 3 HD
Living Stature, Crystal
NPC, 3rd Level
Robber Fly
Snake, Pit Viper
Spider, Giant Crab

4 HD Monstrous Servants
Ape, White
Bear, Black
Carcass Crawler
Giant Lizard, Draco
Giant Weasel
Insect Swarm, 4 HD
Living Stature, Iron
NPC, 4th Level
Ogre
Panther
Rhagodessa
Shark, Mako
Snake, Sea Snake
Spider, Giant Black Widow
Water Termite, Saltwater
Wold, Dire

5 HD Monstrous Servants
Bear, Grizzly
Driver Ant
Hydra, 5 Heads
Lion
NPC, 5th Level
Owl Bear
Pterasaur, Pteranodan
Scorpion, Giant
Snake, Giant Rattler

6 HD Monstrous Servants
Crocodile, Large
Fish, Giant Rockfish
Giant Lizard, Horned Cameleon
Giant Lizard, Tuatara
Hydra, 6 Heads
Leech, Giant
Living Stature, Rock
Manticore
Minotaur
NPC, 6th Level
Ochre Jelly
Rhinoceros
Sea Serpent, Lesser
Snake, Rock Python
Squid, Giant
Tiger

7 HD Monstrous Servants
Bear, Cave
Caecilia
Griffin
Hydra, 7 Heads
NPC, 7th Level
Troll
Warp Beast

8 HD Monstrous Servants
Fish, Giant Catfish
Giant, Hill
Golem, Bone
Hydra, 8 Heads
NPC, 8th Level
Octopus, Giant
Rhinoceros. Woolly
Saber-toothed Tiger
Shark, Great White
Wyvern

9 HD Monstrous Servants
Elephant
Giant, Stone
Hydra, 9 Heads

10 HD Monstrous Servants
Giant, Frost
Hydra, 10 Heads

11 HD Monstrous Servants
Black Pudding
Fish, Giant Sturgeon
Giant, Fire
Hydra, 11 Heads
Stegosaurus
Triceratops

12 HD Monstrous Servants
Golem, Amber
Hydra, 12 Heads
Titanothere

14 HD Monstrous Servants
Cyclops

Note: NPCs who function as Monstrous Servants will always be below 9th Level.

Special Note

I like to take this opportunity to give thanks to all the real-life scientists and medical professionals working to alleviate the current pandemic. All hope for the future rests with you. I salute you!

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Viridantine and Calidurum – Two More Wondrous Metals of Panzoasia

14 Thursday May 2020

Posted by Daniel James Hanley in OGL, OSR, Panzoasia

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B/X, BECMI, BX, Classic Fantasy, Classic Rules, old school, old school renaissance, old school revival, RC, Weird Fantasy


See also “Wondrous Metals, Minerals, and Materials of Panzoasia“.

Viridantine (Greenmetal)

Viridantine is a lustrous, emerald-colored metal beloved by the Elves and Fairy Folk of Panzoasia. Also called “Greenmetal”, it occurs in long veins underground, particularly beneath forested land. While Viridantine can be forged like iron, the preferred way to craft items from it involves placing a small piece of the metal in a stone mold packed with organic material (typically leaves and forest detritus, but sometimes meat), and sealing the mold with wet clay. The metal will “eat” and replace the organic matter as it grows, eventually filling the mold. The item is then removed, and polished (or sharpened). The process is not fast – growing a longsword from Greenmetal requires a full year – but it allows Elves and Fairy Folk to create metal objects without stoking fires in the forest. An object made of Viridantine is about strong as steel, and weighs the same. Viridantine does have a major disadvantage, whoever – objects made from it must be “fed” once a week, or they will deteriorate like untreated wood. A Viridantine item can be fed in three ways: by partially burying it in earth and exposing the unburied portion to sunlight from morning to dusk, by completely burying it in rich soil for a day and a night, or by rubbing the object with a pint of blood (which will be absorbed by the metal). Another weakness of Greenmetal is that it is particularly vulnerable to acid, dissolving twice as fast as iron or steel.

If an object made of Greenmetal is planted in soil and left alone, it will grow out of its shape and sprout branches and roots, eventually resembling a small and leafless tree. If buried, the object will become the seed for a new vein of Viridantine. Monsters such as Black Puddings and Grey Oozes enjoy the taste of Viridantine and will seek it out – as will Purple Worms. Since it is not ferrous, however, Viridantine is immune to attack from Rust Monsters.

As long as a Viridantine mine is not completely depleted, the remaining metal will regrow at the rate of 1 cubic foot per thousand years. If the vein is regularly tended and fed with decomposing organic matter, then the rate of regeneration is increased to 1 cubic foot per century.

Value: The same as ordinary steel.

Calidurum

This bizarre material is lusterless and dead black in color. Unlike normal metal, which tends be cool to the touch, Calidurum is always warm. Found in Fiery Purgatory and the deepest parts of the Underworld, Calidurum is hardened by extreme heat, but softens and turns purplish in ice-cold water. It melts completely and glows bright blue at -50 Fahrenheit (or -45 Celsius). Since it is actually improved by extreme temperatures that can melt ordinary metals, it is widely employed by creatures such as Saganic Salamanders and Fire Giants. They maintain special wet forges, where the Calidurum is melted in cold crucibles carved from Lithic Ice. Working Calidurum is considered extremely hazardous by the Salamanders and Fire Giants, and the “Coldsmiths” who do it are hailed for their extreme courage.

If a Calidurum object contacts a Wall of Ice (or is hit by White Dragon Breath), its owner must Save versus Breath Weapon to prevent the object from being ruined. On the other hand, a weapon made of Calidurum gains +1 to hit and damage for every 200 degrees Fahrenheit to which it is heated (maximum +5). Calidurum armor similarly heated confers a +1 bonus to AC per 200 degrees (if the occupant can withstand such temperatures). At temperatures sufficient to melt iron, Calidurum is harder than Adamant. Conversely, Calidurum weapons are -1 to hit and damage in cold temperatures, and Calidurum armor becomes -1 to AC.

Tools made of Calidurum are prized by those Dwarven smiths that work Adamant and Admantine Steel.

Value: 1,000 gp per pound.

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Wondrous Metals, Minerals, and Materials of Panzoasia

06 Monday Apr 2020

Posted by Daniel James Hanley in OGL, OSR, Panzoasia

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Tags

B/X, BECMI, BX, Classic Fantasy, Classic Rules, old school, old school renaissance, old school revival, RC, Weird Fantasy


Adamant (Pure): This is the hardest of all metals, found only in the depths of the Chthon under Panzoasia, and beneath the fabled Pillars of the Earth. It is mined by the deep-dwelling Saganic Gnomes, who trade it to Dwarven metal-mongers in return for foodstuffs that cannot otherwise be obtained in the Underworld. Panzoasian Adamant is an iridescent metal, shifting through a spectrum of hues according to how the light strikes its surface. It weighs twice as much as iron, and a bar of it is practically unbreakable. Accordingly, it can only be melted by the burning blood of the Hrycus goat, or in the fires of Purgatory. A weapon made of pure Adamant grants its wielder a non-magical +4 to hit and damage, while armor made from it has an Armor Class 4 points better than normal (i.e. Chain Mail of pure Adamant grants AC 1). Only the Saganic Gnomes, Saganic Salamanders, and certain Dwarven smiths know the secret of working pure Adamant.
Value: 6,000 gp per pound. Items made from pure Adamant are worth 600 times their normal value.

Adamantine Steel (Alloy): This alloy of Adamant and iron is twice as hard as normal steel. It has a faint but noticeable iridescent gleam. Weapons made of it are +1 to hit and damage, and armor made from it has an Armor Class 1 point better than normal. Admantine Steel is non-magical, however, and cannot hit creatures immune to normal weapons. Only the Saganic Gnomes, Saganic Salamanders, and certain Dwarves know the secret technique of creating items of Adamantine Steel.
Value: 1,000 gp per pound. Items made from Adamantine Steel are worth 100 times their normal value.

Cloud Silver: This wondrous metal is collected from the interior of the cloud islands that float within the legendary Vault of Air, and sometimes above Panzoasia. Only the Saganic Sylphs know how to condense the vaporous silver of the clouds into solid ingots, small amounts of which they occasionally trade to the Elves and earthbound Fae in return for scented oils and incenses. Pure Cloud Silver is effectively weightless, with neutral buoyancy in the air. An object made of cloud silver will neither fall nor rise if released from one’s grasp. If thrown, such an object will continue moving on the same plane until it comes to a stop from friction with the air, but will never fall. A Cloud Silver item about the size of a buckler can support up to a pound of ordinary earthly matter placed on top of it, before slowly falling to the ground. Pure Cloud Silver resembles terrestrial silver, but does not tarnish, is about as strong as iron, and shines in darkness with light equal to a candle. The Saganic Sylphs make all of their armor and weapons from it.
Value: 2,000 gp per ingot, which occupies the same space as 1 lb of ordinary silver. Items made from pure Cloud Silver are worth 200 times their normal value.

Cloud Steel (Alloy): This alloy of Cloud Silver is one-quarter the weight of normal steel, but just as hard. It is more reflective than normal steel, but duller than pure Cloud Silver. Like pure Cloud Silver, however, it glows in the dark. Despite containing iron, Cloud Steel is not especially damaging to Fairies, who can wear armor made of it without any discomfort. Only the Saganic Sylphs, Fairy Folk, and certain Elven smiths know the secret of creating and working with Cloud Steel.
Value: 500 gp per pound. Items made from pure Cloud Steel are worth 50 times their normal value.

Chthonic Carbuncle: This crystalline mineral runs in veins throughout the Underworld. It occurs in red, green, blue, and violet varieties, all of which shed colored light. Much of the Underworld is bathed in the weird illumination of Chthonic Carbuncle (as well as that of phosphorescent fungi). The light emitted by the blue and violet varieties of Chthonic Carbuncle also causes certain minerals to glow, a fact exploited by some subterranean natives who employ fluorescent paints and dyes. Sometimes Underworld natives will simply expose veins of the stone and allow it to glow, but chucks of Chthonic Carbuncle are also used in lanterns, held in sconces, and placed atop torchiers. A one-pound chunk will emit light equal to a torch. Unfortunately, Chthonic Carbuncle can cause strange mutations (and possibly mental derangement) in those exposed to it for prolonged periods – accounting, perhaps, for the many bizarre forms of life found in the Underworld. Just an hour’s exposure to sunlight will destroy Chthonic Carbuncle’s ability to emit light.
Value (Mineral Quality): 100 gp per pound.
Value (Gem Quality): 5,000 gp per carat.

Deep Glass: This unusually durable form of obsidian is mined by the Saganic Undines from submarine rifts in the Eternal Sea. It appearance it closely resembles frosted glass of the ordinary kind, and occurs in a full spectrum of colors. Hues of blue and green are most common, but among the Undines the most prized variety is opalescent. Deep Glass is employed extensively for weapons and armor by the Undines, who jealously keep the secret of properly shaping and polishing it. The material is just as hard as steel, but at a third of the weight. The Undines will sometimes trade items made of Deep Glass to their allies among the Human Sea Folk, in return for objects impossible to make under the water – especially weapons of Orichalcum. Unfortunately, the special quantities of Deep Glass degrade if it is not completely submerged in water for at least an hour each day, eventually becoming just as brittle as ordinary glass.
Value: 300 gp per pound. Items made from Deep Glass are worth 30 times their normal value.

Draconian Cinnabar: The dried and hardened blood of the vicious and stupid Serpentine Dragons, Draconian Cinnabar is a brilliant red pigment that is both colorfast, and completely non-toxic. It is used in paint, as a cloth dye, and as a fancy food colorant. Most of it is exported from the Empire of Aghidea, and the Kingdom of Yaribas. The color of Draconian Cinnabar is considered prestigious everywhere throughout Panzoasia – except, of course, in Bythebia (where red things are disliked).
Value: 5 gp an ounce.

Dragontite: This deep red gemstone grows in the brains of Serpentine Dragons, and must be extracted while the monster is still alive (or still in the process of dying). Widely considered the most valuable jewel of all, the raw stone can range in size from one to six carats. The secret of properly cutting and polishing Dragontite is held by certain families of Gnomish gem-cutters. The stone is a vital component of magic items involving fire, flight, or the extension of lifespans.
Value: 10,000 gp per carat.

Meteoritic Steel: Made with iron harvested from meteorites, this dull gray metal can be used to make weapons capable of harming creatures otherwise immune to normal attacks (but grants no other bonuses). Although every People of Panzoasia knows how to work it, Halfling smiths are renowned for making the highest quality items of Meteoritic Steel. Meteoritic Steel is as damaging to Fairies as ordinary pure iron.
Value: 200 gp per pound. Items made from Meteoric Steel are worth 20 times their normal value.

Orichalcum (True Copper): This beautiful metal is amber-orange in color, and shines in the dark. It never rusts or corrodes, nor can it be dissolved by acid. Like Meteoritic Iron, weapons made of Orichalcum can damage creatures normally immune to non-magical attacks. Unlike Meteoritic Steel, however, it is non-ferreous, and can be made into plate armor wearable by Fae. The secret to working Orichalcum is held by certain Human smiths of the Ultimate West, and they trade items made from it to the Saganic Undines and Fairy Folk. The richest deposits of the metal are in Ombratia and Maeland.
Value: 300 gp per pound. Items made from Orichalcum are worth 30 times their normal value.

Tezacan Obsidian: This beautiful black volcanic glass is as hard as steel, and not brittle like ordinary obsidian. It will hold an extremely fine edge, and blades made of it are +1 to damage. As its common name indicates, it is found primarily in the Triumvirate of Tezaca, and the secret of properly working it is known only there. Daggers made of Tezacan Obsidian with jade handles are symbols of social rank in the Triumvirate.
Value: 200 gp per pound. Blades made from Tezacan Obsidian are worth 20 times their normal value.

Toad Stone: This naturally smooth and round stone is from extracted the forehead of the giant Jewel Toad, and can be brown, green, or black in color. An intact Toad Stone is generally 5 to 6 carats in weight, but the stones are cut and polished into smaller, 1 carat cabochons. Toad Stone is a natural poison antidote. Simply pressing a Toad Stone to the flesh of the poisoned person allows them a second Saving Throw to avoid harm. For that purpose Toad Stones are often set into rings, or worn around the neck. Actually crushing a full carat of Toad Stone and swallowing it will instantly neutralize any poison or venom, no matter how virulent – including poisons of a magical nature.
Value: 2,000 gp per carat.

Terrabolam: There are two types of this strange mineral – a “male” variety that is glittering black in color, and a “female” that is lighter gray (but which also glitters). If a “male” and female” stone are brought close together, they will produce a flame between them sufficient to ignite any inflammable material. The richest deposits of Terrabolam stones are found the mountainous region north of Qozanistan.
Value: 100 gp per pair. (Each stone is typically100 carats.)

Lithic Ice: Mined by Dwarves in Fjaldarheim and the Storm Giant Kingdom, this is the only material that can hold the burning blood of the Hrycus goat without melting. Consequentially, it is vital to creating items of Adamant, and in the production of Adamantine Steel. It is a cloudy, translucent mineral with marbling of white, gray, and blue, and is always freezing cold to the touch. Besides its use in the manufacture of Adamantine weapons and armor, blocks of it are also used to preserve food by freezing – and in making chilled desserts!
Value: 1000 gp per pound.

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The Magician Class for Classic B/X Rules

02 Thursday Apr 2020

Posted by Daniel James Hanley in Gothic Gaming, OGL, OSR

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Tags

Adventure Game, B/X, BECMI, BX, Classic Fantasy, Dark Fantasy, Ghastly Affair, Gothic Gaming, Gothic Horror, Gothick, Medieval Folklore, Medieval Magic, old school, old school renaissance, old school revival, OSR, rules conversions


This version of the “Magician” class from Ghastly Affair has been reworked for use with retro-clones of the classic B/X rpg rules, such as Necrotic Gnome’s “Old School Essentials”. It differs slightly from the same Class found in Ghastly Affair, to make it more suitable for use in Dark Fantasy B/X campaigns. Compared to the standard B/X Magic User, the Magician is more versatile, but the magic they employ is both riskier and more costly.

MAGICIAN

Sorcerer. Witch. Warlock. Theurgist. Conjuror. Necromancer. Whatever the name, you are a worker of wonders, and a keeper of mysteries. You might be a member of secret society pulling the strings of princes and presidents. Perhaps you are a noble-born witch who slips from her palace by night to dance naked under the moonlight. Maybe you’re a rogue scholar who owes his soul to a Demon Lord. You could even be a pious canoness who can call upon the aid of celestial beings.

As a Magician, you can utilize spells by four different means: by using Incantations, by performing Ceremonies, by creating Talismans, or by employing Pacts. The knowledge of a spell might be directly imparted by a magical being, taught by another Magician, gleaned from an ancient text, or even discovered through long hours of magical experimentation.

You will have to decide who initiated you into magic – another Magician, an occult order, or a magical being of some kind. Perhaps you accidentally summoned a Planetary Angel while pursuing an ancient work of magical philosophy; or have performed the Ritual of the Crossroads, and signed the Black Book in your blood. Maybe you even studied at one of the fabled Black Schools of the Underworld – where sorcery is taught by Infernal masters who claim the soul of every tenth scholar.

Use the Magician Class to create characters inspired by such fictional characters as Heinrich Faust (from Goethe’s “Faust”) and Carathis (from the novel “Vathek”), or historical figures such as Cagliostro and La Voisin.

ABILITY REQUIREMENTS: Intelligence and Wisdom of at least 9 each.
PRIME REQUISITE(S): Intelligence and Wisdom.
HIT DICE: d4 + Constitution Bonus, up to 9th Level.
+1 Hit Points per Level after 9th, and Constitution Bonus no longer applies.
USEABLE WEAPONS: Dagger, Staff, Club, or Crossbow. (+ Pistol, if available.)
USEABLE ARMOR: None. (Breastplate, if available). No shields.
ATTACKS: As Magic user
SAVING THROWS: As Magic user
ALIGNMENT: Any.
LANGUAGES: Common and Alignment. Magicians often learn the native languages of magical beings.

SPECIAL ABILITIES:

Esoteric Knowledge: You have a base 30% chance to correctly identify a magical being (such as a Djinni or Demon), to remember some bit of esoteric lore appropriate to your current situation, to decipher a code, or to read an inscription written in an arcane language. At the GM’s discretion this ability can be used to correctly identify a magic item. You can only roll once per subject or encounter. The chance to remember relevant Esoteric Knowledge increases by 5% per Level, to a maximum of 95%.

Use Incantation: By means of your Magical Implement (and the secret words of power) you can use any spell from the list of Incantations you know. You do not need to re-memorize or otherwise prepare Incantations before using them.

The total Levels of Incantations you can use per day is equal to your Character Level times two. However, if you reach that that total, you will fall unconscious for a full Turn. Furthermore, even after you regain consciousness you will be so exhausted that you will be unable to use Incantations, perform Ceremonies, or Employ Pacts again until you get a full night’s rest.

  • For example, if you are 4th Level Magician, you can use a total of 8 Levels worth of Incantations a day. This could be eight 1st Level spells; four 2nd Levels spells; two 1st Level spells and three 2nd Level spells; or any other combination that doesn’t exceed 8 total Levels.

Perform Ceremony: Through a lengthy series of symbolic words and actions you can create magical effects from the list of Ceremonies you know. You can even affect a target you cannot see, if you have a piece of them (or something they own). Also, spells cast as Ceremonies can be held “in-reserve”, to take effect at some later time.

Ceremonies require half an hour per Spell level to perform, and require materials with a value in gp equal to 20 times the Spell’s level squared. If you are traveling or adventuring, you will have to obtain the materials you need to perform any desired Ceremonies before you set out, unless you can somehow obtain them in the course of your travels.

Any particular Ceremony can only be performed once a day, and only one spell can be held “in reserve” at a time. If you use a Ceremony on target you cannot see, they always receive a Saving Throw (even if the spell doesn’t ordinarily allow one), and if they Save, you can never again affect them with that Ceremony.

  • For example, Wizard Lock is a 2nd Level Ceremony. It requires an hour to perform, and 80 gp worth of non-reusable materials. If you perform a Ceremony of Wizard Lock today, you will have to wait until tomorrow to use it again.
  • As a second example, if you perform the Purify Food and Water Ceremony (1st Level), it will take a half hour, and expend 20 gp of materials. At its performance, you can decide to hold the spell “in reserve” until the next time you encounter spoiled food that you need to eat. If you already have Purify Food and Water “in reserve”, its the the only spell you can have so prepared.
  • For a third example, you can perform a Ceremony to inflict a Curse on somebody whose hair, blood, or clothing you posses, even if they are currently 100 miles away. Since Curse is a 3rd Level Ceremony, it will require an hour-and-a-half to perform, and use 180 gp worth of materials. If your would-be victim saves versus Magic, you can never try to Curse them again with a Ceremony.

Create Talismans: You can create an item that grants you (or a specified person) a constant spell effect. The physical basis of a Talisman requires rare materials worth 200 times the square of the Spell’s Level in gold pieces, or else blood and body parts from magical beings with total HD equal to twice the Spell’s Level. Charging a Talisman takes 1 hour per Spell Level. A charged Talisman lasts for 30 days, and will be ruined if touched by anyone other than its intended wearer. You can only create a Talisman if you know the appropriate spell in its “Talisman” form. You can only have one charged Talisman active at a time, whether worn by you or another.

  • For example, creating a Talisman of Read Magic (allowing the wearer to automatically decipher all magical writings) is a 3rd Level Spell. It requires either materials worth 1,800 gp, or else the blood (and/or body parts) from at least 6 HD worth of magical beings (such as two Thouls, or a single White Dragon). It requires 3 hours to charge.

Employ Pact: You can make sacrifice to a being from another plane of existence, and thereby temporarily gain some of their magical power.

Each Pact you can employ is activated by a different sacrifice, imposed by the being who grants it. Roll a d4 to determine what the granting entity wants in exchange:
1 = The blood of specific creatures with total Hit Dice approximately equal to the Level of the Spell.
2 = Wealth equal to 200 gp per Spell level (the coins or items disappear into the entity’s hoard on its home plane).
3 = A point of the Magician’s Constitution (or other Ability) per Spell Level. (This heals back at the rate of 1 point per day).
4 = The Magician’s blood, resulting in the loss of 2 Hit Points per Spell Level

A particular Pact can only be employed once a day, but you can employ many different Pacts per day – as long as you are capable of offering all the necessary sacrifices!

• For example, you might be able to employ a 5th Level Pact enabling you to Teleport – provided you are willing to sacrifice 10 HP worth of your own blood to the abomination Yrazzin, who dwells in the void between dimensions.

WEAKNESSES:

Magical Implement: You must have and employ a specially prepared object in order to use any Incantations. If you lose your Magical Implement, you must replace it (at a cost of 1000 gp per Magician Level possessed) before you can use Incantations again. Typical Magical implements include a staff, a wand, a sword, a dagger, a book, or an inscribed pantacle.

Power Object: Your magical power is bound to an object, such as a book of magic, an inscribed ring, or the text of your contract with an Infernal being. If you do not actually carry the object on your person, you use magic as if you were one Level lower (a 1st Level Magician must carry their Power Object to use magic at all). If your Power Object is destroyed, you lose the ability to use spells until it can be replaced. Replacing a Power Object costs 5,000 gp per Level of the Magician.

FOLLOWERS AT 11th LEVEL:

At 11th Level you will attract another Magician of 1st – 3rd Level, as well as 1d12 ordinary men and women seeking to be initiated by you as 1st level Magicians. These new initiates will become the core of your support within your magical order, secret society, or coven – or else follow you to form new one.

Experience Points

Level

Title

Hit Points

Esoteric Knowledge

Maximum Levels of Incantations per Day

Maximum Spell Level Usable

0

1

Initiate, or Covener

1d4

30%

2

1

3,000

2

Practiced Initiate, or Fellow Covener

2d4

35%

4

1

6,000

3

Journeyman Magician, or Ordinary Warlock / Ordinary Witch

3d4

40%

6

2

12,000

4

Practiced Magician, or Practiced Warlock / Witch

4d4

45%

8

2

24,000

5

Adept, or Sorcerer / Sorceress

5d4

50%

10

3

48,000

6

Major Adept, or Great Sorcerer / Great Sorceress

6d4

55%

12

3

96,000

7

Thaumaturge

7d4

60%

14

4

192,000

8

Great Thaumaturge

8d4

65%

16

4

384,000

9

Master Magician,

or Master Warlock / Witch Mistress

9d4

70%

18

5

559,000

10

Past Master / Past Mistress

9d4+ 1

75%

20

5

734,000

11

Magus / Maga, or

Warlock Lord / Witch Lady

9d4+2

80%

22

6

909,000

12

Magus / Maga, or

Warlock Lord / Witch Lady

(12th Level)

9d4+ 3

85%

24

6

1,084,000

13

Magus / Maga, or

Warlock Lord / Witch Lady

(13th Level)

9d4+ 4

90%

26

6

1,259,000

14

Supreme Magus / Supreme Maga, or Witch Queen / Witch King

9d4+ 5

95%

28

6

Starting Spells for Magicians

A Magician character starts play knowing three 1st level Spells. These Spells can represent any mix of Incantations, Ceremonies, Talismans, or Pacts the Player desires. The Player of a Magician character must keep a current list of all the Spells that her PC knows, broken down by Incantations, Ceremonies, Talismans, and Pacts.

A Magician’s Grimoire

Magicians keep Grimoires that record their words of power and magical techniques, much like the spell books of “standard” Magic Users. Unlike a Magic User’s spell book, however, a Grimoire is not usually inherently magical (unless it is also the Magician’s Power Object). A Grimoire may be written in a magical cipher or arcane language, but many are actually just inscribed in Common.

Gaining More Spells as a Magician

The Magician is assumed to automatically gain 1 new Spell per Level gained, which can also be of any kind the Player desires (Incantation, Ceremony, Talisman, or Pact), and any Level the Magician can currently employ. All other Spells must be located and learned in the course of regular game play.

The same Spell may in fact be found as an Incantation, Ceremony, Talisman, or Pact, but each version must be learned separately. Magicians in Campaign that also include the “standard” spell-casting Classes can adapt spells they learn from Magic User Scrolls or spell books into Incantations, by making a successful Esoteric Knowledge roll. Likewise, a Magician can attempt to adapt a divine spell they find written on a scroll into a usable Pact, by successfully rolling their Esoteric Knowledge.

Generally, any intelligent being with inherent magical abilities is able to teach a Magician spells corresponding to its own powers. For example, an Efreet can teach the Wall of Fire spell, and a Dryad can teach Charm Person. A magical being can choose to impart a spells as an Incantation, Ceremony, Talisman, or Pact (as appropriate). Of course, most beings from other planes of existence prefer to offer any spells they teach in the form of Pacts.

MAGICIAN SPELLS BY LEVEL

The following lists utilize the Cleric and Magic User spells enumerated in the “Old-School Essentials Classic Fantasy: Cleric and Magic-User Spells”. Game Masters can see that work to adjudicate their effects, use the equivalents from another OSR retro-clone, or refer to the original B/X books.

Note that while many Magicians spells replicate those of Clerics, such spells are “arcane”, and not “divine” in the forms used by Magicians. The “standard” and “reversed” forms of spells (such as Light and Darkness) must almost always be learned separately by Magicians.

* Indicates that a Ceremony’s effect can be held “in-reserve”.

1st LEVEL MAGICIAN SPELLS

1st Level Incantations
Cause Fear
Darkness
Detect Evil
Detect Magic
Floating Disc
Hold Portal
Light
Magic Missile
Protection from Evil
Read Languages
Read Magic
Remove Fear
Resist Cold
Resist Fire
Shield
Sleep
Ventriloquism

1st Level Ceremonies – Require 30 minutes, + 20 gp worth of materials.
Charm Person *
Cause Light Wounds
Cure Light Wounds
Purify Food and Water *

1st Level Talismans – Require 200 gp of materials, or at least 2 HD of slain magical creatures. Remain charged for 30 days, or until dispelled.
Detect Evil
Detect Magic
Purify Food and Water

1st Level Pacts – d4 to determine the required sacrifice.
1 = 1 HD worth of blood from a specific creature.
2 = 200 gp worth of treasure.
3 = 1 point of the Magician’s Constitution (or other Ability).
4 = 2 Hit Points worth of the Magician’s blood.
Cause Fear
Cause Light Wounds
Charm Person
Cure Light Wounds
Darkness
Detect Evil
Detect Magic
Floating Disc
Hold Portal
Light
Magic Missile
Protection from Evil
Purify Food and Water
Read Languages
Read Magic
Remove Fear
Resist Cold
Resist Fire
Shield
Sleep
Ventriloquism

2nd LEVEL MAGICIAN SPELLS

2nd Level Incantations
Detect Evil
Detect Invisible
ESP
Find Traps
Hold Person
Invisibility
Knock
Know Alignment
Levitate
Locate Object
Mirror Image
Phantasmal Force
Resist Fire
Silence 15’ Radius
Snake Charm
Speak with Animals
Web

2nd Level Ceremonies – Require 1 hour, + 80 gp worth of materials.
Bless *
Blight *
Wizard Lock

2nd Level Talismans – Require 800 gp of materials, or at least 4 HD of slain magical creatures. Remain charged for 30 days, or until dispelled.
Resist Cold *
Resist Fire *

2nd Level Pacts – d4 to determine the required sacrifice.
1 = 2 HD worth of blood from a specific creature.
2 = 400 gp worth of treasure.
3 = 2 points of the Magician’s Constitution (or other Ability).
4 = 4 Hit Points worth of the Magician’s blood.
Bless
Blight
Detect Evil
Detect Invisible
ESP
Find Traps
Hold Person
Invisibility
Knock
Know Alignment
Levitate
Locate Object
Mirror Image
Phantasmal Force
Silence 15’ Radius
Snake Charm
Speak with Animals
Web
Wizard Lock

3rd LEVEL MAGICIAN SPELLS

3rd Level Incantations
Dispel Magic
Fire Ball
Fly
Growth of Animal
Haste
Hold Person
Invisibility 10’ Radius
Lightning Bolt
Locate Object
Protection from Evil 10’ Radius
Protection from Normal Missiles
Striking

3rd Level Ceremonies – Require 1 ½ hours, + 180 gp worth of materials.
Cause Disease
Clairvoyance
Continual Darkness
Continual Light
Cure Disease
Curse
Infravision *
Remove Curse
Water Breathing *

3rd Level Talismans – Require 1,800 gp of materials, or at least 6 HD of slain magical creatures. Remain charged for 30 days, or until dispelled.
Darkness
Light
Protection from Evil
Read Languages
Read Magic
Speak with Animals

3rd Level Pacts – d4 to determine the required sacrifice.
1 = 3 HD worth of blood from a specific creature.
2 = 600 gp worth of treasure.
3 = 3 points of the Magician’s Constitution (or other Ability).
4 = 6 Hit Points worth of the Magician’s blood.
Cause Disease
Clairvoyance
Continual Darkness
Continual Light
Cure Disease
Curse
Dispel Magic
Fire Ball
Fly
Growth of Animal
Haste
Hold Person
Infravision
Invisibility 10’ Radius
Lightning Bolt
Locate Object
Protection from Evil 10’ Radius
Protection from Normal Missiles
Remove Curse
Striking
Water Breathing

4th LEVEL MAGICIAN SPELLS

4th Level Incantations
Charm Monster *
Confusion
Dimension Door
Growth of Plants
Hallucinatory Terrain
Massmorph
Neutralize Poison *
Polymorph Others
Polymorph Self
Speak with Plants
Sticks to Snakes
Wall of Fire
Wall of Ice
Wizard Eye

4th Level Ceremonies – Require 2 hours, + 320 gp worth of materials.
Cause Serious Wounds
Create Water
Cure Serious Wounds
Protection from Evil 10’ Radius

4th Level Talismans – Require 3,200 gp of materials, or at least 8 HD of slain magical creatures. Remain charged for 30 days, or until dispelled.
Charm Person (Constant effect)
Cure Disease (Effective Immunity)
Infravision
Remove Curse (Effective Immunity)
Water Beathing

4th Level Pacts – d4 to determine the required sacrifice.
1 = 4 HD worth of blood from a specific creature.
2 = 800 gp worth of treasure.
3 = 4 points of the Magician’s Constitution (or other Ability)
4 = 8 Hit Points worth of the Magician’s blood.
Cause Sr. Wounds
Charm Monster
Confusion
Create Water
Cure Serious Wounds
Dimension Door
Growth of Plants
Hallucinatory Terrain
Massmorph
Neutralize Poison
Polymorph Others
Polymorph Self
Protection from Evil 10’ Radius
Speak with Plants
Sticks to Snakes
Wall of Fire
Wall of Ice
Wizard Eye

5th LEVEL MAGICIAN SPELLS

5th Level Incantations
Cloudkill
Feeblemind
Finger of Death
Hold Monster
Insect Plague
Magic Jar
Pass-Wall
Telekinesis
Transmute Rock and Mud
Wall of Stone

5th Level Ceremonies – Require 2 ½ hours, + 500 gp worth of materials.
Animate Dead
Commune
Conjure Elemental *
Contact Higher Plane
Create Food
Dispel Evil *
Raise Dead
Teleport *

5th Level Talismans – Require 5,000 gp of materials, or at least 10 HD of slain magical creatures. Remain charged for 30 days, or until dispelled.
Neutralize Poison (Effective immunity)
Protection from Evil 10’ Radius
Speak with Plants

5th Level Pacts – d4 to determine the required sacrifice.
1 = 5 HD worth of blood from a specific creature.
2 = 1,000 gp worth of treasure.
3 = 5 points of the Magician’s Constitution (or other Ability)
4 = 10 Hit Points worth of the Magician’s blood.
Animate Dead
Cloudkill
Commune
Conjure Elemental
Contact Higher Plane
Create Food
Dispel Evil
Feeblemind
Finger of Death
Hold Monster
Insect Plague
Magic Jar
Pass-Wall
Raise Dead
Telekinesis
Teleport
Transmute Rock and Mud
Wall of Stone

6th LEVEL MAGICIAN SPELLS

6th Level Incantations
Anti-Magic Shell
Death Spell
Disintegrate
Geas
Lower Water
Move Earth
Part Water
Projected Image
Stone to Flesh

6th Level Ceremonies – Require 3 hours, + 720 gp worth of materials.Control Weather (Can be cast on a disant location, if the Magician has a handful of soil or rocks from it, or something belonging to a person currently there.)
Stone to Flesh *
Invisible Stalker
Reincarnation *
Remove Geas

6th Level Talismans – Require 7,200 gp of materials, or at least 12 HD of slain magical creatures. Remain charged for 30 days, or until dispelled.
Create Food (Character can survive without eating as long as they wear the Talisman.)
Raise Dead (Character is automatically Raised if killed, as if the spell was immediately cast on them)
Remove Geas (Effective immunity)
Stone to Flesh (Immunity to Petrification)
Telekinesis

6th Level Pacts – d4 to determine the required sacrifice.
1 = 6 HD worth of blood from a specific creature.
2 = 1,200 gp worth of treasure.
3 = 6 points of the Magician’s Constitution (or other Ability)
4 = 12 Hit Points worth of the Magician’s blood.
Anti-Magic Shell
Control Weather
Death Spell
Disintegrate
Flesh to Stone
Geas
Invisible Stalker
Lower Water
Move Earth
Part Water
Projected Image
Remove Geas
Stone to Flesh

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