Showing posts with label Daemons. Show all posts
Showing posts with label Daemons. Show all posts

Thursday, October 5, 2017

Daemons of Dreams and the Dead: Part Two

Today's two-part Portcullis entry is from guest author, Dave Folger, for which we are both honored and grateful.



The Restless Dead

A question was once posed to me, with the threat of the dead becoming undead, wouldn’t cremation make more sense than burial? Of course, cremation would also shut down any possibility for resurrection in the future. On the other hand, a proper burial is also something we’ve heard before in the game, something that we have to pretend, as role-players, has some value to it even though it has no mechanical effect. But it doesn’t have to be that way.

Bodies that have been given a proper burial are generally rendered safe by the ritual from rising (or being animated) as living dead. There are exceptions to this. First, a skilled necromancer could have some magic to profane the dead. Something as simple as a reverse Bless spell might suffice. Another exception is the dead (unbeknownst to the clergy) may have been an especially evil individual. Even though the proper rites are performed, they have no influence over the evil corpse. Such a being might later rise as a vampire.

The latter might be prevented through yet another possible application for a Bless spell. Good clerics, or possibly clerics of any alignment, are able to confer righteousness. That is, if the subject of the bless is of a different faith than the cleric, for the duration of the spell, the subject is considered to be of the same faith for purposes of further spells and rituals. So if the deceased was highly evil, a cleric of at least equal level using Bless would make it so death rites begun within the duration of the bless and completed without interruption would effectively keep the body from rising as a vampire or other wicked creature.

NPCs who perform burial rites generally don’t confer this blessing as a usual thing since they are typically burying members of their own faith. And even if they did perform the blessing, it is generally lower level members who perform the ritual, so the blessing would not be sufficient to match the evil power of likely candidates to come back as vampires. Consequently, if such is a concern, either a PC cleric will have to cast Bless or else pay a high level NPC cleric to use bless in exchange for the appropriate donation.

There are additional protections for those buried in a cemetery. When a cemetery is first founded, there will be a ceremony to sanctify the place. Often this will include the sacrifice of an animal. The spirit of this animal will then act as a protector (see “Grim” pg 72,  MM2). If animal sacrifice seems strongly antithetical to the religion in question, gargoyles may be employed instead (pg 42, MM1). Guardian gargoyles will generally be Neutral in alignment with only tendencies towards the alignment of the deity or cleric blessing the place--its only purpose being to protect the cemetery from defilers, graverobbers, and necromancers. The sanctity of the place bars undead and malign spirits from entering into (and prevents the creation thereof within) its sacred precincts. Such holy protection requires periodic maintenance, so abandoned burial grounds have only the grims or gargoyles to protect it, if those have not already been dealt with.

Here again, normally we would not spend game time or emphasis on burial rituals or the necro-economy. These practices are simply assumed to be running in the background and serve to explain why in a world where necromancers exist people still bury their dead, why bringing back a companion for a proper burial is a worthwhile effort, and why even in a world where everyone is doing all the right things necromancers can still find opportunities to practice their craft and rare, unique, and powerful beings can still return in the unlife.




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Dave Folger runs the Myths & Legends blog (myths-n-legends.blogspot.com). His personal campaigns are heavily influenced not only by the Dungeons & Dragons game but by the later fantasy RPGs of Gary Gygax. He played his first game of Dungeons & Dragons at the age of 6 and was co-authoring a module for the Lejendary Adventure RPG with Gary at the time of his passing.

Daemons of Dreams and the Dead: Part One

Today's two-part Portcullis entry is from guest author, Dave Folger., for which we are both honored and grateful.

Daemons. Not to be confused with the type of monster particular to the Dungeons & Dragons game. In mythology, daemons refers to nature spirits between gods and humans similar to ghosts, chthonic heroes, or spirit guides. In computing, it refers to programs that run in the background. The discussion that follows fits both definitions well, which is why although there exists potential for confusing them with D&D’s daemons, the term is too fitting not to use.

Roleplaying games are a peculiar type of game. It treats a fantasy world and those monsters and characters who inhabit it as if they are real. The potential for detail in the fantasy world is practically limitless, but limitless detail can be impractical for purposes of playing a game. Enter the daemons. These are fantastic creatures, generally nature spirits, that typically operate in the background. They conveniently tie up loose ends that enable the fantasy world to make perfect sense without overburdening the game.


The Restless Traveler

Recently I was asked for some “game mechanics” reasons why adventurers should pay for a room at the inn rather than rough it outside. There are some pretty obvious answers. Bad weather. Wandering monsters. Guards arresting you for vagrancy. Thieves pilfering your camp. But the answer I gave had to do with troublesome minor spirits who invade your dreams, preventing the sort of “restful sleep” spell-casters need to be able to memorize spells in the morning.

I imagined that homes and certainly inns would have certain trinkets or decorations that prevent these spirits from entering its precincts. What would seem like odd items of superstitious nature to us, such as dreams catchers, have functional purpose in the fantasy realm. Special symbols carved into an inns sign may serve the purpose just fine. Homes might have grain or sand thrown before its door as a means of detecting invisible intruders. Pets also possess a different sensory range that complement that of their human companions and may serve to frighten some spirits away, or at least alert the household to the presence of spirits.

It is therefore preferable to seek lodging in a permanent shelter. This does not preclude the possibility of getting a good night’s sleep under the stars when characters are traveling. Elements and wandering monsters notwithstanding, certain types of characters who are to a degree “at home” in the outdoors--Druids, Elves, and Rangers--have special defenses against dream daemons. Elves are alleged to not sleep and so they are unaffected. Druids (and high level Rangers) learn to use local flora to craft small, wreath-like ornaments which are effective at warding meddlesome nature spirits.

There’s no limit to how elaborate you can get. Just keep in mind, these are details that usually fade into the background unmentioned so that for game purposes it can generally be assumed PCs must pay to stay at an inn. It’s only when the underlying assumptions fail for some reason making what is usually ordinary and mundane become a challenge and part of the adventure. It is then that the details come into the foreground as they serve some purpose within the overall adventure. Otherwise they are at best referenced as flavor text, if at all. For further inspiration, the 1st edition AD&D, Dungeon Masters Manual, pg 26-27 has a list of gems and their reputed magical properties. And pages 220-221 has a list of herbs, spices and medicinal vegetables with their uses. The Wikipedia articles on Amulets and Lucky Symbols are also worth reading. The entry on Fairy includes a section for Protective Charms.
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Dave Folger runs the Myths & Legends blog (myths-n-legends.blogspot.com). His personal campaigns are heavily influenced not only by the Dungeons & Dragons game but by the later fantasy RPGs of Gary Gygax. He played his first game of Dungeons & Dragons at the age of 6 and was co-authoring a module for the Lejendary Adventure RPG with Gary at the time of his passing.