Wednesday, November 11, 2015

Runequest 2 getting a reprint with fixed errata

Look at it right here. Yeah, so this turns out to be a real thing (thanks Erik; weird work schedules haven't dulled your ability to get a cool scoop). I saw a post about this recently but breezed over it on the assumption it was some fan mockup. Nope.

Wow.

The idea that there will be a modern reprint of RQ2 to play with is actually the most interesting news I've heard in the Chaosium realm. For those of you not in the know, RQ2 was a very clean, concise and detailed look at the RQ mechanics, but it was also very tight in design. It assumed Glorantha as a setting, yes, but you could do what you wanted with it. RQ3 tried to make Mythic Europe the default, to good effect, but it also added some layers of complication to the rules as well.

I'd play RQ2 straight-up again (sans Glorantha...sorry, just not a Gloranthaphile). Will have to grab a copy or two once it's in the wild.


Check out the Ken Rolsten quote in the bottom back cover. Neat, considering I've always thought of the Elder Scrolls titles as the "Runequest of computer RPGs."


I am now really, really glad I sold my one RQ2 boxed set that I had held on to when I did; a reprint will (possibly) impact Ebay value on old copies since we all know most of us really want one to play with...right?

Also, it will be fun to contrast classic RQ2 with current RQ6. I admit, there's a lot of stuff I miss from the Old Days of RQ, such as the classic combat mechanics and weapon skills (attack/parry/dodge FTW) as well as a much riskier and deadlier limb-losing experience.

Deluxe Tunnels & Trolls: Five Things You Need to Know as a Solo Player

"I know it's called the Sewers of Oblivion, but you all wait here
while I go in to check it out alone. If I don't come back,
then one of you should go in alone and find me,
and so on and so forth. Perfect plan."
No one mentions this, and it can get a bit crazy. You can (and should) experience T&T's many solo adventures...they are honestly more fun and satisfying than Sword Coast Legends, Pillars of Eternity or any of that other CRPG drivel we keep ourselves occupied with these days. Some of them are amazing, too...if you can find the Jungle of Lost Souls on Ebay (it's not hard to find), Sea of Mystery, Arena of Khazan and the now in-print DT&T edition of City of Terror....you'll find some amazing gaming to be had. But, there are five important rules to keep in mind when delving into the realm of solo gaming with T&T! Here they are:

#5. It's All Cross-Compatible. All T&T products are compatible across editions, but remember the little differences. The core mechanical conceit...how combat works, dice+adds, monster ratings....all of that is the same. Some spells have changed over the years; it might be handy to keep a copy of 5th edition T&T around to compare to DT&T when you're confused about a spell name, maybe. That said.....very little has changed enough that you couldn't roll up a DT&T character now and take them through any existing solo. Just remember that in older editions Strength was used to power spells in place of Wizardry, and Speed wasn't always an important attribute. Easiest way to make sure you've matched a character to a solo's difficulty is to look for the "adds" it suggests.

#4. It's Insanely Flexible and That's Okay. T&T in all incarnations supports weird stuff, such as character attributes spontaneously boosting to ridiculous levels, horrible sudden death events, and magic items of inconceivable power (anyone remember Hellslice, the 42 dice sword from Arena of Khazan?) So don't sweat it....T&T has always worked this way, especially in the solos.

#3. Have a Guild of Fodder Characters. Don't start with one character and go into a solo dungeon. Roll up at least 5-10 characters. Long before Dungeon Crawl Classics codified the concept of the "funnel adventure" T&T had players grinding up delvers like there was a shortage on dog meat. If you start a solo, have several PCs ready to go in as backups when the first character dies. Also, --and this is Really Important!-- let them die. If you want to bring that character back, consider his twin, close cousin, or go run the Abyss solo for dead characters (conveniently printed in DT&T's module section).

#2. Your Guild of Characters are all Plane Hoppers. Every T&T module takes place in a different realm. Many have now been codified to take place somewhere in Khazan's dominion on Trollworld, but not all solo lines do. Some take place over vast distances and times. Assume your character works for or has access to some means of getting to Weird Places and Times and don't sweat the details.

#1. Forge a Campaign! It should go without saying, but you really don't need to roll up a new PC for every solo....you can and should try to advance your characters through solos, using the choice of solos to forge a campaign for that character. Play them until they finally strike it rich or gain cosmic power, then retire them for a future day when you can bring them in to a GM-run game as some badass NPCs to make the players' lives miserable. If you stick to this process, you'll find that in no time at all you will have a folio full of tough T&T hombres with some serious clout behind them. (They will be next to the MUCH LARGER folder full of dead and mutilated PCs left behind).

"I may be 87 years old with zero adds but I've got Hellslice
and A fifty-two year old tale of lust with the Death Queen herself,
so watch out sonny!"

Tuesday, November 10, 2015

Deluxe Tunnels & Trolls: An Introduction to the Nether Realms of Altavir

Now that I have DT&T in my hands it's time to start plotting a setting and scenarios. I can't just recycle something that has come before....this book has a lot of cool new ideas I want to use, and I need a fresh home for them. To that end I now start with...the Nether Realms of Altavir. I'm going to focus on "three interesting things" in each entry for this series...a historical bit, a person/being and an item/place.



The Nether Realms of Altavir

From legendary Port Vadan there lies the dreaded Straights of Acutum, a deadly passage between the Northern Winter Kingdoms and the southern expanses of the Vidari Empire. Port Vadan remains the only freeport to stand between these two regions, and is called home by the only dastardly sea captains who know how to maneuver through the Straights of Acutum....and live.

The Straights of Acutum are a focal point between to divided lands. Southward lies a sprawling mercantile empire uniting the seven provinces of a great dynasty along the D'oro Sea. from there you reach a vast no-man's land, where the Ugadan barbarians prosper despite the constant intrusion of the orcs, the anger of the elven cities in the deep in the Elemental Wood, and the great swathe of ancient ruins that run the length of the Straights of Acutum, ruins which no human believes was forged from ancestral hands. The Vidari call this the Abandoned Lands....the Abandonato Terreno. Stranger beings, such as the skeletal nether and the demonic in'forje occupy many of these ruins and are quick to kill explorers.

Beyond the vast barbaric dominion along the length of the straights lies the collective known as the Winter Kingdoms, which stretch deep to the north, a collection of loose city states and kingdoms forged by a common identity, resolute against the ever present winter that buckles their lands in to a long, narrow swathe of territories that are constantly skirmishing or at war. Only the brutality of the barbarians, elves and monsters that lie between Vidari and the Winter Kingdoms keep them from descending to war.....and so a place like Port Vadan keeps up a brisk trade between the north and south instead, as its daring captains have learned the treacherous waters of the Straights of Acutum well enough to insure that anyone who wishes to journey north or south must depend on them to survive the trip.

Meanwhile a secondary trade has risen up: Port Vadan has become home to antiquarians and explorers, going hand in hand as they seek out the legends and mysteries of the Abandonato Terreno, and to learn more of the ancient lost empires buried in the deep wilderness. But the orcs, elves and barbarians are loathe to give up these secrets, and are deeply mistrustful of outsiders. Adventure in this region is supported by the port and a handful of hearty young nobles who have heard the call of King Teneren in the kingdom of Vormanse, to carve out baronies in his name and to colonies the no-man's land. Any warrior who claims a plot of land in the south, King Teneren asserts, can take a barbarian wife if he so desires....he just has to survive the experience. For the land-starved men of the Winter Kingdoms this sounds like a pretty sweet deal.


Personae The First: Dregatis Ascalair

 Plying his trade as a mercenary of the straights, Dregatis Ascalair is a soldier and explorer when time and madness permits. He has journeyed twice to the ruins of Hapath, where the nether rule and worship a strange being called Kazak the Unbidden as if it were a god. Dregatis is more than willing to serve as a guide to Hapath, though the coin must be right, for on his second journey he acquired the weapon he called Blood Dancer, a blade which sings as it slays. He took it from the hand of a nether war priest, and knows that the next time he goes to Hapath they may well seek to slay him for his actions....but the lure is too tempting to resist, the coin too great. Plus....Dregatis cannot resist an effort to find out what Kazak the Unbidden really is.


Dregatis Ascalair
Level 2 human warrior of Port Vaden
ST 22, CN 14, DX 18, SP 13, IQ 9, WZ 8, LK 12, CH 6; Adds +11
Warrior Abilities: +2D6 melee dice; up to double armor hits
Languages: common (Vormansic)
Talents: Swimmer, sailing,  bargaining, deep water diving, comparitive religion (broad)
Armor: ring mail (8X2 hits)
Weapon: Blood Dancer, magical great sword (7 dice+11 adds total*; each point of spite damage dealt with this weapon also heals 1 CN each to the wielder. However, after each battle in which healing is received make a L1 CN Save with a modifier equal to total healing granted; if you fail, lose 1 CN permanently; i.e. level 1 save (20-CN) but took 5 healing from spite damage, so actual save is 25-CN...an 11 in Dregatis's case).
Backup Weapon: small sabre (5D6+11)**
Ranged Weapon: light crossbow with 20 bolts (3D6+11)
Wealth: 77 GP (he's getting low)
Special Gear: one copy of the Codex of the Hapathic Sequence (see below) which he is still studying, plus plenty of bargain basement exploration gear.

Dregatis's XP cost so far: Dregatis started with a ST 16 and DX 12. So this, plus 3 extra skills means he has earned (and spent) 2,880 XP.

* (5 dice weapon, 2 dice level 2 fighter, +11 for his adds)
**(3 dice weapon base)


The Codex of the Hapathic Sequence

Written by the mad monk Durthenes, who dwelled in the High Tower of Callidamos for nearly a century after he claimed to have been visited by the Vapari god Soragul in person and was revealed the secret of immortality. Durthenes wrote several tomes while isolated in the famous tower that doubles as one of the more prominent manned lighthouses along the Straights of Acutum, by his fellow Monks of the Yellow Cloth. The Codex is one of the more famous ones, however.

The story goes that a nether woman named Atrissa visited Durthenes each night and told him stories about the ancient people that founded the ruined city of Hapath, and of their decline and fall from greatness. He carefully relayed each story into his tome, along with her meticulous descriptions of the seventeen devils which the Hapath worshipped like dark gods. For each, she said, there was a hidden summoning stone and the scholar-wizards of Hapath could not resist the power of these ancient beings, until at last they brought ruin on their great city. The book, it is said, shows where the seventeen summoning stones still lie in the ruins of Hapath and also how to activate them.

Careful study of this book will give adventurers a chance to learn a new language (Ancient Hapathic) on a level 1 save vs. IQ after 3D6 weeks of study. In addition, the tome includes the complete manuscript to learn the 4th level spell Protective Pentagram (if you can cast magic, that is). Finally, there are many hidden codes in the book. Anyone who reads Hapathic can spend 1D6 days studying the book to make either a level 2 Save vs. IQ or LK might in that time discern a hidden code pointing to one of the following: (roll 1D6);

1: the location of a ruined wizard's lair or tower in Hapath
2: the lost treasure room of a Hapathic nobleman
3: the location of a tomb/burial site for a famous Hapathic noble
4: the location of a lost Hapathic temple
5: the location of a lost armory in the ruins
6: the alleged location of one of the seventeen summoning stones of the devils of Hapath.

GMs should then roll a D6: on a 1 the information is false and planted to lead into a trap; on a 6 it is out of date and the location is either looted, occupied by monsters, or its contents/location is in fact somewhere else.



Monday, November 9, 2015

Deluxe Tunnels & Trolls has arrived


Today was a hell of a day but I arrived home to discover that at long last my Deluxe Tunnels & Trolls Kickstarter package had arrived. Within I found:

1 hard cover Deluxe T&T rulebook (thick enough to stun an ox)
1 empty 5th edition box to serve as extra protection, but I can use it to store....
1 pack of DT&T character sheets
1 DT&T GM's Screen (with a lot of useful stuff on it!!!!)
1 Buffalo Castle
1 Complete Dungeon of the Bear
1 Deathtrap Equalizer
1 Deluxe City of Terrors
1 Adventurer's Compendium

That is a lot of T&T.

Now, time for a Kickstarter to convert and reprint all the old solos! Especially Gamesmen of Kasar, Mistywood and Blue Frog Tavern. Oh, and Sea of Mystery, too. I mean....I have all of them, sure, but now I want shiny new DT&T versions!

Now, which gaming group shall get to experience Tunnels & Trolls first.....??? Hmmmm.....

If you're late to this party, or a Kickstarter abstainer (wise fellow), you can now purchase the PDF version of DT&T here. I do not yet see a link to order print copies anywhere, so not sure if that means there are none, or if Rick Loomis is just waiting until all the backer mailouts are done, but I sure as hell hope this edition is in print and in stock for new gamers interested in T&T. Thanks to John Stephens for pointing out that DT&T's softcover edition is over on Amazon for ordering!



As a side note: if you love OSR games, and you've seen and found games which try to figure out what an "alternate reality Original D&D" would look like: keep this in mind: Tunnels & Trolls is a real life example of what an alternative OD&D actually does look like. And unlike D&D, T&T has managed to keep its identity surprisingly intact over the decades, so much so that you can use almost anything from any edition with any other edition with minimal fuss. Plus...the DT&T book really showcases what the Dragon Continent (I'll always know it as Ralph) and the rest of the Trollworld looks like....giving you an even more intriguing look at what alt-D&D looks like with alt-Greyhawk (Forgotten Realms is far too new school for this comparison; it's Greyhawk, Arduin, Blackmoor, the Wilderlands and Ralph hanging out back having a smoke after class).

Friday, November 6, 2015

Ancient Kingdoms - Mesopotamia for $2


This was one of the best 3rd edition era supplements ever made, and easily converted to Pathfinder, S&W or 5th edition --or with a bit of work you could use it with For Gold & Glory, which recently became my favorite OSR game, but more about that later.

Anyway, it's a setting book set in ancient fantastic Mesopotamia, a sort of Howardian take on the mytho-historic realm as it might have been, with several fully loaded scenarios sufficient for a great campaign and plenty of details on Mesopotamian deities to boot. It's not precisely a historical book, though it is set in a version of the actual historial realm of the Tigris & Euphrates river....more like an agglomeration of the most interesting bits combined with the sensibilities of its time. The book was ahead of its time; this could have (and should have) been released as an OSR tome later on. Anyway......$2 for a PDF today only, so check it out! Use the code DD-AKM-1559

Analyzing Alignment by Situation: the hobgoblin prisoner


(derived from an rpg.net comment I made)

A party of adventurers has a captured prisoner...a hobgoblin river pirate.

The chaotic evil character will cut the hobgoblin's throat, probably without asking. He will be unrepentant if he antagonizes his allies. He might intimidate the hobgoblin into servitude. He will relish a fight with any paladin in the group in this process, bowing down only if it looks like his death is likelier than the paladin's.

The neutral evil character will want to torture and interrogate the prisoner, but only if there's something to be gained. He will abstain if it looks like his allies will turn on him; self interest rules.

The lawful evil character will talk the hobgoblin into serving him after inducing Stockholm Syndrome so he can figure out how to take over the river pirates, while convincing his allies that infiltrating their organization is the only way. A less smart lawful evil character will argue that they need to drag the prisoner back for a proper hanging but really so they can secure any reward for the prisoner's capture. He'll be happier if the local constabulary just need the scalp, however, since that's easier to carry.

Meanwhile, the lawful good character will want the prisoner to get a fair trial, though in a world of moral absolutism the lawful good character who perceives a hobgoblin as irredeemably evil might commit to the sentence on the spot.

The lawful neutral character will defer to the strongest personality that doesn't disrupt the legal process that would dictate the hobgoblin's fate.

The neutral good character will suggest that the hobgoblin go free if he cooperates, but likely won't want to kill him unless the hobgoblin's own crimes are egregious.

The true neutral character will weigh the damages the hobgoblin has caused against his own life. If the hobgoblin is found wanting he may die. If this is a druid the evaluation may be based on some rather holistic evaluations of the forest rather than the merchants and peasants the hobgoblin has robbed and murdered.

The chaotic good character will almost certainly cut him free if he swears to reform and seems honorable, or kill him if he feels the hobgoblin is irredeemably evil (and be unrepentant about his decision).


Thursday, November 5, 2015

Bad Kickstarter: The Metamorphosis Alpha Situation

I didn't back this Kickstarter, but I did make what appears to be an error in good judgement by purchasing a pre-order print plus PDF copy of the game when it was announced as available a few months ago. The PDF copy remains mostly unread (I really don't enjoy reading PDFs) and after mentioning the game on my blog was directed by others to the history of this title as a Kickstarter. You can read all about the dissatisfaction of the Kickstarter backers here. It says a lot: little to no communication from Jamie Chambers, a product finally in PDF which feels sort of like the end of the road to most, and the possibility that it may never get released in print form. Apparently Jamie Chambers is important to the GAMA trade show group, too.

I don't have a Kickstarter stake in this, but I do have a pre-order. In going to the website I couldn't help but notice that there's no way to communicate with Signal Fire Studios/Jamie Chambers this way. Hmmmm.

The release date on the SF web page says "Fall 2015." The Kickstarter backers appear to have shed all hope for good reason (this one goes back to 2012), but in theory I suppose I need to give him the benefit of the doubt on my regular preorder to the end of fall. After that....and assuming no further updates....then I suppose it's time to inquire with the credit card company.

Wednesday, November 4, 2015

D&D 5E; One Stop Stat Blocks

Frylock's Gaming & Geekery went and did the work so you don't have to. He's posted a complete document of all monsters in D&D 5E that had abilities/powers that required referencing some other book (such as spells). This complete document is located right here; grab it before WotC sends a take-down notice!!!

At WotC: Remember this when you release any future Monster Manuals. The "everything in one stat block format" of D&D 4E was actually one of the major innovations in D&D and should have been retained.


Sorcery of the High Mountains: Nalinot in the Age of Strife

This article was originally a draft for a campaign I ran in roughly 1990 using AD&D 2nd edition. It first appeared in print in an issue of the revived TSS (#44) but I've since modified it a bit and added D&D 5E stats, modified the OSR stats and also added Tunnels & Trolls stats. The default location for the setting as described is my current 2,090 AW era Age of Strife setting for Lingusia (if you are keeping score), but it's pretty malleable.

I really like the core conceit (Tibetan mythology as a Real Thing) as I do it here, but suspect that in today's climate I could probably attempt to rewrite and revise the entire thing into some sort of gargantuan entity for publication. To that end I'll just leave it alone for now...


Sorcerery of the High Mountains
A Keepers of Lingusia: Age of Strife Supplment on The Mountain Kingdom of Nalinot

Nalinot is located deep in the heart of this vast eastern continent, and little is known about it save what can be found below. You may find this an interesting addition or a suitably exotic locale to send off intrepid adventurers… I suggest that a dwarven airship caught in a storm could be a suitable lead-in, since I have not (as yet) released much data on the continent of Takkai. Likewise, you could easily take the data below and extrapolate from or port it in to a campaign backdrop of your own choosing or for your homebrew. The data below is based on some research I did decades ago in traditional mysticism in Tibet, which is used as a springboard for a realm inspired by such.

The Kingdom of the Mountain Sorcerers
   Nestled within the world's most expansive (and second tallest) mountain range are the people called Nalinot. An eon of warfare and subjugation under the mantle of the Tai’Kong Empire of the western lowlands, coupled with the constant fear and strife caused by the closeness of the mysterious  hundred years of close experiences with the demonic entities of Holkynyn have left Nalinot rife with superstitious barbarians that are being slowly but surely absorbed into the mainline consciousness of Tai'Kong. Fortunately, the people of the mountains have managed to cope with the influx of Tai’Kong culture and beliefs. Those who have accepted the ways of the foreigners have integrated the new ways with the principles of the old. Meanwhile, devout tribesmen continue their ancient traditions, worshipping the mysteries of the Bon, which has been their way of life for two thousand years now.

   There are a number of important things to distinguish Nalinot from other regions. The most important is its gods, which are of two different religions, the old Bon Cult and the new Lamas of the Adibuddha. They are categorized as follows:

The Lamaists
   The Lamas of Nalinot, led by the Dali‑Lama, are the two‑hundred year old followers of Tai’Kong monks who came with the first directed houses of Tai'Kong. Their religion has since diverged from the common followers of the Path among the western empire, and now takes on a pantheistic form all of its own. Mixed with the beliefs of the older Bon cults, they now seek to suppress the hardcore followers of the older way, perceiving them as originating their beliefs from the demons of Holkynyn to the north.

   Lamaists revere their principle deity, the Adibuddha, followed by a pantheon of lesser gods (the bodhisattva). The lamaists of the Adibuddha must uphold three significant notions to their teachings, regardless of which class they specifically follow. They must learn these teachings through the understanding and use of Mantras, and all magic of lamaists is performed through the chanting of these memorized mantras (therefore, all Lamaist magic is verbal in its components; additional components apply as necessary).

   The three ideals of the Lamaist are as follows:
  • Clang: The Spiritual Power of the Adibuddha, and the power of the self. This must be understood to attain internal understanding.
  • lung: Knowledge of teachings. The knowledge that is imparted of life and those who speak of it must be understood. This entails not merely the process of learning, but of knowing how to learn.
  • hired: Ability to teach is the final great requirement of the Lamaists, to be imparted to them upon attaining the other two states, but not necessarily having attained dbang (enlightenment). Then, the knowledge previously gained can be imparted to others.

   PCs should be awarded experience for upholding to these three ideals.

   Some titles among the Lamaists are as follows, with meanings:
  • K'anpo These are the monastery heads who oversee the teachings and activities of their charges.
  • LoPon: These are the travelling buddhist teachers of the Path.
  • Lama: The lamaists of the monasteries, the most common priests.
  • DaliLama: The Lama who has been chosen to be the mortal incarnation of Buddha.
   There are several principal deities recognized by the Lamaists. These deities are usually identified as the bodhisattvas, and reflect influence from Tai’Kong in the west and Al’Jhira in the south. They include:

Adibuddha (Life‑Death‑Rebirth)
   The Adibuddha is the embodiment of Buddha as seen by the Lamaists; the latest of a cyclical series of incarnations, the Adibuddha is also the most northern incarnation of the Followers of the Path. The Adibuddha, within Nalinot, has been seen to manifest additional incarnations which reflect the needs of Nalinot life. These manifestations are known as the Boddisatvas.

Ch’os-Skyon (servants of Adibuddha)
   There are said to have been eight giant immortals who have reached the heavens and ascended to true enlightenment. These immortals are collectively the Ch’os-Skyon, and they are regarded as the servants of Adibuddha, slayers of those who stand against him, and fierce archons of power. They appear as immense, fire-breathing three-headed giants.


Avolakita (love, war)
   Avolakita is a deity who makes her presence known in Al’jhira in the south, and manifests as Kuan Yin in Tai'Kong. She is seen in Nalinot as a manifestation of mercy, compassion, and other important human elements, and one of the derivations of the Adibuddha. She is a goddess of love and fertilitity, and sometimes takes on Athena-like aspects of war. Her temples in the deep south are manned by priestesses who are also sacred prostitutes, but the phenomenon is less common in Nalinot, where her cult has spread intermittently.

Da (war)
   Da is the representative of war, who sits upon all warriors' shoulders with bow in hand. He is the conqueror of enemies in all forms, and the favorite god of the Nalinot warriors. He receives attention both among the Lamaists and the Bon cults.

Manjasri (wisdom, age)
   Manhasset is the Boddisatva of Wisdom, the representative of the idealized concept of "the right choice, the best possible action." Manjasri is respected among the venerable elders of Nalinot, and is a god which all, with age, will embrace with time. Manjasri is principally worshipped only among Lamaists, though, and rarely recognized by the old traditionalist cults of the Bon.

sGrol‑Ma (Nature)
   sGrol‑Ma is the mother goddess of the land. Her form is the mountains, her breath the clouds. She is a representative of nature, but also in known for fertility, sGrol‑Ma is debatably an incarnation; her origins could go far beyond the Lamaists into the Bon. She is one goddess on whom the Bon and the Lamaist both agree about, and both cults worship her equally. SGrol-Ma is said to have married sPyan-ras-gzigs, the monkey god, and it was through this union that all things of the earth emerged.

The Bon Cults
   The Bon Cults hold to the belief of many more gods, some of which (Nan Iha, for example) are tolerated by the Followers of the Path. The Bon Priests are called Nag‑pas, and are not in fact religious men but shamans and sorcerers who work to defeat the evil demons (I suggest that player characters who follow the way fo the Bon choose multiclass combinations such as sorcerer and shamans combined with clerics).
   Nalinot demons are called the po, or mo for females, and their dark powers are used by malevolent shamans of the Bon, while other nag-pas seek the aid of the good spirits (called iha). The Po demons are said to come from Holkynyn, while the Lha are said to embody the land of Nalinot. These spirits are grouped as follows:


rGyal‑po: The King Fiends
   There are eight classes of fiend demons in the Bon myths, and this is the most malevolent of them. They might be considered comparable to traditional greater demons of different types, and one could no doubt find evil personages such as Demogorgon, Orcus, and Yeenoghu labeled among them. To model fiendish servants of the rGyal-po, one might use oni or other ogres to typify their followers in Nalinot.

Dharmalapolas: The Protectors of Religion
   These are the demonic fiends who serve to maintain the balance of spiritual energies necessary for the pursuit of worship; they are the generals of Yi‑Dan, who is a manifestation of Kali, from Akira. Priestesses of Yi‑Dan look to Kali for their class requirements, and do exist within Nalinot, gaining the additional fealty of the Dharmalapolas.

Yul‑lha: bDud, the hoarder
   The Yul‑lha are one of the eight classes of benevolent demons in the Bon cult, and bDud is the most famous, a fiend who is known for having great treasure, and a free will to prosecute the lamaist priests.  Nag-Pa who call upon bDud are very dangerous sorcerers, and seek to destroy the lamaists and drive them from Nalinot.

Hayagriva: The Horse Protector
   A dreadful demonic god, Hayagriva is the originator and protector of horses, which are a rare and desired commodity in the Nalinot Mountains, where yaks are far more common. Hayagriva is given tribute by any warrior who wishes his mount good health.

Ma‑Mo: The Mistresses of Disease
   These are among the eight classes of fiends, and are wicked mistresses of disease and other forms of bodily detriment. They are tortuous and come with the night winds, to seduce and infect those who would fall prey.

Non‑lha: The House God
   In all houses of the Nalinot, both Buddhist and Bon alike, you can find ceremonial shrines to the house god Non‑lha. Non‑lha is the one to bring benefits to the house and those who live within, and keeps it free of the Srin‑po (ghouls and vampires).

Srin‑po: The Ghouls and Vampires
   The ghouls and vampires of Nalinot lore come from this category of fiends; these fierce and deceptive undead are vicious beast who prey upon the living in many different forms. The MC stats will work for representing members of this fiend class.

Other Gods of Nalinot
   There are, in fact, a great many more gods than this in the pantheons of the Nalinot, but the deities mentioned tend to be the most active and important in the affairs of the present. If you are interested in more deities, or would like to read a nice treatment of the Tibetan Mountain God religion, I recommend http://journal.oraltradition.org/files/articles/16ii/Xie_Jisheng.pdf for a useful and interesting overview of Tibetan myth. Take note that the Nalinot religions are still steeped in fantasy, so you need not extrapolate everything whole-cloth from traditional Tibetan belief, but by all means, pull anything out that you like if it makes for a good story!

The Nag‑Pa: Sorcerers of the Bon
   These are the mysterious devil dancers, who take up sword and armor to combat the fiends of the Bon. Believing that the lamaists are misleading in their attempts at order in the midst of the obvious conflict between good and evil that occurs within the mountains, the Nag‑Pa have a strong following among the barbarians and traditionalists of Nalinot.

   The Nag‑Pa are not recognized by the Lamas of Nalinot, but often works with them, indirectly, simply because both believe in the need to defeat the demons that plague the mountains, pouring in from the northern lands of Holkynyn. This has often created some strange alliances between the two rather contentious religious factions

Nag-Pa and Lamaist Player Characters
   The Nag-Pa is less of a class and more of a way of thought. In D&D 5E, for example, a Nag-Pa could easily belong to the cleric, druid or sorcerer class; what matters is how that character perceives his universe, one of perpetual conflict between mortals and demons, with a very difficult road to the path of enlightenment. The Nag-Pa certainly fight the demons of chaos, but they themselves tend to be wrapped within chaos to do so.

   Likewise, the Lamaist is most likely to be a paladin or cleric, a character with a stronger sense of good and evil and a firm belief that the forces of darkness can be dispatched, allowing for peace in the land and a chance to at last attain enlightenment. The Lamaists revere no single god, and serve the Dali-Lama with their lives. A traveling lamaist might join a party because he has a vision or a sudden sense of intuition that he must aid these souls, or help them on their path. 

The Phurbu
   Nag-Pas use a specialized ritual dagger in their arts. The Phurbu is a mystically enchanted dagger for use against demons. It will purge a body of possessing spirits, and acts as a magical weapon against those creatures affected by such.

      To create a Phurbu, the Nag‑Pa must have a properly prepared dagger which he then performs the ceremony upon. The ceremony lasts six hours, and imbues any dagger forged of iron with the following traits (a Nag-Pa may only ever make one):




The Phurbu Dagger (D&D 5E)

+1 (uncommon), +2 (rare) or +3 (very rare); requires attunement.
This is an iron dagger carved with sacred mandalas, pulsing with dark energy to harm demons and other spirits. It can be found in different varieties of power. A +1 Phurbu deals an additional +1D6 damage against demons, devils and other evil outsiders. A +2 dagger deals +1D8, and a +3 dagger deals +1D12. Once per day you may declare any attack roll with the dagger to be a critical hit (this replenishes at dawn each morning).

A Nag-Pa makes a +1 dagger if he is level 1-8, a +2 dagger if he is level 9-15 and a +3 dagger if he is level 16-20. Though a Nag-Pa can only ever make one dagger, if it is destroyed he can forge another. He does not need to be the wielder.

The Phurbu in OSR & AD&D:
   The Phurbu Dagger is a basic +1 /+3 versus Bon fiends (any demons, devils, daemons, evil gods, Baatezu, Oni, etc. will do). Once per day the dagger will do double damage against such a target. A level 9 Nag-Pa can forge a dagger that is +2/+6 vs. Bon weapon fiends, and a level 17+ can forge a dagger that is +3/+9 vs. Bon fiends. It is rumored at even higher levels very powerful Nag-Pa could forge artifact-like weapons.

Phurbu Daggers in DT&T
In T&T the Phurbu Dagger may be any type of dagger/short blade but it deals double dice and adds against demonic foes that qualify as Bon and deals spite damage to such creatures on a 5 or 6. Against all other foes it is enchanted to deal +1D6 additional dice in its attacks. The wizard spell Enchant Phurbu Dagger is a level 1 spell that costs 20 WIZ to cast and forges the basic dagger. A level 7 spell costs 50 WIZ plus a permanent sacrifice of 5 WIZ and forges one which deals triple dice damage and +3D6 against normal foes. A level 11 spell lets the wizard forge one which deals quadruple dice against demons and +6D6 against normal foes but costs 100 WIZ to cast and requires a sacrifice of 10 permanent WIZ or 5 WIZ and 5 CON. 

...Yes, this is the dagger which attacked Lamont Cranston, alias the Shadow. For a fiend-possessed Phurbu you could look to the animated object stat blocks for some ideas.



Landmarks of Nalinot
   The following are some of the locations that can be visited within the mysterious mountains of Nalinot. It is very difficult to map this realm, as the constant groaning of the mountains, the howling winds, the constant snow and the endless mist seem to leave the land constantly swathed in mystery and uncertainty; stories of Tai’Kongese cartographers going mad in this land are common fables among western entertainers!

Rataeo
   This is the capitol of the New Nalinot government, established by the Jade Emperor, and maintained by the ever‑present House Sho'jukin. The current Lord of Nalinot is Hendicho, who is served by a coalition of necromancers called Ch'yo Kyon and the family housings (mostly in Ishikoro) are the dwelling spots of the Na'Ch'un, the representative advisor to Lord Hendicho. Needless to say, neither the local Bon cults nor the Lamaists appreciate the presence of the Ch’yo Kyon in their lands, but they are forced (on the surface) to tolerate this enclave of the governor’s own deviant servants. Rumors abound that the depravity of these eunuch-sorcerers was so strong that the Emperor banished them along with Hendicho to this remote corner of the empire specifically to keep them as far away from the palace as possible!

   Rataeo is the most secure city in Nalinot, but it has strong, ancient stone walls for defense and maintains a strong regular garrison to stave off local attacks from angry tribesmen. It seems like every season another charismatic Bon sorcerer sends some local tribe of barbarians in to a frenzy against the city walls, to overthrow the foreigners.
   There are a few other local threats, as well. The mysterious Tiger Cults from the south has a presence here, and among some of the more elite members of Rataeo it has become fashionable to espouse membership in this mystery cult. The hardcore members of this group are said to subject themselves to transformations, changing in to actual tigers for strange rites.

Shining Sky Monastery
   Several miles up from the virtual sea-level grasslands of the western Tano province, resting on the slopes of the Sacred Seat of the AdiBuddha (the name given to the mountain) is the Shining Sky Monastery, the heart of the Followers of the Path in Nalinot. Here the Dali Lama directs the ceremonies and intrigues of the Lamas, while working to persuade the government of their interests over that of the Ch’yo Kyon. The current Dali Lama was chosen long ago (centuries, the Lamaists suggest) as a young boy, but he is now venerable and beyond all human years in appearance. There are rumors and whispers that he will soon shed his mortal coils and ascend to the heavens and true enlightenment, but no one knows who, then, will become the spiritual vessel for the next Dali Lama…

Place of Seeing
   Atop the Sacred Seat of AdiBuddha, still a half-mile above the Shining Sky Monastery, is an ancient center of Bon sacrifice, that has since been decentralized in its meaning to include a place of spiritual sanctity for the Lamaists of the Shining Sky Monastery. Still, on certain starless nights during the equinox and solstice, secretive cults of Bon travel to this point to carry out their ancient rituals.

Caverns of the Horned Devil
   This is a difficult  place to reach, known only by the Nomads of the mountains. It is a legendary center of Bon activity and belief, a sacred place of supernatural manifestations as powerful in its magic as that of the nearby Shining Sky Monastery. Strange and horrifying things occur here; the Tiger‑Cults also meet inside a section of the caves to carry out their shape-shifting ceremonies. The cult leader is a Bon priest called Anhama, a powerful woman who some claim is a Deva, descended from the benevolent gods, but cast out of her community in Al’Jhira in the south for her sacrilegious practices.

Valley of Many Voices
   Here, it is said that the voices of the dead echo through the canyon, bringing down avalanches on the living below. It is a dangerous place to cross, but the only "safe" way to get to the southern regions of Nalinot. Any traveler who wishes to travel to the rural lowlands of the mountain range, to Al’Jhira beyond, or to the long but safe western valley which leads to the Tano province of Tai’Kong must pass through this valley. It’s haunted nature scares many superstitious folk away, and the native mountain dwellers  appreciate it!

Weeping Valley
   The name of the Weeping Valley stems from an ancient local legend about several mysterious hags that dwell within the valley, seeking out the unwary travelers who would fall into their grasp. The Hags are given to be Me, Demons who were once women that lost their lives looking for the men of a tribe that was buried beneath an avalanche. They have been driven mad in their new-found state, and while they might initially disguise themselves and beautiful nymphs and attempt to lure hapless men to the valley, they will inevitably grow angry that these are not the men they seek, and tear them apart, devouring the marrow of their bones. Or so the tales go…

Nalinot Villages
   Some of the villages deep in the mountains include Ago, Gosh'pon, Alo'Pan, Chanja, Ishikoro, Tano, Tasgon, Loga, Compos, Cheno. These are the towns, villages, and cities which are loyal to the indigenous government established two centuries ago by the Jade Emperor, for the dissident tribes tend to roam as nomads. Nonetheless, the villagers of these town are fearful and superstitious, and tend to revere both the Lamaist faith and the Bon cult at the same time.

Bon tribelands
   These include Cheno, Yoinja, and many nomad groups. These are only two of many isolated towns, as well as hundreds of nomad groups that exist throughout the mountains, continuing the way of life that that they remain happy with, even after the arrival of modem Tai’Kong beaucracy. They will not necessarily be hostile to outsiders, though they may look askance at any adventurers from foreign lands who somehow think that Nalinot is a fun place to travel!
  
Encounters in Nalinot:
   The mysterious, ice-covered, snow-laden mountains of Nalinot are filled with frozen undead, chilling demons, and dark spirits. This place at the top of the world appears to be a center of spectral and demonic activity, and it is no small wonder that the Bon cults are so certain that a great conflict between the heavens is spilling down to the mountains. The demon-haunted lands of Nalinot are a great place to mix up some unusual encounters. A few suggestions follow:  

Srinpo
Ghouls and vampires of all types (pretty much any free-willed undead) prowl the desolate mountainlands terrorizing the hearty folk who dwell here

Hags
Hags, such as in the Weeping Valley, are a particularly cruel form of local undead.
Oni and Ogres-the ogres and their smarter cousins are dangerous giant-kin dwelling in the mountains, and see all humans on the region as encroaching on their territory. They dwell in the many deep caverns of the mountains, but regularly emerge to harry caravans, travelers and smaller villages. The oni strongly revere the rGyal-Po demon fiends.

Kala Frost Barbarians
This especially remote tribe of barbarians believe they were the first men of the land, born from the very frost, sculpted in to life by bDud himself. It is possible, at best, to earn the grudging respect of a tribe of Kala, but rarely will they ever be friendly, or even trade amongst any other than their own kind. They are a harsh, forlorn people.
Lamias-The lamias are a dangerous local presence, and strong servants of the rGyal-Po in this region. Lamias build up covens of evil Bon sorcerers and dedicated remote tribes to carry out their will, and often war with one another. In the hierarchy of demon-servants they are near the top.

Bakemono Goblins and Hobgoblins
The bakemono of the mountains, goblins and hobgoblins are a terrible plague, said as a race to have sprung from the sweat of the rGyal-Po in the old days during the great wars of the demons against the gods. The goblins do little to quell this belief, as they worship the rGyal-Po feverishly, are terribly obedient to lamia and oni alike, and strike out against man whenever and wherever they can from their subterranean lairs.

Lha Spirit Tiger Cultists
   These weretigers are dangerous cultists locally, belonging to the slowly growing mystery cult formed by an enclave of exiled evil devas and rakshasas who dwell in Caverns of the Horned Devil.

Yetis
   The yetis are a powerful yet mysterious presence in the lands of Nalinot. The most powerful of the yetis are called Dzu-Teh, and their lesser kin include Meh-the and Yeh-teh, the smaller and smallest of their kind.

Local Wildlife
From the semi-intelligent deranged snow-trolls, Yaks, snow tigers to the remhoras ice wyrms, there are many local dangers that adventurers can encounter. Nagas are also a local danger, often dwelling in ancient ruins of pre-human kings, guarding their sacred treasures. Some dragons also make their home in the high mountains, although these are the mysterious and haughty eastern dragons who believe themselves to be divine celestial beings.




If I find the map I made I'll scan it in...otherwise I'll make a new one soon(ish).