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September 26, 2011

The Men of Iron and Stone

by John Payne — Categories: Andras, Electrum Pieces and OSR Project — Tags: , , , , 1 Comment

A new kind of primordial. This is a bit different in that I do not describe the plane as much as the distinctive physical features of the primordials themselves.

The Men of Iron and Stone (Menois) stand roughly five and half feet tall to six feet tall. They appear as hairless humanoids with webbed hands and no outer ears. They are primarily carnivores that prefer the taste of red meat. Any kind of farming is done solely for the benefit of livestock. They are very sensitive to water and will not come in contact with it for any length of time. Water doesn’t cause any damage, but produces an uncomfortable feeling akin to nausea. For this reason, all Menois carry a coin made of zinc. If an individual Menois needs to have contact with water for any length of time, the Menois will place the coin in their mouth for the duration of their contact.

Their name comes from the fact that their bodies appear to be composed of stone with areas of metal floating on top covering a small area. Despite the appearance of stone, their flesh is similar to soft leather. Each Menois is distinctive as the amount and location of the metal covering an individual’s body is unique to that individual. Most Menois have twenty to fifty percent of their body covered in half-inch think metal. The metal has flexibility, but remains as tough as steel. Commonly, the metal usually covers an entire hand or limb with a small amount forming an type of birth mark on their abdomen. The metal will also shift to cover an area of the body perceived to be in the most danger. During battle, the iron will cover the entire chest, the face and head before covering other areas.

The Menois breathe through their skin covering the “stone” part of their bodies. As a result, they wear very light clothing or none at all. The unique nature of their bodies does not permit wearing any kind of armor or using shields. Except in battle, the abdomen is always exposed to allow individual Menois to identify each other by their birthmarks. Due to their webbed hands, they also do not wear rings. Outside of light clothing, they also paint on the stone and metal parts of their bodies. These temporary tattoos are popular and fairly common.

Culturally, the Menois refer to the dual nature of their bodies as Yerkat (the iron) and Kav (soft stone or clay). The metal part of their bodies represent strength, focus, heat, aggression, fire, sky, and light. The stone part of their bodies represents the opposite qualities: softness, diffuse, cold, passivity, water, earth, femininity and darkness. In game terms, this makes them neutral in regards to law and chaos as the Menois believe that both work together.

Those Menois that study magic research spells and craft magical items for a unique kind of magic that affects the metal part of their bodies. The most common spells and items  increase the size of metal covering their bodies. They have already discovered magic that allows for covering the entire body; the difficulty in their research pertains to breathing once the entire body is covered. No more than ninety percent of the body can be covered in metal or the Menois will die. Despite records from their ancients describing Y’Mard Odayin (The Breathing Man), no magic has yet been discovered that will allow a Menois to breathe while covered completely.

Other spells and magic items manipulate the metal of their bodies into weapons and shields. The unique nature of their bodies allows them to use only magic items that are one-handed weapons, staves or potions. The Menois craft special magic items designed to fit as a thin plate inside their mouths as the inside of the mouth is one of the few parts of the body that does not change as the metal sheath moves around their body.

The Menois’ home plane is characterized by a complete lack of rain. It never rains and fog of any kind is extremely rare. Despite the presence of two large oceans and an abundance of lakes, it does not rain. Menois legends speak of the time of the ancients when large bodies of water did not exist in their home plane. The ancients devised a plan to create the two great seas by crafting gates that connect their world with plane(s) that were mostly water. In fact, first contact was made with humans when the ancients attempted to build a gate on the humans’ home world.

The presence of these gates leads to constant enmity between the Menois and the Water Primordials. Water Primordials will generally attack Menois on sight if circumstances allow: the Menois are seen by them as ancient aggressors and thieves. Outside of Water Primordials, the Menois have no major enemies.

September 22, 2011

Thanks to Keith Davies

by John Payne — Categories: Andras, Electrum Pieces and Portal Sites — Tags: , , , , , 4 Comments

Apparently the hashcash plugin is creating problems. At the time I installed it, it was the best thing I could find. Now that other options are available and Keith was helpful in pointing out the effects of hashcash, I took it off.

I also removed the captcha per the recommendation of the new plugin’s authors. I really hated having to add that on.

In regards to the primordials (and possibly the secordials and/or the ultimordials) I will end the series with the idea that started it, an Ice Cream Primordial. The next post will venture outside the classical elements of air, earth, fire, water, wood, metal, aether, sulfur, mercury and salt. For example, the primordials of the Prime Material plane are Howard-esque ape-men. The primordials of the any of the good Outer Planes are likely to be vaguely like an angel or archon. Vampires would be the primordials of the Demiplane of Dread.

When thinking about a list primary substances, the definitions get more interesting when you venture outside the Prime Material. There’s ichor (traditionally the blood of a god), ectoplasm (traditionally a spirit material) and the material of the astral plane (traditionally a mental material). You could even recast the shadow as a primordial of one or more planes.

Taking it to a kind of Spelljammer metaphor, you could have a primordial of one crystal sphere instead of one place. For example, you could have the draconians or kender as primordials of Krynnspace or the Green Martians of Solspace.

Beyond that, though, I want something a bit outside those ideas. For my son, it’s Candyland (and its neighbors Pieland and Ice Cream Land). For me, I’m not sure yet. I thought about a Buckeyball land with creatures of pure carbon, but that’s just a variation of the elemental. I’m looking for something like the Cash Primordials of Moneyland or the Paladins of Didactic Land or the monks of Mathetic Land. These are creatures whose primary essence is more of an idea that a physical substance.

What would a creature composed of monetary value be like? It would have to be able to change forms quickly, stay in motion and feed off the perceived worth given to it by the creatures around it. It could not exist on its own, but would need at least a symbiotic relationship with another race to keep going. I imagine these guys would gorge themselves in the presence of a dragon…

We’ll see what the future holds!

September 21, 2011

Yet More Primordials

by John Payne — Categories: Andras and Electrum Pieces — Tags: , , , , 1 Comment

It seems that I need to generate a pdf for all the primordials posts. With that in mind, I’ll briefly mention earth and air primordials before moving on to different types.

The earth and air primordials share an ability to become incorporeal. The earth primordial uses this ability to move through solid earth. The air primordial lives as an incorporeal creature taking solid form only when feeding.

Incorporeal beings should not need to eat solid food. The Earth Primordial eats magic, specifically sucking the +3 off a sword +3.  They are also magic resistant, a successful roll indicates that they consumed the spell hurled at them gaining a number of hit points or Constitution from it. Regardless of spell level or effect, an earth primordial receives 1d4 hit points from each magic item drained. There is no upper limit of hit points, after doubling its beginning hit dice, it will simply grow larger.

For GMs that stat monsters, they gain Constitution when feeding and lose it at the rate of one point a week. All spells provide a single point increase to their CON score. In the same way, regardless of plus, an earth primordial gains a single CON point by completely removing the magical effects from a magical weapon.

Yes, it would be an epic encounter if/when an earth primordial gains an artifact. The earth primordial would never drain an artifact, but will be provided an endless supply of food and a super-high CON score/hit points.

The land where Earth Primordials dwell features large landmasses broken up by small oceans. Much of the land resembles the Russian taiga complete with a rich diversity of wildlife and sentient races.

In their home plane, the Earth Primordials are scavengers constantly hunting for magic, usually left behind by unsuspecting travelers. Earth Primordials prefer the rich magicks available on the Prime Material Plane, but are seldom summoned. To get by on their home plane, many of compelled to travel to higher elevations. It seems that trees and other plant life are able to draw magic from the plane itself. It takes several fruit/acorns/pints from these plants to sustain an Earth Primordial, but there is just enough to keep the population alive.

Air primordials can feed from any corporeal creature draining a point of CON to sustain themselves. They enjoy a pastoral culture preferring to keep livestock to sustain themselves. Unless starving, an air primordial prefers to take one or two CON points at a feeding waiting for the CON damage to heal before feeding again. Since they require the equivalent of 4 points of Constitution a day, the herds of livestock normally number from 12 to 20 animals of various types.

Air Primordials practice a form of magic that promotes healing, divination and indirect attacks. (For GMs, consider them Clerics using the Priest’s spell list.) They can also sacrifice a point of their own Constitution to heal other creatures once per day.

The plane of Air Primordials is filled will countless floating islands swirling in a multi-colored sky. The clarity of the atmosphere varying according to the season as well as the color of the sky. Air Primordials keep their herds these floating islands.

Culturally, the Air Primordials are not concerned with possessions as they have no real need for material things. They do not build houses or other structures. They lead an aesthetic life filled with contemplation. They have no enemies on the Primordial Plane of Air as they only the only sentient species there. There are other forms of the Air Primordials that are encountered, but all share the same characteristics. Humans on the Prime Material Plane call these other forms Fog Primordial and Smoke Primordial. Aside from a slight change in color in corporeal form, there is no statistical difference.

So, there’s Earth and Air. Next time, I hope to really do something that is not Ptolemaic or Wu Xing.

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