Showing posts with label Titan. Show all posts
Showing posts with label Titan. Show all posts

Friday, April 8, 2016

Danava


(Illustration by Tomasz Chistowski comes from the Paizo Blog and is © Paizo Publishing.)

Danavas may seem like a bit of a departure on Bestiary 5’s part.  Up until now, Pathfinder’s titans have either owed their inspiration to Greek mythology (for instance, the hundred-handed hekatonkheires) or have been strictly fantastic creations (thanatotic titans)—with Elysian titans splitting the difference.  Danavas come from Hindu mythology, so to see them mingling with Greek giants is a bit of a surprise at first.  But given that we mix Victorian faeries with ancient Greek satyrs under the label of “fey” without blinking, we shouldn’t stress about calling danavas titans…especially since the ancient Greeks and Indians actually did semi-regularly trade and war with each other, which the ancient Greeks and the Victorian English certainly didn’t.

Besides, danavas are properly ancient, from-the-bones-of-the-earth kinds of monsters in the same way titans are.  In fact, Pathfinder goes one step further, making them mythic creatures of Law, central pillars of existence itself.  (And, “pillar” is exactly the right word to use, as that is what particularly powerful danavas who oversee aspects of existence are called.)  Other titans wish they were as ur- as these ur-titans.

Fans of epic stat blocks will enjoy the danava—how can you not like abilities like Iron Resilience (ignore the thing!) or Devastator (bypass all the things!) or attack rolls that start at 40.  But more importantly, a danava is surprisingly easy to work into the game, despite its absurd CR 24/MR 9 challenge Rating, because of its absurdly lawful nature.  You already know I’m a fan of lawful opponents—sticklers for rules are often way more fun to play than simply evil villains, and way trickier to eliminate or subdue without making powerful enemies.  Plus, danavas are so ancient and powerful that humans aren’t even covered by the laws they’re following.  (Hell, even elves and demons are just a passing fad to them.)  If you think of a planet as a house with a leaky roof, a human city is the wasp nest the danava knocks down so she has a place to put the ladder when she climbs up to fix it.

Which makes danavas the supreme case of the lawful cure being worse than the chaotic disease.  Hundun invasion?  Demonic incursion?  Great Old One rising from the deep?  Those things all suck, but they're nothing compared to what will happen if a danava wakes up and decides to “help” get rid of the problem.

Adventurers have been foiling plots by the mysterious hunduns for years now.  Finally, at the apex of their careers, they understand what the faceless aberrations were after: shards of the World Egg, the primordial container of the Creation that the hunduns intend to reverse.  The adventures face their nemesis, a supremely powerful hundun occultist/necromancer…but the echoes of their conflict ripple across the multiverse, waking a pair of danavas who are determined to smash every last fragment of the World Egg, as well as anyone else in the vicinity (which they define as the entire nearest country).

The cold-iron-fearing daoine sídhe (treat as high-level elves with the fey creature template) speak of their aes sídhe forbears garbed in glittering bronze.  And should they be found in their hidden lairs deep in the Otherworld, the aes sídhe (as above but with mythic ranks) will tell you of their parents who were also gods: the Tuatha Dé.  Buried, trapped, or perhaps just slumbering in their city beneath the waves, these majestic lawful titans are so advanced beyond their chaotic fey childer that the family resemblance is almost unrecognizable.

An entire layer of Hell is missing.  In a time before the Lord of Morning fell from grace to become the Archduke of Night…in a time when there were no pits of punishing fires because no crimes had yet been committed…a danava pillar ruled that pitiless realm.  Having been woken from his slumber, he simply marched across existence and took the lair back—literally, as he simply dragged it away.   Now both the pillar and one-ninth of Hell are simply missing, and the entire multiverse trembles at the implications.

—Pathfinder Bestiary 5 246–247

We’re finally at letter D!!!  Sorry it took me so long to get here.  If it’s any consolation, at least I didn't paralyze half my face with stress this winter—no, really, that’s a thing that happened last year—so as much as my more laid-back approach to posting pains both me and you, it’s probably for the best.

Last night thanks to my old roommate I got a tour of the new building for my old radio station, and was on the guest list for a live show from the Great American Canyon Band to boot.  After so long away, it was a nice homecoming of sorts. 

(Apparently I also met Prince’s former art director.  WUT.)

Also, I want to thank everyone who came out to Light City last week.  I figure with 5,000 of you following this blog, at least one of you got to enjoy some of the art or one of the performances.  The festival was definitely a success—they were expecting 300,000 and got roughly 4—so I’m crossing my fingers that a) it happens again, and b) I get to write the advertising again.

Last Tuesday’s show!  Including the Sun Days, Frankie Cosmos, Against Me!, Sturgill Simpson covering Nirvana, and more more.  This is a good one, so if you’ve never clicked, this is an excellent week to give into temptation.  Stream/download it till Monday, 4/11, at midnight.  If you have trouble with the stream or want to keep the show forever and ever, Save As an mp3.

Friday, January 9, 2015

Fomorian Titan


My stereotype of fomorians is that they are warped, twisted giants.  That was certainly the impression left by the 2e Monstrous Manual at least, as well as some old Marvel Comic Presents stories about the Celtic god Leir.  But maybe that was pro-firbolg propaganda, because it doesn't seem to be born out by the mythological record.

Pathfinder’s fomorian titans take a different tack.  Instead of being malformed and hideous, they are beautiful—so beautiful, in fact, that the gods couldn't bear to destroy them, but locked them in all-concealing plate armor instead.  But for all their beauty, they are still chaotic evil, still deeply envious of the gods, still eager to create life of their own, and still locked away in the forgotten corners of the multiverse.  They also are particular effective against divine casters and imbued with mythic power, making them among the most powerful and dangerous beings in existence.

A spider goddess keeps a fomorian bodyguard shackled to her bedside.  Even when she sends him across the multiverse to do her bidding a strand of webbing trails behind him like a leash.  Adventurers who defeat the titan and seize upon the string before the spider goddess notices his fate may follow the strand all the way back to her inner sanctum deep in the Abyss.

Blinded in the war with the gods (via a divine curse that defies even the titan’s powers of true seeing, heal, and wish), a fomorian titan still rages at his defeat and maiming.  Recently, new beings have come into his service, beings whose honeyed words fill his spirit with a spark it hasn’t felt in millennia.  The blinded titan believes the beings are einherjar, but they are actually kytons, led by an eremite intent on savoring the pain of his grandest creation yet.  The eremite keeps the fomorian drugged so that the titan doesn't detect the flesh-rending modifications the eremite is making to his armor, and when the titan does awaken in agony the kyton always has a mortal target handy to send the titan to vent his rage upon.

Adventurers are hauled before a court of demodands and made to stand trial for the crimes of the gods.  The trial is a farce of course—the demodands hoot and holler from the gallery, the party’s aeon council “speaks” only in metaphoric imagery, and the supposedly impartial taniniver bailiff attacks them during recess.  Eventually the judge, a disguised fomorian, finds them guilty and casts aside his robe to deliver the sentence of death by combat himself.

—Pathfinder Bestiary 4 261

Just a note: At time of writing, for some reason the fomorian titan doesn’t show up in the Bestiary 4 Monster Index on the PRD, but it’s still there if you type in /titan.html into the address bar.

Friday, November 15, 2013

Thanatotic Titan


Pretty much all the titans are guilty of one kind of rebellion or another, but thanatotic titans seem to be the most guilty—the rabble-rousers, the instigators, the masterminds, the leaders…and the ones who fell the farthest.  Even now, trapped in the Abyss, they remain unrepentant, guilty of both conceiving the demodand and gigas races and of continually plotting and scheming against the gods, the free Elysian titans, and mortals alike.

At CR 22, a thanatotic titan makes a good climactic encounter—the puppet master behind all the trouble the PCs have encountered so far.  These titans are also great dark horse villains and spoilers for high-level campaigns—powerful beings who come out of left field to make a dire situation even worse just before the final reel. Or they might be truly unlikely (and very temporary) allies, giving PCs a crucial bit of aid against a demon lord or evil god…but only because they are furthering their own even darker agendas…

Demon hunters find themselves diverted into an unrecorded layer of the Abyss.  The few desultory encounters with demodands they face are a relief from the usual onslaught of demons.  Finally they reach a strange windowless and doorless keep.  Inside is a thanatotic titan intent on using them in one of two ways.  Either the adventurers will fight the titan’s nascent demon lord rival, or take the titan’s place on his Abyssal throne so that he may roam free.

It’s a race against time to stop a thanatotic titan.  The Colossal outsider seeks to rouse out of slumber the resentful representatives of past ages: a powerful veiled master, a dinosaur animal lord, a fomorian titan, even a jabberwock.  A group of adventurers must meet and ally with or destroy these primordial beings before the titan can rally them to his side.

The most famous dungeon in Ileria isn’t a dungeon at all: it’s a prison.  Intent on unlocking its many secrets, a party of adventurers realizes that the last few levels aren’t about keeping treasure hunters like themselves out; they are keeping something else in.  If they persist, the party releases a thanatotic titan…and earns the ire of the Panoply of Archons to boot.

—Pathfinder Bestiary 2 267

I’m back from vacation!  (Obviously.)  If you’ve written to me or commented recently, don’t stress; I’ll be doing a mailbag dump soon.

Among the many role-playing-related things I saw at Disney was an actress dressed as the most realistic dryad imaginable.  Naturally I didn’t think to get a picture for the blog until hours later (when it was too late), because I am lame.

Tuesday, July 3, 2012

Hekatonkheires

The Hundred-Handed Ones are titanic even to the Titans (whom in Greek myths they helped overthrow).  As far as I know their first appearance in the world’s oldest role-playing game was (appropriately enough) in the 3.0 Epic Level Handbook.  Pathfinder’s Bestiary 3 has a detailed origin for the hekatonkheires in Golarion’s multiverse, as well as adding their plane shifting/smashing abilities. 

Whether you use that origin or one of your own, certain themes tend to emerge: These creatures are old—beginning-of-time, mythic-old.  They have been prisoners, exiles, or otherwise wronged.  They hate and they have the power to act on it, able to menace even the gods’ mightiest servants…and perhaps the gods themselves.  And facing a hekatonkheires is likely the penultimate conflict in a high-level Pathfinder campaign.  I say penultimate because if the hundred-handed ones are prisoners, someone had to let them out…

The god of war has been slain by his servants, twin hekatonkheires, using a now-shattered artifact.  Now they seek to assume his mantle before the crime is revealed. 

A balor lord is dead—eviscerated in his lair.  Mother Treant has been hewn down to a stump.  An axiomite city has vanished from terraces of Order and manifested in a formerly empty plain on the mortal world, following emergency protocols scribed deep in the city’s founding constitution.  The cause of the upheaval: a raging hekatonkheires cutting a swath of destruction through the planes.  He glimpsed a rune giant conjuror spy on him in his umbral prison, and now seeks to carve out the offender’s eyes, carving through planar layer after planar layer to get there.

Sojourners on walkabout in the Dreamlands tell tales of unearthly windmills whose spiraling arms gleam through the morning haze.  These are hekatonkheires going through their morning exercises before shuddering back into silent, stony stillness. 

—Pathfinder Bestiary 3 268–269

Even if you think hekatonkheires are too outlandish for your campaign world proper, they work perfectly deep in the multiverse, in alternate realities (remember The Maxx’s Outback?) and as divine servants/guards/heralds/tools of vengeance…albeit likely rebellious ones.

I got my first book on Greek mythology in fourth grade (and as far as I can tell that’s what started the ball rolling on this whole fantasy thing for me—with Norse mythology, Narnia, Middle-Earth, Stephen King’s The Eyes of the Dragon and the red Metzger Basic Set following soon after).  And aside from some sketches in the background of one picture, it didn’t even try to illustrate the Hundred-Handed Ones.

Speaking of illustrations, are you seriously not following justjingles yet?  Because…damn.  Get clicking.

Hey, I forgot to pimp my show yesterday!  This week The New Indie Canon was the epitome of college radio (by which I mean: tardy, scattered, and plagued by technical difficulties).  But I played new Matt & Kim, Icona Pop, a Fleetwood Mac tribute from the New Pornographers, an homage to video game music, and gave love to the Singles soundtrack’s 20th anniversary.  Download it.

(Music starts five and a half minutes into the file.  If the feed skips, load in Firefox or Chrome, Save As an mp3, and enjoy in iTunes.  Link good until Friday, 7/6, at midnight.)

Thursday, January 19, 2012

Elysian Titan

Elysian titans are like Marvel’s Asgardians—gods or near-gods of a fallen age, who still wield unimaginable power, but don’t quite relate in and to the modern world.  So they can be inspirational figures and even allies of plane-hopping PCs…but they also have the power (thanks to mass suggestion and bestow curse) to sweep mortals up into conflicts beyond their understanding or ability to cope.

An Elysian titan prophet longs for the glory days of the titans, and in his adventuring he heeds the call of the voices that exist in the seams between the planes and in the dark of space.  Now his spellcasting grows more powerful even as his control grows more erratic—unexpected overwhelming presence and cursed earth effects (Ultimate Magic 215 & 230–231) being two such symptoms—and he begins to rally mortals and celestials alike to a worlds-spanning crusade whose aims are unclear.

Adventurers find themselves on the wrong side of an Elysian titan after their ally, a haughty mystic theurge, offends him.  Demanding satisfaction, he insists upon a duel and nominates them as the theurge’s second, third, fourth and fifth.  After all, he is nothing if not fair.

Perhaps the most rollicking bar in the multiverse is the Swinging Leviathan, run by an Elysian titan, Friyelda.  Accessible only by flight or a rainbow bridge, the bar—carved into the rotting hulk of Brobdingnagian air whale—hangs by titan-forged chains from an outcropping over a void that leads to Limbo…or possibly nothingness.  Friyelda arm-wrestling patrons for a chance at free drinks is what causes the Leviathan to sway.

—Pathfinder Bestiary 2 266

Careful Table of Contents readers (is there any other kind?) will recognize that we’re skipping the Bestiary 3’s elk, since by our established format it will show up with the antelope when we swing back around to the “A”s.