Our first article for Dragon? :)

i think we can come up with a number of things we'd like to include, but put them on a priority in case we need to cut things for space. remember, we're not writing a sourcebook - magazine articles have wordcount limits. ;)
 

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OK, the idea kind of seems to be that we write an article something along the lines of “The X Point of View” from issues #58-63, although I would title it differently. For those who are unfamiliar, these articles presented an outlook on the worldview of the dwarf, elf, gnome, halfling, and half-orc races, and the one in #63 discussed kobolds, goblins, hobgoblins, and gnolls briefly. This hadn’t really been done so thoroughly before, and a lot of this material was later introduced into mainstream parts of the game. We could do the same thing for the bugbears.

These articles went about explaining not only the point of view of the races, but went into detail about things such as assumed racial attitudes (assumed, in this case, meaning both what other people assume from the race, as well as what many members of the race take to how they think they should be), why and how racial bonuses and special abilities applied to them (such as stat mods, poison bonus saves, bonuses against fighting their enemies), why they view other races and their own race the way they do, why members of the race are better at one class or another and why they hardly ever or never take up another class, and most importantly: religion and how it affects the way they live. Myths were discussed, and new gods were introduced, most of whom eventually became integral parts of the AD&D game.

These articles by Roger E. Moore really are exceptional, and you should read them if you ever get the chance. :)

The fact that bugbears, while they have always had a significant presence in D&D games and worlds, are one of the least-discussed races, means there is a lot of room to work with. Goblins, orcs, kobolds, and hobgoblins have long been given more attention than bugbears, who have just about as much potential.

Here is what we know from the 3.5 Monster Manual about bugbears:

They are the biggest and strongest of the goblinoids, and are more aggressive than their smaller relatives. They live by hunting any creature weaker than themselves.

They ambush opponents whenever possible. They send out scouting parties when hunting, so that they can send reinforcements when needed. Their attacks are coordinated, and their simple tactics are sound.

They live in temperate mountainous regions in caves, in small tribal units. The biggest and meanest bugbear leads the tribe, which usually consists of as many young as adults. Children are not brought along on hunts.

Bugbears value only food and treasure, which they obtain from prey and intruders. They are greedy and prize shiny items, which they add to their collection through theft, plunder, and ambushes. They parley only if they believe they can gain something of worth, but often lose their patience in such encounters. They sometimes dominate and bully goblins and hobgoblins.

They will eat anything they can kill, including monsters and weaker goblinoids.

They serve Hruggek, who enjoys ambushes and furious combat as much as they do.

Their favored class is rogue, and their leaders tend to be fighter/rogues or just plain fighters.

They are very strong, hardy, and quick, but don’t relate well to other races. They are well skilled at moving silently, and can track foes by scent. They are chaotic evil.


Besides the MM, there are plenty of other sources to look at. If this article gets picked up, I will research each and every one of them within my power to do so. ;)


One thing we need to determine, and quickly if we are going to get this idea going, is what our idea of the gods is going to be.

Hruggek, chief god of the bugbears, is their god of violence and combat. He teaches his followers that war and combat itself are not the only means to kill, but that using tricks and stealth to take out enemies is just as respectable. He is not the ruler of the pantheon per se, but so long as the others don’t threaten him, he won’t threaten them.
Intermediate; AL: CE; Domains: Knowledge, Law, Magic (that seems odd to me)

Grankhul is the god of hunting and stealth among bugbears. He teaches his followers to be ever vigilant and scout ahead while on the hunt, to gain intelligence and better surprise their foes. He takes a more active role with his followers than Hruggek does.
Lesser; AL: CE; Domains: (Chaos, Evil, Trickery?)

Skiggaret is a near-mad demigod whose sole mission in life is to spread fear. He drives bugbears to acts of destruction and aggression through his manipulations. He does not have a formal clergy per se, but many bugbears capitulate to him and give offerings to appease him. A small cult seeks to make his power base greater.
Demigod; AL: CE; Domains: (Chaos, Destruction, Evil?)

So, there are three other gods I would like to include. I’d like to see one similar paragraph for each of them before sending them in. I’d like to have one of them be female (any one would do), and I think there should be at least one of an alignment other than CE (CN and/or NE), just for the sake of variety. :) one or two of them could be lesser gods, or they could just as well all be demigods. We’ll name them after we get the concepts down.

Earth: this could be either a god of agriculture or even elemental earth, but given what we know of bugbears it is not necessarily either. This one could be an elemental god that doubles as a god of strength, though. This would involve the caves they live in too, I'd assume.

Death: not a god of killing per se, but a god of the concept of death itself, and dying.

Fertility: one tends to assume that “fertility” and “goddess” go hand in hand – in fact, it may make even more sense to have a male fertility god, stressing the male aspect of mating and conquest.
 
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BOZ said:
Hruggek, chief god of the bugbears, is their god of violence and combat. He teaches his followers that war and combat itself are not the only means to kill, but that using tricks and stealth to take out enemies is just as respectable. He is not the ruler of the pantheon per se, but so long as the others don’t threaten him, he won’t threaten them.
Intermediate; AL: CE; Domains: Knowledge, Law, Magic (that seems odd to me)

I thought that the errata for Complete Divine corrected this, but I just checked it again and didn't see it. Either way, this is obviously wrong, so I suggest we go with that is in Defenders of the Faith: Chaos, Evil, Trickery, and War.

If we want to use Trickery for Grankhul instead, I recommend replacing the Trickery domain for Hruggek with Strength instead.

Grankhul is the god of hunting and stealth among bugbears. He teaches his followers to be ever vigilant and scout ahead while on the hunt, to gain intelligence and better surprise their foes. He takes a more active role with his followers than Hruggek does.
Lesser; AL: CE; Domains: (Chaos, Evil, Trickery?)

A possible alternative domain might be Luck.

Skiggaret is a near-mad demigod whose sole mission in life is to spread fear. He drives bugbears to acts of destruction and aggression through his manipulations. He does not have a formal clergy per se, but many bugbears capitulate to him and give offerings to appease him. A small cult seeks to make his power base greater.
Demigod; AL: CE; Domains: (Chaos, Destruction, Evil?)

This sounds good to me.

Earth: this could be either a god of agriculture or even elemental earth, but given what we know of bugbears it is not necessarily either. This one could be an elemental god that doubles as a god of strength, though. This would involve the caves they live in too, I'd assume.

I'd play this one up as it being the deity of the home. Since they live in caves, this is the deity that shelters them from the elements, and may double as the closest thing they have to a deity of protection. The chaotic element may symbolize that it's random if they find good caves to live in. This may be a good concept for a CN deity, as caverns tend to be indifferent to good or evil. I'd say Chaos, Protection, and Earth for domains.

Death: not a god of killing per se, but a god of the concept of death itself, and dying.

I'd play this one up as being more of a darwinian god - that this deity gets the weak, the old, and all others who can't remain alive. This is the god who keeps them strong so that they can raid and remain at the top of the goblinoid food-chain. I'd make this one a demigod, as this wouldn't be a god actively worshipped, but rather would be placated to turn his attention to someone else (most likely whom the one praying thought was weaker, and should be taken by this deity). Good domains would be Chaos, Evil, and Death.

Fertility: one tends to assume that “fertility” and “goddess” go hand in hand – in fact, it may make even more sense to have a male fertility god, stressing the male aspect of mating and conquest.

I think that thinking inside the box is best here. The idea would be that this is the only female member of the pantheon, and probably mate to Hruggek, but only through his prowess that he keeps the others away. One of the other deities could possibly be her son with him (perhaps the insane Skiggaret, since his portfolio seems somewhat similar to Hruggek's?). I'd recommend she be CE also, but you could say NE if she espoused that only the strongest mate was most worthy. I'm not sure what domains she'd have though.
 
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there you go - i like that. :)

now, for the rest of you, look to this example. this is how to generate ideas. if you want to add to this, don't simply say "i like it" or "that's good". instead, forget what Alzrius just wrote and make up your own version, even if it's just a sentence for each. then, we can compare and keep the parts that fit the best.
 

Let's see...

For Grankhul, I'd suggest that, since he's a god of scouts, that Travel might be a useful domain, possibly as a replacement for an alignment (I'd say Evil over Chaos).

Since you're writing for Dragon, it's a shame that the Madness domain can't be used for Skiggaret. Actually, it's possible, but not necessarily likely.

The Earth god should entail Strength, especially if you withhold that domain from Hruggek himself. Possibly an elemental lord, dictating that bugbears should be, in combat, as unyielding as stone? If so, Earth, Evil and Strength are the domains of choice.

Again, using only core domains, it'd be difficult to make a good bugbear fertility goddess. I'd say, that since the strongest get to mate, that Evil and Strength would work, especially if you went for Alzrius' version of the god of Earth. I agree that she should be Hruggek's mate, as this follows patterns lain out by the orcs. Possibly either Plant or Animal as the third domain, as the breeding of animals and plants makes more food for the bugbears.

Demiurge out.
 

I'd like to avoid the cliche of "only female in the pantheon" = fertility goddess, so I'm pitching her a bit differently.

Crahliss "The Culler": Crahliss makes sure that the bugbears remain as strong as possible, by weeding out the weak and keeping the mighty both healthy and strong. She teaches her followers to constantly better themselves, through improving both their physical strength and cunning. Clerics of Chrahliss will always tend to the strongest warriors first, and will often use death knell and similar magic to cull those who have fallen due to weakness or poor choices. Unlike most of the bugbear pantheon, she is neutral evil, for to give in to too many chaotic tendencies can lead to poor decisions and weaken the tribe.

Chraliss appears as a dusk-skinned female bugbear with great musculature. Her favored weapon is the bastard sword, for it is a weapon that only those of great strength may wield in one hand.

Lesser; AL: NE; Domains: (Death, Healing, Strength)
 


May I play? ;)

I wouldn't change Hruggek's domains from Chaos, Evil, Trickery, and War. If I'm not mistaken, that's the same as they appear in the MM, so you should keep them.

Grankhul, as a lesser god, could easily have four domains.

If reprinting non-core domains is an option (happened before), you could certainly include one or two. You could even go Forgotten Realms and create a Bugbear domain. :p
OK, ignore that last sentence, but I'm a fan of sorts of Personal Domains, domains specific to that one deity that grants it.

Hmmm, playing off Alzrius' suggestion:
Gurnhar, "the Shelter"
Gurnhar is the embodiment of the caves that the bugbears call their home. Possibly the most compassionate of the bugbear pantheon, Gurnhar believes that every bugbear can be an asset to the tribe, a philosophy that often brings him into conflict with Crahliss. Yet he is fickle, and may revoke his protection if not suitably appeased (some may say bribed). Not only does he love gold and gems, he considers them to be his by divine right, and while he allows some to remain with the tribe, he can be quite wrathful if he believes that his share is being withheld from him.
Lesser; AL: CN; Chaos, Earth, Protection <<FR Cavern>> <<Draco Greed or Wealth>>
 

Shade, your deity is supposed to be the death deity right (since no fertility deity I'd know of would have Death as a domain)?

I think the best reason to play up the fertility deity being female is that it gives ample reasoning for why some other deities could be the result of mating between that fertility goddess and Hruggek. Likewise, I think the death deity should be a demigod simply because death isn't something that seems like it'd be actively worshipped by bugbears, only placated (or directed at those whom they hate).

I think Crahliss would make a great fertility goddess, though the death knell part would have to be altered somewhat.

My take on a death god:

KIRENOK
Demigod (Chaotic Evil)

Kirenok is the bugbear god of death. He is known as the "last member of the tribe" because he is said to constantly be in the presence of the bugbears, waiting to take those who are slow, weak, or otherwise unworthy; the tribal member that everyone knows is there but no one wants to acknowledge. Virtually no bugbears actively worship Kirenok, but rather make offerings that he will turn his attention to someone else; usually someone that the one making the offering hates and wishes would die.

Portfolio: Death, survival of the fittest.

Domains: Chaos, Death, Evil

Cleric Training: Kirenok's few clerics undertake their training personally by eliminating those who seem to hold the tribe back. This usually includes those who are too old to fight or forage, or those who were wounded grievously in battle. Only exceptionally fit bugbears become clerics of Kirenok, hoping that they can direct their god's actions within their tribe, thus allowing the cleric to "master death" as it were.

Quests: Kirenok's clerics do not have quests, per se. Rather, the closest that they have will be to undertake a slaying that is exceptionally difficult. This most often takes the form of a cleric of Hruggek, usually in a moment of weakness after a battle, which not coincidentally allows the Kirenokan cleric to gain greater prestige (that is, fear) among his fellows.

Prayers: Prayers to Kirenok are always done in the third person as a symbolic way of not bringing one's self to the god's attention. A typical prayer begins, "He wishes you, the last of us, to know of his strength, and another's weakness..."

Temples: Kirenok has no temples dedicated to him. Rather, his clerics sometimes scratch out small shrines in the back of a tribe's cave. These tend to remain remakrably undisturbed, as few wish to draw the ire of Kirenok or those who dare to worship him.

Rites: Kirenok's worshippers tend to go through simple rites to direct their god's attention prior to killing someone, and a rite of thanks (or more accurately, justification) after the death blow has been dealt.

Herald and Allies: Kirenok's herald is Girzag, a fiendish bugbear barbarian 7/assassin 10. Allies are usually howlers, glabrezus, and nalfeshnees.

Relics: sword of life stealing, ring of regeneration.
 
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hmm, i wanted to name at least one of these guys! :p how about Nahrket instead?

i was going to worry about a lot of these details later... no real point in getting into the nitty gritty if they don't like the article idea. i'm going to write up the e-mail query in a few minutes, if i don't get too sleepy. otherwise, look for it tomorrow.

it's going to summarize a lot of the ideas presented here, but i won't have the room to include everything. we can refer back to this info later if the article idea is selected, but for now brevity and getting to the point quickly is the key.

one side note: looking a Laduguer's description in the latest issue, i see that they skipped giving him relics. this is good, because i was having a hard time with the idea of having to come up with any. ;)
 

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