Thief Campaign (Newhon Gods?)

Zhure

First Post
I'm getting ready to run again, this time, I've decided on a Thieves Guild campaign. PC's are assumed to belong to the same cell within the guild and there are definitely competitor guilds.

I'm considering setting it in a very Lankhmar setting. Anyone done deity conversions for the Newhonion gods?

Greg
-edit- clarified the title
 
Last edited:

log in or register to remove this ad

I haven't seen any but IIRC Col. Hardisson may have done some, or mentioned a conversion in a thread sometime/somewhere....
 


I couldn't find anything with a full-round Google search. I did some conversions for Legend & Lore manually, I'd like any suggestions for improvement:


Issek: LG, Domains- Water, Healing, Protection, Good, Law
Symbol: Jug or tortured man on a rack
Weapon: club
Issek appears as a tall man with twisted wrists and ankles. Issek is said to give enduring power to anyone under torture. Torture can be loosely defined and includes such things as a wife who constantly shouts at her husband or a little boy being picked on by a larger bully.
Issek desires to help all those who are being oppressed in any way, although he is not the brightest or most even handed of gods. A step daughter being overworked is just as important to him as a world saving paladin fighting off the multidimensional entrance of a horde of undead.
Every avatar of Issek carries a great jug with him when he appears. This jug can pour out any liquid that the avatar of Issek needs at the time. It is not intended as a weapon and is almost always used to help the suffering souls that might be in the area.
Issek’s avatar will first break out of the rack that confines his host body and then hunt down the person who ordered its confinement and torture. The avatar will pick up weapons and helpers as needed. After the victim is eliminated, Issek will disappear and return the body he possessed back to the person it belongs too. The body will be in perfect form and show no signs of the torture it underwent.

Gods of Trouble: CE, Domains- Chaos, Evil, Fire, Destruction, War
Symbol: three pointed star
Weapon: dagger (although many also take EWP: Shuriken)
There are three energy beings that comprise the gods of trouble. They are creatures of pure chaos energy and enjoy roaming the world in astral forms, affecting all alignments equally. Their desire is to promote chaos in all of its forms. The more chaos caused, the greater their power over the land. These beings care nothing for their worshippers and inflict troubles upon them impartially.
These energy beings will not take a direct hand unless they are specifically called upon by their high priests. Normally, they like to do one or two things in any particular area and then leave for other bastions of Law that they would like destroyed.
Priests of this cult are supposed to cause chaos where ever they can, other than that, they are free to act as they desire.

Hate: CE, Domains - Chaos, Evil, Charm (from FRCS)
Symbol: Foggy image with floating eyes
Weapon: dagger
Hate is the god that everyone accidentally worships. When feelings of anger, jealously, or the like manifest themselves, the god of hate gains in power. This elemental emotional being purposely causes conflict to increase its power base. The Cult of Hate has only recently developed in the city. Its followers enjoy conflicts of all types, because this provides a fuel for their own angers.
Hate desires large scale military actions as conflicts that involve more than 50 people and are what Hate really needs to grow. This being will encourage conflicts of all types - guild battles, city to city fighting - for anything that causes strife is a suitable breeding ground for Hate.
All priests of Hate must constantly promote conflict.

Death: N, Domains: Death, Destruction, Healing,
Symbol: Death's head
Weapon: Sickle
It is Death’s duty to end the life of all intelligent beings on Nehwon. He has a set quota to kill every hour and he never fails in his assigned task. Sometimes he is misdirected and the ones he plans on killing aren’t killed at all, but even Death must bow to the fates and other more powerful gods. Death is not affected by time and is able to do a years worth of work in a second. He considers himself an artist and works very hard at making sure the deaths he causes are logical and necessary to his own view of life and the end of life.
Death values a good hero because of their ability to cause death and destruction. When heroes are close to death, often the god will cause unusual little slips that will save their lives.

Kos: LG, Domains: war, Divination, Healing, Protection
Symbol: Crossed axes
Weapon: Battleaxe
Kos is a northern barbarian god who loves battle and bold deeds. He is the god of dooms because he brings trouble to anyone who doesn’t live up to his strict codes of honor and action. These codes and the interest of the god apply to all facets of the hard life of the northern barbarians. Kos is just as interested in the building of a safe and sturdy long house as he is in the sharpness of a warrior’s axe.
This god exists to make sure the people of the north do things properly. This proper order of things has been established by Kos and passed down to his priests and priestesses. When this order is not followed Kos is quick to hurl curses down on the offenders. These curses are slight at first, but will eventually cause death to the offender unless they mend their ways.
Priests of Kos must serve as examples of perfect action and thought. Kos does not tolerate failure and will indicate his displeasure with a priest by simply striking him dead.

Tyaa: CE, Domains: Chaos, Evil, Air, Trickery,
Symbol: black feather
Weapon: Halfspear
Tyaa, is a force of evil and chaos. She chooses to manifest her powers through the actions of malicious birds. She has created an offshoot of the raven that is both smarter and stronger than its ancestral cousin. It should be noted that, while she prefers to employ the Birds of Tyaa, she is perfectly capable of using any carnivorous bird to do her will on Nehwon.
Tyaa’s cult has been banned in the city because of its evil teachings and ways. This has only caused the movement to go underground and to other cities. There are several large caches of diamonds and jewels hidden in several abandoned manors. The high priestess of the cult knows of these locations and will use these riches to support the cult and make it grow.
Tyaa desires worshippers above all else. She is currently very weak and needs the support of supplicants all over. In past centuries her evil birds have been used to steal flashy treasures from the upper story apartments of the rich. Her special ravens can tell useless fake jewelry from the real materials and are perfect thieves. Tyaa can supply large numbers of these birds to each of her priests, thus making them rich.

Red God: CG, Domains: War, Strength, Good, Chaos, Sun, Air, Healing
Symbol: Scimitar
Weapon: a red scimitar
This is the war god of all the eastern lands. He appears as a massive dark-skinned man with red studded leather armor, carrying a bronze shield. He is always mustachioed and wears a pointed helm. His boots and belt shine as brightly as the sun. He primarily supports the horse soldiers of the east. He is a very protective god and because there are many eastern warrior spies in the cities, this god has been trying to increase his number of worshipers in these cities.
The Red God is a god of warriors. He favors acts of war and battle and lends support in the form of strength of arm and courage of heart to warriors who follow his faith. He spends most of his time trying to cause new battles to test the courage of his followers.
 

Well, looking through my old 1e Deities and Demigods book, it says that Kos is Neutral, and so is The Red God. The book might be wrong, though, and since I've never read the Newhon books, I can't say.
 

PC's are assumed to belong to the same cell within the guild and there are definitely competitor guilds.

Tangent: Even within my Guild I divided the territory up into quarters, each managed by a different street-boss. Theoretically, they're all on the same team, but it added a bit of spice when the proverbial poo-hit-the-fan. Something to think of if you are still developing your campaign world.

Tangent 2: There is nothing more pathetic in combat than a 1st level Rogue. Its sort of an unfortunate dynamic since Guilds often assign new members to dangerous/dirty work that no one else wants. I had the Guild hand the wanna-be thieves a crossbow whenever they went out on a dangerous mission - it served as a reminder to avoid hand-to-hand if they could.

Sorry this is all OT, but I am curious about people running thief campaigns in general.
 

Sixchan said:
Well, looking through my old 1e Deities and Demigods book, it says that Kos is Neutral, and so is The Red God. The book might be wrong, though, and since I've never read the Newhon books, I can't say.

Nice catch, I was looking at Legends & Lore, I'll go look again at 1e Deities and Demigods. Thanks!
 

Gizzard said:


Tangent: Even within my Guild I divided the territory up into quarters, each managed by a different street-boss. Theoretically, they're all on the same team, but it added a bit of spice when the proverbial poo-hit-the-fan. Something to think of if you are still developing your campaign world.

Tangent 2: There is nothing more pathetic in combat than a 1st level Rogue. Its sort of an unfortunate dynamic since Guilds often assign new members to dangerous/dirty work that no one else wants. I had the Guild hand the wanna-be thieves a crossbow whenever they went out on a dangerous mission - it served as a reminder to avoid hand-to-hand if they could.

Sorry this is all OT, but I am curious about people running thief campaigns in general.

I'm already planning on Tangent 1, but thanks. :) There are also factions within factions and so on, but I don't want to give anything away in advance.

Tangent 2: That's why barbarians are popular in the guild. Don't underestimate what an extra d6 of Sneak Attack equates to in the surprise round. A 1st level Rogue can plain out kill anyone but a high CON barbarian before the target's initiative rolls up, and a barbarian can get it too if the Rogue rolls well.

Greg
 

very very cool idea!

i've always been a fan of the lankhmar books.

go grey mouser and fahfrd(sp?)

anyways, you may also want to try and convert (read: rename) existing gods from other campaigns.

for instance, i believe illmater from FR could be easily adapted as issak of the jug. both are about suffering, being tortured, etc.

the gods of trouble could be adapted from beshaba from FR, bad luck etc.

i was lookin at my 2nd ed legends and lore book and thought how cool the newhon gods would be in 3rd edition. plus, i still have the 1st ed lankhmar campaign lying around somewhere.
 

Remove ads

Top