Legend 2014 - Cults of Sheoloth - the Dark Mother

The Wolf said:
Shadow Magic is core to the new iteration of Sheoloth, through the Dark Mother's cult and the dark elf magic of Shadowcraft. Remember the core understanding of shadows, the darker it gets the less light there is...the less shadows there are.

Shadows need light to survive, and in the brighest light, lurk the darkest shades. This is why the dark elves have lit their city in a particular way, to create the strongest shadows.

A darkness based magic would probably function well underground, weaker in the sun, but that's really going back to the same dark elf motiefs that have been around for a while. With the Sheoloth line I want to spin a few things in a few different ways, hence the shadow based divine magic of the Dark Mother.

Of course it doesn't mean that down the line there won't be something akin to that dark magic, though by limiting the power of the magic - you also limit the scope of the adventure locations. Still, something I'll think on :)

Very true about the dark magic. Dark elves in a couple settings are known for dark magic.

Shadow magic will be interesting as well. I could see some spells that inflict some kind of despair or mental condition being good too. The condition could be written into the spell itself with a Persistence roll needed to go against them.

I know madness already exists as a divine spell but maybe one causing sorrow, desperation or something along those lines. I could see those emotions fitting very well into a shadow based magic.
 
It does indeed, Shadow Miasma kind of fits that bill :)

There are rumours there's a darker version of this spell too, one that can cause a victim to take their own life. These are however, only rumours.
 
The Wolf said:
It does indeed, Shadow Miasma kind of fits that bill :)

There are rumours there's a darker version of this spell too, one that can cause a victim to take their own life. These are however, only rumours.

lol, nice! :)
 
Any idea of an ETA? I know that's not easy to pin down but an update on how complete your side of things is would be great :D
 
I probably need to stat up the major movers/shakers in the cult as NPCs for the book, write a small paragraph or two on how the cult interacts with the surface world. I'm leaving the Blood Magic side of Legend till another cult book that would be more fitting.

The Dark Mother's rituals tend to involve life force rather than bloodletting.
 
The Wolf said:
I probably need to stat up the major movers/shakers in the cult as NPCs for the book, write a small paragraph or two on how the cult interacts with the surface world. I'm leaving the Blood Magic side of Legend till another cult book that would be more fitting.

The Dark Mother's rituals tend to involve life force rather than bloodletting.

Can I take this to mean it's more based on "anti-life" forces, not meaning undead just the taking and depletion of life?
 
Yes. I wanted to divorce at least one cult of the Sheoloth dark elves from the typcial notion of human sacrifice, or elf sacrifice (or any sacrifice really) that involves bloodletting. It seemed to dovetail nicely into the Dark Mother's new incarnation as this shadowy corruptive being that takes on the form of your most primal fear.

In the case of the dark elves, I figured they'd be pretty scared of a particular dragon I had in mind for the history and so that became the basis for the new direction for the Dark Mother at least.
 
The Wolf said:
Yes. I wanted to divorce at least one cult of the Sheoloth dark elves from the typcial notion of human sacrifice, or elf sacrifice (or any sacrifice really) that involves bloodletting. It seemed to dovetail nicely into the Dark Mother's new incarnation as this shadowy corruptive being that takes on the form of your most primal fear.

In the case of the dark elves, I figured they'd be pretty scared of a particular dragon I had in mind for the history and so that became the basis for the new direction for the Dark Mother at least.

Might help to flesh out some fear rules then for the Dark Mother and any other-worldly servants of hers that might influence the world directly and for the magic as well.

I would see this as using Persistence a different difficulties for the different types of servants that would haunt or torment the dark elves (or their enemies!). I would think that this would help to develop the primal fear aspect as well as let Games Masters determine the severity of dealing with such beings.
 
After having a severe dose of RL, I'm back to work on this book now.

To do list:

* The Dark Mother's role in the surface world. (DONE!)
* Some minor discussion of 'fear' (DONE)
* The Dark Eight as NPCs (In progress) (3 completed)
* Some minor NPCs (Temple guard, servant and probably one other). The Priestesses of the Dark Mother are detailed in the city book for Sheoloth. (In progress)

High Priestess Zora Fanel
(Decadent)
Value 1D20 Hit Location AP/HP
STR 12 1-3 Right Leg 5/7
CON 18 4-6 Left Leg 5/7
SIZ 14 7-9 Abdomen 5/8
INT 21 10-12 Chest 5/9
POW 17 13-15 Right Arm 5/6
DEX 21 16-18 Left Arm 5/6
CHA 16 19-20 Head 5/7



Combat Actions 4 Armour: None
Damage Modifier +1D2
Magic Points 19 Traits: Dark Sense, Earth Sense, Dark Sight, Innate Magic
Movement 10m
Strike Rank +21 Common Skills: Athletics 100%, Brawn 70%, Culture (Own) 115%, Dance 100%, Drive 40%, Evade 100%, Evaluate 79%, First Aid 97%, Influence 120%, Insight 125%, Lore (Regional) 110%, Perception 130%, Persistence 120%, Resilience 130%, Ride 40%, Sing 130%, Sleight 90%, Stealth 100%, Swim 110%, Unarmed 130%
Advanced Skills: Acrobatics 100%, Commerce 80%, Courtesy 107%, Language (Native) 140%, Lore (Dark Mother) 150%, Intimidation 100%, Meditation 95%, Oratory 97%, Seduction 95%, Streetwise 99%, Style 100%
Divine Skills: Pact (The Dark Mother – 10 points dedicated) 150%, Lore (Dark Mother’s Heart) 170%
Innate: Regenerate – Manipulation 70%, Sorcery 70%
Divine Magic: Dark Hatred, Shadow Beast, Shadow Assassin, Shadow Madness, Armour of Shades, Lightning Strike, Mindblast, Mindlink

Weapons
Type Range Size Reach Damage AP/HP
Shalwri (sword) -- M M 1D12+1D2 Bleed 8/14
Combat Styles
Dark Mother’s Mistress (Shalwri, Dagger, Polearm): 130%
Tactics: She prefers spells over out and out combat, but will get her blade dirty if she has to!
Special: This priestess carries a powerful amulet that gives her 5 AP on all locations.
 
Thanks Jim!

Once the NPCs are done, it'll go into the style guide phase and then that means it'll be complete - so I'd reckon the end of this week and it'll go to Matt as an ETA.
 
Cool. I'm looking forward to it and Sheoloth! I'll pick them up together along with a half-dozen or so other titles on my wish list.
 
Hey Darren,

The statblock looks good, but maybe Zora should also have the Intrigue skill - I can imagine that this is almost a prerequisite for dark elves in positions of authority.
 
6th NPC done as of now.

Dark Mother’s Favour: This special ability comes into play if and when the mysterious prophesy is fulfilled. It transforms Shifra into a shadowy dragon with the Heroic Ability: Mind Killer.

That should give GM's something to tinker with ;)
 
Just as a headsup too, expect the Dark Eight to be pretty epic in terms of stats/skills - these are nothing like the NPCs in Xoth.
 
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