Showing posts with label Demigods. Show all posts
Showing posts with label Demigods. Show all posts

Thursday, April 30, 2026

Using Gods, Demigods, and Heroes By Kuntz & Ward for original Dungeons & Dragons with Barrows and Borderlands Rpg

 Integrating the monumental 1980 supplement Gods, Demigods, and Heroes (Supplement IV) with Barrows & Borderlands (a modern "Old School Essentials" style hack) creates a high-powered, mythic campaign atmosphere.
This post picks right up from Using Original Dungeons & Dragons rpg with The Barrows & Borderlands Rpg 

Image for Dungeons & Dragons Supplement IV: Gods, Demi-Gods, & Heroes - 7TH PRINT

While Original D&D (OD&D) provides the raw stats for deities, Barrows & Borderlands provides the grit and procedural exploration. Here is how to blend these two worlds effectively.


1. The Role of Deities in Play

In Supplement IV, gods weren't just background lore; they were NPCs with Hit Points (often 300+), Armor Classes (frequently -10), and literal presence.

  • The Power Scale: In Barrows & Borderlands, where a 1st-level Thief is incredibly fragile, a deity appearing is a "world-ending" event. Use them as Patrons or Cataclysms rather than combat encounters.

  • Alignment Matters: Supplement IV categorizes gods by pantheon (Greek, Norse, Egyptian, etc.). Use these to define the "Borderlands." Perhaps the Lawful Norse gods hold the walled cities, while the Chaotic Egyptian gods rule the desert wastes.

2. Converting Stats to B&B

Since Barrows & Borderlands uses an OSR-adjacent chassis, the conversion is straightforward but requires some "squishing" to maintain the B&B lethality.

AttributeSupplement IV StandardB&B Implementation
Armor ClassOften negative (e.g., -2 or -10)Convert to Ascending AC. An AC of -2 becomes 22; -10 becomes 30.
Magic ResistancePercentage based (e.g., 75%)Use as a flat "Saving Throw" bonus or a "Magic Immunity" trait.
Hit Dice/PointsFixed HP (300+)Keep the high HP. In B&B, this makes them virtually unkillable by mundane means.
MoveHigh inches (e.g., 24")Triple the standard human movement rate.

3. Heroes and Demigods as PC Benchmarks

Supplement IV introduces legendary figures like Hercules or Beowulf. In a Barrows & Borderlands campaign, these serve as the "Level 20+" endgame.

  • Divine Spark: If a player reaches the level cap in B&B, allow them to quest for a "Spark" to become a Demigod. Use the Supplement IV stats as their new "Base Form."

  • The Artifacts: Supplement IV is famous for items like Mjolnir or The Iron Crown. In the Borderlands, these shouldn't be found in a random chest. They should be the "Megadungeon" rewards at the bottom of the deepest Barrows.


4. The "Borderlands" Theology

To make these gods feel authentic to the Barrows & Borderlands aesthetic, tie them to the landscape:

The Barrows (The Dead Gods)

Use the Egyptian or Sumerian pantheons here. These gods are often depicted as being obsessed with the afterlife. The "Barrows" aren't just graves for kings; they are prisons for demigods who refused to die.

The Borderlands (The Active Gods)

Use the Norse or Greek pantheons. These are "Wilder" gods.

  • Odin might appear as a hooded traveler at a campfire in the Borderlands.

  • Pan might be the source of the chaotic "Fey" energy that makes the woods so dangerous for B&B adventurers.


5. Mechanical Integration: Clerics & Paladins

In B&B, Clerics usually choose a generic "Light" or "Dark" path. Supplement IV allows you to specialize:

  1. Grant Specific Boons: A Cleric of Thor might gain +1 to damage with hammers (as per his Supplement IV description) but lose the ability to use "Command" spells.

  2. Omens: Use the "Divine Intervention" percentages from Supplement IV. If a player performs a truly heroic feat, roll their Alignment % to see if a god notices.

A Note on Power Creep: Supplement IV is notoriously "overpowered" for standard OD&D. If you give a B&B player a "Hero" stat-line (18/00 Strength, etc.), they will trivialize standard monsters. Reserve these stats for temporary "Avatar" states or the literal end of a 5-year campaign.

 


Monday, March 17, 2025

OSR Commentary - The Insidious Nature of The Blades Stormbringer & Mournblade In Original Dungeons & Dragons

Elric knew that everything that existed had its opposite. In danger he might find peace. And yet, of course, in peace there was danger. Being an imperfect creature in an imperfect world he would always know paradox. And that was why in paradox there was always a kind of truth. That was why philosophers and soothsayers flourished. In a perfect world there would be no place for them. In an imperfect world the mysteries were always without solution and that was why there was always a great choice of solutions."

Michael Moorcock,  The Elric Saga Part I

When it comes to Stormbringer & Mournblade from Michael Moorcock's Elric saga no two enchanted blades have come close to matching the modern impact of these two blades on Sword & Sorcery. In Robert  Kuntz & James Ward's Gods, Demi-Gods, & Heroes Stormbringer appears and it's a beast; "Chaotic in nature, this sword has an intelligence of 12 and an ego of 12, is plus 5 when hitting, in the presence of Mournblade is as a Dancing Sword, and drains energy levels.On a roll of 11-20 it will drain all the energy levels from a being if it hits, with a roll of 7-10 allowing it to drain one half of the energy levels if it hits. The energy levels gained from the battle are transferred to Elric giving him an 18 strength, and a 100% on his exceptional strength. It also adds to his hit points by the method of rolling the proper die for the type of being hit. If a magic user is hit roll a 4 sided die and multiply the number gotten by the levels the magic user has. The same is done for all other classes and creatures. The sword becomes sated after draining off 300 energy levels, in which case after 10 melee turns Elric reverts back to his former strength and hit points. This sated state lasts for 50 full turns, at the end of which the sword will take another 300 levels." 
What makes the Black Swords so damn dangerous?! According to the Stormbringer fandom wiki entry on Stormbringer's history; "Before the Melnibonreans' ancestors, the Mernii, arrived on  Elric's World, the Nihrain were a prosperous society who served the Cosmic Balance. To combat the Dead Gods and other powers of Law and Chaos that threatened to tip the scales of the Balance, the Nihrain forged the pieces of the  Dragon Sword into the twin Black Swords, Stormbringer and Mournblade, and perhaps also forged their many brothers as well. Out of fear for the blades' power to slay them, the Dead Gods killed themselves (removed their physical forms and joined Eternity). But while both blades had the power to absorb vitality as did all Black Swords, Stormbringer was different from the others, because a mysterious power entered the blade at the time it was forged"
 And one of the most dangerous magical quality that both Stormbringer & Mournblade have is the fact that they can slay divinities & gods; "Godslaying-  Stormbringer  is fully capable of killing gods, even  Chaos Lord  and Lords of Law, and is greatly feared because of this. Though it is said that this does not truly destroy the Lords of the Higher Worlds, it just consumes their current manifestations in that world and ensures they cannot return there." 
This brings a whole other level of dangerous to both manifestations of the Black Blade or Sword; "Stormbringer is a manifestation of the Black Sword, a cosmic archetype that can exist in any world of the Multiverse. In some universes, it manifests in other ways. It has been seen as a black jewel, and even a large humanoid demon. It is even suggested that Stormbringer  and perhaps any Black Sword's true form is that of the humanoid demon"
This maybe one of the most dangerous aspects of these blades because not even the gods themselves are safe from having their divinity absorbed by the Black Swords. This means that the wielders of the Black Swords are the heralds for the 'End Times.'
The second that the two swords are snatched from their place in the Pulsing Cavern the world of the Young Kingdoms is doomed. Way back in the early Eighties we had a chance to run across Elric's cousin Yyrkoon. And our PC's were adventuring in the Young Kingdom during one of my uncle's games. We were too get several sorcerous herbs & spell components for our employer. Ultimately, we got the items and completed the task. We figured out what he was going to do which was open the dimensional door into the Pulsing Cavern. Our party left the world of the Young Kingdoms for Greyhawk shortly there after without us getting paid. Mournblade is the twin of Stormbringer and as such they are merely two parts of the same evil or malevolent entity. We wanted no truck with either of the demon swords and this policy continued into our years playing Stormbringer. 

Monday, April 29, 2024

OSR Commentary - The Insidious Nature of The Blades Stormbringer & Mournblade In Original Dungeons & Dragons

 “Elric knew that everything that existed had its opposite. In danger he might find peace. And yet, of course, in peace there was danger. Being an imperfect creature in an imperfect world he would always know paradox. And that was why in paradox there was always a kind of truth. That was why philosophers and soothsayers flourished. In a perfect world there would be no place for them. In an imperfect world the mysteries were always without solution and that was why there was always a great choice of solutions.”

― Michael Moorcock, The Elric Saga Part I


When it comes to Stormbringer & Mournblade from Michael Moorcock's Elric saga no two enchanted blades have come close to matching the modern impact of these two blades on Sword & Sorcery. In Robert  Kuntz & James Ward's Gods, Demi-Gods, & Heroes Stormbringer appears and it's a beast; "Chaotic in nature, this sword has an intelligence of 12 and an ego of 12, is plus 5 when hitting, in the presence of Mournblade is as a Dancing Sword, and drains energy levels.On a roll of 11-20 it will drain all the energy levels from a being if it hits, with a roll of 7-10 allowing it to drain onehalf of the energy levels if it hits. The energy levels gained from the battle are transferred to Elric giving him an 18 strength, and a 100% on his exceptional strength. It also adds to his hit points by the method of rolling the proper die for the type of being hit. If a magic user is hit roll a 4 sided die and multiply the number gotten by the levels the magic user has. The same is done for all other classes and creatures. The sword becomes sated after draining off 300 energy levels, in which case after 10 melee turns Elric reverts back to his former strength and hit points. This sated state lasts for 50 full turns, at the end of which the sword will take another 300 levels." 
What makes the Black Swords so damn dangerous?! According to the Stormbringer fandom wiki entry on Stormbringer's history; "Before the Melnibonéans' ancestors, the Mernii, arrived on Elric's World, the Nihrain were a prosperous society who served the Cosmic Balance. To combat the Dead Gods and other powers of Law and Chaos that threatened to tip the scales of the Balance, the Nihrain forged the pieces of the Dragon Sword into the twin Black Swords, Stormbringer and Mournblade, and perhaps also forged their many brothers as well. Out of fear for the blades' power to slay them, the Dead Gods killed themselves (removed their physical forms and joined Eternity). But while both blades had the power to absorb vitality as did all Black Swords, Stormbringer was different from the others, because a mysterious power entered the blade at the time it was forged"  
And one of the most dangerous magical quality that both Stormbringer & Mournblade have is the fact that they can slay divinities & gods; "Godslaying- Stormbringer is fully capable of killing gods, even Chaos Lords and Lords of Law, and is greatly feared because of this. Though it is said that this does not truly destroy the Lords of the Higher Worlds, it just consumes their current manifestations in that world and ensures they cannot return there." 
This brings a whole other level of dangerous to both manifestations of the Black Blade or Sword; "Stormbringer is a manifestation of the Black Sword, a cosmic archetype that can exist in any world of the Multiverse. In some universes, it manifests in other ways. It has been seen as a black jewel, and even a large humanoid demon. It is even suggested that Stormbringer and perhaps any Black Sword's true form is that of the humanoid demon"
This maybe one of the most dangerous aspects of these blades because not even the gods themselves are safe from having thier divinity absorbed by the Black Swords. This means that the wielders of the Black Swords are the heralds for the 'End Times.' 



The second that the two swords are snatched from thier place in the Pulsing Cavern the world of the Young Kingdoms is doomed. Way back in the early Eighties we had a chance to run across Elric's cousin  Yyrkoon. And our PC's were adventuring in the Young Kingdom during one of my uncle's games. We were too get several sorcerous herbs & spell components for our employer. Ultimately, we got the items and completed the task. We figured out what he was going to do which was open the dimensional door into the Pulsing Cavern. Our party left the world of the Young Kingdoms for Greyhawk shortly there after withour us getting paid. Mournblade is the twin of Stormbringer and as such they are merely two parts of the same evil or malevolent entity. We wanted no truck with either of the demon swords and this policy continued into our years playing Stormbringer. 


Wednesday, October 26, 2022

From Civilized To Alien Barbarians - The Best of Dragon magazine volume # V & James Mishler's Demi god Class

"Even the gods took fright at the Deluge,
they left and went up to the heaven of Anu,
lying like dogs curled up in the open."

Anonymous, Epic of GilgameshThe Flood, Tablet VI, Third Dynasty of Ur ( c. 2100 BCE).

 So last night whist looking over the Best of Dragon magazine volume # V. there was an article that jumped out at me at about 3 A.M. & this was Katherine Kerr's 'The Real Barbarians', "History offers a different picture from literature. (Issue 72, Apr 83)". Basically the article goes into how history's barbarians are completely different from from Sword & Sorcery literature. For a kid this was ground breaking stuff but for an adult looking over the article it was a 'duh' moment last night. Or was it ?! 



According to the 'Real Barbarians' article by Katherine Kerr ; "All these disparate peoples do have certain traits in common, enough so to justify talking about a “barbarian way of life.” In general, barbarian cultures are more or less successful social adaptations to living conditions in wild forest, scrub land, veldts, or jungle edges — land that’s unsuitable for sedentary, intensive farming as the Greeks, the Romans, and later the Europeans practiced it. Though many barbarians do farm, they obtain the bulk of their food supply from animals, either livestock, wild game, or both. A population that doesn’t rely on agriculture to feed itself must meet two requirements: The people need a lot of open land in proportion to the population being fed, and the people need to be mobile. Barbarians rarely have cities or towns, merely villages and camps, if they have any permanent settlements at all"

And this has me thinking about star faring civilizations & how this same lifestyle could be applied to the stars. Now over the past couple of days I was looking into creating a group of puesdo space marines as a faction. And I needed to do it quickly for an upcoming post apocalytic game. What if the ancient gods decided to take full advantage of the circumstances by creating their own ancient semi divine warriors. Warriors who could take back what was 'rightfully theirs'. So started looking at the  Mesopotamian god Anu & his incarnations.  So if we go with the idea of the Nephilim being powerful semi divine beings & Anu & his incarnations being a part of this equation. Then it's easy to see these beings emulating at least in the beginning some of the traits explained in the 'Real Barbarians' article by Katherine Kerr. What would warriors sent down to a post apopalyptic world look like?! Well that's easy James Mishler did a perfect PC or NPC class to emulate this in the form of the Demi God race. 



If these entities follow the barbarian then civilized model within their life cycles then it's possible that they also have singers & shaman among the former galactic empires; "Singers, such as the Celtic bard or German scop, are far more than entertainers. They are the oral historians and guardians of the traditional wisdom lore for their tribes. In their memories, in the form of poetry, are the genealogies of important families, tales of past battles and events, and a kind of lore called gnomic, which is part good advice and part primitive science. Using poetic stanzas, gnomic lore preserves wisdom such as “a faithful wife is better than a fine horse” and “dark clouds, yellow leaves — winter is coming.” Among Low barbarians, each camp or village has its own part-time singer. Among High barbarians and nomads, most singers have a place in a noble lord’s retinue, but some wander from group to group within their tribal territory. Whenever they appear, these wandering singers are fed, sheltered and treated with respect by those they visit." 

The 'gods' are coming back to the post apocalyptic wasteland & their shamans or singers are announcing their coming. They enslave and once again begin the practice of city building among humanity. This is the barest of outlines right at the moment but there's other thoughts thundering their ways through my head right now. The idea here is that these alien semi divine beings go from roaming barbarians, conquer, & then begin building city states for a few million years then move on. They roam the stars using their vat grown  children as conquerors. These are simply some ideas scratched out. 


Saturday, October 1, 2022

The Norse God of Law From Adventurer, Conqeuror, King Rpg - Thoughts on Kuntz & Ward's Original Dungeons & Dragons's Gods, Demi Gods, & Heroes - Updated

 When it comes to Kuntz & Ward's "Supplement IV" Gods, Demi-Gods and Heroes the Norse mythology certainly gets the lion share of coverage in the book. But why does this make things interesting for an Adventurer,Conqueror, King rpg? This blog entry will pick up from this blog entry here. 


We know that Odin in Kuntz & Ward's "Supplement IV" Gods, Demi-Gods and Heroes is gearing up for war. But what god is he going to turn to when it comes such a war against chaos?! That god isn't Thor who get's the royal treatment in the additional material in  'Supplement IV' instead its Tyr whose an aboslute beast; "Tyr: Armor Class: 2 Magic Spell Ability: None Move: 12" Fighter Ability: 19th Level Hit Points: 250 Psionic Ability: Class 6 This one-armed God of War was overshadowed by Thor muchly and had very little to do with Norse Mythology. Tyr though is the only God capable of approaching the Fenris wolf with any success. He inspires a berserker type fighting (similar to Odin, but with only 50% effectiveness) in his followers rage. His dwelling place is not mentioned nor are his sons. He does occupy a seat amongst the twelve at Asgard and it is assumed that he dwells there most of the time."  Why would Odin turn to Tyr?! Because Tyr is actually the Germanic & Norse god of war & Law! This aspect of the god has Greco Roman connections; "These deities are generally understood by scholars to refer to *Wōđanaz (known widely today as Odin), *Þunraz (known today widely as Thor), and *Tīwaz, respectively. The identity of the "Isis" of the Suebi remains a topics of debate among scholars.[18] Later in Germania, Tacitus also mentions a deity referred to as regnator omnium deus venerated by the Semnones in a grove of fetters, a sacred grove. Some scholars propose that this deity is in fact *Tīwaz.[19]

votive altar has been discovered during excavations at Housesteads Roman Fort at Hadrian's Wall in England that had been erected at the behest of Frisian legionaries. The altar dates from the 3rd century CE and bears the Latin inscription Deo Marti Thingso Et Duabus Alaisiagis Bede Et Fimmilene. In this instance, the epithet Thingsus is a Latin rendering of Proto-Germanic theonym *Þingsaz. This deity is generally interpreted by scholars to refer to Týr. The goddesses referred to as Beda and Fimmilene are otherwise unknown, but their names may refer to Old Frisian legal terms.[20]

In the sixth century, the Roman historian Jordanes writes in his De origine actibusque Getarum that the Goths, an east Germanic people, saw the same "Mars" as an ancestral figure:

Moreover so highly were the Getae praised that Mars, whom the fables of poets call the god of war, was reputed to have been born among them. Hence Vergil says:
"Father Gradivus rules the Getic fields"



































Týr equated with Mars in an 18th-century manuscript (ÍB 299 4to)


While Thor gets all of the press Tyr has many connections with Law & is going to be the natural enemy of giant kind & many of the Chaotic humanoid races. And his actions prove this especially his mention within 

the  Sigrdrífumál; " the valkyrie Sigrdrífa imparts in the hero Sigurd knowledge of various runic charms. One charm invokes the god Týr:

'You must know victory-runes
if you want to know victory. Carve them
into your sword's hilt, on the blade guards
and the blades, invoking Tyr's name twice.'
Jeramy Dodds translation[23]

In Lokasenna, the gods hold a feast. Loki bursts in and engages in flyting, a contest of insults, with the gods. The prose introduction to the poem mentions that "Tyr was in attendance, even though he had only one hand because the wolf Fenrir had recently ripped off the other while the wolf was being bound."[24] Loki exchanges insults with each of the gods. After Loki insults the god FreyrTýr comes to Freyr's defense. Loki says that "you can't be the right hand of justice among the people" because his right hand was torn off by Fenrir, elsewhere described as Loki's child. Týr says that although he misses his hand, Loki misses Fenrir, who is now bound and will remain so until the events of Ragnarök.
When it comes to Law Odin is going to have a shaky relationship at
best but Tyr is going to be his right hand man literally; "

The Prose Edda sections Gylfaginning and Skáldskaparmál reference Týr several times. The god is introduced in part 25 of the Gylfaginning section of the book:

High said: 'There is also an As called Tyr. He is the bravest and most valiant, and he has great power over victory in battles. It is good for men of action to pray to him. There is a saying that a man is ty-valiant who surpasses other men and does not hesitate. He was so clever that a man who is clever is said to be ty-wise. It is one proof of his bravery that the Æsir were luring Fenriswolf so as to get the fetter Gleipnir on him, he did not trust them that they would let him go until they placed Tyr's hand in the wolf's mouth as a pledge. And when the Æsir refused to let him go then he bit off the hand at the place that is now called the wolf-joint [wrist], and he is one-handed and he is not considered a promoter of settlements between people.
A. Faulkes translations (notes are by Faulkes)

[26] This tale receives further treatment in section 34 of Gylfaginning ("The Æsir brought up the wolf at home, and it was only Tyr who had the courage to approach the wolf and give it food.").[27] Later still in Gylfaginning, High discusses Týr's foreseen death during the events of Ragnarök:

Then will also have got free the dog Garm, which is bound in front of Gnipahellir. This is the most evil creature. He will have a battle with Tyr and they will each be the death of each other." 
A. Faulkes translation
Tyr is literally straddling the bows of Chaos of the Norse gods & the high points of Law. He's the god with elements in both camps. He will have scouted out & taken down giants within Jötunheimr behind enemy lines. 
PC's in our games over the years who were involved with Tyr did so with some darksides to their relationships with the god. From 
'The OSR Grimoire' Blog comes this little tid bit; "Paul Karlsson Johnstone discusses berserkers in his excellent article "Origins of the Norse Pantheon" in The Dragon #29 (September, 1979)" And its this dark beserker aspect that can get the PC's killed and while they fill the ranks of Odin's army of the dead & Valhalla. Our party was often left with out our best fighters & thieves. 
Another aspect of Tyr is the fact that the god is a master psionic & this could be how he deals with the powers of Chaos in very unexpected ways. Able to read minds, implant suggestions, and create opportunities for his worshipers. 
How does this relate to the  Adventurer, Conqeuror, King rpg?! Think about where Tyr sits within the patheons of the Norse. A god of war, Law, and justice is going to on the front lines of a war between Law & Chaos. Because giant warlords crossing from Jötunheimr into Midgard is a real possibility with vast armies of humanoids & smaller giant kind such as ogres & the like. This is the time when kingdoms can be won in battle but warriors should remember the fact there is a ton of crossover material potential here. Crossover potential with both Conan's Hyboria supplemental material & Elric's supplemental material within Gods, Demigods, & Heroes. In the flickering candle light of when the oceans drank Atlantis & the rise of the Norse gods,Crom has his hands full with the Celtic gods & mythology.  These competing gods are going to war among themselves as well as the forces of Chaos. There's plenty of room for the players to get caught up in such affairs. See Michael Moorcock's mythos for the type of disasters that can happen when dealing in the affairs of the gods. 

Wednesday, April 27, 2022

More Commentary On Law & 'The Priests of The Golden Peacock' in Kuntz & Ward's 'Gods,Demi-gods, & Heroes

 This post is going to pick right up from what we spoke of yesterday on the blog. 
Let's dig deeper into the role of Law on Carcosa for a moment & its legacy with the Golden Peacock. 



So over the last forty eight hours we've been going over our notes for original Dungeons & Dragons & Gods, Demi-gods, & Heroes by Kuntz & Ward. And one of the things that has occurred to me is the amount of artifacts of Law in the Hyboria mythos that has been included! Take for example; 'HEART OF AHRIMAN Device of great power able to work over any distance, which acts as an anti magic shell for six people'. Seems like a simple & straight forward artifact that would be but consider it within the contents of the Hyboria mythology of original Dungeons & Dragons. There's a great little Carcosa thread on the original Dungeons & Dragons Facebook group here.  If we take them together with other artifacts of Law & Neutrality on Carcosa including personages. Then the struggle for Law & Chaos on the bleak Pulpy planet becomes clear. 


Take for for example; "HEART OF TAMMUZ A lawful artifact used to counter the effects of the Claw of Nergal. With this, the user can undo the action of the claw without knowing who the claw affected, merely by bringing the Heart within 500 yards of a victim."  On Carcosa these artifacts would be invaluable pieces of example of Law. Tribal coloured nations would go to war over such artifacts hence why within Gods, Demi-gods, & Heroes these would be in multi tiered dungeons of incredible complexity. Law stands for civilazition & order, on a planet such as Carcosa this means the difference between survival & death. The problem here is one of complexity & scale, because original Dungeons & Dragons is modular its easy to add or subtract supplements as needed. 
Now what is the role of neutrality & law on Carcosa?! That in my humble opinion is one of survival and eventually civilization. And this brings  Milk Tous & his ilk to Carcosa easily. Given the almost twisted Lovecraftian 'Garden of Eden' setting that is primitive Carcosa. It's easy to see why Earth bound demonic Lovecraftian enities would be right in to corrupt Carcosa & its inhabitants. 



Demoness of the Wasteland Published: May 4, 2014 by MrZarono artwork used without permission. Available here.
 

Saturday, December 18, 2021

The Norse God of Law From Adventurer, Conqeuror, King Rpg - Thoughts on Kuntz & Ward's Original Dungeons & Dragons's Gods, Demi Gods, & Heroes

 When it comes to Kuntz & Ward's "Supplement IV" Gods, Demi-Gods and Heroes the Norse mythology certainly gets the lion share of coverage in the book. But why does this make things interesting for an Adventurer,Conqueror, King rpg? This blog entry will pick up from this blog entry here. 


We know that Odin in Kuntz & Ward's "Supplement IV" Gods, Demi-Gods and Heroes is gearing up for war. But what god is he going to turn to when it comes such a war against chaos?! That god isn't Thor who get's the royal treatment in the additional material in  'Supplement IV' instead its Tyr whose an aboslute beast; "Tyr: Armor Class: 2 Magic Spell Ability: None Move: 12" Fighter Ability: 19th Level Hit Points: 250 Psionic Ability: Class 6 This one-armed God of War was overshadowed by Thor muchly and had very little to do with Norse Mythology. Tyr though is the only God capable of approaching the Fenris wolf with any success. He inspires a berserker type fighting (similar to Odin, but with only 50% effectiveness) in his followers rage. His dwelling place is not mentioned nor are his sons. He does occupy a seat amongst the twelve at Asgard and it is assumed that he dwells there most of the time."  Why would Odin turn to Tyr?! Because Tyr is actually the Germanic & Norse god of war & Law! This aspect of the god has Greco Roman connections; "These deities are generally understood by scholars to refer to *Wōđanaz (known widely today as Odin), *Þunraz (known today widely as Thor), and *Tīwaz, respectively. The identity of the "Isis" of the Suebi remains a topics of debate among scholars.[18] Later in Germania, Tacitus also mentions a deity referred to as regnator omnium deus venerated by the Semnones in a grove of fetters, a sacred grove. Some scholars propose that this deity is in fact *Tīwaz.[19]

votive altar has been discovered during excavations at Housesteads Roman Fort at Hadrian's Wall in England that had been erected at the behest of Frisian legionaries. The altar dates from the 3rd century CE and bears the Latin inscription Deo Marti Thingso Et Duabus Alaisiagis Bede Et Fimmilene. In this instance, the epithet Thingsus is a Latin rendering of Proto-Germanic theonym *Þingsaz. This deity is generally interpreted by scholars to refer to Týr. The goddesses referred to as Beda and Fimmilene are otherwise unknown, but their names may refer to Old Frisian legal terms.[20]

In the sixth century, the Roman historian Jordanes writes in his De origine actibusque Getarum that the Goths, an east Germanic people, saw the same "Mars" as an ancestral figure:

Moreover so highly were the Getae praised that Mars, whom the fables of poets call the god of war, was reputed to have been born among them. Hence Vergil says:
"Father Gradivus rules the Getic fields"
































Týr equated with Mars in an 18th-century manuscript (ÍB 299 4to)


While Thor gets all of the press Tyr has many connections with Law & is going to be the natural enemy of giant kind & many of the Chaotic humanoid races. And his actions prove this especially his mention within 

the  Sigrdrífumál; " the valkyrie Sigrdrífa imparts in the hero Sigurd knowledge of various runic charms. One charm invokes the god Týr:

'You must know victory-runes
if you want to know victory. Carve them
into your sword's hilt, on the blade guards
and the blades, invoking Tyr's name twice.'
Jeramy Dodds translation[23]

In Lokasenna, the gods hold a feast. Loki bursts in and engages in flyting, a contest of insults, with the gods. The prose introduction to the poem mentions that "Tyr was in attendance, even though he had only one hand because the wolf Fenrir had recently ripped off the other while the wolf was being bound."[24] Loki exchanges insults with each of the gods. After Loki insults the god FreyrTýr comes to Freyr's defense. Loki says that "you can't be the right hand of justice among the people" because his right hand was torn off by Fenrir, elsewhere described as Loki's child. Týr says that although he misses his hand, Loki misses Fenrir, who is now bound and will remain so until the events of Ragnarök.
When it comes to Law Odin is going to have a shaky relationship at best but Tyr is going to be his right hand man literally; "

The Prose Edda sections Gylfaginning and Skáldskaparmál reference Týr several times. The god is introduced in part 25 of the Gylfaginning section of the book:

High said: 'There is also an As called Tyr. He is the bravest and most valiant, and he has great power over victory in battles. It is good for men of action to pray to him. There is a saying that a man is ty-valiant who surpasses other men and does not hesitate. He was so clever that a man who is clever is said to be ty-wise. It is one proof of his bravery that the Æsir were luring Fenriswolf so as to get the fetter Gleipnir on him, he did not trust them that they would let him go until they placed Tyr's hand in the wolf's mouth as a pledge. And when the Æsir refused to let him go then he bit off the hand at the place that is now called the wolf-joint [wrist], and he is one-handed and he is not considered a promoter of settlements between people.
A. Faulkes translations (notes are by Faulkes)

[26] This tale receives further treatment in section 34 of Gylfaginning ("The Æsir brought up the wolf at home, and it was only Tyr who had the courage to approach the wolf and give it food.").[27] Later still in Gylfaginning, High discusses Týr's foreseen death during the events of Ragnarök:

Then will also have got free the dog Garm, which is bound in front of Gnipahellir. This is the most evil creature. He will have a battle with Tyr and they will each be the death of each other." 
A. Faulkes translation
Tyr is literally straddling the bows of Chaos of the Norse gods & the high points of Law. He's the god with elements in both camps. He will have scouted out & taken down giants within Jötunheimr behind enemy lines. 
PC's in our games over the years who were involved with Tyr did so with some darksides to their relationships with the god. From 
'The OSR Grimoire' Blog comes this little tid bit; "Paul Karlsson Johnstone discusses berserkers in his excellent article "Origins of the Norse Pantheon" in The Dragon #29 (September, 1979)" And its this dark beserker aspect that can get the PC's killed and while they fill the ranks of Odin's army of the dead & Valhalla. Our party was often left with out our best fighters & thieves. 
Another aspect of Tyr is the fact that the god is a master psionic & this could be how he deals with the powers of Chaos in very unexpected ways. Able to read minds, implant suggestions, and create opportunities for his worshipers. 
How does this relate to the  Adventurer, Conqeuror, King rpg?! Think about where Tyr sits within the patheons of the Norse. A god of war, Law, and justice is going to on the front lines of a war between Law & Chaos. Because giant warlords crossing from Jötunheimr into Midgard is a real possibility with vast armies of humanoids & smaller giant kind such as ogres & the like. This is the time when kingdoms can be won in battle but warriors should remember the fact there is a ton of crossover material potential here. Crossover potential with both Conan's Hyboria supplemental material & Elric's supplemental material within Gods, Demigods, & Heroes. In the flickering candle light of when the oceans drank Atlantis & the rise of the Norse gods,Crom has his hands full with the Celtic gods & mythology.  These competing gods are going to war among themselves as well as the forces of Chaos. There's plenty of room for the players to get caught up in such affairs. See Michael Moorcock's mythos for the type of disasters that can happen when dealing in the affairs of the gods.