Myth and Legend appears throughout our history. From the ancient myths of medusa, dragons, and hydras to the more recent legends of Bigfoot, the Mothman, and the Loch Ness Monster, these fantastic stories entertain and frighten us even today. In the Fifth Age, myth and legend are also everywhere. The setting itself is named after the famed weapon that banished the Queen of Darkness and her shrieking hosts. However, regular gaming on Krynn can become dull if there is no mystery. Consider this, are the heroes more afraid of Karg, the mercernary killer, or the Shadowless Stalker, the famed killer who terrorized the city of Palanthas for fifty years, leaving behind a trail of brutal murders? Are they more afraid of a Tylor, or a mysterious sea serpent that no one has ever seen and lived to talk about? By creating stories around creatures that the heroes will face, a Narrator can add a lot of flavor and suspense to his adventures. The tales of the Yeti, of vampires and werewolves, of Jack the Ripper and Ogopoggo, have influenced our world and added to it in more ways than we realize. By adding such myths and legends to your campaign, you can create a richer and more exciting setting for heroes to explore. MythsBy myths, I mean things like the Hydra and the Cyclops. Stories told of fantastic things that haven't been seen in ages and can't be proved. In fact, myths are so old and vague that they probably aren't believed in. The story of Huma, for example, was discredited in the dark years after the Cataclysm, yet it affected everyone in the War of the Lance.Myths should be vague stories that have been passed down from generation to generation for centuries. No real or recent sightings have occured, and many probably doubt the validity of the myth. Here are the 4 steps for creating a perfect myth to unleash upon stalwart heroes:
Here is an example of a myth:
LegendsBy Legends, I'm referring to recent tales that have become legendary. These include tales of the Yeti, Bigfoot, the Loch Ness Monster, the Mothman, alien abductions, and others. While these tales may have roots in the past, they have sontinued to surface in teh present. Non-supernatural legends include tales like Jack the Ripper and the escape from Alcatraz. These stories are all unexplained and phenomenal. The reason they interest us is that they are of the unexpected and unexplained.Here are the 5 steps for creating a Legend:
Palanthian AbductionsFor years, people have begun disappearing from the city of Palanthas. Few noticed and few cared, since the missing were all from what others consider the dregs of the grand city. The disappearances atarted shortly after the Dark knights reclaimed Palanthas and continue to the present day. No one has been able to gleam even a clue from the disappearances. People go to sleep and then when dawn comes, they are gone. There are no signs of struggle, forced entry, or other indications of foul play.The government never paid any attention to the reports until an important noble became missing. Ralph Trellarworth was the wasterl son of a prosperous merchant. One morning, after a night of drunken revelry, Ralph simply vanished. His parents reported the incident to Sir Elstone Kinsaid, the Lord Knight of Palanthas. The Dark knight ordered a city-wide investigation. However, his efforts proved fruitless, since there were no clues to follow up upon. Ralph disappeared from a locked and guarded estate that was still secure from the inside after the kidnapping. Thorn Knights have ascertained that magic was involved, but beyond that they cannot determine anything. Many claim that a renegade order of sorcerers has begun experimenting on the inhabitants of Palanthas. Powerful and deadly, these mages spirit away people with their dark magic and warp them into hideous monsters. Other believe that the people were all abducted by fell, inhuman creatures who needed human lives to fuel their strange mystic rites. Usually, the fabled huldrefolk are blamed. Some, however, blame the Dark Knights. They believe that the Kngihts of Takhisis abduct those who work against them in the Palanthian Underground. Of course, these suspicions are not voiced publicly. Adding Myths and Legends to Your CampaignThese myths and legends can do more than add flavor to your campaign. Your heroes should be able to interact with these stories. For example, heroes can find the magical ax Myoltor embedded in a large rock. Recognizing that it's magicl, a hero pulls it out. Of course, this releases the slumbering Desgollar. Of course, pacing should also be used. Instead of having the terrible serpent emerge immediately, have the ground rumble a bit. Then, let the heroes leave. Of course, once stories of destroyed villages reaches their ears, they'll get suspicious. When they finally hear the legend of Desgollar from a local Keeper of the Word, they might realize what they have done. Next comes the task of tracking and slaying the beast! Perhaps he has powers unknown to all!Legends are easier to incorporate into a campaign. For example, the heroes can be interested in the Palanthian Abductions when a friend of theirs disappears. Once they hear the legends and hear the rumors, they can begin to investigate. Play the investigation out like a X-Files episode, full of myteries and suspense. You can have them witness mysterious lights, have them stopped and arrested by Dark Knights, and chasing unknown creatures through the sewers. keep them guessing the truth ang only getting glimpses until the exciting conclusion! Of course, there are always two sides to every story. First, there is the sotry itself, the portion that the heroes will discover. This then, is the web of rumors surrounding a legend or myth. Finally, there s the TRUTH. This is the actual story behind the rumors, as well as the gams terms and statistics of all subject matter. You, as the Narrator, have the liberty to manipulate this part of the myth or legend as you see fit. Sample Myths and LegendsThe Land of the DeadIn the Age of Might, when Istar rose from the land, mages were cast out from civilization and forced into teh wilderness. The majority of mages ensconched themselves in the Tower of Wayreth, but many also retreated to their own domiciles. Joseph Hel, a sorcerer of the black robes, built a mansion in the bleak wilderness between Solamnia and Abanasinia.Seperated from the rest of the world, he delved into the black arts and practiced his necromantic magic. Finally, after much research, Joseph stumbled onto the paths of Lichdom. He gathered his phylactery and other materials and was set to prepare the rite at the same moment that the Kingpriest decided to challenge the gods, that Lord Soth traveled from Dargaard Keep to change history, only to be turned back by his dark passions, at the same moment that Caramon Majere and Tasslehoff Burrfoot tread the streets of Istar to stop Raistlin Majere. He cast the spell at the same instant that the gods cast a flaming mountain at Istar. The Cataclysm rocked the land and shattered the fragile magic. His mansion and the surrounding land was infused by dark magic and then rocked by the wrath of the gods. When the land cracked apart and the Turbidus Ocean rushed in to create the New Sea, Hel's mansion disappeared. Some say that it survived, clinging to either the southern portion of Garnet, or the northern portion of Abanasinia. People say that the land of the dead still survives, as does its master. However, no one has ever seen the lich's land, and many doubt its existence. Joseph Hel [Lich]. Undead. Co 3, Ph 50, In 10, Es 9, Dmg +5, Def -5, also aura [cold and fear], sorcery [aeromancy, cryomancy, enchantment, geomancy, summoning, transmutation, pyromancy, electromancy, hydromancy, divination], mysticism [mentalism, necromancy, spiritualism], and immune to cryomancy, electromancy, mentalism, nonmagical weapons, necromancy, and poison. The Alligator ManSeveral years ago, a foul Thorn Knight named Talorni Darkrift took up residence in a crumbling tower in Palanthas. His foul experiments involved creating a stronger, more loyal and honorable draconian to help the Knights of Takhisis with their conquest of Krynn. Of course, wihtout the Dark Queen's help, such an endeavor was nearly impossible, but the Thorn Knight continued to experiment. Using several draconians and a captured bakali, Talorni weaved terrible magicks and used powerful magical items to create his ultamite dragonman.On one dark night, Talorni conjured magicks too great for him to control. The magical energy infused the bakali and destroyed the mage's lab. An explosion rocked the tower, slaying the Dark Knight. The tower crumbled and collapsed to the ground. When a Dark Knight talon was sent to investigate, they discovered the bodies of the draconins and the sorcerer. They could not, however, find the body of the bakali. Since then, there have been stories of a creature living in the sewer's below Palanthas. People have reported hearing a beast living and growling below them. Several thieves from the thieves Guild have also been found with their throats torn out. The Dark kngihts have combed the sewers several times, but no sign other than a trial of mangled bodies has ever been found. In recent weeks, the creature has gotten more and more bold. A dead peasant was found in an alley. A guardsman was attacked by a powerul assailant and escaped with his life. A nobleman was torn apart. The Dark Knights have posted a reward for the death of the creature, dubbed the Alligator Man, who seems to be impervious to divination magic. Alligator Man. Monster. Co 9, Ph 14, In 6, Es 6, Dmg +6, Def -4, also regenerate, resistant to sorcery, camouflage, and acute senses [sight, hearing, and smell]. |