Midgard Heroes for 13th Age: Darakhul

‘Twas the night before Cleric-mas, camped near the lake,
Not a creature was stirring, not even a mist drake;
Except for the party’s darakhul cleric,
Because the living dead never sleep a lick.

Next week begins the ’12 Days of Cleric-mas,’ a series of posts in the vein of 13th Age Monthly, but with a sillier name. Oh, and they’re all focused around new domains, spells, and possibilities for playing clerics in 13th Age.

A couple of the posts reference undead player-characters, due to the fact that I’m drawing from the Midgard setting for inspiration. This setting, published by Kobold Press, is a little more far-flung and Grimm than a lot of Western F20 settings. Its take on deities and how they overlap amongst cultures is what grabbed my attention.

Before I get to the clerics, though, I’m spending a moment on the darakhul, the high-functioning ghouls of Midgard whose subterranean empire is a constant threat to the above-ground world.  Continue reading  

Monstrous Dramaturgy: Five Hooks for the Hodag

You! You look like a fine GM, a man or woman of cultivated tastes who runs only the choicest role-playing games in the horror, supernatural, or related genre. This means, naturally, that you are always on the lookout for interesting and compelling monsters for your game. In that vein, I have one question for you:

Hast thou considered the hodag?

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No? Well, then I invite you to read on, and take a gander at the five options laid out below for using this cryptozoological critter in your next game of supernatural horror. Continue reading