Thursday, March 27, 2025

OSR: 1d12 Magical Staves

The Magus known as Kalzana was brilliant, even as a child.  At the age of eight, he quickly grasped the basics of spell-craft and was soon recognized as a child prodigy.  By the age of 12 he had mastered his first discipline and moved on to major Arcana.  By the time he was sixteen, he was as skilled as Magi twice his age.  At the age of 20, he was even granted an honorary professorship at the College of High Art in Droma, an unprecedented honor for one as young as he.  When he went on to act as an invaluable helper and commander in the Orchid War, even greater honors were heaped upon his shoulders by the Kingdom of Edar and the Brotherhood of the Wise-Gifted.  

Yet all was not as rosy as it appeared.  Kalzana had grown frustrated with the stubbornness of his elders and their refusal to investigate topics he felt worthy of study.  He felt the Brotherhood had become more interested in politics than pushing the boundaries of High Art.  On top of that, he felt them arrogant, denouncing any unconventional study as "frivolous", when they did not outright outlaw it.  His proposal to expand magical research into previous restricted fields of study were dismissed out of hand, returned unread.  As such, when Kalzana was refused the rank of Master Magus on the grounds he was too young, he vowed vengeance against the Wise Teachers and stormed into the night.

by godofwar

Timothy Bartimaeus and Burning Star
1d6+Atk

A thoroughly unimaginative and utterly uninteresting looking fellow, Timothy Bartimaeus more resembled a bank manager or a small-minded bureaucrat than one of the Wise Teachers, a group that composed the 12 most powerful Magi in all of Edar.  Yet looks were often deceiving, for Bartimaeus was an incredibly talented Evoker, with a strong affinity for fire.  It was said he could evaporate a bathtub full of water with a breath and walk through an inferno without so much as getting ash on his clothes.

Bartimaeus wielded the staff Burning Star- a weapon of his own making.  Unlike it's drab master, Burning Star was made of sanded birch, pale in color and topped with a large chunk of obsidian, the volcanic glass attached to the wood through a network of wires made of red and white gold.

Abilities:
- In the hands of a spell-caster, Burning Star grants +2 to any roll made to use Fire Magic.
- As an action, the user may direct a blast of fire at a target, doing 1d8 fire damage on a hit.
- 1/Day, the user may make himself immune to fire and fire damage for 10 minutes. 
- 1/Day, the user may transform himself and all of his equipment into a column of flames with the ability to fly.  The user will remain as a column of flames for 10 minutes or until he wishes to transform back.  While a column of flames, the user cannot be harmed by anything that could not harm a large fire, but cannot do anything that a fire could not (such as touch someone without burning them).

Bartimaeus was the first to be killed, as Kalzana thought him an easy mark.  However, for all his genius, Kalzana underestimated the Teacher of Flame.  Bartimaeus managed to catch him off guard and nearly killed him after obliterating the younger Magus' defenses.  Unfortunately for us all, when Bartimaeus attempted to strike the rebellious student with Twin Star Cleansing Flame Spiral, Kalzana managed to deceive him with an illusion, causing Bartimaeus to burn the area where he thought Kalzana was.  When he saw the student die, he let his guard down, allowing Kalzana to penetrate his formidable wards and slay him with a conjured blast of pressurized water and hardened ice.       

When Bartimaeus fell, Burning Star fell from his hands and was swallowed by the Earth, ever the ally of fire.  It is said that the staff is looking for someone like Bartimaeus to take it up once more, but so far it has yet to find anyone like him.   

Shin Hawthorn and Golden Carp's Glimmer
1d6+Atk

Shin Harley was a bit of an outcast, his half-breed status and unmarried mother leading many to believe he would never amount of anything in life.  Yet where others might have grown to resent their absent father or the society they grew up in, Shin vowed to make something of himself and provide for his mother.  As a young man he worked hard, doing whatever he could.  When he discovered he could manipulate water, he used it to vastly improve the efficiency of his mother's laundry business.  

This crude use of barely-shaped mana led his Mother to send him to study High Art.  Though many turned him away for his lack of talent, his lack of a proper bloodline or his half-breed status, Shin's Mother refused to surrender.  Finally, in an act of brazen courage, she wrote a letter to the President of the College of High Art in Droma, Alexius Sixstars.  

A lesser man might have ignored the letter, after all, Sixstars received hundreds of such letters monthly, each asking for a special exception for their son or daughter or cousin or brother, but Sixstars was intrigued by the fanciful tale.  So he invited Shin and his Mother to the College.  And while Sixstars found Shin to be only moderately talented, he decided to take the boy on and allow him to attend the following year as a twelve-year Initiate, to see if he had what it took to stand against gifted children who had been taught how to work mana since they could talk.  And to everyone's surprise, Shin was a fearsome and capable student, growing into a monster of a Magus.  

The finest expression of his Art was Golden Carp's Glimmer, a staff of carved driftwood, sanded with sharkskin and covered painstakingly in the magically-conductive scales of the golden carp.  

Abilities:
- In the hands of a spell-caster, Golden Carp's Glimmer grants +2 to any roll made to use Water Magic.
- As an action, the user may fire a blast of water at a target, doing 1d6 damage and forcing that creature to save or be knocked prone.  
- While holding Golden Carp's Glimmer, the user may walk on water as if it was spongy ground.  
- 3/Day, when targeted by a spell, the user may attempt to ground the spell and drain it of mana, funneling it away from himself.  This forces the user and the caster of the spell to engage in a contest of will.  If the user of Golden Carp's Glimmer wins, the spell simply does not affect him, as if it was never cast.  If the caster of the spell wins, any damage done by the spell is reduced by the damage roll of the user of Golden Carp's Glimmer.  If the spell would instead produce a harmful but non-damaging effect, that effect is halved.

A personal friend and student of Alexius Sixstars, Shin was sent to investigate the death of Timothy Bartimaeus, his fellow Teacher.  As he did so, he stumbled into Kalzana's trap!  Kalzana ambushed him and attacked him with a flurry of killing spells, but Shin was able to parry them with little effort, his great skill in Water Magic giving him insight in how to redirect the flow rather then fight the current.  Kalzana had to resort to cruder methods, using Earth Magic, the enemy of Water, in the hopes of neutralizing Shin's advantages.  

This did work, until Shin launched a furious counter-attack and put an end to that attack.  Kalzana was put on the backfoot, but he was not overcome.  Shin attacked again and again, but Kalzana refused to fall, no matter how much power Shin threw at him.  When his last attack broke against the student's wards, Shin realized his mistake.  His defenses were superb, but his offensive abilities weren't nearly as developed.  As such, he burned through too much of his stamina and overextended himself.  When Kalzana attacked again, even Golden Carp's Glimmer could not protect him.

Golden Carp's Glimmer was found half-broken next to the body of Shin Hawthorn.  It was returned to his students, who vowed to repair it and use it to destroy Kalzana, to avenge the crimes he had committed against their Teacher.           

Ida Indigo and Strongbone
1d6+Atk

Ida Indigo was a small, cheerful woman with a youthful face and relentless cheer.  She was often seen walking barefoot through the wilderness or in the wild places at the edge of the cities.  She hated the cities and only visited them when absolutely required of her as the Teacher of Stone.  She was known for her down-to-earth perspective, her gentle encouragement and her motherly kindness.  She was adored and revered by all who encountered her, which led to her being called The Rose of Edar.

Yet despite her gentle demeanor, Indigo possessed a powerful affinity for Earth Magic and applied herself thoroughly to it's study.  She exceled both in more suitable uses, such as helping farmers find the most fertile soil and in dramatic displays, such as when she sealed the two-mile wide Goldsnow Pass by herself, erecting a wall of stone that was only defeated when she had to rest after protecting it from magical and physical attack for ten hours.

Through all of these, Strongbone was her great companion.  Carved of a strange red rock, Strongbone is much lighter than carved stone should be, yet Indigo was able to twirl it like a length of wood.  Strongbone is unadorned in any other way, but it seems to be almost unbreakable, as it has never been damaged, even superficially in all the years since Indigo carved it.  It is not even known how she shaped the stone.  

Abilities:
- In the hands of a spell-caster, Strongbone grants +2 to any roll made to use Earth Magic.
- As an action, the user may levitate and move any stone that is smaller than a man and manipulate it as an action, moving it as he sees fit.  
- 3/Day, the user may reshape a piece of stone into any shape he desires, as long as that stone is no larger than a horse.  If the user targets a stone that is too large, a chunk of stone equal to the mass of a horse will be removed from it.  

Indigo was special among the Teachers, as Kalzana seemed to actually care about her.  So when he was confronted with the fact that he had sworn to kill her, he shied away.  Instead, he tricked her and caused her to make herself a target of her own spell, petrifying her.  He then confused the spell, making it such a tangled web that it was impossible(?) to unbind it.  To make sure she was not rescued, he then hid her statue.  It was not discovered until almost a century later when a group of village youths looking for a quiet place to kiss found an amazingly detailed statue of a middle-aged woman hidden in a cave.  

Strongbone was found by her statue and remains near it when not being used.  It is believed the staff holds the secret of freeing the ancient Maga from her imprisonment, but no one has managed to unbind the spell yet and conventional remedies for petrification have proven insufficient.

                                                                           by JasonTN

Finn Cloud Sterling and Silkbreeze
1d6+Atk

An honorable and proud member of House Sterling, Finn Cloud was a descendant of one of the ancient Mage Bloodlines that helped to found Edar all those centuries ago.  His Clan had a near monopoly on Air and Wind Magic at the time and though they have weakened over time, they were still a proud house when Finn Cloud lived.  His true affinities and talents are not known, as he began training early as all scions of the ancient blood do and by the time he joined the College as an Initiate, he was already a paragon of his family's ancient traditions and methodology.

He could have graduated on the strength of his name alone, but Finn Cloud proved to be both a capable Air Magus and a talented Battle-Mage, winning a dozen duels before he graduated at eighteen, two years early.  He continued to excel into adulthood, winning glory for his House in the Orchid Wars and as an enforcer for the Wise Teachers as an Augurist, where he as responsible for the arrest of many renegades and black magi.  When he was welcomed into the Teachers as the Teacher of Wind, it had been a foregone conclusion for years.  

Finn Cloud's favored tool through all those years was not a weapon of his own making, but a staff wielded by one of his ancestors.  Named Silkbreeze, it was made of translucent glass and filled with holes that could be used to play music by channeling air through them in the proper patterns.

Abilities:
- In the hands of a spell-caster, Silkbreeze grants +2 to any roll made to use Wind Magic.  
- As an action, the user may strike a target with a blast of wind that does 1d6 damage and forces that creature to save or be shoved 10' backwards.
- While holding this staff, the user takes no fall damage.  
- 3/Day, as an action, the user can launch themselves up to 100' vertically into the air or up to 50' horizontally.

Finn Cloud was the Teacher of Wind, but he kept his position as Chief Augurist, so he was the first to investigate the killings of the other Teachers.  However, when Sixstars meddled in his investigation he stopped reporting to the other Teachers or his own staff, in the hopes of catching the killer himself.  Ever hungry for glory, he was alarmed and excited when he received a note from the murderer challenging him to an honorable Wizard Duel.  Finn Cloud accepted, with the intention of trouncing the killer and bringing him back, alive or dead.  When he found out it was Kalzana, he was shocked, but not entirely surprised.  To this day, no one knows how Kalzana, ordinarily so adverse to direct confrontation, defeated him.  To this day, House Sterling insists that Kalzana must have cheated.  

Silkbreeze was returned to House Sterling after it was discovered next to the body of Finn Cloud, the greatest Magus their house had produced in decades.  

Charlotte "Charlie" Darkmoon and Kalamantha's Needle
1d6+Atk

Draven Darkmoon, though he paled in comparison to Kalzana, was an outlaw Mage who wreaked havoc on Edar with many years, sacking whole cities, plundering strongholds and defeating everyone sent against him.  He was not the strongest, nor was he the most talented, but he had an uncanny knack for escaping danger and slipping out of any sort of trap that he was faced with.  The Teachers suspected that perhaps there was a mole among them, but investigations turned up nothing.  This process could have gone for decades, but the novice Battle-Mage Alexius Tristar believed he knew of Darkmoon's location and wanted to go in pursuit of him.  The Teachers were ordinarily hesitant to grant such a request, but decided that he could do no more damage than their failures had, so Alexius was permitted to go on his wild goose chase.  

Alexius arrived at the location and found the hidden stronghold his source had told him about, but instead of Darkmoon, he found a pair of young girls being cared for by a cadre of mind-controlled servants.  When he spoke to the girls, the younger one asked if he was a friend of her Daddy.  When Alexius talked to her, she told him about the game she and her Daddy played.  She showed him a number of dolls, each corresponding to one of the Teachers, the King and his Marshals.  There was even one of Darkmoon.  

The little girl explained how Daddy would ask her questions and she would show him on the rug, which was patterned to look like the land of Edar, where each person was going to be and what would happen if they met up.  Alexius sensed magical potential in the girl, but wasn't sure if his hunch was true.  So he asked her if she knew he was coming.  She replied that she had seen it many times, but since Daddy had never asked her about it, she had never told.  And that was the story of how Alexius Tristar discovered the most powerful Diviner since Kalamantha the Far-Sighted.

Charlie Darkmoon was adopted after the war and trained from a young age to harness her incredible abilities.  Her letters to the King became common place and soon no decree would be issued without her advice.  She grew famous and influential, but never allowed it to go to her head, remaining humble and generous, never allowing her father's long shadow or the envy others felt towards her status to embitter her.  This, along with telling the fortunes of any who came to her remote mountain cottage endeared her greatly to the common people, who regarded her as a national treasure.  

Kalamantha's Needle was the work of many long months for Charlie, a long shaft carefully sheathed in silver and topped with a metal ring from which hang smaller rings of gold, copper and tin.  She even incorporated the bones of the famous Seer into the staff, lending it frightful power even before spells had been worked into the metal.  

Abilities: 
- In the hands of a spell-caster, Kalamantha's Needle grants +3 to any roll made to use Divination Magic.       
- 3/Day, when a creature attempts a roll, the user can grant that creature advantage.  That creature may roll two d20s and take the higher result.  
- 3/Day, when the user attempts a roll, the user can roll three d20s and use the best result.  Alternatively, if it is a task that could be solved through enough tries (such as inputting a numerical code, picking a lock, guessing a password, if the user has 10 minutes, he automatically succeeds, no roll needed.

Charlie Darkmoon was targeted after Finn Cloud Sterling, Chief Augurist and the Teacher of Wind was found dead.  Somehow, Kalzana had managed to shield himself from her divinations until then, but when her eye fell on him then, he was unable to hide for long.  So knowing how great a threat she could pose, he attempted to kill her.  However, she proved as slippery as her father, evading ambushes and dodging assassins before they even got close to her.  

She outlived many of the other Teachers and was one of the last ones killed.  Some say this was because it was easier for Kalzana to target the other Teachers, while others argue it was because Kalzana was angered by her defying him and wanted to hurt her by killing her friends and taunting her with the knowledge that though she could see their deaths, she could not prevent them.  

When she finally died, Kalamantha's Needle disappeared and reappeared next to the person who needed it most.  It remains with a user until they have no more need of it or are strong enough to stand on their own, then it disappears.     

Francine Shimmerdrop and Panopticon
1d6+Atk

Francine Shimmerdrop was a plain looking woman with auburn hair, a few freckles and a nice personality.  She resembled a bored housewife to a rich merchant more interested in his ledgers than her, making her the ultimate case study in that it is what is on the inside that counts.  From a young age, Shimmerdrop proved herself to be especially gifted in Mind Magic, able to read first the intentions, then eventually thoughts of anyone she wished to.  This allowed her to rapidly rise through the ranks through both her unique talent and her ability to see any threat or ambush coming.  

She was extremely useful during the Orchid Wars, using her rare talents to extract information from captured prisoners of war and influence the minds of the enemy commanders into making small errors that inevitably led to defeat.  Soon the enemy was so paranoid that they nearly destroyed themselves, first hunting for imaginary spies, then by not trusting their very thoughts.  Shimmerdrop became a figure of terror, a spectre of doom so horrifying that even the rumors of her at a particular battlefield could throw the enemy into disarray.  

Yet for all her glory, Shimmerdrop was never particularly well liked by her comrades.  Mind Mages are almost always distrusted for obvious reasons and given her talent, Shimmerdrop was always held at arm's length by those around her.  She had few friends and became more isolated even as her prestige grew.  When she was granted the position of Teacher, everyone breathed a sigh of relief, for the Teachers had little contact with most ordinary people, devoting all their time to defending the nation of Edar or engaged in esoteric research that keeps them isolated.  

While they would not have said so aloud, they were glad they didn't have to interact with her on a regular basis.  Some of the other Teachers even seemed to agree, keeping Shimmerdrop busy with reforming the government by tracking down corruption, learning the truth about various crimes and continuing her work during the Orchid Wars by interrogating war-criminals.  

Shimmerdrop created her primary weapon, Panopticon, as an act of defiance towards all those who rejected her.  It was an ugly thing, made of crushed glass of different colors melded together and smoothed down into a length of eye-bleeding color and asymmetry.  It was topped with a small sculpture of an iron head, the face twisted into an expression of horror while the skull peeled open to reveal an exposed brain.  It was nauseating and terrible to look at, so Shimmerdrop kept it concealed most of the time.  When she took it out, it was known to chill all but the most hardened of monsters.

Abilities:
- In the hands of a spell-caster, Panopticon grants +2 to any roll made to use Mind Magic.  
- As an action, the user may fire a bolt of psychic energy at a target, doing 1d8 psychic damage, save for half.  
- 3/Day, as an action, the user may learn one secret or deep memory from a target within 10'.  For example, if the user wanted to know why the serial killer only killed blonde women, he could learn the reason why.  Or if he wanted to break into a lich's mind to learn how to turn off the magical doomsday bomb, then he could learn how to do so.  The target of this ability is always aware that their mind has been plundered for secrets.  

Francine Shimmerdrop was killed by Kalzana in a wizard duel near the village of Twinbrook.  Many people saw their clash and could distinctly recall the moment when Shimmerdrop was overcome and fell.  Yet upon closer examinations, the memories of several of the townsfolk was found to have been meddled with and there was little duel of a Wizard Duel at the sight it was said to have occurred.  Given the power of the two Magi clashing there, there should have been auras and traces of their spells that lingered for weeks, if not longer.  Yet there was nowhere near enough to indicate a proper duel.  Some theorized that this was because Kalzana took Shimmerdrop by surprise and ambushed her before she could fight back properly.  This was not the only theory of what happened at Twinbrook, but it was the most socially acceptable one.  

After the death of Shimmerdrop, Kalzana recovered Panopticon and gifted it to a powerful Demoness who accompanied him for the rest of his campaign.  This creature was named Dreamweaver and it had the ability to read and control minds, which it utilized with the effectiveness of a High Maga, using it's power to create an army of brain-washed slaves to assist Kalzana is his attempt to displace the Wise Teachers and take total control over Edar.   

Glinda Goldilocks and Silvershine
1d6+Atk

Glinda Goldilocks was a joyful, laughing girl who loved nothing more than being admired and adored.  While she was never the prettiest or wittiest, she discovered a talent all her own- she could turn the most worthless materials into treasures.  With this ability, she quickly became fabulously wealthy.  Most students of the University of High Art scrape by, living on meagre stipends from either their sponsors or from the Master they happen to be working under at the time as part of an apprenticeship.  Glinda, meanwhile, wore silks she spun out of straw, ate delicacies made from garbage and lived in a mansion purchased from a wealthy merchant.  She became known for throwing lavish dinner parties and being the number one debutante around town.  Everyone wanted to know her and she reveled in the attention. 

As she grew older, she proved herself to be an agile business-woman as well.  While other Magi consider the business of the market beneath them, Glinda proved a ferocious negotiator with a knack for predicting market trends.  She was also extremely creative and willing to get her hands dirty.  When she started a business to collect people's garbage and clean up the streets, for a small fee, most thought this little more than a gimmick to win some cheap goodwill with the people.  By the time people realized that she was collecting the garbage and transmuting it into re-sellable products, she was already raking in gold hand-over-fist.  By the time she reached middle age, she was comfortably among the ten wealthiest people in the whole land and had interests in wool, tobacco, coffee, wine, gold, iron and all sorts of other goods.

And while many griped her elevation to the Teacher of Gold (she insisted) had as much to do with the generous loans she offered to the University and the King as it did her skill with High Art, she silenced them through the crafting of her signature staff, Silvershine.  Worked from a single piece of pure silver, it was woven into a beautiful and elegant design by moonlight.  The shaft is ribbed for easy handling and a solid grip, while the top is crowned with a petrified chrysalis and a pair of silvery butterfly wings that emerge from the sides.  

Abilities:
- In the hands of a spell-caster, Silvershine grants +3 to any roll made to use Transmutation Magic.
- As an action, the user may freely transmute one of the 10 Essences into another one of the 10 Essences (see below).
- 3/Day, the user may transmute a willing creature into a living statue composed of a material the user can touch.  This transformation lasts for 10 minutes or until the user decides to end it.  For example, the user could transmute themselves into a living iron statue if he was holding an iron ingot.  

When Kalzana ambushed Glinda at a party, he thought he had her.  This fat old woman was no match for him.  Only when the guests were shuttled to safety did he realize his error when she turned the entire ballroom into glass.  Only some truly inspired abjuration saved him from being turned into a statue.  His second great surprise came when she turned herself into an iron statue and punched him through a (non-glass) wall.  From that point, Kalzana ran as Glinda smashed her antique furniture and ploughed through walls in an attempted to seize and crush him.  

When she wasn't doing that, she was transforming her possessions or sections of air into acid or fire or broken glass and hurling it all at him.  Kalzana proved himself a master of defensive magicks that day, as any lesser mage would have been reduced to a red smear on her wallpaper, if he hadn't been turned to stone or smoke by one of her spells before that.  

Still, it wasn't enough.  Glinda finally managed to get her hands on him.  She was about to pulverize his head when he spat one desperate spell and froze her in place.  He couldn't turn her back, so he turned her advantage into a weakness.  A human being is hard to control, being a complicated mix of different substances.  Metal, on the other hand, is much easier to control, especially when you know how to use lightning magic.  After freezing her tongue she couldn't cast, it was a simple matter to finish her off.

Kalzana would have taken Silvershine, had he rightly feared stealing from the Teacher of Gold.  Glinda was absolutely infamous for placing magical booby-traps on all of her arcane treasures and he had no doubt that her most fearsome weapon would be protected by the most devious hexes she could concoct.  So he simply abandoned it amidst the ruins of her manse, confident that no one alive would be able to use the weapon against him.  And in this way, Kalzana once against underestimated Glinda Goldilocks.      
<Sidebar>

The Ten Essences of Alchemy are as follows:

1d10
1- Air.
2- Water.
3- Smoke.
4- Fire.
5- Wood.
6- Blood.
7- Oil.
8- Metal.
9- Stone.
10- Flesh.

</Sidebar>

Lord Hazim al-Hurabi and Ourubian
1d6+Atk

Hazim al-Hurabi was a foreigner who came to Edar many years ago.  Initially he was a guest of the royal court, as he was a Prince who had fled from his nation as a child when violent revolution overtook his homeland.  When he became an adult, he made several attempts to stir up political support for invading his homeland and restoring the monarchy, but the people of Edar had little interest and after marrying into the Edarian royal family, Hurabi changed his focus from politics to magic.  He was a skilled Magus and had been for many years, so when he was granted a teaching position at the University it came as little surprise.  What most did not realize is how he would revolutionize the practice of Biologic Magic.  

Unlike the Edarian method, which did not really deal with Biologic Magic, either considering it part of Evocation or Transmutation, depending on the function, Hurabi came from a theory that divided High Art not by what was done via magic, but what it affected.  For him, all Biologic Magic, or Fleshcraft, was one and the same.  Things Edarian Mages considered different, such as shapeshifting, transmuting flesh, controlling animals and plants were all part of the same category for him.  

The combination of these two schools enabled him to make great advancements, become the most capable shapeshifter that Edar had seen in decades.  Watching a man effortlessly transform into an exact copy of another man, then a bird, then a tiger and back was a sight that was both disturbing and utterly astounding.  It was this, along with his advances in healing magic theory that propelled him to the status of Teacher.

When he became the Teacher of Flesh, Hurabi created an instrument that would enable him to take his magic to new heights.  To do this, he created Ourubian, a staff made of crushed wasp exoskeletons, butterfly chrysalis, snakeskin, urchin and crustacean shells, octopus tentacles and frogs.  Ourubian came to resemble a length of white opalescent material that, whenever it is touched by a new user, changes color and alters it's length and the shape of it's top.  Sometimes it is a plain staff, other times it sprouts a blade or pick or shepherd's crook, it all depends on the user.

Abilities:
- In the hands of a spell-caster, Ourubian grants +2 to any roll made to use Flesh Magic.
- 3/Day, the user may take the form of any creature he has tasted the blood or flesh of.  Use the Wild Shape rules to determine what effects this causes to the user's body.  When a transformation takes place, only skin-tight clothing and anything else pressed tightly to the body can be accommodated.  All other possessions are left on the ground or fall off once the transformation occurs.  This is why shapeshifters usually strip or walk wearing nothing but long, easily removable robes.  
- Ourubian will also transform, attaching itself on the body of the user's new form.  If the user becomes a tiger, it might become a ribbon attached to the tiger's tail or a collar around his throat.

al-Hurabi was a threat that Kalzana delayed in attacking, for he was Edarian and did not consider Fleshcraft that impressive a discipline.  So he ignored the Teacher of Flesh until when he attacked a fortress with the intent of taking some of Edar's nobility hostage, he was ambushed by a Dragon.  When he attempted to strike down the creature with anti-Dragon spells, the Dragon changed into an eagle which sliced his face, then into a poisonous snake that tried to bite him.  Kalzana had failed to consider that the fortress he was besieging held Hurabi's wife.  This led to a clash as Hurabi changed forms rapidly, become human occasionally to sling spells.  Kalzana was able to injure him, but as a Master of Fleshcraft, Hurabi could repair almost any damage done to him.  So Kalzana tricked him by shrinking himself and attempting to hide.  

When Hurabi took the bait and pursued him in the form of a snake, Kalzana bound him, trapping him in the form of a serpent and sealing his mind, so that his higher reasoning was shut down and he was left with only his own instincts and that of a venomous snake.  From there, Kalzana effortlessly managed to capture Hurabi.  Rather than kill him though, he kept Hurabi as a pet, holding him in a glass enclosure and feeding him live mice and humans shrunk down to the same size.  He was quoted as saying "al-Hurabi is still there, inside his mind, unable to escape, forced to watch as his body moves and acts on it's own."  This always made him laugh.          

Ourubian was confiscated by Kalzana and kept as a trophy, a testament to his defeat of the Teacher of Flesh.  After his defeat, it was lost, stolen during the chaos as his force splintered into a dozen competing factions and war-bands.  

Cecilia Darkmoon and Heartpiercer
1d6+Atk

After she was nearly killed the first time, Charlie Darkmoon went to shelter with her sister, Cecilia Darkmoon, who had also achieved the rank of Teacher.  She was the Teacher of Ways, known for her mastery of Conjuration Magic.  Unlike her sister, Cecilia was beautiful and vivacious, arrogant and domineering, with a flair for the dramatic.  She held court in the capital of Droma and was known to mingle with the most important people in the Kingdom.  She was famous for her power, her beauty and the trail of broken hearts she left in her wake.  Yet Cecilia had one particular weakness- she was awful at divination.  While her sister was known as the Teacher of Seers, Princess of Fate and the Author of Futures, Cecilia couldn't divine whether the sun would rise tomorrow.

Few knew this about her, for why would Cecilia be jealous of her sister?  Where Charlie was average and plain, Cecilia was raven-haired and elegant.  Where Charlie lived in a cottage, she lived in a manse, when she wasn't being invited to the palaces of the great and mighty.  Where Charlie was only good at divination, Cecilia was killed not just in Conjuration but also in Word and Earth magic.  Yet Cecilia was genuinely insecure mostly because she had always suspected that people never liked her as much as her plain little sister.  This meant that despite being older than her, Cecilia was the immature one who not-so-secretly resented her sister and wanted nothing to do with her most of the time.  She both secretly admired and was horribly envious of her sister.

Cecilia made many staves, most of them attempts to try and create a tool to help her divine and surpass her sister.  All of these failed or were only middling in their power.  Her greatest achievement was the last stave she ever made, an instrument of vengeance that she poured all her hatred for herself and her sister into.  It was a length of curdled, malformed metal, oozing filth and sorrow and wrath, so much that it made those who saw it uncomfortable by it's mere presence.  She name it Heartpiercer, for that is how it made her feel.

Abilities:
- In the hands of a spell-caster, Heartpiercer grants +2 to any roll made to use Conjuration Magic.
- 3/Day, as an action, the user can open a portal to the Void between the Stars.  This forms a vacuum that sucks in everything nearby.  Creatures that fall in pass away into an airless, lightless, lifeless void that goes on for basically forever (think interstellar space distances).  This portal lasts for 1 minute or until the user closes it as an action.  
- 3/Day, as an action, the user can teleport anywhere within visual range as an action.

While she was willing to shelter Charlie, Cecilia still didn't like her.  In fact, she was in one of her wrathful moods when she received a letter from Kalzana.  It is not known what the letter said, but it was thought that it contained everything that Cecilia hated about her sister, condensed into a single sentence.  Some insist that it carried a potent enchantment, but the more cynical doubt that magic would have been needed.  

Charlie could see all threats coming towards her, but all diviners have blind-spots.  For Charlie, it was her sister.  She knew Cecilia didn't like her, but she never imagined the depth her sister had sunk in her hatred.  She was looking for a reason, so when Kalzana gave her one, she murdered Charlie.  When Kalzana came, she knelt at his feet and swore allegiance to him and he accepted.

Heartpiercer remained Cecilia Darkmoon's weapon of choice until the death of Kalzana, after which his coalition splintered.  Cecilia attempted to take control of his host as his heir apparent, but the Dreamweaver challenged her and their magical duel, though it was inconclusive, led to Heartpiercer being shattered.  Cecilia, in her rage, took her own faction and left the field, leaving the rest of Kalzana's lieutenants to squabble over command and splinter their leader's forces behind her.  After the battle, Magi from the University of High Art attempted to reconstruct the staff and succeeded, though Heartpiercer was said to never be as strong as it had in the hands of Lady Darkmoon.  

Alexius Sixstars and Star-Crowned Sovereign
1d6+Atk

Alexius Sixstars was born for greatness.  The child of two powerful Magi with an older brother who was also exceptionally skilled, Alexius quickly demonstrated his natural talent.  At a young age he was shown to have three prime affinities, something almost mythical is this degraded age.  He flew through the ranks, devouring every resource placed before him.  He was considered a prodigy, a genius, a once in a lifetime miracle child.  He ascended the ranks quickly and served as both royal advisor on magic to the King, President of the University and finally as First of the Wise, the highest-ranking of the Teachers.  Known in his early days as Tristar for his three affinities he changed his name to Sixstars when he became the Teacher of Seals.  

Alexius referred to his signature staff as his "masterpiece" and even his harshest critics found it hard to dispute.  Created from the bones of an ancient demon, thrice-purified and bound with potent, nigh-unbreakable enchantments, Star-Crowned Sovereign was the ideal weapon through which he could effortlessly dispatch all but the most dangerous of foes.  

Abilities:
- In the hands of a spell-caster, Star-Crowned Sovereign grants +3 to any roll made to use Abjuration Magic.  
- 3/Day, the user can grant a willing creature immunity against any type of elemental damage.  This immunity lasts for 1 hour or until dispelled by the user as a free action.  
- 3/Day, the user can create a warded space around himself that extends up to 100' around himself or covers the entire room he is in.  These wards can either make it harder to cast one particular type of magic or make it harder for all creatures who do not know the Ward's layout to use any form of magic.  Either way, this increases the difficulty of any roll made to cast a particular type of magic or any magic at all by +1 to +3.

Alexius Sixstars waited for Kalzana Thrice-Cursed on the Plain of Testing, a plateau that overlooked the city of Droma, capital of Edar.  In the valley below, Kalzana's army gathered to lay siege to the City, but here it was just them and their bodyguards.  Sixstars and Kalzana had long been enemies, but this was the first time Alexius acknowledged the younger Magus as being worthy of facing him.  Alexius attempted to convince Kalzana to abandon his war, but Kalzana insisted that he would not be denied his vengeance, nor his position as the strongest in the world.  So Alexius readied himself.  

The Wizard Duel that followed was the stuff of legends.  The sky split and the earth quaked.  Stars fell from heaven and lesser men were driven insane by the powers unleashed there.  A hundred volumes could not describe the masterful spell-work that tore craters into the Earth or reduced that area to a hex-riddled wasteland, even to this day.  What is important to remember is that for all of his power, for all his glory, Sixstars made one fatal mistake: he had thought himself the most talented Wizard in the world.  Twenty years ago, that might have been true.  He did not ever think someone could come along who was stronger than him.  So while he was still superbly powerful, he had gotten soft after twenty years of feasts, awards and lavish parties thrown in his honor.  Kalzana, who might have been his equal two decades prior, was more than a match for him then.

After his death, Star-Crowned Sovereign remained by the Archmagus' corpse, refusing to fall or bend to any other.  It is still there, to this day.  Occasionally, foolish Magi will attempt to cross the Plain to snatch it, but they inevitably end up falling to one of the hexes, spells or enchantments left behind after the duel, still lurking to snatch the unwary.  For reasons of safety, the Teachers have forbade any to attempt to claim the staff without their authorization.  

Andronicus Hexial and Soulspinner
1d6+Atk  

Adronicus Hexial was a hold-over from a previous era, the last of the elder Teachers who were gradually replaced by Alexius and his allies.  He was known as the old fossil, a living museum exhibit who kept his post as Teacher and professor at the university mostly out of seniority and for the sake of tradition.  Even though he still lived, Adronicus had been largely forgotten.  Perhaps he had been great when he was younger but approaching what surely must be the end of his life, what more could he do?

So when Kalzana began to protest against the state of magic in Edar, Adronicus was the one who cautioned against him, arguing he should be placated and given some position of honor.  The other Teachers ignored him.  When Kalzana began to act against them, he argued they should pool their resources and attack, but no one thought this upstart, talented as he was, could truly oppose them.  Even as the Teachers began to die, Alexius still refused to heed his warnings.  And so Ancient Adronicus was the last man standing.  

Andronicus had long created his staff from melted Slake-moth chitin, fused with Dream-Demon Essence and carved with runes stolen from the soul-stealing Hags hailing from another plane, Soulspinner was a length of lacquered blue wood, topped with a carved moth that cradled a large, clear crystal that cast rainbows across the walls.  The other Teachers considered it gaudy, but Andronicus always smirked and pretended not to hear.

Abilities:
- In the hands of a spell-caster, Soulspinner grants +3 to any roll made to use Illusion Magic.      
- 3/Day, the user can, if they have an active illusion, can anchor it to the staff.  The staff will maintain the illusion as it was cast for up to 1 hour or until the user dispels the illusion.  The staff can support up to three active illusions.              
- 3/Day, the user may allow a creature to interact with an illusion if it was real.  Illusory food will fill him up, an illusory bridge will feel solid under his feet, an illusory wolf will cause him pain and do damage to him as phantom fangs tear at the creature's flesh.  

Andronicus was targeted last by Kalzana, who by now was flush with glory and stolen power.  By slaying the Teachers, he had proved his superiority and by raiding their vaults he had been able to make himself far more powerful than he had ever dreamed.  So when he came to destroy Andronicus, he did not fear the old man.  If anything, he felt sorry for him.  Andronicus did not intend to go down easy though.  He attacked the younger Magus and their battle destroyed half a wing of the University.  Kalzana was younger and stronger, but Adronicus was far more experienced, with a deep knowledge of the University's wards.  He was able to distract and trick Kalzana, sending him on a wild-goose chase for much of the fight.  

Unfortunately, this did not work for long.  Kalzana was an illusionist too, who had even studied much of Andronicus' work, so he was quickly able to realize that he been tricked.  So he pursued and found that the elder Mage had somehow made it all the way back to his headquarters.  When Kalzana made it back to his pavilion, his own servants attacked him, believing him to be an imposter.  He tore the illusions deceiving them apart and killed a few for their insolence, then sent them all away so he could pursue his enemy without distraction.  And there, hidden in his private spaces, he found Andronicus.  He pounced on the elder and was about to kill him when Andronicus revealed a second staff.  With a flash, he transformed himself into a statue of clay.  

Kalzana was outraged!  Andronicus had stolen Silvershine from his dead compatriot!  Still, he had beaten Glinda Goldilocks, so he could put down this old man.  Andronicus wasn't done yet however, using the aid of the staff to unbind the transmutation spell that kept Hazim al-Hurabi as a snake.  The Teacher of Flesh transformed back into a man and this broke the seal placed over his mind, freeing him to think once more.  Kalzana moved to speak, but al-Hurabi used Fleshcraft to seize control of his tongue and prevent him from vocalizing properly.  This slurred the death spell he was casting and when it rebounded, Kalzana destroyed himself.

In the days and weeks that followed, Kalzana's coalition broke apart into dozens of smaller groups that attempted to consolidate gains or menaced the countryside as raiders for years after.  Andronicus and al-Hurabi worked with the civil authorities to rebuild the damage done by Kalzana's War, as it was later known, as well as to rebuild and reform the Laws of Magic in Edar so hopefully nothing like this ever happened again.  Andronicus served as First of the Wise and helped to raise up a new group of Teachers to try and replace those who had died, but his age caught up with him.  

He retired to joyful cheers and anguished moans, spending the rest of his life in solitude, working on his research.  He died two years later, his heart finally giving out.  He was mourned as the greatest Wizard of the Age and a memorial was constructed to immortalize him in Droma.  In the University, the destroyed wing was rebuilt and renamed after him.  At his funeral, al-Hurabi, his successor as First of the Wise, described him as "A man unappreciated in his own time, who gave everything to save a tomorrow he would never see."  He then added, "He was a great Magus, a scholar without peer and a Teacher of Wisdom.  Most of all though, he was a father to manyand a friend to all, especially me, a stranger.  Goodbye, old friend.  I'll miss you."          

Tuesday, March 18, 2025

OSR: Naga: Serpent Sages

by GoldenDaniel
Number Appearing: 1d6 (1d3 Heads each) or 1d4 (1d4+1 Heads each) or 1 (1d6+2 Heads)
Alignment: Any
Languages: Lingua Franca plus 1 Ancient Language per Head 
Treasure: Magical weapons and armor, secret knowledge, alchemical goods 

The Naga are long-lived, powerful Reptile-men who dwell underground, in deep caverns or in the depths of lakes and rivers.  They are wise, powerful and blessed with knowledge and power.

Appearance: 

Naga have the upper body of humans and the lower bodies of massive serpents.  They have a large, flaring hood, like a cobra's, that wraps around their upper torso.  This hood is crowned with dozens of snake heads that resemble Cobras.  Naga have a striking and often frightening appearance, but they are a civilized people.  On their upper, more human halves, they wear garments and jewelry.  More advanced Naga will wear jewelry, headdresses and especially beautiful clothing as a mark of rank.  The highest of the Naga, their royalty, sometimes have wings that can be folded up or spread to emerge from behind the serpentine hood.

These extra snake-heads are part of the Naga and are it can perceive the world through them.  For the purposes of "number of heads", these are counted, with the human head being the first and central one.  The Naga will treat each snake-head like it's human head, both will be protected and treasured.  Cutting off either will be considered a murder attempt, though all must be severed before the Naga will actually die.  

Note that while Naga is often used as a term to refer to all of their kind, it can also be specifically used to refer to males among their race.  When they must be differentiated from the rest of their people, females Nagas are called Nagini.  

Nature: 

Naga are neither predisposed towards good nor prejudiced in favor of evil.  They are people, with their own morals and values.  They can be good or evil as they choose, for better or for worse.

Lawful Naga often act as servants of the Gods of Law.  They guard places of importance, safeguard treasures or secret knowledge or protect those who are considered especially holy.  A Prophet or holy man may be individually weak, but he may have a seven-headed bodyguard who is greatly displeased at cruelty towards a righteous man.  

When not doing such good works, Lawful Naga build cities beneath the waves or in deep caverns and pursue knowledge and enlightenment.  Their cities are said to be wondrous places, rich with knowledge of spirituality, magic, science and art.

Chaotic Naga either serve the Chaos Gods, the Dark Powers or their own twisted ends.  They pursue power and prestige, building cults to manipulate people, raising armies to conquer lands or seeking out magical secrets to make themselves more powerful.     

Naga Society:

Lawful Nagas are the ones who live in Naga civilization, where it forms.  They mostly commonly live in societies ruled by a gerontocracy, where age and number of Heads determines one's right to rule.  They are ruled over by priest-kings and ascetic monk-patriarchs, who strictly prize duty, virtue and self-denial.  This has not prevented their societies from producing an abundance of art and culture, as one might expect, though it has lent them an extremely conservative and puritanical edge.  These Naga all, at least allegedly, bow to the Nagaraja, Supreme King of the Naga.  He is aided by the Kings of the Celestial Rose, four mighty immortals who each lay claim to one of the four corners of the Earth.

Chaotic Naga do not gather into societies, build cities or join any organization where they cannot rule.  Each Chaotic Naga will try to form his own group or organization and recruit similarly minded individuals to act as servants, bodyguards and (unwitting) sacrifices.  Chaotic Naga usually refuse to work together except in rare circumstances, as while Chaotic Naga rarely respect or fear other creatures, they rightly fear other Naga, especially those with a greater number of Heads than they.   

That being said, while they do not generally work together, there are a few Chaotic Naga that are capable of acting as figureheads and manipulating, persuading or bullying Chaotic Naga into working together.  These include such individuals as the Black Serpent King, who is widely believed to be the most powerful Chaotic Naga.  He is known for his mastery of dark magic and his rule over a hideous hidden city called Norikara, better known as the City of Ten Thousand Screams.  Other notable Chaotic Naga include the Princess Thief, the Bride of Agonies and Hateful Star.

by YunaXD
Advancement among the Naga:

In Naga Society, if you have Three or less Heads, you are no better than a peasant or a common lizard.  If you have Three or more but less than Five, you are somewhere important, but not that important.  Once you achieve the Fifth Head and gain immortality, you become a force to be reckoned with, considered one of the Nobility.  

If you manage to achieve the Seventh Head you will gain your wings and become a true Royal among the Naga, comparable to some of the Gods.  Few Naga ever get a scrape above this, but for the ones that do, the Eighth and Ninth Head are the heights of power for them.  Any who achieve this can rival the Black Serpent King or the Nagaraja himself.  

Naga are born with only one head, their human one, and slowly accumulate snake-heads over time.  This process can occur naturally, but is extremely slow.  Without any action, most Naga will die of old age long before developing their Fifth Head, which is the one that grants eternal life.  

To achieve immortality and gain greater strength, Naga scholars have spent millennia studying and experimenting with the best ways to increase the strength of a Naga.  They have discovered a number of ways but they all boil down to crushing discipline and relentless self-improvement.  A Naga who wishes to grow faster must deny himself and spend years studying and memorizing the Divine Sutras.  

While he does this, he must refrain from most forms of sensual and worldly pleasure and practice either strict asceticism or brutal physical training, sometimes both.  These processes, when utilized together can allow even a mediocre Naga to quickly rise and gain a number of Heads.  

However, many still fall short of the Fifth Head.  As each Head is gained and the Naga gains access to more powers, the challenges become greater and greater, so much so that few Naga actually bother to continue.  Each Head past the first grants approximately one hundred extra years of life, so for most, two or three hundred years is plenty, especially when faced with the grueling challenges that lie ahead.  But for those who truly work to achieve the heights, immortality and strength that could challenge the Gods is within reach.

Chaotic Naga, by contrast, do not usually follow these methods.  They hunger for power, but do not wish to spend their lives living like monks, meditating in frozen caves and reading the same dry volumes over and over again until one can recite them by heart.  They have lands to conquer, treasures to plunder and enemies to vanquish.  They want power now.  So they obtain it through other methods.  

Whether through diabolic pact, blood sacrifice or black magic, Chaotic Nagas learn how to cheat their way up the hierarchy.  However, no matter how foolproof the method a Naga uses, such power comes at a terrible price, usually one that destroys the Chaotic Naga and foils his schemes before they can come to fruition.  This is one of the primary reason that these wicked Naga have not smashed their more righteous cousins and despoiled the secret hiding places of the Gods. 

by mentoskova
Naga
HD X+1 (X is the number of Heads)
AR 1-3 Heads: (AR 2); 4-6 Heads: (AR 3); 7-9 Heads: (AR 4)  
Atk Varies, see below
Mor 13
Saves (7+X, where X is the number of Heads)
Immune to Venom/Poison

Amphibious: Nagas can breathe air as easily as they breathe water.

Venomous: Nagas can produce venom which can have a variable effect depending on the strength of the Naga.  To see what a Naga's Venom does, consult the tables below.  Naga usually apply venom to their weapons, but may not always.  Additionally, once a weapon covered in venom is used, that venom must be re-applied as an action in order to be used again.  A Naga can replace one of it's attacks to apply venom to a weapon.    

Constrict: Nagas can, upon hitting someone with a Tail Attack, do half damage and grapple their target instead.  The targeted creature is grappled and restrained while in the Naga's grip.  Each round, the Naga can choose to do 1d6 CON damage to the creature.  If this damage reduces a creature to 0 CON, that creature dies.  CON damage done like this is healed as soon as the Naga's grip is broken.   

Tactics:
- Varies, depends on the Naga's Gifts and Venom

by Henzypoo
To customize a Naga, roll on the tables below:

How many Heads does the Naga have?

1d20
1-8: 1d3 Heads.
9-12: 1d3+2 Heads.  
13-14: 1d4+2 Heads.
15-16: 1d4+3 Heads.  
17-18: 1d6+2 Heads.  
19: 1d6+3 Heads (Max 9).  
20: 1d6+4 Heads (max 9).  

A Naga can have a maximum of 9 Heads.  The more Heads it has, the more powerful and ancient it is.    
How strong is it?

If he has 1-3 Heads: The Naga can make 1 Weapon Attack (1d6+2 + Venom) and 1 Tail Attack (1d8+1).  

If he has 4-5 Heads: The Naga can make 1 Weapon Attack (1d6+3 + Venom) and 1 Tail Attack (1d8+2).

If he has 6-7 Heads: The Naga can make 2 Weapon Attacks (1d8+1 + Venom) and 1 Tail Attack (1d10+1).

If he has 8-9 Heads: The Naga can make 2 Weapon Attacks (1d8+3 + Venom) and 1 Tail Attack (1d10+3).

If the Naga has Three or more Heads:

The Naga's scales gleam extra brightly and those with a talent for magic can sense a thick aura of mana around him.  He gains the following abilities: 

Magic Resistance: The Naga has X-in-10% magic resistance, equal to the number of Heads he possesses.  For example, if he has 3 Heads, he has 30% Magic Resistance.  If targeted with a magical effect, roll 1d10.  If the Naga rolls equal to or under the number of his Resistance, the magical effect passes over him without harming him and instead targets the nearest available target.  

If the Naga has Five or more Heads:

The Naga is an immortal and has the following abilities:

Ageless: The Naga does not age and cannot be aged magically.  

Immortal: The Naga cannot be killed ordinarily.  Instant-death spells or other abilities effects cannot affect it.  Unless it's Specific Death Condition is carried out, it will not truly die.

Specific Death Condition: If it's body is not mutilated after death and fed to birds, the Naga will return to life in 12-X months, where X is the number of Heads it has.  

If the Naga has Seven or more Heads: 

The Naga has wings and gains the following abilities:

Lord of Sky and Water: 1/Day, the Naga can change the weather in the local region.  This change takes 10 minutes and lasts until the end of the day, or ends when the Naga wishes it too.  

Flyer: The Naga gains the ability to fly and hover in the air.  It has a flying speed equal to double it's walking speed.  While in the air, it adds +4 to any Defense rolls it makes.  If it strikes a creature while flying, it gets a +2 bonus to it's Atk roll.

What does the Naga's venom do?

1d6
1- It does +1d6 damage when injected into a person's body.
2- It induces a soporific effect- any creature exposed to it must save or take 1d6 COG damage.  If this COG damage reduces a creature to 0 COG, it will become extremely opposed to violence and fall into a euphoric state where the creature will want to do nothing more than sit around and ponder the mysteries of the shadows flickering on the wall.  This euphoric state lasts for 1d6 hours.    
3- It forces a CON save upon exposure.  On a failed save, the creature will suffer vivid hallucinations for 1 hour per exposure.
4- It does 3d6 damage, 1d6 per round.  Each round, a creature is granted a CON save.  On a successful save, the damage stops.  If no save is passed, then the poison continues until it has dealt 3d6 damage.  
5- It prevents wounds from healing.  Creatures with this venom in their bodies must reroll all healing rolls and take the worse result.  If they have a Horrible Wound, then they must make a CON save each day the venom is in their system or their Wound gets worse by 1.  The venom remains in the body for 1d3 days per exposure.
6- It makes those exposed horribly sensitive to all sensations.  This causes those exposed to take +1 damage from all sources.  Additionally, if exposed to some sort of pleasurable sensation, such as the feeling of silk or a lover's caress, they must save or be stunned for 1 minute.        

by hoRi3
How many Gifts does he have?    

The Naga has a number of Gifts as determined by the the table below.  To determine what those Gifts are, roll on the Naga Gifts table.     

Number of Gifts
Heads Gifts
1 -
2 1
3 2
4 3
5 4
6 5
7 6
8 7
9 8

Naga Gifts:

As an action, on his turn, a Naga can replace an Attack roll with a use of one of his Naga Gifts.  

1d10
1- Wind.  The Naga can control the wind.  He can generate blasts of wind that can move things as if he made a STR check with a modifier equal to X, where X is the number of Heads.  Ex: A Three-headed Naga would make a check to move something with the wind equal to 1d20+3.  He can also make Wind Attacks that do 1d8+X damage.        

2- Rain.  The Naga can control the rain.  He can conjure water and direct it to move things as if he made a STR check with a modifier equal to X, where X is the number of Heads.  Ex: A Two-Headed Naga would make a check to move something with water equal to 1d20+2.  He can also fire jets of water that do 1d8+X damage.   

3- Lightning.  The Naga can control lightning.  As an action, the Naga can hurl a 3d6 lightning bolt, save for half, at any target.  This ability, once used, takes 1d4 rounds to recharge.

4- Fire.  The Naga can command the power of Flames.  As an action, the Naga can fire a blast of fire that does 2d6 damage, save for half, and on a failed save, a creature is set on fire and takes 1d6 fire damage per round until it takes an action to extinguish the fire.  Additionally, if the Naga would be damaged by fire, the Naga can reduce the damage by 1d8+X, where X is the number of Heads the Naga has.    

5- Immortal Authority.  The Naga is of a greater, higher order.  As an action, the Naga can give a creature an order.  The order must be X words or less, where X is the number of Heads the Naga has.  Once used, this ability takes 1d4 rounds to recharge.  

6- Fluid Flesh.  The Naga is more spirit than flesh, able to shapeshift.  As an action, the Naga can change shape, changing into a different form.  If it has Six Heads or less, it can only take the form of a serpent, a human or it's ordinary Naga form.  If it has more than Six Heads, it can take any form it wishes.  Regardless of what form it takes, it's stats remain the same.  

7- Fortune.  The Naga has power over Fortune and can pluck the threads of Fate.  He can, as an action, roll (1/2*X) d20s, where X is the number of Heads he has.  For the next hour, if it rolls a result on a d20 it does not like, it can replace any d20 roll with one of the results it rolled as with this gift.
     
8- Destruction.  The Naga is a primordial destroyer.  1/Day, the Naga can destroy any non-magical item he touches, as long as that item is smaller than X*10' cubic feet, where X is the number of Heads.  If he tries to destroy a magical item, the item's user gets a save.  On a success, the item is not destroyed, but the user takes 1d6 damage.  If he tries to destroy a creature, that creature gets a save.  On a failed save, the creature dies.  On a success, the creature takes 1d6 damage.    
 
9- Preservation.  The Naga is a preserver and a healer.  1/Day, the Naga can restore any object or creature it touches to a pristine state.  The object or creature is instantly repaired and restored to full HP, all damage being erased as if it never happened.  
  
10- Creation.  The Naga is a semi-divine being, truly above all mortals.  1/Day, the Naga can create an object, conjuring it from thin air.  It can also create up to X*10' cubic feet of some base substance, such as water, glass or stone.  Any object or substance created by the Naga must be non-magical, but is otherwise dependent on the Naga's will.

Types of Naga:

Guardian Naga- These are Naga entrusted to guard the secret places of the Gods.  Guardian Nagas are flinty-eyed zealots or imperturbable mystics, totally uncaring for worldly things.  They have a mission and they will carry it out to the end.  Besides guarding places that the Gods do not wish just anyone to be able to access, Guardian Naga also protect the entrances to Heaven and other celestial strongholds of the Law Gods, keeping them safe from invaders and despoilers.  In rare cases, you might even see one abroad, hunting some particular foe the Law Gods consider serious enough to send one or Heaven forbid, more than one, after it, but usually they are engaged in their unceasing watch.  This one guards...

1d4
1- An entrance to a divine paradise, hidden since the Deluge.  Mortals are not allowed in, except with special permission.  
2- A portal to Heaven.  Only the truly holy are allowed to use this to ascend to Heaven without dying and going through the judging process.  You could also use it to journey to Heaven and come back, however.  
3- A rare artifact that is destined to be used to defeat a great evil, bring balance to the world or perform some other mighty, heroic deed.  The Naga is supposed to guard it until the destined wielder shows up at the right time.  
4- A trove of secret knowledge, collected or developed by the Gods.  Only those with the right to access it are allowed inside.

Treasures of the Guardian Naga:

1d8
1- Last Breath Pills.  Alchemical concoctions, created from the sweat and blood of the righteous.  When consumed, they grant the user increased strength and speed, along with an incredible resistance to pain.  However, they do damage to the user.  As such, they are only taken as a last resort or by those not expecting to survive their coming mission.  
2- Shadowbreaker.  A gleaming spear forged of starmetal, heated in dragonfire and cooled in goddess tears, this is a weapon for the destruction of evil.  3/Day, the wielder may strike at any darkness and drive it away.  He can strike at physical or spiritual darkness.  If utilized against an Evil creature, that creature will be offered a chance to repent.  If it turns from evil, it is washed clean of it's sins and given a chance to start over.  If it refuses, it must save or die.  Supernatural evils, such as Undead or Demons do not get this chance, as they are already condemned.  Shadowbreaker also grants it's users a powerful defense against the powers of darkness and black magic, but will only serve a righteous master.  If someone attempts to use the spear while living a life of sin, Shadowbreaker will offer them a chance at redemption.  If they refuse, it will try to kill them on the spot.
3- Box of Nargolki.  Nargolki is not a person, but a place, a cursed forest, where the last Sorcerer-Kings of the Strixan Empire attempted one last magical ritual to crush the armies raised against them and hurl their slaves back into the darkness of fear and despair forever.  But something went terribly, awfully wrong.  The Box is a portal to that place, allowing the spirits of those damned kings to reach out and through the medium of a willing magic-user, affect the world in terrible and awful ways.  The Box must be kept from anyone who might misuse it, or the wicked spirits who haunt that accursed wood might be able to gain a foothold in the world once more.  Should that happen, there would be no stopping the new age of darkness that would spill from the Box.
4- Orbs of Draconic Slavery.  Created by a particularly foolish Archmagus, this Orb allows the user to control a Dragon by anointing the Orb with it's blood.  Once this happened, the Dragon must obey the orders of the one who holds the Orb.  This mostly works, but the control is not perfect and the Dragons have often broken free and destroyed their would-be masters.  The Naga guard these Orbs because mortals misuse them and when they do, entire civilizations suffer the consequences.
5- The Draki Technique.  A book of magical rituals that, when properly followed, can transform a mortal into a superhuman with the ability to regenerate, shapeshift and resist the power of magic.  This is kept locked away because it was created by a truly evil thing that might have once been mortal, who used it to transform others into his super-powered servitors. 
6- Scroll of Life.  This scroll contains secret knowledge that, if absorbed, could allow one to live forever.  However, it actually transforms the one who imbibes it into a living tumor.  They do not age and can regenerate from any injury, but any living creature they touch must save or be infected with the same disease.  This seems beneficial at first, until the infected realize that their bodies degrade over time and the only way to keep themselves alive and whole is to infect others with the same disease.  For obvious reasons, the Law Gods wish this contained and so the Guardian Naga complied.           
7- Insect Queen's Crown.  A crown of amber with wasps still trapped inside.  The crown allows the wearer to summon forth these wasps, which sting creatures and lay eggs in them.  After hatching, the larvae eat their hosts alive from the inside, then emerge as fully formed wasps to continue their reproductive cycle.  The crown's wearer will be protected from the wasps, but no one else will.  Also, the wasps are the size of toddlers when fully grown.   
8- Prisoner #713.  A holy and pious monk who, through meditation and study, attained a rare and unique form of enlightenment.  He needs nothing but sunlight and prayer to survive, he does not age and his very presence seems to make people feel better, relieving stress and curing madness.  However, because he is so pure, his blood reverses the aging process.  On top of this, it is theorized that if you could eat his body, you might obtain immortality.  The Naga do not know if the latter is true and though they obviously cannot test it, they take no chances with him.  Prisoner #713 stays in his meditation cell or the gardens at all times, except when he is asked to travel to aid the Guardian Naga or Naga Royalty in one of their other tasks.  It is only during these times when he is vulnerable, though he is still accompanied by Naga bodyguards at all times.

Civic Naga- These Naga live in their hidden cities.  Unlike Guardians, who are austere ascetics who have no tolerance for nonsense, Civic Nagas are as close to "normal" as Naga get.  Civic Nagas go to parks on their days off, get drunk, throw parties and do other ordinary things.  They are still likely to be hugely intimidating and quite dangerous, but Civic Naga will at least talk and act like people.  Civic Naga tend to be Lawful, as Chaotic Naga cannot stand the stifling confines of their Cities for long.  That being said, there are exceptions and even the most pious of Naga will still feel the pull of utilizing their powers for selfish reasons.  This Civic Naga is a...

1d8
1- Laborer.  If Lawful, the Naga is a builder and creator of highly functional things.  If Chaotic, he loathes his lot in life and feels he has not received his rightful due.  
2- Artist.  If Lawful, the Naga creates beauty and works that elevate the soul.  If Chaotic, he creates works that either try to normalize evil ideals or revels in obscenity.  
3- Farmer.  If Lawful, the Naga is able to cultivate an abundance in the harsh environments where his city is.  If Chaotic, he either does the bare minimum or is ruthlessly plotting to take over and monopolize control of the City's food supplies, to aggrandize himself and advance his plans.   
4- Bureaucrat.  If Lawful, the Naga ensures the City continues to run smoothly.  If Chaotic, the Naga is secretly corrupt, aiding whoever will fatten his purse the most.  
5- Scholar.  If Lawful, the Naga studies the natural world, the nature of Naga or other things to provide useful knowledge to improve his and other societies.  If Chaotic, he uses his knowledge to amass power for himself and studies forbidden topics for the same reason.  
6- Priest.  If Lawful, he encourages veneration of the Law Gods and righteousness.  If Chaotic, he glorifies the Red Gods and helps lead a cult or secret society that is working on either abolishing civilization or taking over the City.  
7- Warrior.  If Lawful he lends his strength to help his people and fight evil.  If Chaotic, he is a warlord seeking to conquer the City or is secretly pretending to be righteous while plotting to start a war or stage a coup, for his own benefit.  
8- Criminal.  Roll again, and this is his professed career.  In reality, he is a 1d6 [1= Thief; 2= Confidence Man; 3= Robber (he operates in the City or around it); 4= Raider (he attacks people outside of the City); 6= Tomb Robber.]    

Treasures of the Civic Naga:

1d8
1- Lifespan Pills.  Made from the blood of Elder Naga and other potent ingredients, these pills are powerful medicine.  Taking one will revert one's body to the peak of youth and extend your natural lifespan by 1d100+10 years.
2- Panacea.  A shimmering, golden elixir concentrated from rare fruits and herbs, this elixir can cure any disease or neutralize any poison.
3- Hammer of Sealing.  A magical hammer than can fuse two items together by striking two items and pressing them together.  This is likely to be considered a rare magical item by mortals, but to the Naga it would be regarded as useful construction equipment.  
4- Scroll of Flames.  A metal scrolls inscribed with secret knowledge relating to fire.  Anyone who reads this and understands it gains understanding of the nature of fire.  1/Day, he can make himself immune to fire damage for up to 10 minutes.  This scroll can only be used once, any who consult it after will find it blank.  
5- Bones of the Elder.  Ivory sticks marked with dozens of different runes, each with a hidden meaning that when cast, reveal the future.  1/Day, the Bones will grant an answer to any question relating to the future.  For example, if the party asks, "What waits in the dark cave?" the Bones might respond with "Danger", as the cave houses a dozing grizzly bear.
6- Dolphin Charm.  This charm enables the wearer to transform into a dolphin for up to 1 hour.  While transformed, the wearer will be able to speak with other dolphins and cetaceans as if they shared a language.  
7- Fishing Spear.  This spear grants the user the ability to swim as fast as a marlin and breathe underwater.  It also allows the user to leap up to 30' out of water, as long as he has room to pick up speed.
8- Heartstone Amulet.  3/Day, this necklace allows the wearer to touch a creature and learn their deepest desire.  Note that this desire may not even be known to the creature itself, even if that creature is subconsciously acting on that desire.

from here
Chaotic Naga- Chaotic Naga are Naga who live by their own rules or abide by the ancient truth, that the strong take from the weak.  Chaotic Naga may be vicious monsters who partake in awful deeds for the sadistic pleasure of hurting and killing, but just as often they can have some sort of high-minded conviction that allows them to justify the atrocities they commit.  Chaotic Naga are always dynamic, pursuing their own goals with reckless abandon and ruthless determination.  They have broken free from the chains of law, custom and morality and now nothing will stop them from getting what they want.  So, what does the Chaotic Naga want?

1d6
1- Magical Power.  The Naga wants to increase his number of Heads and gain the proceeding magical strength.  He doesn't want to work hard for it though.  There are ways of acquiring power this way, but they are vicious, dangerous and evil.    
2- Wealth.  The Naga wants to be rich- he is greedy and wants enough money to be able to afford all of the expensive things he wants.  
3- Status in Naga Society.  The Naga has some complicated scheme to advance himself in the mostly-stratified society he was born into.  This plan is machievallian and as cruel as necessary to succeed.  
4- Lackeys, slaves or servants.  The Naga wants as many "lesser" beings as possible to serve and worship him.  This may be part of some greater plan, or the Naga may simply be narcissistic and seeks validation.  Alternatively, they could be sadistic and are seeking a reliable source of victims.  
5- Revenge.  The Naga was wronged and now he wants to find the person(s) responsible and make them pay.
6- Something seemingly noble.  The Naga serves a high, noble ideal such as protecting one's people or destroying evil, but the means he goes about pursuing that goal are barbaric and cruel.  But despite all the harm the Naga causes, is he really as bad as everyone says?  Maybe if you were in his shoes, you could find yourself doing exactly what he did.

Treasures of the Chaotic Naga:

1d8
1- Wolfpelt Belt.  This belt of bone and wolf-fur allows the user to transform into a massive, powerful wolf.  The user gains a second pool of HP when transformed, as well as the senses and sneaking ability of an experienced wolf.  If reduced to 0 HP while in wolf-form, the wearer of the belt reverts to his previous form.  However, the longer the belt is worn, the more savage and vicious the wearer will become.  Eventually, he will be reduced to a human predator, with no desire but to fight, mate and hunt his fellow man for sport.
2- Incubus Wand.  A length of mummified flesh sheathed in platinum, this wand allows the wielder to attempt to charm creatures up to 3/Day.  Creatures get a save to resist the effects of the wand.  On a failed save, the creature is overcome by lust and will be overcome with the desire to want to have intercourse with either the wielder of the wand or another target the wand's wielder designates.  While in this lustful state, a creature will be very open to suggestion and much less savvy when it comes to manipulation.
3- Euphoria Bombs.  Special glass spheres filled with pink fog, when shattered, the spheres release the gas cloud which fills a 50' square area.  Any creature caught in the cloud must save or be overcome with a state of blissful euphoria.  Creatures overcome by euphoria will be extremely reluctant to do anything but laze around and luxuriate in this bliss.  
4- Mutagenic Fog Creator.  A toxic-looking yellow fog that can cover up to 100' square feet of area.  Creatures that enter this fog must save or be mutated.  For each minute they spend inside the fog, they must save again.  Too long inside the fog reduces a creature to a quivering mass of distorted flesh.  
5- Mindseeker Needles.  Needles made of bright metal that, when released by the user, fly and drive themselves into the head of the nearest creature or a creature that the user designates. The user can then control that creature's body, but not their mind.  The controlled creature must watch in horror through their own eyes as their body is taken from them.  These needles must protrude from the skull, but can be concealed via hair, hats or head-coverings.  If removed, that creature's enslavement ends.
6- Coronet of Unlife.  When worn, the user can reanimate corpses as Undead with HD equal to what they had in life.  If reanimating a skeleton, that skeleton will have 1 HD, unless it is the skeleton of something particularly large or hardy, such as an Ogre or Giant.  The user can control HD of undead equal to his HD/level.  For example, a 6 HD Naga could control up to 6 HD worth of Undead.  These Undead remain loyal to the user as long as he wears the coronet.
7- Pearl of Tragimori.  This black pearl contains the essence of a powerful Demon named Tragimori.  Whoever holds this pearl has control over the Demon.  As a Demon of Envy, Tragimori exists to harm others who have more than him and take whatever he desires from them.  He possesses the ability to steal power, knowledge and beauty from creatures as well as the ability to learn someone's weakness by tasting their bodily fluids.  He also possesses vast knowledge of topics such as crime, manipulation, black magic and blood sacrifice.                       
8- Doombringer.  A mage-lock rifle, powered by magic instead of black powder.  Can work as a normal rifle, but 3/Day, any ball fired from it forces a creature to save on a hit.  On a failed save, that creature becomes a bomb.  The creature begins to exude heat and light for 1d3 rounds, growing hotter and brighter each round.  After the number of rounds ends, the creature explodes, doing HDd6 damage, save for half, in a diameter equal to HD*10'.  For example, a 5 HD Fighting Man detonates doing 5d6 in 50' radius. This effect is magical and can be dispelled if the spell-caster in question passes a DC 15 COG check.

Civic Naga and other Races:

Naga regard other races as little more than children, playing at civilization.  Compared to them, they consider all other civilizations creatures of the day.  For this reason, some Naga consider inviting other races to join them to be a mistake, as those other races cannot handle the Naga's glory.  Others disagree and so in some Naga Cities, you can find mortals living alongside them.  Generally, these mortals are ascetically minded and highly spiritual, seeking to pursue wisdom and enlightenment with the Naga.

People you might find in the Naga Cities:

1d6
1- Seekers of Truth.  Monks, priests and students dissatisfied with the mundane world, these are people who have braved the wilds to seek out the Naga.  They dwell in the cities in isolated compounds, far from the busy boulevards and lavish plazas, studying the Nagan Sutras, debating ethics and philosophy with the scaled scholars and seeking a brief word from the Noble and Royal Naga of the City.  
2- Traders and Merchants.  The Civic Naga have their vices just as any of us do and thus a secret trade has begun between them and some outsiders, who very rarely tell others about the Naga, partially because they fear the Naga but also to keep the profits for themselves.  Naga trade beautifully worked goods, blind cave fish and pale white crabs, alchemical concoctions and lost treasures for alcohol and hallucinogenic drugs, but also more mundane things like silk, fine porcelain and chickens.    
3- Adventurers.  How did they get here?  Perhaps they were looking to plunder the city, but just as likely, they got lost along the way.  
4- Holy Knights.  More martially inclined than the Seekers, these men have decided that it is not enough to try and perfect one's self, but that evil must be actively fought and defeated.  They likely only maintain a token presence in the city, training under mortal and Naga drillmasters alike.  After their training is complete, acolytes leave the City, vowing to not return until they have accomplished a number of righteous deeds.  Few ever return, but those that do can receive a hero's welcome.    
5- Oracles.  Seers, fate-weavers and those gifted with the Sight often find refuge among the Naga.  While many cultures do venerate such people, others despise them and hunt them as witches.  Even worse, some cultures seek to control and manipulate such people, transforming them into tools of oppression.  For such and other reasons, many of these Sighted often find refuge in the otherwise hidden cities of the Naga. 
6- Scholars.  Sometimes they are found blue from hypothermia on the mountain slopes, half-drowned in crudely constructed undersea vehicles or simply lost in the blistering sands, scholars have long sought the Naga to consult their wisdom and vast stores of knowledge.  This quest is often hare-brained and highly dangerous and many scholars have no clue where to begin looking.  A lucky few might be invited, but most who arrive at the Naga Cities did so because they were scooped up and rescued from certain doom by the City's wise guardians.  

However, not all who come to the Cities of the Naga will be allowed access.  Those who are too greedy, selfish, wicked or otherwise impure might be barred access to the City.  The Naga will not throw you out into the cold, but you will be denied access to the wonders of the City.  Instead you will be nursed back to health, provided with food and water and sent politely, but firmly, on your way.  

Plot Hooks:

1d8
1- The party is hired by a scholar to help him find an ancient lost city deep in the mountains.  The city is very important in local religious traditions, but most scholars today consider it to be little more than a myth.
2- The party needs to enter an ancient sanctuary of Law, but a Guardian Naga bars the way.  Only those of sufficient virtue and pure intentions will be allowed past.  The party must persuade, trick or force their way past the Naga.  
3- The party are hired to be part of a risky and foolish expedition to a long-lost island that many suspect is mythical.  An Artificer has constructed a fabulous magical ship which he believes will allow him to get there.  The journey is almost certain to go horribly wrong, but the treasures he is promising are quite enticing, assuming they are real. Fortunately for him, the island is real and ruled by Civic Naga.  Unfortunately, the Artificer's maps are wrong.  
4- A number of monstrous factions are being gathered together under a shadowy leader.  The party is hired to go undercover and infiltrate this coalition of evil to find out who is the mastermind and discover his evil plans, before he unleashes them on the world.  
5- A man hires you to locate his sister, who was taken by slavers.  His previous investigator managed to find out that his sister had been sent to Norikara, the City of Screams.  Find and rescue her, if you can.  
6- The party are kidnapped by slavers and taken to Norikara to be sold.  Can they survive the brutal internal politics of the City and escape alive, or are they doomed to be just another dead slave sacrificed for the ravenous appetites of the City's serpentine Nobility or the undying Black Serpent King?        
7- The party is contracted to help a thief rob one of the Guardian Naga's secret vaults and liberate a very powerful, and valuable, magical artifact.  
8- The party is hired by a Civic Naga to attack a hidden Naga City.  This is because the Naga is secretly Chaotic, as well as a commander of the City's military.  He plans to use the party as pawns to create an outside threat, allowing himself to seize power and overthrow the City's council of elders.