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Showing posts with label Nyssa. Show all posts
Showing posts with label Nyssa. Show all posts

Monday 25 March 2019

Korleth - Underground ice predator

Korleth

N(E) Medium Aberration
Init +0 Senses Darkvision 60 ft.; Perception +8,
 DEFENSE
AC 23 touch 10, flat-footed 23 (+13 natural)
hp 45hp (7d8+14 con)
Fort +4, Ref +2, Will +4
Immune Cold; DR 10 / missile
 OFFENSE
Speed 20 ft., Swim 40 ft.
Melee Claw +12 (1d8+7) or 2 claws +9 (1d6+5)
Ranged Club +5 (1d8+7 )
Special Attacks Surprise, Rend
 STATISTICS
Str 24, Dex 10, Con 15, Int4 , Wis 8, Cha 8
Base Atk +5 CMB +12 CMD 22
Feats Power Attack, Imp Bull Rush,
Skills +7 Perception, +10 Climb, +20 Swim, +15 Stealth, +4 Survival

Languages  Korleth 
Environment Icy Terrain
Organization  Gang (2-8), Tribe 21-40
Advancement 8-12 HD (Large Size); 12-17 HD (Large Size)
Treasure Value  None
 SPECIAL ABILITIES

Surprise: Korleth gain a +10 hide bonus when hiding in icy terrain. Korleth are considered scentless, so creatures cannot track them using their scent.

Rend: If a Korleth hits on both attacks on the same target, they inflict an additional 2d8 damage.

Fearsome icy predator. Nine foot tall, four feet wide humanoid turtle shape, short fat legs, with a incredibly tough white chitinous shell. They have huge sharp claws which they use to rip apart other creatures in combat. Have a five foot or longer tail.

They will usually wait just below the surface of the snow, then reach out to grab victims and pummel them, or will jump out to overwhelm their foes with their brute strength.

When they are well fed, they can be docile and playful. Liking to lie on their backs watch the moons and sing long melodious, sweetly voices songs. Due to their hunger, few creatures ever get a chance to see this side of the Korleth.

Combat: Korleth attack creatures weaker themselves whenever they outnumber their opponents or see weakness in other creatures. Their primary attack is using surprise tactics, often bull rushing opponents into icy waters.

Psionic Ferret (Sniffers)

These small sized mammals are the preferred way for many non-psionics groups to hunt for Thellans or psionic using humans. Technically they are Arrantics, or non-super intelligent animals gifted with psionic abilities. An important aspect is that they do not train to utilize psionics, but learn them as natural skills.

Psionic Ferret       (Sniffers)
Tiny Size Magical Beast
Hit Dice:                                  3d8 (13 hp)
Initiative:                                +3 (dexterity)
Speed:                                      30 ft
AC:                                           18 (+2 size, +3 Natural, +3 Dexterity)

Base Attack / Grapple:         +3 / +7
Attacks:                                   +4 Bite (1d3+1)
Full Attack:                             +4 Bite (1d3+1)
Special Attacks:                      Attach
Special Qualities:                   Immune to spell detection, Scent

Saves:                                       Fort +3, Ref +5, Will +3
Abilities:                                  Str 4, Dex 16, Con 10, Int 6, Wis 14, Cha 14
Skills:                                       Acrobatics +10, Hide +13, Move Silently +9, Perception +9, Empathy +4

Feats:                                      Mental Leap (40 ft), Track Psionic, (Free) Prionic Charge
Climate/Terrain:                  Any wilderness or Urban
Organization:                        Solitary or Pod (3-6)

Challenge Rating:                 1
Treasure:                                None
Alignment:                             Usually Neutral 
Advancement Range:           4-8 HD (Small)

A grey skinned weasel on a leash smelling the pub’s patrons, looking for something

Appear the same as a normal ferret except for its purple eyes and a look of intelligence.  Few still live wild as they have long been captured and trained for their unique ability to detect psionics by their smell.  It was the Elves who first noticed their unique sensory abilities but it was the dwarves who breed and domesticated the ferrets. It is unknown if the ferrets were always heralded for their ability to detect psionics or simply their observation powers in general.  Sniffers are easy to both breed and train but their playfulness lead them to become favorite pets of dwarven nobility. While often used by those who hate or fear psionics, the animals don't have this trait - psionicists often keep them as pets, the same as others.

Combat: In the wild, psionic ferrets survive mostly by hunting small rodents, insects and shrubbery.  They do this in small packs, while carefully observing the creatures around them for subtle signs of danger.  Whenever a threat appears they hide, and do their best to simply avoid any trouble and when they cannot hide, they flee by any means possible. As pets, they survive by pleasing their masters in the duties they perform. For those who fear psionics they couldn't do better by having one of these beasts near them. Once trained (DC 20), they can detect psionics and inform their trainer by a prearranged sign. Most sniffers can learn up to 6 tricks, but some leaarn many more.

Psionics:  PSP Points: 25; Manifest as 3rd level; Power DC 12+(Charge) 1d4 

Powers Known: Detect Psionics (No PSP cost, Always active), heighten senses, body equilibrium, wall walker, touch sight. 

Detect Psionics: Has a 250 foot range as a psionic power. Their natural smelling capacity has a 100 foot range, so even if a creature can hide their psionic powers using psionics or magic, the ferret can still smell it naturally, just in a slightly lessened range


Tigore or Psionic Tiger

My default rule in games is anything that has "magical" powers but are either not attached to a divine power or "smart" enough for sorcerer powers are psions. The rules I use are close enough in flavour to 3rd edition psionics.

Most creatures manifest agaisnt their opponents, who must roll their DC. In this case, DC 13 is their base.

Tigore

N Large Size Magical Creature (Psionic)
Init +3 Senses Low light vision, Scent, Darkvision 60 ft.; Perception +5

 DEFENSE

AC 18 touch 12, flat-footed 15 (+3 Dex, +6 natural, -1 size)
hp 51hp (6d10+18 con)
Fort +8, Ref +8, Will +2

 OFFENSE
Speed 50 ft.
Melee Bite +10 (1d6+5); 2 claws +7 (1d8+6)
Special Attacks Imp Grab, Pounce, Rake, Psionics

 STATISTICS
Str 21, Dex 17, Con 17, Int 5, Wis 10, Cha 13
Base Atk +6 CMB +12 CMD 25
Feats Imp Natural Attack, Psionic Grapple, Multiattack
Skills +8 Acrobatics, +8 Climb, +13 Stealth, +8 Swim, Bonus Stealth + 12
Languages None

 ECOLOGY
Environment  Any Non-Urban
Organization   Hunting Pack (2-6)
Treasure Value  None

Psionic tigers or Tigores appear the same as a standard tigers except their skin is green with black stripes, which helps them hide in the forest domain. They have the ability to quite literally change their stripes to camouflage themselves. These large aggressive creatures while not motivated by malice are quick and deadly hunters. They stalk weaker creatures in the forest, using their natural and psionic strengths to take down their foes.

Due to their beautiful thick fur coats, these creature’s hides are desired status symbols by many nobles, and some are willing to pay up to 2,000 crowns (gold pieces) for an unspoiled coat. Large females are often hunted down in hopes of capturing baby cubs - only those raised from birth by a trainer can potentially be loyal to the trainer.

Combat: Tigores attack using stealth, speed and power. They have all of the standard abilities of a tiger along with some lethal psionic abilities. They have incredible patience, willing to wait dozens of hours for the perfect pounce.

Rake: If both front claws hit on a jump attack, they get an additional rake attack

Rake Attack: +6, Damage:1d6+6

Psionics: Manifester Level=6th, PSP 35, DC 13+

Powers: Energy Adaption, Body Equilibrium, Chameleon, Create Sound, Jump (+50 ft)

Thursday 21 March 2019

Psionic Otyugh

A psionic version of the terrible trash monster found in many dungeons. They still hunt the same places but they clean themselves off. Like many of my beasts, it is psionically enhanced.

V'Otyugh

CR 3
N Medium Aberration
Init +0 Senses Darkvision 60 ft.; Perception +8

 DEFENSE
AC 17 touch 10, flat-footed 17 (+7 natural)
hp 26 hp (4d8+8 con)
Fort +3, Ref +1, Will +5
Immune disease

 OFFENSE
Speed 20 ft.
Melee 2 Tentacles +4 (1d6+3)
Special Attacks  Psionics, Constrict (1d6+3), Imp Grab
Special Qualities: All Around sight

 STATISTICS
Str 16, Dex 10, Con 15, Int 7, Wis 13, Cha 8
Base Atk +3 CMB +6 CMD 16
Feats Mindlink plus one other
Skills +8 Perception , +3 Survival
Languages Understand basic lizard or common

 ECOLOGY
Environment  City Tunnels, Sewers or Swamps
Organization  Solitary
Treasure Value Half
Advancement By HD 5 - 8 (Medium), 9-12 (Large)
Alignment: Neutral (30% can range from NG to NE)

A descendant of the vile creature found in many cesspools, it somehow became affected by the psionic energies of the Boreth region becoming self-aware and psionicly empowered. It grew in intelligence, enough to realize that the filth that it was living in was bad for it, developing a sense of cleanliness. It appears as a heap of mottled flesh, with multiple tentacles and bulging eyes all around it. While it can only attach with two tentacles at a time, it usually has 5-8 tentacles all around it's body.

It continues to hunt in filthy places, but uses its abilities to care for itself and defeat its foes. It prefers access to fresh sources of water and attacks creatures that invade its area. It will try to grab foes, choking them or drowning them in water, waiting for them to suffocate. Many psionic versions don't hurt perceived allies, such as fey who inhabit a region without inflicting harm. They are notorious for attacking strangers, perceived threats or anything new in the swamp or sewers

They are usually solitary creatures, but they can make allies that reside in the same territory.

Because of their size, they are more easily captured and contained. They are in many dungeons and large cities prefer them to clean their dungeons. They are trained to destroy vermin and act as the primary eye below ground. They are taught to Mind-Link with Sentries at the first signs of trouble.

Psionics: PSP: 15; DC 12+(1d6); Manifests as a 5th level Psionic
Powers: Biocurrent, Create Sound, Hammer, Control Air, Sustenance
Enhanced: Cleanse

Mind-Link is my basic psionic telepathic ability. Any creature with this psionic feat and a current reserve of 1 PSP, can contact an Open Mind, free of PSP costs and send or receive a short message or image within a 100 ft radius.

New Psionic Power

Cleanse
Level: 1
Display: Mental
Manifesting Time: 1 Standard Action
Range: Touch
Target: One Living Creature
Duration: Instantaneous
Saving Throw: Nil
Power Resistance: Yes
Base Point Cost: 1

This power purifies an organism of any non-magical toxicants as long as they were introduced into the organism less than twenty-four hours previously.

Enhanced Power: By utilizing an enhanced power, their cleanse can also clear their bodies of stronger level poisons or diseases.Cost +3 PSPs.



Dramillios or Dram - the wizard's nation

While not a heavily utilized region in my games, this is a defining part of my game world. It is a central nation of humans where refugees can always be welcomed or tolerated. Magic can be purchased, both clerical and wizard items and spells. When Wizards speak of Towers that teach their followers, this is one of the few places in the mortal realms that follow ancient traditions. Huge churches, with enormous congregations reside, but many of them are pagan, worshiping dual or more gods, many times with competing purposes. Wizards may hold official status, but bards, rogues and the warriors hold much more unofficial wealth and influence. 

Dramillios

Known throughout as the wizardly nation. Spellcasters live here for many reasons, primarily due to the Academies; which openly teach magical skills for anyone with the crown or coin to pay for it. Another is the acceptability of the magical arts. Perhaps most importantly, is that Wizard’s have helped shape this nation and consider it above all others their home.

This was the second oldest lake nation - founded by humans returning home after fleeing to Lyrria for immediate protection from the great freeze. With the knowledge of Sollus and help from the elves in creating a magical barrier to ward off the undead, the Lyrrian humans wanted to rebuild their former nation. To do this they needed help, and they knew they could no longer depend on their Elven allies who faced their own battles to keep the faerie realm free from the ice tyrants. Thus they turned to the outcast wizards, in their own midst to help them. The magical arts have often flourished in human communities, but it was done so in secret, for if it was not an outright crime it was socially unacceptable. Even the ancient Hembrian nation, wizards were a lower class, bound by many constraints over what they could or could not do.

The original Dramillian counsel knew that to survive they must overcome the oldest of superstitions; they must not only tolerate the wizard’s presence but also help them prosper. They asked Barath, the most infamous wizard of his day for assistance in defending their lands. Barath, an elderly mage even at this point, took a long time before answering their request. His request of the counsel was not funding or even power, but for autonomy. Wizards would be left alone in their magical study in return ALL WIZARDS stayed out of internal affairs. This open acceptance would later be codified as the Wizard's Oath and this more than anything else has intertwined wizards with the fate of Dram.

Yet this oath has not always been kept. On at least three occasions wizards have led coups to depose or control the Grand Counsel. Each time the traitors have been defeated by their own kind: wizards who hold onto the creed of the oath as their strongest belief. Most wizards deeply admire the nation and its principals and ensure the Grand Counsel is free from all subversion. To ensure the adherence to the Wizard's Oath, since the death of Barath, wizards have elected a Solomo or judge among their own. They have the power to bind or exile any wizard who breaks the oath if not the spirit of the oath. Also, since the Wizard's have no political power it is also the Solomo's duty to either sit in or choose a wizard to act as advisor to the Grand Counsel. It is important for the Solomo not to show favoritism or get involved with political affairs, as they are bound to the counsel itself. Solomo's who interfere with the counsel are asked to leave counsel chambers leaving wizards without a voice or ear to the workings of the counsel. With all of this said, Wizards still comprise less than 2% of the adventurer population. They are heard and seen and involved in all aspects, but many more facets must be understood to comprehend Dram.

Jammer crews often say, "no need to visit all the spires - just go to Dram." As the central nation, this has always been a home to any refugee that needs one. It is seen as the safest haven from the cold and the tyrants - and as such everything can be found within these metropolises

One might think that due to the influx of so many beings conflicts between these peoples might be rampant, it isn't due to the GENTLEMAN'S CODE. At its heart it states that all beings are equal under the law. Prejudice isn't outlawed; merely racial conflicts are confined to non-violent means. Those who break this edict face exile, not just from the city but the confines of the sollus. But even more than this, the code is virtue and etiquette, those who are so close-minded can be shunned, risk losing business or jobs or even friends.

Competition is core to the Dram mind-set. Whether it be in the arts, business or the military arts - one must be better than your neighbors. Those who are rich flaunt "it"; those who are not so rich try even harder to flaunt "it" just to show that they have "it". Image is everything, and the nobles and businessmen pay a small fortune to wear what is fashionable or hot. Minx collared furs, high black riding boots, Anthril Lances, Verchine earrings, or a purple feathered flying griffon...if the IN CROWD has it, and then anyone who is anyone must acquire it.

Gambling is a beloved Drammish pastime; rolling bones, cards, knives, especially on the sports competitions that are held once a Ten-Day. These warriors’ competitions were once important military spectacles to keep the public in military form, now they are a time for circumstance, pomp, politicking and favoritism. Thousands crowd inside arena to bet on their favored wrestling and dueling gladiators or the sports: mace throwing, running, jumping, riding, and spear throwing.

Faith, like race, is both open and tolerated. Open because people can choose any deity, even those who are shunned elsewhere for dark, vile or even evil practices. What you believe means less than what laws you choose to break. Shion, the god of thieves has temples in Dram, where hooded followers sneak in to make their sacrificies and learn their lessons, yet thievery is still illegal, and punishments are harsh. Soo too with every other chaotic or evil gods are tolerated, the lessons are tolerated, but action to break the laws will mean getting punished. Lawful and bulging obelisks exist beside empty chaotic ones.

For those from the outside, this luxurious life is quite different to the bleak isolated living of the spires or the burden of constantly finding sollus to keep the cold away. They have accomplished their wondrous society by the Great Sollus Towers, three gigantic towers that soar more than a mile high each, and have a hundred pound of sollus in each. They provide the warmth for the entire region; enough so that there is no need for the Green Towers, shul and shum can be grown from the earth. One might wonder if the nation has such a supply that they need to worry about having such a huge supply needlessly to warm hundreds of miles unnecessarily; of course for the common person they let the Grand Counsel worry about such trivial matters.

Laws
Taxes: Paid once a ten-day, reasonable rates; though most pay with service not coin (5%, 10%, 20%)
Towers: Prevalent in nearly every faction of society, hold great influence and wealth
Prostitution: Officially sanctioned; more expensive, but extremely discrete
Weapons: Soldiers, knights & Sell-swords but only in cities with a bond.
Jube: officially banned, but tolerated in seedy areas for consumption, the law still convicts for trafficking
Magic Items: Open, as long as it doesn't do mind control, summoning outer planar or undead
Necromancy: banned, ruthlessly enforced by Jackalla who also hunt undead
Slavery: Technically banned, cannot purchase, but owners still have limited rights
Thievery: Imprisonment or loss of rights.
Psionics: Banned but ignored under similar magical tolerance
Wizard Spells: Rigidly controlled but most are open. Nobles are given more freedom.
Clerical Spells: Taxed 50% at any obelisk or 75% at Temples
Sorcerer Spells: Treated the same as clerical spells
Gambling: Open; with many competiing guilds
Duels: Any free-man (or woman) can duel on Sword Day, otherwise soldiers, knights, men of standing and nobles. Note it is illegal for a non-noble to duel a noble unless it is sanctioned during Sword Day. This is the only way to legally kill a noble.

Wednesday 20 March 2019

The Two Solitudes


Two great solitudes exist in my game world: one is of the sollus and the other, the spires.  More than eighty per cent of all people of the domain live in one of these two ways. They are less regions but ways of life. 

In the exodus, people abandoned their towns due to the great Tyrant purge, when for a period of two hundred and fifty relentless years the tyrants attempted to obliterate all civilization. The people fled to every corner of the domain, searching for sanctuary. In the north, the people found the spires. These are enormous stone plateaus many more than a mile high, whose top is protected from the cold. They have long been found in the winded canyon, formerly areas inhabited by the animals or flying beasts. With the help of rangers and others, the people soon began to find them everywhere in the north, as if awoken from a slumber by the pleas of the people.   Using spell, rope and flying beast, the people reached the top. Once they did, the people claimed it as their home and defended it as their own. Space and ecology was severely limited, and the balance was so delicate, no spire could support more than fifty thousand inhabitants and most far fewer then that. Thus each spire became a island nations, inwardly focused and shut off from the rest of the world.

As refugees found one spire inhabited, it was easier to travel to the next spire rather than fight the defenders of a spire. Yet this protection limited themselves in other ways. Each spire became inwardly focused, and survival of their people meant they turned away from a greater ideal. Each became an island, of one people, of one culture, and they cared little to travel. Most became self sufficient, and dared not risk the wrath of either the tyrants or the raiders by traveling the wind-torn land. The vast number of spires, scattered over the entire north of the domain, ensured survival for many species. The tyrants cared little for individual scattered villages, unable to raise an army to threaten them. 

Separated by distance, unable to travel, isolated from everyone else, the races became vulnerable to each other. Orcs, Salamanders, Minotaurs, and others banded together to raid spires. Though not easy or quick, over time, the lone spires always fell to the battle hardened ways of the sell-swords. The people may have been protected from some of the evils of the domain, but danger was everywhere...

In the south, survival took on another means. The Lyrrian elves first used their magic to protect not only their forests, but also the newly arrived immigrants that came to their forest for protection. Even with the help of their fey allies, the people were still vulnerable to the whims of the terrible tyrants, who attacked the settlements without fear of retaliation. Their problem was two fold. Not only must they defend against the tyrants, but also the cold and ice prevented traditional methods of livelihood. The people could struggle to do one, but against these two foes ensured eventual doom.

It took hundreds of years before some unknown wizards or priest discovered a simple solution. A common stone, sollus, long used to light underground corridors provided heat and protective glow, but it did not burn. Using simple magics, the magic of the stone was enhanced providing this warmth to a much larger area. The elves gathered this stone, and raised it in towers, which provided enough warmth to grow shum and shul. With this basic need taken care of, the elves, along with their humanoid allies united to fight the tyrant raids. Though they could not defeat the army of tyrants they were able to put them to a stalemate, and give them enough time to grow and able to face the next invasion. 

Over time, the use of this warmth stone changed people's lives. It became the center of all civilization. Provided just enough warmth to grow the basic foodstuffs, and enabled the people to fight rather than continually flee the tyrant attacks. The exodus was finally ending. Yet, this lifesaver came at a terrible price. Simple spells could enhance the heat and the radius of the sollus, but they also decayed the stone. With a finite life, cities could be held prisoners of their own supply. And the cold could over-take them once again, so the people warred over this simple stone. A delicate balance now exists, but people have fought a multitude of wars, as each group has fought for supremacy and control of the sollus. Empires have arisen and fallen. Even now war can emerge from seemingly ancient grudges, but the people have always found ways to unite once again, either from an outside force or from an enemy in their own presence. Life continues.

There are many cities and races that use sollus, but two major paths exist. The first is represented by Greater Lyrria in the center of the domain, near the great elven forest of Lyrria. The second is a human dominated area known as the old south. This was actually the last region believed to use sollus stone. So close to the tyrant' s home, these people knew they must be united. The military became core, and the people tempered by fear and discipline built a mighty nation, Mandos, has existed for thousands of years. The battle-king is chosen from the warlords, but his rule is absolute when he has rule. And thus the oldest continual nation and culture still flourishes, thus the name - the old south. Thus the two extremes. Either a strictly lawful and well-defined culture of respect and order, seeing themselves as a united people or a chaotic mish-mash as many peoples fight for the stone in games of strength and bloodshed. The Old South was homogenous, and they kept to old traditions to keep the focus alive.

These are obviously not the only places, but it is where and how most races survive. A few isolated valleys are protected from the cold in other ways. Some have ancient forest spirits keeping the cold at bay. In the far west, the Sea of Stones is devoid of all cold and ice, a jungle paradise as many believe, but worship the great enemy – the dragon. And Phastia, an ancient nation that in an attempt to defeat the cold brought unending heat and fire, ravaged by their own pride. Shaer-Lai is on another continent, a land some call Asian, but it fell a long-time ago, now it is merely a dead land, with undead princes bickering with few living Samurai there to serve them.

Yet life, in this land continues. Through the cold or the worst of the tyrant purges, the struggle of life in all of its various forms continues.

Thursday 14 March 2019

The Beast without Beauty


Have been doing fey write-ups for a while. This isn't one I've used, but will slip into one of my games as a cursed Lord. In my game world, he has met a "Beauty" many times, but one hasn't fallen for him yet, so he is cursed to continue doing his duty - protecting the nearby villages.


The Beast CR 10
XP 9,600
LE (LG) Medium outsider (native, shapechanger)
Init +9; Senses darkvision 60 ft.; Perception +14

DEFENSE
AC 25, touch 16, flat-footed 19 (+5 Dex, +1 dodge, +9 natural)
hp 115 (10d10+60)
Fort +9, Ref +12, Will +8
DR 10/Blessed Silver; SR 25

OFFENSE
Speed 40 ft., Running on all fours - 50 ft
Melee Two Claws +16/+11 (1d10+4/ X3, 15–20)
Special Attacks Detect thoughts, Cursed Charm

Spells Known (CL 7th, Sorcerer)
3rd (5/day)—lightning bolt (DC 16), suggestion (DC 16)
2nd (7/day)—web, invisibility, minor image
1st (7/day)—charm person (DC 14), mage armor, magic missile, shield, silent image
0—dancing lights, detect magic, ghost sound (DC 13), mage hand, mending, message, prestidigitation

STATISTICS
Str 16, Dex 20, Con 22, Int 13, Wis 13, Cha 17  /  5 (see below)
Base Atk +10; CMB +13; CMD 29
Feats Combat Expertise, Dodge, Improved Critical (Claws), Improved Initiative, Power Attack

Skills Bluff +20, Diplomacy +16, Knowledge (Local) +24, Perception +14, Perform +16, Sense Motive +14, Stealth +18;  Racial Modifiers +4 Bluff, +8 Knowledge
Languages Common, Infernal, Undercommon, Angelus
SQ change shape (true self, animal form)

ECOLOGY

Environment Property
Organization solitary
Treasure Triple (art, gems, other treasure)

SPECIAL ABILITIES

Detect Thoughts (Su) The Beast can detect thoughts as per the spell of the same name (CL 18th). He can suppress or resume this ability as a free action. When he uses this ability, on his property, it always functions as if it had spent three rounds concentrating and thus gains the maximum amount of information possible. A creature can resist this effect with a DC 18 Will save. The save DC is Charisma-based.

Cursed Charm (Su) When near either females or anyone he has an attraction towards, the beast loses all charm and civility, as he can do little but roar out words and commands. If forced into a conversation treat the Beast as having a 5 in charisma. Attraction is used not just sexually, but those he either wants something from or is obligated to.

Change shape: The Beast has three forms, human, as a humanoid beast similar to a werewolf and a wolfhound. He has no control of what he changes into. Normally he will patrol as a wolf for speed, but if he needs to confront foes, he will change to the werewolf form. Only alone, does he change back into human.

*    *    *    *    *    *     
The Beast is a cursed liege who is doomed to protect his crumbling castle and lands from invaders. Once thought that the kiss of a beautiful woman could cure the curse, but this has failed many times. He has lived at least three lifetimes, and none remember his true name, most just call him The Beast or Lord. He appears as a hairy beastly monstrosity, with horns, long ears, sharpened claws and fur.

He still feels the call of his homeland, and every night he patrols the small villages around his keep. Outsiders he believes is a threat he will tear apart. In these nights, away from his keep he radiates a Lawful Evil alignment. Yet, when inside his keep and is peaceful, he has a good alignment. Those who know his tale believe this was his original alignment, as he doesn't hurt anyone unless they try to steal or hurt those under his protection.

What few realize is that inside his castle, he transforms back into his human self until he is called back into action. He does not communicate with anyone, and if he is seen or spoken to, he will change back into his Beast form in a mere moment. On occasion he will use his magic to animate dishes or other household items so that he can amuse himself or guests. While he does not engage visitors, he will sometimes allow visitors to stay a night or two in the castle, as long as they don't steal or break the many artefacts inside. If ever asked why he was turned into the Beast, he simply says that he failed, with no further details.

Even if the Beast is killed in battle, he re-appears back at his castle within two weeks. There is something keeping his spirit bound to the land. He is given respect by fey and outsiders that go through his property. He has access to a teleportation circle, magical labs and prison.


Wednesday 13 March 2019

Rokan - evil, bat-winged, serpent spell-caster (Anti-Coatl)

My inspiration for the Rokan is to be an evil Coatl - a direct threat, not one hiding in the corners inspiring or teaching, but one that is very active in completing its goals. This is a winged serpent creature that uses magic in devious ways, but it has two aspects, as they can switch to a larger, spell-less figure in physical combat. They join evil groups to learn forbidden magic and gain access to magical nexus sites but will not hesitate to flee if a battle turns against them or the organization.

Rokan

Small Size Magical Beast
Hit Dice: 82 hp (11d8 + 33 con)
Initiative: +9 (small), +2 (Large)

Speed: (when small) 20 ft, Fly 60 (Good); 40 ft (Cannot fly when large sized)
AC: 24 (+8 natural, +1 size, +5 Dex), touch 17, flat-footed 18
Base Attack/Grapple: +3/+10 (Large form only)
Attack: Bite+11 (2d6+5) (Large Size only)
Special Attack: Grapple +15 (3d6) (Large Size only)
2nd Special Attack: Back Slap +10 (2d8+5)
Base Atk +12 CMB +10 CMD 25 (Small)

Special Attacks: Spells as 12th level Sorcerer (Small Size Only), Turn Undead as 8th level evil Cleric
Special Qualities: Change to Large Size; +15 Constrict 2d8 (Grapple)
Saves: Fort +10 Ref +12 (+8 when large) Will +3

Abilities: Str 11, Con 16, Dex 21, Int 16, Wis 10, Cha 20 *Switch Str and Dex scores when they change to large size

Skills: Diplomacy, +12, Knowledge (Arcana) +9, Knowledge (Planes) +9, Perception +12, Move Silently +9, Sense Motive +9, Spellcraft +12, (Escape Artist +20 in small size)
Feats: Eschew Spell Component, Hover, Improved Initiative, Imp Evasion

Environment: Magical Nexi or Evil Temples
Organization: Solitary
Challenge Rating: 12

Treasure: Double Standard
Alignment: Neutral Evil
Advancement: by character class (always Sorcerer)

Radiate protection from Good 20 ft radius: Good-aligned characters will suffer a –2 to all of their attacks and saving throws when facing a Rokan.

Aura of Fear: Creatures within 20 ft of a Rokan are affected by a powerful fear effect. Those who fail a will saving throw (DC 18) will suffer the effects of a fear spell. Those who save are not affected. Creatures who pass their saving throw are unaffected by the same Rokan's fear effect for 24 hours.

Large Size: AC 21, Speed 30 ft., climb 30 ft., swim 30 ft;

The Rokan is a dual sized creature, it`s primary form is a small bat-winged, serpent with small spike horns that wields spells. It's larger body is between 15 to 20 feet long and three feet wide - it is very good in combat, especially at constricting victims. They have a rough black skin with small barely noticeable yellow triangles. When they expand to their large size, their wings are absorbed into their body and these yellow scales dominate most of its scales. They will not hesitate to take down foes using either strategy.

They often work for evil organizations for high payments, either as a protector or a spell-casting ally. While not cowards, they have a habit of retreating when combat is going against them or their allies. This gives them a horrible reputation. When the going is smooth, there are few mortal spell-casters as beneficial as a Rokan to have on your side.

Combat: Rokan are superb natural sorcerers with a wide variety of spells and other abilities. They have no pre-set plan, as they try to gauge any situation and react quickly to almost any situation. They switch to their large form to inflict heavy damage or to constrict foes. All spells they cast upon themselves in their small form are retained if they switch size. They radiate a protection from good and fear aura within a 20 ft radius in both forms.

They can control undead as an 8th level evil priest in their small size only. Undead still listen to Rokan who have switched size - but they cannot attempt to turn more undead in their large format. One of their primary motivators is magical treasure, so they are always keen not to destroy magical items, especially those they can actually use.

Typical Spells as 12th level Sorcerer; Spells per Day: 6/6/6/6/6/5/3; Spells Known: 9/5/5/4/3/2/1*
1st level: Shield, Obscuring Mist, Ray of Enfeeblement, Colour Spray, Magic Missile
2nd level: Protection from Arrows, Glitterdust, Mirror Image, Blindness, Levitate
3rd level: Dispel Magic, Lightning Bolt, Gaseous Form, Vampiric Touch
4th level: Shout, Bestow Curse, Stoneskin
5th level: Dismissal, Feeblemind
6th level: Disintegrate (item only)

Set Form: Rokan never use magic that manipulates their fform, they take a -8 on skill or spell checks if forced into an alternate form.

Monday 11 March 2019

Shenth - Free City in the Sea of Stones

One of the first cities I tried to create. It's an area that I have used in stories, but never long, as a starting point, a place to hire a ship or get their mission. Shenth has a long stories history but its also in the centre of trade, pirating and war in the Sea of Stones, in the between two major nations. 

Shenth - Free City in the Sea of Stones

Population: 300,000 (275,000 on the cliff-side) Distribution: Human 70%, Dwarf: 20%, Minotaur 4%, Various remainder

Official Rule: Towerocracy, Influenced by the High Nobility

Unofficial Rule: the Ring: a group of wealthy Tharon merchants who attempt to keep the city goods flowing freely to ports outside of Tharon control.

Current Mayor: Lord Alexander Valdreth (Human Noble, Known patronage to the Ring & church of Keran)

Well Known City Features: Barracks, Noble Estates, Bridge Arena, Docks, Lifts, Sanctuary of the Pains, Open Market, Old Districts, Silent Graveyard, Dwarven Baths, The Solomo Library, Unicorn’s Garden

Towers: Sorrow, Song-House, Stars, Seed, Law, Wyvern, Guild, Bell, Pleasure, Clock

Obelisks: Keran, Japeth, Quanna, Casna, Orelleo, Holon, Horned One, the Pains, Shi-Lo

Temples: Rosetti & Keran

Unofficial and Unsanctioned History

Rule: The six high noble families maintain control of much of the cities wealth and military. However, more than seventy years ago, in 956 AT, during an attack with the Tor’ecke charr tribe, the nobles once again faced with rebellion due to taxation. To stop civil war they gave each of the guilds (or towers) a seat at the counsel table. In return for their loyalty and fees, each of the major towers have a vote on city issues. The mayor is determined by the noble families, and it is he that determines his deputies as well as having veto power (anything less than 80% can be vetoed by the mayor.) While a tower-master may be voted as mayor, it is extremely unlikely. The current mayor is Alexander di Valdreth.

History: It is best known for a Plague spread by the water rats infecting all areas of the city. A small group of its citizens regularly patrol and kill the many rats or other small animals. It is also the primary reason why the city knights are permitted to deal with the Lower Citizens with brute force, for suspicion of carrying the Plague.

City Features

Noble Estates: lands to the west of the city, on a out crop that holds each of the high nobles estates. Each is a sprawling mansion with other buildings that are rigidly patrolled by the individual nobles private armies.  Only individuals with connections to the nobles are allowed entry, upon pain of arrest during the day. Those found wandering at night are killed or captured on sight. Each of these estates function as a small town, having almost all of the necessary requirements for daily life, except of course for certain luxuries and services. Five of the six noble families have their estates here, as well as four other recognized lesser nobles but still wealthy families.

Bridge Arena: In the shadows of the largest lifts, this arena was created during the epidemic as a way of proving their worth and health before enter Cliffside. Now it is used by gladiators to prove their prowess in battle. Each week on Sword Day (every 9th day in the 10th day week) , fantastic non-lethal battles occur to determine favour of the nobles, as well as to allow the common citizenry to gamble. The current champion is: Vuneros (Minotaur, 16th level fighter,) who has won more than twenty battles for House Xannos. Any kind of battle is allowed, including magical duels, but these are especially rare. Entry fee is 1sp.

Dockside: The lower area of the city. Twelve large wharves converge, allowing up to two hundred ships to dock at one time. Mostly dwarves, minotaurs and humans are in this section of town, but criminals and other unmentionables also inhabit this terrible place. There are few patrols that occur in this section of the city, as guardsmen are often ambushed. Most merchants have their own private mercenaries to ensure safe passage of goods. Anything illegal can be found here, if you know where to look. Only the bravest, most foolish or the most poor would dare stay at one of the lousy inns in this section of the city at night, knowing they could be stolen away or used in dark, esoteric rituals/

Lifts: cranes that lift merchandise and people the two thousand feet from the docks into the Cliffside. Minotaurs and ogres are the most common wheelmen, who physically turn the gigantic elevator cranks; however, there are also three magical lifts. The standard lift cost is 1sp per pound for merchandise or 3gp (flat) for living creatures. This is the most common form of taxation in the city. Nobles do not have to pay for their merchandise, as all own their personal or family lifts, also, many towers control their own lifts, so their members do not have to pay. There is usually a one to three hour wait for a lift. The crane guild runs 13 out of 16 lifts, but they do not own them.

Sanctuary of the Pains: While many other areas of the Sea of Stones have suffered from the De'Sh Plague, no other location has had to deal with the disease like this city. It has found peace, and this is
a monument and hospice to the sacrifices and torments of the plague victims. Up to 100 infected can wait here until their symptoms are cured; this usually takes anywhere from 1-3 months. The cost is free, but it is also mandatory on order of the city counsel. There is always between 10-20 plague carriers here, waiting to help the infected, share their knowledge as well as destroy any rats or any other animal carrier.  Sorkasin (Male Dwarf  Monk / Rogue) is the current leader of this group. He also acts as the unofficial speaker of the dockside to the counsel.

Open Market: An area outside of the gates on the Cliffside, where trade is brisk and rumored as brutal. Officially since the market is outside the city, it is also outside of the city control. Anything goes here, at least in theory, and the City Knights continuously warn those who do use the market of buyer beware. Unofficially, the trade is cheaper, of a higher quality, and safer than anything found inside the gates. The merchants want to build the trade, and go out of their way to ensure quality and repeat business. While they should be left alone by the City Knights, they are harassed continuously. The city resents this growing form of trade done outside of their hands.

Tower of Sorrow: There is no graveyard in the city rather one enormous mortuary called the Sorrow Tower serves the purpose. It is just inside the western gate, very near the noble estates. It is run by the Sorrow Guild, who are professional morticians, mourners & undead slayers. Typical burial costs 1sp, but the services range up to 500 gp, depending upon the status of the individuals involved. Most of the guild are 3rd to 5th level experts (morticians) but up to 10% of the guild are adventuring classes, who actively hunt undead. It is the only known Sorrow Guild that do not have Jackalla serving there, visitors from away find it highly suspicious, but they suffer from the vile plague in the city.
  The current speaker of this guild is Morven Kul-lutho (Human Male, 11th level Rogue, CE) a quiet, insensitive, bald man who was once a famous slayer. He demands absolute loyalty from the undead slayers in his command, and he meets his followers in absolute darkness to hear their reports and speaks only when he has to.
  His current lover, Rebbinna de Fluer (Female Half-Elf, 7th level Bard, NG) is known to many of the noble classes as a dirge singer and her services are well sought out by mourning familes. She is respected by the city guards, nobility and undead slayers alike. Some believed she must be charmed to willingly stay with this unkind, unsophisticated bastard.

City Tower: Beside the obelisk of Japeth, this is the building that holds a majority of both the knights and weaponry. While not over-imposing, what few citizens realize is that the majority is underground, in caverns that were once home to lizardith lands. Patrols are organized on the sea, in the sky, on land and below it. Specialists serve five days a month, in order to avoid paying taxes. Bureaucrats also work here, but jammed into rooms and many are forced to change on a monthly basis - records are never a priority.

Solomo Library: This is an arcane library, one of the oldest in the Sea of Stones. This guild has unsurpassed danger and certainly not a safe place for beginning students. While there are many rumours of what goes on here, there is one thing that is understood by the wizards, the city nobles are to remain unharmed. What research or trade happens here is unimportant to the nobles, as long as they remain in the seat of power. Wizard wraiths apparently watch all activities and do not hesitate to kill those who break this one law. Spell-casters of all manner come here, if they can either gain the attention of another wizard of their exploits, or simply find one to bribe. There are known celestials and demonic figures who inhabit the tower, neither able to exit by any typically known means. All outsiders who find their way here are controlled via a powerful geas to serve as teachers and guides for a quota of their time. Another item of great mystery is how the wizards choose a speaker to represent their interests, some say it is done by intrigue and murder, while others say it is done by chance. Either way, their speakers rarely hold their job for more than three years before they are replaced by another. The current speaker, or Solomo as they call themselves, is Vule-Anne (Female Elf) who is remarkable for her beauty as well as a pink pseudodragon familiar who travels with her and seems to know dirty limericks that amuses everyone who hears it. The library itself does not sell magical items, however, individuals may sometimes accept commissions to create scrolls or potions.

Unicorn’s Garden: A glade of tremendous beauty and solace; it is the circling garden surrounding most of the cliff side city.  This is one of the few places of comfort to the citizens, and many peoples come here to find comfort among the chaos. The small forest was once home to a wondrous unicorn druid that helped the citizens during the early Cliffside years. This place is a favorite among the nobles, children and workers alike who come here to cavort. There is believed to be a fey gate located here, although, it’s location seems to change on a weekly basis. A small group of rangers meet here daily to discuss issues of the outside world. Patrols in and around the garden were once common, but they have learned to stay clear of the place since many city knights have become permanently lost if they harass some of the fey or other visitors. Rumors abound of a healing fountain that can heal anything short of a death and this is why the nobles vigorously help to defend it from development. Abby-Gail (Female Charity) is a bard and generous benefactor who spends much of her time among the fey and others here. She is an excellent source of knowledge, and helps good aligned adventurers willing to help the poor in the city.

 Local Terms:

Push-Off: *&$#-off, or jump in a lake would be the equivalent; meaning, leave me alone or I’ll push you off the cliff
 Hares: Widows who reside in the city
The Mazes: somewhere you don’t want to be i.e. the plague mazes at port-side

 Local Organizations
The Ring: a group of Tharon merchants who throw around coin to keep slaves & drugs running into their home bases. They maintain a strong pirate tradition that is officially illegal – unofficially, they control the waters so the Shenth merchants don’t have to.

Merchants of Flesh: Necromantic organization based in the port-side, who create fleshings (lesser golems) to sell to the highest bidders. While not illegal, it is distateful and nobody readily admits to using these beings in their crypts. Yet many nobles and merchants alike use them as they are incredibly loyal and you don't have to feed or pay them.

4th Finger: A strong mercenary group that hires mostly Minotaurs for protection work (some say extortion) to help defend Tharon and other visitors to the city. They are a big hit at the arenas. They are named after a Sea of Stones faerie tale about only needing a giants’ 4th finger to accomplish a task.

The Grey: A wizard organization that helps promote magic outside of Tharon, or, that is what they claim. They have often raised small groups of soldiers to help rescue each other. They have a small tower in the edge-side, where they can look down at two of the magical lifts that they control.

Sons of Honour: Tharon and Lazell men of stature who are pushing for union of the two nations. They are good aligned, and have loose connections with the good aligned churches.

Greater Noble Families
House Xannos: A family of wizards & warlocks, known for their brutal slayings of the father (per Tharon tradition.) Their grey-black cloaked wizards have long been seen cavorting in the darkness of the Solomo Library, and most years they have at least one of their members in the seat of honour there. They have worked with many faiths over the years, but work with Keran only when the money pays well. It is unknown if they have a primary business anymore, as they are fabulously wealthy and do not seem to need to work to maintain their power. The current speaker for this house is Thalos di Xannos, a powerful wizard who specializes in force magics.

House Lothan: There was a time whenever anybody thought of the port-side, they thought of the Lothan. These were the ultimate sailors and traders that took a terrible beating during the last plague. Just as they have always done, they have emerged in a great spectacle, as they sponsored several large expeditions to Zale in Phastia. The current leader is Lemm di Lothan (Human Male, 12th lev Rogue, CE) – a fat, lazy man who seems to have the knack for knowing which boats to sponsor and which ones to turn down. But there might be more to this dullard than appears, as he was mugged more than a year ago and took out four assailants himself, before going back to drinking his shum.

House Vadash: This family has long been the whispered threat that would attempt to take over the city. While the other families have their area of interest, the Vadash has theirs in a little bit of everything. Their soldiers guard four of the major gates, and having 3 of the current four generals of the city, they essentially control the barracks as well. Yet, they also have a string of wizards and priests under the family banner, let alone the monks and thieves. This family openly deals with the Keranic faith and is not afraid to make demands of the church. Evelynn dem Vadash, (Priest of Keran, Female Tiefling) has lead this group within the city for over 100 years, and doesn’t look like she has aged a day. Rumours abound of her fathers heritage, but her mother was the last speaker who groomed Evelynn for her position.

House Honour-Heart: The honours are perhaps the only saving grace this city has had in the eyes of the good aligned. They have remained to the ideals of Quanna, despite living in one of the bleakest places in the Sea of Stones. While others might see their position as hopeless, they have won many battles versus evil and corruption in the city, and just the fact that the city hasn’t become a province of Tharon shows this to be true. Their speakers are chosen for a five year period, and then are elected among their kin – the only family to chose their leader in this way. The current speaker is Corven Honour Heart (Paladin, Knight of the Gold Sash / City Knight, Human Male) who is an elderly devout man who spends as much of his time at the obelisk of Quanna as he can, neglecting family business to be among the faithful. Nobody questions him, as he has earned this in his long quest for both his city, his faith and his family.

De Fluer (Flower): Powerful merchant family based in Shenth. They are nationalists who resent Tharon intrusion, although they stop short of calling for violent action. They are calling for the city to look into making allies with the Chavon elves, others call this too dangerous and a way to aggravate the Tharons. Cuzzel de Fleur has recently come to his post as leader of the clan, as his father was killed in defense of their merchant dealings.

Lesser Nobles  (17 families of wealth or distintion)
Di Fitzens: Notorious land-owners who at one time controlled up to 40% of the property of the city. They have a strong allegiance to the Shion Cult (Thief guild.) The current leader, a notorious pirate in his earlier years is Troi di Fitzens and is known to be ruthless in all his dealings.

Di Corrovel: House of Dwarven merchants, well connected in the Tharon Empire

Di Neicht: Human Tharon exiles, who are openly promoting building the Shenth dominion, unlike most of their kind who believe that Shenth should remain as-is.

De Butelle: Merchants who have connections with several aquatic races. Many of their kind have mated with sea elves. Lasai de Butelle (Sea-kin) is known for her famous songs about the tragedy of war and the harshness of the sea.

 Religious Groups

People all over the realm worship the same deities, some by different names, but the portfolios and basic principles remain the same. The most typical religious structure is an obelisk, which is devoted to a deity or in rare cases an ideal such as freedom or prosperity. Not just symbolic, obelisks are literally the source of all magical energy in the domain - if no obelisks stood no magic energy would be available, for clerics. wizards or any classes.

There is often no official group that holds services at obelisks, rather recognized people of good standing give a sermon or speech every ten-day / week. Followers need to go to an obelisk or give offerings on a specific basis but not necessarily attend service. Most people are pagan, showing respect to a deity if an issue or problem they face falls under their portfolio. Many clerics can worship one or many deities, paladins worship only one and the majority follow Japeth.

Temples are the largest religious structures, and these have followers that serve the deity in set manners and customs. These do have a set organization dedicated to running their daily and weekly activities unlike the obelisks.

This is the only Rosetti temple in the sea of Stones and one of the largest Keranic temples. Those who serve or pay tithing to Keran, do so to alleviate cursing or potential evil prospects. Many widows, prostitutes and unwed mothers offer gifts of service to Lady Love (Rosetti), but always discretely at night. Officially any widows from city sanctioned battles may reside here free of charge if they have children.

Keran, LE God of Night and Fright, Evil - Sacrifice to alleviate fear & Nightmares
Japeth: LG, God of Bravery, Patron of Paladins - To plan strategy and for personal courage
Quanna: LG, Goddess of Light - Followers look to for guidance in fealty and matters of conscious
Casna: LN, Lord of Laws - Enforce rigid laws and organization, or to help change persecution
Orelleo: CN, Lord of Travel and Trade, Patron of Businessmen and Sailors- To plan trips, especially long voyages
Holon: N, Sacred One, Druid Patron  For fertility, sicknesses, grow plants and animal health
Horned One: LE, Minotaur God of Strength, Battle and Fertility - Before Battle, especially duels
The Pains: NE, Goddesses of Suffering, Torture and Sickness - Offer to alleviate symptoms
Shi-Lo: LN, God of Contemplation, Patron of Martial Arts - Monks are his faithful
Rosetti: N, Goddess of Love, Romance and Beauty - personal matters or issues of infidelity




Saturday 9 March 2019

Fesh Swamp Encounters

The Fesh Swamp lands is located in the Northern Veck, an area that once supported multiple large communities of various humanoid populations, half of them trading with each other, the others always looking for ways to gain military advantage. When the Creeping initially happened, few understood what it meant, and didn't put up any resistance because they didn't realize the threat nor did they know what they stood against.

The Creeping is best described as the destabilization of civilization, when fits of madness and paranoia overwhelmed pockets of civilization until the rungs of civil society were lost. Though not immediately affected, eventually the the swamps grew in size and danger until they took over the land, draining the community of the few remaining magic and other resources. When they fell into such disrepair, the few survivors either had to flee or drowned in the miasma of the environment around them. Most people who know of the Creeping, associate it with the growth of swamps, some experts though know it was the madness that preceded the changes of the land that was the much greater threat.

Many civilized peoples feel this area is lost to anything good or habitable, but this is far from true. Lizardith humanoid lizard-men both savage and civilized, now claim this territory as their own and maintain small to much larger communities in the Fesh. There are certainly dangers still here, but there are also opportunities, and the lizard-men help outsiders with both survival and trade. They do not just "steal" or raid  from the crypts or magical Towers that are littered throughout the Fesh, as they consider many of the artefacts tainted. Some lizardith villages have an opposing view, as they make much of their income by guiding adventurers into these locations. Some items or areas are so vile, the lizardith will warn the would-be adventurers or even seize horrific magic, but this is very rare, at most they warn outsiders and just ignore.

A few of the magical raiders believe there are a great treasure still left behind and make planned excursions into the cities, crypts and temples of the area. A few of these work with the lizardith and druids of the region, but most don't, and are simply out to make any silver that they can.

Fesh Encounters

d%         Result
01  Creeping Doom (DC 12 or 15 or 18+)
02  Vanglore  (Humanoid shapeshifters, #2-8, 3+, LE)
03  Aranea
04  Green Render (as Grey Render with camoflage, )
05  Lizardith, Civilized  #2-9, HD 2 or 3, Align LN (85%)
06  Muter
07  Winged Monkey
08  Basilisk
09  Cultists (Stone, Snake, Tentacle, Web, Vine)  # 2-5, HD 1-3, Human or Lizardith
10  Abandoned Site  (home belonging to a farmer, recluse, witch, seer, artist)
11  Dead (true) hammered to tree or chained down
12  Blue Bees # 9-16, HD 2
13  Oxylla 2d12
14  Green-skinned Swamp Beavers
15  Tenderfoot  #2-9, HD 2 or 3, Align NG (85%), Patrol
16  Trap (Pit, Falling Logs, Falling Net)
17  Tree-Giant (1d3), As cloud Giant
18  Small Stream (Entryway, , Road)
19  Minotaur 2d2
20  Camp Site ( # 5-20, Any Primary)
21  Ogre #2-5, HD 3-5, Align LE (85%)
22  Hydra (4 heads, 50%; 5 heads 25%, 6 heads 20%, 7+ heads 5%)
23  Satyr
24  Jackalla (2d4, Undead Patrol)
25  Otyugh
26  Card Soldiers
27  Goblins
28  Doscilli
29  Vined Soldier
30 Holy Site (80% Obelisk, 20% Church, Any non-evil)
31  Wood Statue (25% Wood Golem)
32  Ood 
33  Pool (10-20 ft radius, 100 ft depth)
34  Giant Snake   ???
35 Clockwork (1d6 Fighter 2-4th level; Align LN)
36  Dianoga
39  Dire crocodile 1d3
40  Merchant Traders ( # 5-20, Any Primary Race, 25% N, LN, NG, LE)
41  Chund
42  Assassin Vine
43  Synast with 2-5 Servants
44  Shambling Mound
45  Green Gargoyle (85% appear as vegetation when not moving & 30 ft away)
46  Razorvine
47 Piercer (10d10), over a 30 - 100 square ft radius
48  Swarm (Bat, Rat, Leech, Stirge)
49  Bugbear
50  Faeire Stone or Flower Circle (Nymph, Pixie,Grig)
51  Skin Devils
52 Troll (2d5)
53  Little Piggies
54  Chuul
55  Lizardith, Savage  #2-9, HD 2 or 3, Align LE (85%)
56 Wrapping Deaths (Psi-Cloakers) 2d5
57  Giff  (2d5, HD 3+, LN)
58  Girallon
59  Boggards 2d6
60  Lepers or Refugee Camp (20-70, HD 1-2, N)
61  Necrites - Undead Humanoids, 2d6, Patrolling, LN, LE, NG) ??? ??
62  Primal
63  Spectator (see below)
64  Jawatha 
67  Large Hanging Web-Coccoon
68  Tame
69  Sinking bog hole  (DC 13)
70  Patrol Camp Site (# 11-30, Level 1-3, Any Race)
71  Tennianos
72  Jungle Elf (2d4 , Level 2-5, NG)
73  Gammorec (2d4 , Level 2-5, NE)
74  Nyssian Imp
75  Shal
76  Owlbear
77  Sharavan
78 Escaped slaves (#2d8, Roll Below, N, )
79  Dire crocodile 1d3
80  Slaver Camp (# 11-30, Level 2-3, Any Race)
81  Ferrasil  (Green Minotaurs, N, #2-8, HD 3+)
82  Psider
83  Vottinna
85  Green slime
86  Green Hag CR 5, NE
87  Lamia
88  Hag
89  Manticore (1d2)
90   Large Bridge
91  Spirit naga
92  Callanna
93  Undead, Carcass #2d6, NE, HD 1-3
94  Black pudding 2d4
95  Lillend
96  Prickett
97  Coatl
98 Sylph or Dryad
99   Ravok
00 Ogre-mage


Typical Slave Races: Goblin, Gnoll, Abeill, Tenderfoot, Ogre, Lizardith,
Typical Owners: Human, Ogre, Elf, Lizardith, Gnoll, Minotaurs, Troll, Gammorec


Roll 1d20 on initial primary race roll. If under 12, roll 1d12. If over, roll 1d10 for next roll. Always roll 1d20 on 3rd roll. Primary Races: Not just hunters or raiders, but come together in small communities.

01 Phaetox - Humanoid with flame wings, Can fly, Cannot lie
02-04 Lizardith, Savage - Spears
05 Ferrasil: Green Minotaurs, very large horns, N, # 2d4
06 Lizardith, Civilized - Coral Armor, Weapons of all kinds
07 Elf, Jungle  Green-Skinned; #2d4, 2d3 HD, NG; Patrol, Treasure Seekers
08  Ogre #1d4, 3+  HD, LE
09 Ghoran - Sentient Plant Humanoid
10 Changeling- Small fey that can use magic
11 Thorne-Kin
12 Minotaur Bull Headed Humanoid, famous for patrols and hunts
13 Leshy Small, plant humanoids, druidic, wonderful planters
14 Clockwork- Sentient, Free-thinking Machines
15 Jackalla-Jackal Headed Humanoids, Undead Hunters
16 Troll
17 Quillian - Quill throwing Porcupine Humanoids
18 Elf, Jungle***
19  Leaf-Kin Sentient plant humanoid
20 Tenderfoot - Halflings

21 Callanna
22  Gammorec
23 Satyr
24 Giant

Friday 1 March 2019

Battle Mage: The Mandorrian War Wizard.

One of my oldest and most used spell-casters. So many times when players, especially new players ask if they can play a wizard, this is often my default. They are a little different as they can wear armor.

Battle Mage: The Mandorrian War Wizard. 

Role: You originate from Mandos, the land of the sword in the heart of the old south. As a spellcaster you are shown little respect, and treated as mere battle fodder. Only after proving yourself for five years in battle are you given full rights. Those who survive this testing as a battle-mage are respected far and wide, but few make it that far. 

Requirements: Mandorrian by birth, Spellcraft +5; Oath of Allegiance to Mandos
              May be either Wizard or Sorcerer

Hindrances:  Cannot gain or replace a familiar if they do not have one
          Can cast spells from no more than four spell schools
          Can know no more than eight spells per level

Benefits: Automatic access to the War Domain; treat as arcane spells
  Use d6 for hp; Gain Saving Throws as spellcaster
          Gain proficiency of all simple Martial Weapons
          Gain Craft (Armorsmithing) and Craft (Weaponsmithing) as class skills
          Gain new Spells and spell level as per their Caster Level

 Abilities by Battle Mage Level

1st Wear padded armor without Arcane Spell Failure                               Gain +1 Level
2nd Wear leather armor without Arcane Spell Failure                               Gain +1 Level
3rd Wear studded leather without Arcane Spell Failure                            Gain +1 Level
4th Gain Endurance and Diehard                                                              Gain +1 Level
5th  Wear chain shirt or hide without Arcane Spell Failure; Gain Free Feat
6th Wear chain mail or breastplate without Arcane Spell Failure              Gain +1 Level
7th  Wear splint mail or banded mail without Arcane Spell Failure           Gain +1 Level
8th Inscribe Spell-Gem                                                                              Gain +1 Level
9th Wear half-plate without Arcane Spell Failure                                      Gain +1 Level
10th Craft Magic Arms and Armor                                                             Gain +1 Level

Endurance & Diehard: Per standard PhB
Inscribe Spell-Gem: Per Nysarian Meta-Feats
Craft Magic Arms and Armor: Able to craft magical arms or armor. They pay the normal exp point cost for their creation as per DMG. Also, they must be able to cast a spell to imbue armor with its property.

War Domain: May switch a memorized spell with a war domain spell at will

1 Magic Weapon
2 Spiritual Weapon
3 Magic Vestment
4 Divine Power
5 Celestial Strike  (stats as Flame Strike)
6 Blade Barrier
7-9   Player Option for what War Spells to be added

Thursday 28 February 2019

Chavon (Wild, Jungle or Green Elf) Green-skinned & haired wild elf

These are the Jungle elves native to the Sea of Stones location in my game world. Seen as savage by settled peoples, as they disdain organized culture or societal trappings.  While allies say they reject anything that brings harm to the environment, others say it's just as much about boredom and repeated foibles. They ally to those who adventure and fight the same causes as themselves. While many have magical skills they are more renown for their skills with bow and forest subterfuge.

Chavon (Jungle Elf)

Medium Size Humanoid
Hit Dice: 2d8 (10 hp)
Initiative: +2
Speed: 30 ft
AC: 16 (+2 Dex, +4 leaf armor), 12 touch, 12 flat-footed

Base Attack/Grapple: +2 / +2
Attack: +5 Bow (1d6) or +2 Short Sword (1d6)
Full Attack: +5 Bow (1d6) or +2 Short Sword (1d6)
Space/Reach: 5 ft / 5 ft

Special Qualities: Chavon Traits
Saves: Fort: +2, Ref: +3, Wis: +1
Abilities: Str 12, Dex: 15, Con: 10, Int: 12, Wis: 10, Cha: 13
Skills: Climb +4, Perception +5, Perform (Sing and Dance) +5, Hide +5

Feats: Weapon Focus (Bows)
Environment: Sea of Stones
Organization: Hunting Party (11-20) or Tribe (100-400)
Challenge Rating: 1+
Treasure: Standard

Alignment: Usually Chaotic Neutral (40% tend toward Good)
Advancement: By character class
Level Adjustment: +1
Base Level: 2 HD, Typical NPC Level 5-8 HD

Your compatriots are already dead, pierced by a dozen arrows from this deadly green skinned archer.

Slender, green skinned elves that live in the jungle forests of the sea of stones. Most wear green camouflage clothing or cloaks covered by leaves and other foliage to better their subterfuge. Most have dark green skin, and light green hair.

Elusive and extremely chaotic, they shun laws or anything else that attempt to control or enslave others. Their society rejects permanent settlements preferring to live as nomads, in harmony with nature and their animal cohorts. Most tend to be vegetarians, but they as a society allow the individual to choose - this is the same as all other important life choices.

Their enemies call them savage but their allies see them as a graceful and loving people who openly display emotions and never hesitate to fight for the causes they believe in. The Chavon don war-paint, leafy armor and sing wondrous battle cries before combat, after combat or when involved in any major activity.

The Chavon have many more children in comparison with other elven-kin but oddly baby elves have never been seen. Many outside the tribe believe the young are the spirits of the fallen reincarnated within the forest, another theory is that they are actually plant humanoids and are grown in the ground as pods until old enough to walk. They will often welcome the children of allies or even their foes into their tribe, until they are claimed or ready to make a decision. Chavon strongly value the option of choices over any specific one.

One of the few elven peoples that have both barbarians and spell-casters in their families, most societies tend to go one way, but the Chavon believe it is best for the individual to chart their own course. Their light green skin is a result of both their eating habits and rituals - most go to a dark tan if removed from their jungle environment. Lighter skinned elves will change colour if they live with the Chavon and follow the same rituals, tactics and eating habits.

Combat

Chavon have many tactics, but they often mesh illusions, animal companions with the use of their
bows for lightning fast guerrilla strikes before retreating to safety.

Chavon Racial Elf abilities by level:

+2 Dexterity, +2 Charisma, –2 Constitution: Elves are fast in body and spirit, but their physical form is weaker.

Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Elves have a base speed of 30 feet.

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment and illusion spells and effects.

Elven Sharp-Eye: Elves receive a +2 racial bonus to confirm critical attacks on archery style attacks

Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.

Weapon Familiarity: Elves are proficient with longbows, longswords, rapiers, and shortbows, and treat any weapon with the word "elven" in its name as a martial weapon.

Languages: Elves begin play speaking Common, Fey and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Gnoll, Gnome, Goblin, Minotaur, and Phaetox for any extra languages

Optional Bonus for all Chavon *
1st level: Treat as fey if a spell or effect is beneficial to fey, otherwise as humanoid
1st Level: Immune to charm person spells
1st Level: Gain +5 on Perform or Stealth Skill Checks
2nd Level: Jump (level X 10 ft; total excess distance they can jump per day)
3rd Level: +1 / level to survival checks in Jungle Forest  
4th Level: Cat Climb & Cat-Fall (level X 20 ft / HD); +3 to confirm critical attacks with bow
6th Level: +20 to hide checks in Jungle Forest (when not in medium or heavier armor)
8th Level: Non-Detection in Jungle Forest areas; +6 to confirm critical attacks with bow
10th Level: Freedom of Movement in Jungle Forest areas

If these optional abilities are gained, they are +1 ECL; if they are not taken +0 ECL 
Favored Classes: Barbarian, Bard, Druid, Ranger, Rogue, Sorcerer, Wizard (Illusionist or Enchanter).

Friday 22 February 2019

The Narox: The Warring Spires


This is probably the default mini-setting in my world, a wild place where no one is in charge, lots of
races bundled together, old empires, and new ones always bumping into each other. Celestial, demonic,
and just plain weird shite is crammed in here, struggling for dominance.

The Narox: The Warring Spires

Located: Northeast of the free Chavox to the most westerly spires of the Tyrant Wastes

Rule: None. It is a broad land open land that have spires, huge mile high bolts of rocks that are essential
land islands high above the cold wastes.

Description: This land is the opposite of Lyrria in which a large numbers of various races live side-by-
side in relative harmony. Here various groups exist over a huge geographic region, all with the same
goal, domination of the spires and extermination of the other races and groups. This is not done with the
ideal of hatred; rather it is done through expediency. Spires are about territory, there is a limited amount
of space high above, and the only means to acquire more is to drive another race or people off theirs,
whichever way they can. And so they war, endlessly, for another spire for another foothold in this cold
desolate land.

Only one large nation exist in this jumble of spires stretching for most of the northern end of the domain,
known as Dacia, a human feudal nation, just North of the Valline in the Reaches. They are the heart
of the Narox, a central region of commerce and schooling. Only here does the frequency flow true and
obelisks freely rise. Knights of the Griffon maintain order and fiercely patrol for any signs of impending
attacks. Elsewhere the battle is open, but here it is all beneath the surface. As the central pivot, this is
where most of the scheming is done, supplies are bought and sold, sell-swords are hired, and magical
devices are smuggled in. Although the Dacian's do not view themselves as masters or overseers of
anyone else, they certainly attempt to stop any other group from gaining superiority in the rest of the
region. As a collective, the Dacian Empire understands that they are stronger than any other race, but not
if any one force controls the rest of the region. Clerics, Sorcerers and Knights equally share the duties
with almost as many monks and rangers also help in keeping this place safe.

Elsewhere, warriors rule the land. Gargoyles, Gammorrecs (Orcs), Minotaurs, Gith, Human, Dwarf and
Jahlen, all fight to defeat the others. All groups are constantly preparing for battle, defending themselves
or attacking a foe. Nobody understands when or how this all began, these groups have always existed and
battled each other. It is safe for no one to travel these lands and peace happens only when these groups
take a momentary sigh from battle, in preparation for the next.

Legends have it that all this territory was once the Jahlen's homeland, which controlled over two hundred
spires, in small towns and tribes. But when this changed is unknown. They now control less than forty
and their numbers are still shrinking. Four of the largest populated spires have made union with a
Minotaur clan and a nearby Elven city to attempt to carve out a home for themselves. Isolated from the
Dacian nation, they struggle to keep their ties and fight off the rest. This Ginil union has lasted more
than forty years, and is searching for ways to have stronger ties with either other Jahlen spires or Dacia
itself.

Githyanki, have three spires, fortunately all scattered, in destroyed towns. They use their otherworldly
abilities to scry and overwhelm the few survivors in war-torn areas. Their numbers are not large, but they
make use of magic for devastatingly quick raids, usually to assassinate a powerful leader or steal magic.
Their reason for being in the realm is unknown, and their presence is quite upsetting for many Dacian and
Lyrrian wizards, fearing a new planar invasion.

Minotaurs now control eight spires, formerly all united by the Nuthong Empire that was once a direct
threat to Dacia both in terms of size and military strength. Due to a coup, they have splintered into four
major groups, all obsessed more with recapturing the crown then uniting themselves. However, it is
believed certain members of the Dacian elite, knowing what could happen given the Minotaur’s
impressive military strength, supported the coup. These four groups are slowly starting to put former petty
differences, realizing they are losing their territory to the outsiders.

Belthanen is a unique confederation of exiles from Knothia formed three hundred years ago by Minotaur
outcasts who joined with human mystic monks, not to expand but to keep the three spires from falling
into the enemies' hands. The reason why these Minotaurs felt compelled to help these humans is often
debated; some believe the monks have an artifact belonging to the Minotaur’s patron. While this keeps
all Minotaurs from attacking these two spires, many others are compelled to find out the secrets by
taking this magic or artifact by force. Alas, these monks are incredibly strong, able to defeat most
threats through personal combat... yet they know that they cannot defeat an onslaught of any race, their
numbers are too small and, the next raid could be too large and spelling doom.

It is the Gammorrec or Orc threat that has caused more ripples than anything else in the last two
hundred years. They have long fallen to their stronger Minotaur forces and human magic, but they have
found something to give them a greater strength. Their numbers are increasing, and in the last forty years
have overtaken more then 25 spires. They may have been small spires, inhabited by mostly jahlen, but
they have a huge territory and come in waves every three years. They have caused the Minotaurs
at putting aside their petty differences, as well as causing much alarm in the Dacian outposts. The
Gammorrec may not be organized into one military unit, but their chaotic battle plan is working well
enough, so that the three-orc tribes are leaving each other mostly alone, all branching out in different
directions.

Alas, it is the Genesh Empire that stands in their way. Nine spires, closely linked together, this is
another human empire that has long existed in this territory. They are better known as the beast-masters,
as they have controlled various beasts for many differing tasks, such as transportation and defense of the
city, in ways matching the former wizard nation of Hembria. They are not great warriors and do not look
to expand their territory, not in such an obtuse manner anyway. They come in after great battles to clear
house, being a very conservative people. However, they are also ruthless and methodical. In small
numbers, even the Minotaurs can't stand up to the Geneshian war beasts. There have also been times
when they have periodically allied with the tyrants for one time attacks on rivals'. How and why this is
accomplished is unknown, yet they have not been punished by the tyrants for this, so if this was done
with the tyrant’s blessing is a terrifying possibility, one that the others hope doesn't happen too often.

Aside from the Gammorrec powerhouse gargoyles threaten more spires than anyone else. They control
15 spires, and though they have no united empire behind them, like the Gammorrecs, they work
outward trying to limit their territorial battles. They continually fight the Dacians, perhaps more than
anyone else, and are unimpressed with this feudal nation. They have one powerful advantage, their
natural flight allows them quick travel, and ability to strike in large numbers. Their race are
disadvantaged by their inability to breed. These asexual creatures reproduce thru a hive, however this
process creates physically strong but low-witted drones. Individuals must forcibly mate with other
species. This is a haphazard condition at best, and has long caused inbreeding or violent bouts for
internal control. With some devastating attacks on their hives, Dacian knight crippled the beasts
breeding, at least for one generation; this has stopped the battle for territory for a short time only. But
time will tell when these creatures will return in greater numbers, and this tactic may be a one-time
solution. 

The Presappi dwarves reside in this region. They have long since stopped fighting for territory, but their
cruel raiding and nasty tactics are legendary throughout the domain. They have mastered tunnel warfare,
and more than one army has been stopped due to midnight romps by these sell-swords. They are a wild
card, in a region known for chaos. Open for profit and used by anyone with the coin to hire him or her.
Oromians use them throughout Dacia, in replace of their own Merchant League, to punish anyone who
interferes with their franchise. Due to their treacherous natures, Dacians use them only when absolutely
necessary.

These are not the only spires and races in this region. There are some small spires, with a unique race or
population, hiding and franticly attempting to stay out of the faces of the stronger peoples. Great beasts
sometimes appear terrorizing a random spire or population, but this is rare in such a heavily populated
zone. Tyrant raids stopped over seven hundred years ago, however, as visiting Lyrrian wizards have
pointed out, they still come. But they do so as spectator rather than conqueror, enjoying entertaining
mass carnage.

General Laws

Towers: are Guilds or group of professionals. Most cities are run and controlled by the various Towers,
thru the use of laws and bureaucracies. Some of the most common types of towers include: Sollus (Light),
Spell (Wizard Training) Sorrow (Mortuary), Silence (Martial Arts), Sword (Military Training), Trade,
Paper (Bureaucrats), Merchant or Work. They work both for the nation but mostly their own rules guide.

Taxes: Most travel taxes are paid upon entry thru the city gates paid on the wealth you are carrying,
usually coins or other pieces of value. You pay once every two months, so entry more than once in that
cycle will not cause additional taxes, to areas under the same entity. Rates are based on wealth, status,
identity and role: I use the base: Low (5%), Medium (15%), High (30%.)  Right to Travel, which
prevents taxation on their horse or person when entering the gates. 

Gambling: Small groups of card or dice rollers take and place bets at specific time and places, they often
flee when Lawful groups appear not that they are breaking laws but do not want to be observed.
Casinos are temples of Fatanus (Lady Luck), are located in large communities. There is a fee to
enter the Casino, and taxes happen as soon as winning happen, not when you leave the building, usually
10-15% flat charge but it can be more. Minotaurs and Clockworks are the most common guards.
Magic is strongly hampered by fields. If you cheat and are caught - you die, all casinos use this rule.

Jube: This is the most known and feared drug usually referred to as Spice, often called the Dream Spice.
It is rarely illegal to consume, but to create or transport is strongly discouraged. While most other types
of activity can be covered by bylaws, jube isn't; it is tolerated, never spoken of in polite company and
offered assistance by workers of Darras, the dutiful God of the Poor. Addicts aren't technically arrested
for being addicts but being drunk or disorderly or causing other problems in public; the unspoken rule is
don't arrest anyone if not causing issues for others. Those who use jube, fall into the dream world, losing
control and seeing images of bliss, horror or truth. Many other stories are told of things that can happen.

Prostitution: By Tower and Open. Nearly every general fetish is accommodated. Payment varies from
20 crowns to 200 or more gp depending upon the desired service. Celestial or Devilish or Elemental
entertainers are available in most large cities. Protection is guaranteed, so is discretion. There is little
social stigma in using or being apart of Towers of Pleasure, and a few can earn lucrative pay.

Religion: Except in the largest cities, churches are uncommon. Faith is practiced near an Obelisk which
is dedicated to a specific deity or ideal. Many cities have state religion where a particular church or cult
takes a flat fee from all taxes paid. Quanna (LG), Keran (LE), Casna (LN), Darras (NG) & Japeth (LG)
are the most common.

Slavery: More accustomed to indentured service than purely slavery, freed after a set period of service
(15 years.) Children cannot be held enslaved, women and progeny are always freed at birth. Halflings,
Ogres, Cat-Kin, Gnolls, & Goblins are the most common beings held; In Lawful Bound communities
only Nobles with Right of the Chain may purchase slaves. 

Weapon Laws: Rapier, dagger or club can be carried by anyone, virtually anywhere. Some places have
the same laws with the use of bow. Most professional adventurers have a license which usually costs
from 5 to 50 gp for a year; citizens are apart of the standing army. Some locations have the Right to
Carry; where Nobles can carry weapons without license.

Dueling: Most places have at least one day a week where anyone can duel without a witness. Nobles
and Adventurers can duel as long as the other person also have the same right. It is not illegal to duel
a non-noble or adventurer, but there will be questions if someone dies in a duel. Right of Honour gives
Nobles the right to challenge those who have dishonoured them. Again, it is assumed that dueling is to
the first three strikes, not death. If someone has a reputation for bloodshed, their actions are highly
questioned, and legal experts often find a way to arrest or banish them.

Arena: Similar to Dueling laws except anyone that signs up for Arena fights has no recourse to get out
of it later; death may occur though it is not specifically part of the deal. Gladiators are paid, given
freedom from slavery or prison, or may be given other noble rights. It is never a one shot, often up to
five duels must happen over a month or more. One of the few areas where magic combat openly occurs.
Entry to the arena is usually between 1-4 s.p. and dueling occurs at least once a week. 

Magic: There are few general rules regarding wizardly magic use. Some magic and users are heavily
restricted, to the point where nearly every high level spell-caster stays away. In most cities, clerics and
their obelisks minimize the effect of potential spells as some types of spells (damage, cold, illusion,
enchantment, etc) may be blocked. Magic trinkets such as wands are often seized at the gate, to be
handed back upon exit. Only weapons or armor are ignored, unless they are full of gems or valuable
metals, then they are taxed at obvious value.

Nobility: Nobles represent those of power and stature, most often from wealth or past prestige. Many
nobles have unique rights that citizens cannot normally obtain. While the first generation most often
keep the rights of their parents, it does not descend a second generation unless it is earned. Nobles
have unique responsibilities. They cannot turn away from a request from an officer of the city or nation.
They may not have entry fees to a city, but they have a yearly tax, on ALL of their wealth. They may be
able to kill a low level commoner for insult but they cannot bad mouth the crown or it's officers.