Friday, April 12, 2024

#Lore24 Spirits of the light and darkness #Creature24 Ghosts and Spirits

 Its hard fighting something that's only half there.  Sometimes it just need to complete something to pass on, other times it's here to feed. 

--Zacharian Ryder, Exorcist, Priestess of the Lady of Ravens (We,us)

Not all of the departed souls in UslaCairne get swept up or absorbed, or devoured by the material inhabitants of the realm.  Whether it is for love, jealousy, vengeance, or any other of a host of reasons, many of the spirits of mortals cling to the material realm in one form or another.  Ghost and Spirits are a common occurrence in the ruins surrounding the Black Sands and those whose homes have been ground to dust in the sands can be found drifting or hunting on the winds.  

Ghosts and spirits exist half in the realm and half somewhere else.  Scholar have posited that they may be connected to the Shadows that rise from the Deep Dark, while others dismiss this because of the luminescent qualities of most ghost or spirit manifestations. When angered or in defense Ghosts or Spirits can cause objects to move,  fires to ignite, or intensify, or they can physically attack by moving through a creature.  Armor provides no defense against this attack.  Ghosts and Spirits drain health, and constitution from there victims when this happens causing the person to thin and become more hollow.  Anyone who dies as a result of a Ghost or Spirit attack will rise as a new spirit in d4 turns.

Armor 0(19) only struck by magic immune to all elements

HD 4d8-10d8

Int 7-18

Move 12(30)

ToHit 16(+4)-10(+10)

Atx 1x improvised object d6+  Life Drain 2d8 Health d4 Con.


Random reasons the ghost is here.

  1. Unfinished Business: The ghost remains tethered to the mortal realm because it has unfinished tasks or goals it needs to accomplish before it can move on to the afterlife.
  2. Vengeance: The ghost seeks revenge against those who wronged it in life, whether it be an individual, a group, or an entire community.
  3. Protection: The ghost lingers to protect a person, place, or object that was dear to it in life, acting as a guardian spirit against threats both supernatural and mundane.
  4. Lost Love: The ghost cannot move on due to the intense love it still feels for someone in the living world, unable to let go of the past and find peace.
  5. Trauma: The ghost remains bound to the location of a traumatic event from its past, unable to escape the emotional turmoil that keeps it tethered to the site of its demise.
  6. Oath or Promise: The ghost is bound by an oath or promise made in life, unable to depart until it fulfills its commitment or until the terms of the oath are met.
  7. Curse: The ghost is cursed to haunt a particular place or person, either as a result of its own actions in life or the actions of someone else.
  8. Regret: The ghost is consumed by regret over past mistakes or decisions, unable to move on until it finds a way to reconcile its guilt or make amends.
  9. Unrequited Desires: The ghost lingers due to unfulfilled desires or ambitions it had in life, unable to find peace until it achieves what it longed for.
  10. Mystery: The ghost's presence is shrouded in mystery, with its reasons for lingering unknown even to itself, requiring investigation by adventurers to uncover the truth behind its haunting.


Thursday, April 11, 2024

#Lore24 Denizens of the Lost #Creature24 The Elves of Xahrom

 "The Xahrom got no loyalty except for each other.  Your either one of them or your not.  Keep in mind for enough coin they can be loyal, but you best make sure that you got the most coin.

-- Finster Gutterthatch, Tax Collector

                                                                            Tony DiTerlizzi

 

The Last of a race of Elves known for their stunning appearance and bloody ferocity, the Elves of Xahrom are a remnant of a once powerful civilization that controlled a vast hegemonic empire on the southern continent of a lost realm.  Xahromese males are tall averaging 6'6" with slender but muscular frames.  Females average 6' in height with lithe and acrobatic physiques.  Xahromese elves dark hair with purple and blue hues fading to red and sky blue as they age.  Piercing dark eyes stare back from greenish grey skin.

The Xahrom are quick whited and decisive in combat, taking down the largest threats first.  They always have a hidden weapon which is usually poisoned (2d6).  Females have a natural charm ability, the Siren's Whisper, which can "Charm a knight out of his sword."

Armor 7(12)

HD 5d8+4 or by class

Int 17 

Move 12(30)

ToHit 14(+6)

Atx 3x by weapon 

 Random Special Abilities

  1. Siren's Whisper: The Xahromese female can use her captivating voice to charm opponents, convincing them to temporarily lay down their weapons or become entranced by her presence, leaving them vulnerable to attack.

  2. Ferocious Strike: The Xahromese elf unleashes a devastating strike fueled by their innate ferocity, dealing increased damage to their target.

  3. Hidden Venom: The Xahromese elf always carries a hidden poisoned weapon, capable of inflicting additional damage over time on their foes. The venom can cause weakness or paralysis, depending on the severity of the poison.

  4. Acrobatic Evasion: The Xahromese elf utilizes their agile and acrobatic prowess to evade attacks with remarkable grace, reducing the chance of being hit by enemy strikes.

  5. Keen Perception: The Xahromese elf possesses heightened senses, allowing them to detect hidden threats and traps with ease, granting bonuses to perception-based checks and ambush avoidance.

  6. Spectral Step: The Xahromese elf can momentarily phase out of reality, allowing them to move swiftly and silently across the battlefield, gaining advantage in positioning and flanking maneuvers.

  7. Bloodthirsty Rage: When pushed to the brink of defeat, the Xahromese elf enters a state of bloodthirsty rage, granting temporary bonuses to strength and speed while sacrificing defense for relentless offense.

  8. Ageless Wisdom: The Xahromese elf draws upon the wisdom of their ancient civilization, gaining insights into enemy tactics and weaknesses, providing strategic advantages in combat.

  9. Ethereal Presence: The Xahromese elf can cloak themselves in an ethereal aura, confusing and disorienting enemies, causing them to hesitate or target the wrong foe in battle.

  10. Legacy of Xahrom: Channeling the strength and legacy of their fallen civilization, the Xahromese elf gains bonuses to all abilities, representing their connection to the once-mighty empire and the determination to uphold its memory.


Monday, April 8, 2024

Notice from the Core

 Its been a long couple of weeks with many personal obligations resulting in scattered posts and missed days.  But fear not we are still committed to this project and we will be resuming shortly and back-posting to fill in the gap. 

Saturday, March 23, 2024

#Lore24 The Eyes of Fortune #Creature24 Ravens and Crows

 You would think that for all that the dark affects in this realm that they would have been twisted into something...else.  They seem to just appear at the edges at vanish when you aren't looking.  Some call them bad omens others a sing of providence.       

--Fenris Cattlehyde, Ranger, Sorgash Mountains.

Crows and ravens are often referred by the Romani Gypsys as the "Eyes of Fortune".  According to their legends these birds are the heralds and messengers of the Old Gods.  What is for sure is that a larger murder of crows and a slightly smaller unkindness of ravens travel the lands of Outer Ring tending to cluster in places where large scale conflict has or will happen.  They are generally spectators to these events but will defend themselves as a swarm against those that provoke or attack them.

Armor 9(11)

HD 4d8 as swarm

Int 16

Move 21(60)

ToHit 16(+4)

Atx 1x d8 as swarm

Random events that the Ravens and Crows are flocking toward:

  1. Battle of the Clans: When rival clans engage in warfare over territorial disputes or ancient feuds, the crows and ravens gather to witness the clash of powers. They flock towards the battleground, perching on nearby trees and rooftops, silently observing the confrontation unfold.
  2. Invasion of the Dark Sorcerer: As a dark sorcerer or necromancer seeks to expand their dominion, the birds sense the impending darkness and converge on the area where the dark forces gather. They become silent witnesses to the unleashing of powerful magic and the summoning of otherworldly creatures.
  3. The Rise of the Dragon: When a dragon awakens from its slumber, the crows and ravens sense the disturbance in the natural order. They flock towards the mountain peaks or ancient ruins where the dragon emerges, drawn by the aura of ancient power and destruction.
  4. Siege of the Citadel: As warring kingdoms lay siege to each other's fortresses, the crows and ravens gather in large numbers, drawn by the scent of bloodshed and the promise of imminent death. They perch on the battlements and towers, watching as armies clash below.
  5. Ritual of the Blood Moon: During rare celestial events like a blood moon, when dark rituals and ancient ceremonies are performed to appease the Old Gods or summon eldritch entities, the crows and ravens flock to the site of the ritual. They circle overhead, bearing witness to the convergence of worlds.
  6. The Awakening of the Titan: When an ancient titan stirs from its millennia-long slumber, the crows and ravens sense the seismic shifts in the earth and flock to the site of its awakening. They perch on the titan's massive form, observing as it rises to reclaim its dominion over the land.
  7. Convergence of the Elemental Spires: In regions where the elemental energies of fire, water, earth, and air converge, the crows and ravens gather in anticipation of cataclysmic events. They perch atop the elemental spires, watching as the forces of nature clash and intertwine.
  8. The Unleashing of the Plague: When a virulent plague spreads across the land, ravaging villages and cities, the crows and ravens flock to the afflicted areas. They become carriers of disease, spreading the contagion further as they move from place to place.
  9. The Awakening of the Eldritch Forest: When an ancient forest awakens from its dormant state, reclaiming lost territory and ensnaring unwary travelers in its dark embrace, the crows and ravens gather in the treetops, serving as the eyes and ears of the forest's enigmatic guardians.
  10. The Ritual of the Eclipse: During a solar or lunar eclipse, when the barriers between worlds grow thin, the crows and ravens converge on the site where the eclipse is most visible. They become harbingers of cosmic events, signaling the beginning of an era of uncertainty and change.

 


 

Friday, March 22, 2024

#Lore24 The Aristocrats of Rastapol #Creature24 Sepctral Prophets

 Its on thing to be shrewd and manipulative. Its another all together to get your dead relative involved.      That's just bad form anywhere else.

-- Godwyn Prym

 


 

The Spectral Prophet is a ghostly figure that haunts the ballrooms and dramas of Rastopol’s elite. Cloaked in ethereal robes that shimmer with otherworldly energy, this wraith-like entity serves as a counselor to the Aristocracy, whispering secrets of dark magic and political intrigue. Its form is translucent, revealing a faint outline of its former human self, adorned with the regalia of its prestigious past. The Spectral Prophet is a master manipulator summoned by its decendents, using its psychic whispers to guide and sometimes control the actions of its charges. It floats silently, passing through walls and barriers with ease, always observing, always listening. Its touch is as cold as the void from which it draws its power, and its presence is often marked by a sudden drop in temperature and a feeling of unease.

The Spectral Prophet’s attacks can drain the will of the strongest warriors, leaving them helpless in the face of its master’s bidding. It is bound to the city of Rastapol by ancient pacts and dark sorcery, forever serving the whims of the ruling elite, a spectral puppeteer in the grand theater of power.

 

Armor: 4(15) requires magical weapon to hit

HD: 4d8 (ethereal)

Int: 18

Move: 0 (floats)

ToHit: 16(+4)

Atx: 1x d6 psychic whisper or curse

 

Random  Abilities granted to the summoner of a Spectral Prophet 

  1. Ethereal Cloak: The summoner gains the ability to summon a cloak of ethereal energy, granting them increased resistance to physical attacks and making them partially intangible to mundane weaponry.

  2. Whispers of Manipulation: The summoner can emit ghostly whispers that influence the thoughts and actions of others, subtly manipulating their decisions to align with their desires.

  3. Psychic Drain: The summoner can siphon the willpower and strength of their opponents, weakening them and leaving them vulnerable to suggestion and control.

  4. Phantom Presence: The summoner gains the ability to project an eerie presence, causing unease and discomfort in those around them, weakening their resolve and making them more susceptible to manipulation.

  5. Ethereal Sight: The summoner can see through walls and barriers, gaining insight into the secrets and intrigues hidden from mortal eyes.

  6. Spectral Puppetry: The summoner can temporarily control the actions of others, bending them to their will like puppets on strings.

  7. Chilling Touch: The summoner's touch drains warmth and vitality from their victims, leaving them cold and weakened.

  8. Dark Sorcery: The summoner gains access to a repertoire of dark spells and rituals, furthering their control over the forces of the ethereal realm.

  9. Regal Authority: The summoner exudes an aura of authority and prestige, commanding respect and obedience from those around them.

  10. Ancient Pact: The summoner is bound by ancient pacts and agreements, granting them access to forbidden knowledge and power beyond mortal comprehension.

  11. Spectral Form: The summoner can temporarily assume a spectral form, becoming intangible and immune to physical harm while retaining their ability to manipulate and influence the material world.

  12. Grand Theater of Power: The summoner gains mastery over the intricacies of politics and intrigue, using their spectral insights to navigate the treacherous waters of Rastopol's elite society.

  13. Ethereal Regalia: The summoner can summon the ghostly regalia of their spectral ancestor, imbuing them with the authority and presence of a bygone era.

  14. Haunting Memory: The summoner can project haunting memories and visions into the minds of their enemies, causing confusion and disorientation.

 

 

 

Thursday, March 21, 2024

#Lore24 Beasts of UslaCairne #Creature24 Fire Bees and Magma Wasps

 That honey coming from that hive is not the kind that you want to be eating. 

--Fenris Cattlehyde, Ranger, Sorgash Mountains.



Roughly the size of a falcon, Fire Bees and their more slender opponents Magma Wasps have adapted to the environment surrounding the Obsidian Sands with two of the most ingenious and painful attacks in the realm.  These oversized insects harvest heat, flame and molten rock from the edges of the Core, carrying it across the sands and use it in giant hives to keep their brood warm in the Sorgash mountains the bees produce honey from laurel plants that grow natural in the area, which causes lasting hallucinations to anyone who ingests it.  Fire Bees and Magma Wasps are natural enemies and will fight over territory, the wasps are usually the aggressors actively attempting to take over bee hives 

Armor 6(13)

HD 1d8+1 Bees +3 Wasps

Int 4

Move 19(45)

ToHit 18(+2) Bees 16(+4) Wasps

Atx 1x sting d4+1 Bees poison save or 2d4 fire damage / d4+3 Wasps poison save or 2d6 fire damage

Random Scenarios

  1. Hive Raid: A group of adventurers seeks to obtain hallucinogenic honey from a Fire Bee hive guarded by both Fire Bees and Magma Wasps. They must navigate through the dangerous territory, fend off attacks from both species, and extract the honey without getting stung or burned.

  2. Territorial Conflict: A nearby volcanic eruption disrupts the balance of the Obsidian Sands, causing Fire Bees and Magma Wasps to expand their territories. Villagers find themselves caught in the crossfire as the insects battle fiercely for control of new nesting grounds.

  3. Alliance of Convenience: A village on the outskirts of the Obsidian Sands faces a threat from a larger, more dangerous creature. Desperate for protection, they attempt to broker a temporary alliance between Fire Bees and Magma Wasps, offering them resources in exchange for safeguarding the village.

  4. Eruption Aftermath: Following a volcanic eruption, Fire Bees and Magma Wasps are forced to migrate to new territories due to the destruction of their hives. Competing for limited resources, they clash violently in the aftermath, creating chaos for nearby settlements.

  5. Expedition Gone Wrong: A team of researchers ventures into the Obsidian Sands to study the behavior of Fire Bees and Magma Wasps. However, their presence disrupts the delicate balance between the two species, triggering an all-out war that puts their lives at risk.

  6. Invasive Species: A foreign species of giant hornets threatens to invade the habitat of Fire Bees and Magma Wasps, posing a significant threat to their survival. The insects must put aside their differences and unite against this common enemy to protect their home.

  7. Honey Heist: A group of thieves attempts to steal hallucinogenic honey from a Fire Bee hive to use it for nefarious purposes. However, they underestimate the cunning of the Fire Bees and find themselves facing a swarm of angry insects and their Magma Wasp rivals.

  8. Natural Disaster: A massive wildfire sweeps through the Obsidian Sands, threatening to engulf both Fire Bee and Magma Wasp hives. The insects must work together to evacuate their broods to safety while battling the encroaching flames and rival colonies.

  9. Ancient Ruins Discovery: Explorers stumble upon ancient ruins hidden within the Sorgash mountains, uncovering secrets that could change the fate of Fire Bees and Magma Wasps forever. However, their presence awakens dormant guardians that threaten to annihilate the intruders and the insects alike.

  10. Legendary Beast: Rumors spread of a legendary creature lurking within the heart of the Obsidian Sands, feared by both Fire Bees and Magma Wasps alike. Adventurers brave the treacherous landscape in search of this elusive beast, unaware of the dangers that await them from the insects and the creature itself.

Wednesday, March 20, 2024

#Lore24 Rastapol #Creature24 The Aristocracy

 The elite of Rastopol are not to be taken lightly.  The will manipulate every situation the their own benefit, stepping on anyone to raise their own self serving position.

Godwyn Prym, constable of the Third Ward
Erudite and elitist, the aristocratic inhabitants of Rastopol wield political and cultural power as well as dark magic throughout the city.  Constantly at odds with each other and anyone they perceive to wield power they don't possess for themselves, they pay homage the the Church of the Cleansing Fllame out of convenience.  The families of elites intermarry for influence and wealth, maintaining a clear dilination between themselves and the rest of society.

Armor 6(13)

HD 2-4d8

Int 16

Move 12(30)

ToHit 18-16(+2-+4)

Atx 1x d4-d8 dagger or dueling rapier /usually  poisoned (deadly)

Random plots and magical abilities

Plot Ideas:

  1. A power struggle erupts between two influential elite families, sparking a city-wide conflict that threatens to tear Rastopol apart.
  2. A secret society of dark mages emerges from the shadows, seeking to overthrow the elite and establish their own dominion over the city.
  3. A powerful artifact of unknown origin is discovered, attracting the attention of both the elite and outside forces who will stop at nothing to claim it for themselves.
  4. The elite of Rastopol become embroiled in a series of mysterious disappearances, forcing them to confront a hidden threat lurking within their own ranks.
  5. A long-forgotten prophecy resurfaces, foretelling the downfall of the elite and the rise of a new order in Rastopol, leading to a race against time to decipher its meaning and prevent its fulfillment.
  6. A charismatic leader emerges among the lower classes, rallying the downtrodden citizens of Rastopol to rise up against the oppressive rule of the elite.
  7. An ancient curse is unleashed upon the city, causing chaos and destruction as dark forces vie for control over Rastopol's destiny.
  8. The elite of Rastopol form uneasy alliances with rival factions in order to combat a common enemy, testing the limits of their loyalty and ambition in the process.

Dark Magic Abilities:

  1. Shadow Manipulation: The ability to control shadows to conceal oneself or attack enemies unseen.
  2. Mind Control: The power to manipulate the thoughts and actions of others, bending them to one's will.
  3. Necromancy: Raising the dead to do one's bidding, whether as mindless servants or powerful undead allies.
  4. Curse Weaving: Inflicting curses upon enemies, bringing misfortune and suffering upon those who oppose the wielder of dark magic.
  5. Blood Magic: Harnessing the power of blood to fuel spells or enact rituals, often requiring sacrifices for greater potency.
  6. Illusion Casting: Creating realistic illusions to deceive foes or manipulate perceptions for personal gain.
  7. Soul Drain: Draining the life force or essence of others to rejuvenate oneself or gain temporary power boosts.
  8. Elemental Control: Commanding the forces of nature, such as fire, water, earth, or air, to unleash devastating attacks or create barriers for defense.

Tuesday, March 19, 2024

#Lore24 The Fey #Creature24 Brownies and Boggarts

Sure their nice to have around as long as you respect them and treat them well, but I'm tell you as sure as a firebat glows in the dark, if you mistreat them you will regret it for the rest of your days

-- Maridith Millbottom, Proprietor The Saddle Keep Inn


Brownies are small house dwelling Fey creatures that use the homes of others to hide from larger predatory species.  In older days, according to Brownie lore, they lived in the wild and were often made a meal of by wolves, Hags, Lyndworms, and Banddersnatch.  Over time Brownies learned that larger less predatory humanoids could be easily manipulated into serving as bodyguards and shields for almost nothing.  Brownies are naturally extremely fastidious creatures and tend to clean as a reflex with little hesitation.  So long as their bodyguards are respectful Brownies have almost no need to discipline them.  However, when those who live under the Brownies guidance fail in their obligations it triggers a deep psychological trigger within the Fey creature transforming it into a Boggart.  A vicious and vindictive hidden identity creature that left unsatisfied can drive men to madness or death.

Armor Brownie 5(14), Boggart 3(16)

HD 2d8-4d8

Int 15

Move 12(30)

ToHit 18(+2)/16(+4)

Atx 2x d4/d4+2 improvised weapons


Abilities for Brownie:

  1. Stealth: Brownies are adept at remaining unseen and unheard, allowing them to move about homes without being noticed.
  2. Cleaning prowess: They possess an innate ability to clean and tidy up spaces with remarkable speed and efficiency.
  3. Manipulation: Brownies have a knack for manipulating larger humanoids into serving as protectors and caretakers, often without the humans realizing they are being influenced.
  4. Reflexive cleaning: Cleaning comes as second nature to Brownies, and they often engage in tidying up without conscious thought.
  5. Housebound expertise: They excel at utilizing the resources and hiding spots within human dwellings, maximizing their ability to remain hidden and protected.
  6. Charisma: Brownies are charming creatures, capable of endearing themselves to those around them, making it easier to manipulate and influence others.
  7. Protective instincts: Though small, Brownies are fiercely protective of the homes they inhabit, utilizing their wit and resourcefulness to keep danger at bay.

Abilities for Boggart:

  1. Shape-shifting: Boggarts can transform into various frightening forms, tapping into the fears and vulnerabilities of their targets.
  2. Stealth and deception: Like their Brownie counterparts, Boggarts are skilled at remaining hidden and unseen until they choose to reveal themselves.
  3. Psychological manipulation: Boggarts excel at manipulating the minds of those they encounter, exploiting fears and insecurities to sow discord and chaos.
  4. Vindictiveness: Boggarts harbor deep resentment towards those who fail to fulfill their obligations to the Brownie, and they unleash this resentment through acts of revenge and malice.
  5. Madness induction: In extreme cases, Boggarts can drive their victims to madness or even death through relentless psychological torment.
  6. Illusions: They have the ability to create convincing illusions, further adding to the psychological distress of their victims.
  7. Adaptability: Boggarts can adapt to various environments and situations, making them particularly dangerous adversaries.

Monday, March 18, 2024

#Lore24 Demon and Devil-Kin #Creature24 The Oni

 Messing around with shapeshifters is always dangerous, but when it comes to shapeshifting demons I draw the line.  I say just stay out of the way of them Oni, their deals will always leave you on the loosing side.

--Fynn McCalyster, Guild Master, Rastopol


 Oni are a primordial species of demon-kin that feast on the flesh and suffering of other creatures.  They are masters of elemental powers and illusions able to transform themselves into dire animals and humanoid beings in order to infiltrate societies and create chaos and despair.  Oni have up swept horns on their heads and both protruding canine teeth and lower tusks.  Oni skin is typically either red or blue, though pale and sickly green is also possible.  

Oni are strong and vicious combatants generally using exotic weaponry with razor sharp edges.  Oni have been known to use telekinesis and fire manipulation as offensive attacks as well as there ability to control air, water and earth.

Armor 0(19) magic weapons required to hit.

HD 10d10

Int 17

Move 15(45)

ToHit 10(+10)

Atx 3x weapon 2d6 or magic

Random Weapons and Tactics 

    Weapons

  1. Oni Tetsubo: A massive, spiked club made of reinforced steel or hardened bone, capable of inflicting devastating blunt force trauma and causing bone-crushing injuries upon impact.

  2. Shinobi Kusarigama: A combination of a sickle attached to a long chain with a weighted end, paired with a concealed blade within the handle. This versatile weapon allows for swift strikes, grappling, and entangling opponents from a distance.

  3. Raijin no Ken: A curved, lightning-infused blade that crackles with electrical energy upon contact, delivering shocking wounds to its victims and potentially paralyzing or incapacitating them with its electrical discharge.

  4. Yokai Yari: A demonic spear forged from enchanted metals and adorned with sinister runes, capable of extending and retracting its blade at will. It grants the wielder unparalleled reach and piercing power, ideal for skewering foes from a distance.

  5. Jigoku no Ono: A double-bladed axe imbued with infernal flames, capable of cleaving through armor and flesh with ease. The flames not only add to its destructive power but also serve to intimidate and terrify opponents.

  6. Mugen no Kyōki: A pair of enchanted gauntlets embedded with razor-sharp claws or spikes, granting the wearer enhanced strength and dexterity in close combat. These claws can rend through flesh and armor alike, leaving grievous wounds in their wake.

  7. Kaminari no Kama: A pair of electrified sickles with serrated edges, crackling with lightning energy. These weapons allow for swift and agile strikes, delivering both slashing and electrical damage to opponents, while also providing the wielder with additional maneuverability.

  8. Tengoku no Yumi: A celestial bow crafted from rare materials and infused with divine power, capable of launching arrows imbued with magical effects or elemental energy. These arrows can seek out and strike multiple targets with unerring accuracy, making them deadly at both short and long ranges.

  9. Karyū no Ken: A longsword forged from dragonbone and imbued with the fiery essence of a dragon's breath. This weapon glows with an intense heat, allowing it to slice through even the toughest of armor and cauterize wounds upon impact, leaving opponents vulnerable to subsequent attacks.

  10. Sekai no Kanabo: A mystical mace engraved with ancient sigils and empowered by the spirits of the underworld. It delivers bone-crushing blows that not only cause physical damage but also disrupt the very essence of its targets, rendering them weakened and vulnerable to further assaults.

     Tactics

    1. Illusory Distraction: The Oni creates illusions to disorient and confuse opponents, making it difficult for them to discern its true location or the direction of its attacks.

    2. Elemental Assault: Utilizing its mastery over elemental powers, the Oni launches devastating assaults of fire, air, water, or earth at its adversaries, exploiting their weaknesses and causing widespread destruction.

    3. Shape-shifting Ambush: The Oni transforms into a seemingly harmless or inconspicuous form, such as a human or animal, to infiltrate enemy territory or launch surprise attacks on unsuspecting foes.

    4. Telekinetic Barrage: Employing its telekinetic abilities, the Oni hurls objects or debris at high velocity towards its opponents, using them as projectiles to cause blunt force trauma or to create barriers for defense.

    5. Razor-edged Weaponry: Armed with exotic weapons boasting razor-sharp edges, the Oni engages in close combat with swift and precise strikes, aiming to inflict deep lacerations and fatal wounds upon its adversaries.

    6. Spectral Intimidation: Conjuring spectral apparitions or phantasms, the Oni instills fear and psychological terror in its opponents, weakening their resolve and making them more susceptible to its attacks.

    7. Elemental Manipulation: The Oni manipulates the environment by controlling elemental forces to its advantage, such as creating walls of fire or summoning gusts of wind to hinder enemy movement or redirect attacks.

    8. Tactical Retreat: When faced with overwhelming odds or strategic disadvantage, the Oni utilizes its speed and agility to swiftly retreat from the battlefield, regrouping and planning its next assault from a position of advantage.

    9. Psychic Domination: Through its formidable intellect and psychic prowess, the Oni attempts to dominate the minds of its opponents, bending their wills to its command or inducing mental anguish and despair.

    10. Exploiting Weaknesses: The Oni keenly observes its opponents, identifying their vulnerabilities and exploiting them with precision strikes or targeted attacks, aiming to incapacitate or eliminate them swiftly and efficiently.

     

Sunday, March 17, 2024

#Lore24 The Core Plateau #Creature24 Pirates of the Obsidian Sands

 Great windships made of ironwood steel and brass race across the Obsidian sands.  No formal military would dare sacrifice so many a man or ship to the smelting heat from UslaCairnes Core Plateau.  The blasting winds create tornadoes of flame and sand destroying most vessels.  Only the most foolhardy or desperate turn to a life on the sands as a pirate of the winds.


Pirate is more a profession than a species, however the Pirates of the Obsidian Sands do share a set of common characteristics:  Long cloaks or coats made from the hide of sand lizards to create protection from the heat, Visors and helms that protect sailors faces from the flames and burning light of the Core, and a pension for swift and vicious combat tactics that focus on obtaining as much saleable material as possible. (That includes living beings.)

Armor 5(14)

HD 3-8d8

Int 14

Move 12(30)

ToHit 17-12(+3-+8

Atx 1-2x d6

Random tactics

  1. Sandstorm Ambush: Pirates use the cover of a raging sandstorm to conceal their approach. They coordinate their windships to encircle unsuspecting prey, then launch a surprise attack from multiple directions, catching their victims off guard.

  2. Brass Cannon Barrage: Utilizing the powerful cannons mounted on their windships, the pirates bombard enemy vessels with a relentless barrage of ironwood and steel cannonballs. This tactic aims to cripple the enemy's defenses and create chaos onboard, making it easier for the pirates to board and plunder.

  3. Flame Veil Maneuver: When engaged in combat, pirates deploy specialized sails coated in a heat-resistant material. These sails are then set ablaze, creating a wall of fire around the pirate vessels. This not only provides temporary cover but also inflicts damage on any nearby enemies, forcing them to retreat or risk being consumed by the flames.

  4. Lizardhide Skirmishers: Pirates release specially trained sand lizards onto enemy ships during boarding actions. These agile creatures, clad in their own protective hides, wreak havoc among the enemy crew, distracting them and creating openings for the pirates to exploit.

  5. Core Plateau Feint: Knowing the dangers of the Core Plateau, pirates lure unsuspecting prey into the region under the guise of a retreat. Once the enemy is within range, the pirates reverse course, leading their pursuers directly into the path of a devastating sandstorm or volcanic eruption, leaving them vulnerable to attack.

  6. Lightning Strike Boarding: Using grappling hooks and ropes, pirates launch lightning-fast boarding actions against enemy vessels. They descend upon their targets with ferocious speed, overwhelming the defenders with a combination of melee combat and ranged attacks, aiming to seize control of the ship and its valuable cargo swiftly.

  7. Salvage and Retreat: Recognizing when the odds are against them, pirates prioritize salvaging valuable materials from their targets before making a strategic retreat. They focus on securing precious metals, technology, and captives, ensuring that even if they cannot claim victory, they still profit from their encounter on the Obsidian Sands.

  8. Sandstorm Evasion: When pursued by larger or more powerful adversaries, pirates utilize their intimate knowledge of the shifting sands to navigate treacherous terrain with ease. They lead their pursuers into narrow canyons or areas of dense fog, where larger ships are at a disadvantage, allowing the pirates to outmaneuver and escape their would-be captors.

Saturday, March 16, 2024

#Lore24 from Beyond #Creature24 The Scytryx

 Scytryx ain't no lizardmen.  Liizardfolk are simple tribal beings that live life conected to nature.  Some are bad or good most just want to be left alone.  Scytryx are from somewhere else.  They twist nature up to meet their own needs.  And, they can reads peoples minds.

   --Brinkman Cobble, whereabouts unknown








The Strange  and alien species known as the Scytryx are a large six limbed bipedal race, standing six to seven and a half feet in height.  They have reptilian scaled skin, with a lizard like head and predatory eyes. They originated from a distant realm, traveling through dimensions in a craft that crashed when it entered UslaCairne stranding the Scyrtyx passengers and crew.  As a species they are extremely intelligent, though individuals may very.  The Scytryx wield powerful psychic abilities, specializing in bio-organic armor, weaponry and other items.   Their thought patterns can be honed into psychic weapons and shields, Accomplished specialists can create Illusions, transform their bodies, or move objects through telekinesis.

Armor 4(15)

HD 2-12d8

Int 14-20

Move 12(30)

ToHit 18-6 (+2-+12

Atx 3x by weapon, or 1x 2d6 psychic blast.

Random Scytryx Technology

  1. Psyblade: A sleek, curved blade infused with psychic energy, capable of slicing through almost any material with ease. It can be wielded by a Scytryx warrior to enhance their combat prowess.

  2. Mindstaff: A staff made from a rare crystal found only in the Scytryx's homeland. It amplifies psychic abilities, allowing the wielder to project powerful mental attacks or create intricate illusions.

  3. Bio-Organic Armor: A suit of armor crafted from living organisms, genetically modified and bonded to the wearer's body. It provides exceptional protection against physical and psychic attacks while also regenerating damage over time.

  4. Thoughtweaver Gauntlets: Gauntlets that harness the wearer's psychic energy to manipulate the environment around them. They can create barriers, manipulate objects from a distance, or even channel energy into devastating attacks.

  5. Telekinetic Grenades: Spheres filled with concentrated psychic energy that, upon impact, unleash a powerful telekinetic blast capable of knocking back foes or disorienting them.

  6. Illusionary Cloak: A cloak woven from ethereal fibers that can bend light and create illusions, allowing the wearer to camouflage themselves or create distractions on the battlefield.

  7. Psionic Amplifier: A device worn on the head that enhances the user's psychic abilities, boosting their telepathic communication range, and amplifying the strength of their attacks.

  8. Chameleon Carapace: A specialized armor plating that changes color and texture to match the surroundings, providing unparalleled camouflage in both urban and natural environments.

  9. Neural Disruptor Rifle: A ranged weapon that fires concentrated bursts of psychic energy, disrupting the neural pathways of its targets and causing temporary paralysis or confusion.

  10. Voidstone Shard: A small crystal infused with extradimensional energy, capable of opening temporary portals or disrupting magical and technological constructs. It can be used as a focus for powerful rituals or as a component in crafting advanced psychic devices.

Friday, March 15, 2024

#lore24 Singular Creatures #Creature24 Marlok The Faceless

"We will purge this darkness."

--Marlok The Faceless


Spirit of the Night 

Diana Franco 

 

A  powerful shade, Marlok was once a powers celestial being that was attacked during a long forgotten battle and thrown through the planes eventually crashing into the firmament of UslaCairne.  Marlok railed against his imprisonment and the Deep that surounds the Realm, cut off from the light of the celestial host,  loss and rage proved to much.  Weakened by the corruption of the deep Marlok found himself in the sights of Sultharn of Malebolge.  Sultharn made Marlok an offer that would benefit them both.  He would lend Marlok Night's Bane, a powerful weapon imbued with celestial power that was capable of banishing the darkness.  But when Marlok failed to strike down the deep within a year and a day Night's Bane took Marlok's celestial soul, leaving only the faceless shell of his former glory.  His torn and raged wings reveal his lineage.

Armor -2(21)

HD 13d10

Int 18

Move 16(35) Fly 25(120)

ToHit 6(+14)

Atx 4x Reaver Longsword +5 "Night's Bane"  Shines with a bright light fed by the wielder's soul.


Random Powers and Tactics

  1. Shade Form: Marlok can assume a shadowy form, allowing him to move through obstacles and remain unseen by most creatures.
  2. Celestial Resistance: Despite his fall from grace, Marlok retains some resistance to celestial attacks and effects.
  3. Darkness Manipulation: Marlok can manipulate darkness to his advantage, creating areas of shadow to conceal himself or to ensnare his enemies.
  4. Flight: With his torn and ragged wings, Marlok can still fly at remarkable speeds, allowing him to traverse the skies with ease.
  5. Night's Bane Empowerment: When wielding Night's Bane, Marlok gains enhanced strength, speed, and endurance, fueled by the celestial power imbued within the weapon.
  6. Banishing Light: Through Night's Bane, Marlok can unleash bursts of radiant energy that banish darkness and weaken creatures of the deep.
  7. Soul Draining: Marlok has the ability to drain the souls of his enemies, replenishing his own strength and vitality in the process.
  8. Corruption Infusion: Marlok's attacks are infused with the corruption of the deep, causing wounds to fester and weaken his foes over time.
  9. Dimensional Travel: Having been thrown through the planes, Marlok retains the ability to traverse different dimensions, granting him unexpected mobility and the element of surprise.
  10. Aura of Despair: Marlok exudes an aura of despair that saps the morale and willpower of those around him, making it difficult for them to resist his influence or fight effectively.
  11. Regeneration: Marlok possesses a limited ability to regenerate wounds, though it is slower than it once was due to his corrupted state.
  12. Divine Sense: Despite his fall, Marlok retains a sense of the divine, allowing him to detect celestial beings and artifacts, as well as sense disruptions in the fabric of reality caused by the deep.


Thursday, March 14, 2024

#Lore24 The Core of the Realm #Creature24 The Ash

 The Ash is everywhere across the realm tiny particles in the air, in the dust of an old bookshelf.  It comes from the volcanoes at the core of the realm.  One or more of them are always belching out clouds of it.  Some of my coleagues believe that the ash drifts in cycles based on the the attentions of the Cleansing Flame.  I can't attest to that, because where the ash is thickest it sometimes moves about on its own.

-- Thedronus Von Buern, Alienist

The Ash is a powerful medium and conduit for magic, often and easily corrupted by the ark practitioners, Demons and the Deep Dark.  The ash can be formed and manipulated in to golem, or as a medium for powerful Demons or other entities to effect the realm without fully entering it.  The ash can serve as quicksand like pools into pocket dimensions within the realm and purified ash is used in the construction of containers and fabric used to create small portable pocket dimensions as well.  Additionally the ash builds up thick enough to form its own malevolent consciousness moving around in a dark pantomime of the life forms and beings around it.  The Ash in this form is predatory and hungry  engulfing living matter and burning it to an ashen statue that crumbles at a touch.

Armor 3(16)

HD 5d8

Int 6

Move 12(30)

ToHit 15(+5)

Atx 1x strike 2d6 or engulf 5d6 per round Dex save for half.

* as Golem replace Atx with the Ash Atx or Demon avatar -1HD from Demons stat block and add Ash Atx

Random Ash forms and abilities

  1. Ash Storm: The Ash can unleash a swirling storm of ash and debris, obscuring vision and causing damage to those caught within it. This storm can be used both defensively to provide cover and offensively to inflict harm upon adversaries.

  2. Ashen Regeneration: The Ash creature possesses a unique ability to regenerate its form by drawing upon nearby sources of ash. It can rapidly heal wounds and replenish lost mass, making it difficult to defeat through attrition alone.

  3. Soul Absorption: When the Ash engulfs living beings, it can absorb their life force, empowering itself and gaining additional strength or abilities based on the consumed souls. This ability not only enhances its combat prowess but also fuels its dark nature.

  4. Dimensional Rifts: The Ash can tear open temporary dimensional rifts, allowing it to teleport short distances or summon reinforcements from other planes of existence. These rifts are unstable and can collapse at any moment, making them unpredictable but potentially devastating.

  5. Corruptive Aura: The Ash emits a corruptive aura that saps the strength and vitality of nearby living creatures. Prolonged exposure to this aura can weaken opponents and make them more susceptible to the Ash's attacks and influence.

  6. Ethereal Form: The Ash can temporarily transform into an ethereal state, allowing it to pass through solid objects and evade physical attacks. While in this form, it becomes immune to conventional damage but vulnerable to magical or ethereal attacks.

  7. Ashen Projection: The Ash can project its consciousness into nearby objects or creatures, manipulating them to serve its will. This projection allows it to control and coordinate its minions or sabotage its enemies from within.

  8. Ashen Consumption: The Ash can consume magical artifacts or sources of arcane energy, absorbing their power and incorporating it into its being. This ability grants it increased magical resistance and the ability to wield potent spells or abilities.

  9. Ashen Assimilation: By merging with other sources of ash or similar entities, the Ash can assimilate their traits and abilities, evolving into new forms or gaining additional powers. This process allows it to adapt to different environments and challenges.

  10. Avatar of Destruction: In its ultimate form, the Ash can transform into a towering avatar of destruction, wreathed in flames and darkness. This avatar possesses unparalleled strength and destructive potential, capable of laying waste to entire cities or armies with ease.



Wednesday, March 13, 2024

#Lore24 The Drowning Deep #Creature24 Lorelei

 You watch your self near the river bends and near outcropping or strange rocks o'er the waters.   There's all manner of things livin', shallow and deep, that'll pull you under and feast on you flesh and soul.  The number of women that fling themselves to their deaths, or get drowned by some or other person round here is just plain crazy.  The last thing you want to do is get caught up in the crazy.

-- Grandmother Gertrude Benthistle, Chief Hedgewizardess of Riverwind Lake District


 

The Lorelei are the spirits of women that died by drowning in the height of madness, usually related to a loved one or some unrequited love.   Lorelei can appear in a number of ways.   They may present themselves as lost maidens generally near a river or a lake, wondering and seemingly helpless.  They may appear in the water again as a young woman that needs to be saved from drowning. In either of these cases the Lorelei uses a siren like words and or song and clever illusions to drive their victims to madness. Additionally, a Lorelei may ambush from below the water dragging their victim quickly and violently to their death.  Lorelei feed on both flesh and mental torment and often play with their victims by drowning them and the reviving them multiple times before they begin to eat their victim flesh.  A Lorelei's lair can be found deep at the bottom of a dark pool of water and will be strewn with corpses and gold and magical treasure.

Armor 4(15) magical weapons to hit

HD 7d8

Int 16

Move 12(30) on land 15(40) in water

ToHit 13(+7)

Atx 3x d6 claw, bite d8 grapple,  or illusion

Random Abilities and Powers

 

  1. Illusory Guise: The Lorelei can take on the appearance of a loved one or someone familiar to its victim, adding an extra layer of emotional manipulation to its illusions.

  2. Mind Control: The Lorelei possesses the ability to subtly influence the thoughts and emotions of its victims, leading them to willingly approach dangerous situations or succumb to its illusions.

  3. Hydrokinesis: The Lorelei has control over water, allowing it to manipulate currents, create whirlpools, or even shape water into solid forms for offensive or defensive purposes.

  4. Siren's Call: The Lorelei's voice carries a supernatural allure, enchanting those who hear it and compelling them to follow its commands or approach it willingly, even to their own peril.

  5. Emotional Drain: When in close proximity to its victims, the Lorelei can drain their emotions, leaving them in a state of emotional numbness or heightened distress, which it feeds upon.

  6. Shadow Manipulation: Able to blend seamlessly with shadows, the Lorelei can move undetected and launch surprise attacks from the darkness, further adding to the sense of fear and helplessness it instills in its victims.

  7. Illusory Duplicates: The Lorelei can create illusory duplicates of itself, confusing its victims and making it difficult to discern the real creature from the false images.

  8. Memory Manipulation: The Lorelei can alter or erase memories of encounters with it, leaving its victims with fragmented recollections or false impressions of what truly happened, exacerbating their confusion and fear.

  9. Corrupting Touch: Upon physical contact, the Lorelei's touch inflicts a curse upon its victims, gradually eroding their sanity and willpower, making them more susceptible to its influence over time.

  10. Phantom Servants: The Lorelei can summon ghostly apparitions to aid it in its pursuits, whether to distract, terrify, or attack its victims, further enhancing its ability to sow chaos and despair.


Random Madness caused by Lorelei

  1. Obsessive Fixation: The victim becomes fixated on the Lorelei, unable to focus on anything else and constantly seeking out its presence, even at the expense of their own safety.

  2. Paranoia: The victim becomes increasingly paranoid, convinced that everyone around them is secretly plotting against them, including friends and loved ones.

  3. Hallucinations: The victim experiences vivid and terrifying hallucinations, seeing nightmarish visions of drowning or being pursued by malevolent spirits, making it difficult to distinguish reality from illusion.

  4. Depersonalization: The victim feels detached from their own body and emotions, as if they are watching themselves from a distance or inhabiting someone else's skin.

  5. Catatonia: The victim becomes completely unresponsive to their surroundings, entering a state of catatonic stupor where they are unable to move or communicate.

  6. Self-Harm: The victim develops compulsive tendencies towards self-harm, driven by an overwhelming urge to escape the torment of their own mind or to appease the Lorelei's influence.

  7. Delusions of Grandeur: The victim develops grandiose delusions about their own importance or power, believing themselves to be chosen by the Lorelei or destined for greatness.

  8. Memory Loss: The victim experiences gaps in their memory, forgetting important events or even entire periods of their life, leaving them feeling disoriented and confused.

  9. Emotional Numbness: The victim becomes emotionally numb, unable to feel joy, sadness, or any other emotions, as if their capacity for emotion has been dulled or extinguished.

  10. Suicidal Urges: The victim experiences intense urges to end their own life, driven by a pervasive sense of hopelessness and despair instilled by the Lorelei's influence.

Tuesday, March 12, 2024

#Lore24 The Oracles of Malebolge #Creature24 The Djinn

 Genies?...If you mean the kind living in bottles and granting wishes for polishing their lamps, no those are fairy tales and dreams.  If you mean the scorching flames and deadly magic of the devils' assassins, well then your asking about the djinn.  My advice is if you see one, run.

-- Obrek Foulspere, Sand Pirate and Courier for the high Court of Malebolge

 The Djinn are a powerful species of elemental conjurers trapped into service by a generationally binding contract with the Devils of Malebolge.  Centuries ago the ruler of Malebolge, Imperitus the I,  rescued a small conclave of Djinn from the Church of the Cleansing Flame at the Sepulcure of Light and prevented them from being destroyed as heretics.  In exchange the Devil Lord created a contract that bound the Djinn to service until both groups should escape the realm.  The Djinns' overtly magical nature and precognative abilities have become powerful tools in the devils' arsenal.  Their natural ability to transform themselves into clouds, gasses, flame or to appear as other creatures make then near undetectable assassins.  

Armor 3(16) magic weapon to hit

HD 8d8+2

Int 17

Move 12(30) land 21(60) Fly

ToHit 12(+8)

Atx  2x d8 punch or by weapon

Random Abilities

  1. Reality Warping: The Djinn can manipulate reality to a limited extent, allowing them to bend the laws of physics within a localized area. This ability could be used for various purposes, such as creating temporary barriers, altering the terrain, or even reshaping objects at will.
  2. Illusion Mastery: In addition to their shapeshifting abilities, Djinn are adept illusionists, capable of creating highly convincing illusions that can fool all senses. These illusions could range from simple sensory tricks to complex scenarios that manipulate the perceptions of entire groups of individuals.
  3. Elemental Conjuring: Djinn possess the ability to summon and control elemental forces with great precision. They can manipulate fire, water, air, and earth to their advantage, creating devastating storms, scorching flames, or even seismic disturbances at will.
  4. Teleportation: Djinn can instantaneously transport themselves and others across vast distances, appearing and disappearing in the blink of an eye. This ability allows them to swiftly navigate through different realms or evade pursuers with ease.
  5. Mind Control: Using their innate magical abilities, Djinn can exert control over the minds of others, influencing their thoughts, emotions, and actions to serve their own purposes. This power can be used to manipulate allies or enemies alike, turning them into unwitting pawns in their schemes
  6. Time Manipulation: Djinn have the power to manipulate time, allowing them to accelerate or decelerate the flow of time within a certain area. This ability could be used to age objects rapidly, slow down opponents in combat, or even glimpse into the past or future.
  7. Precognition: In addition to their existing precognitive abilities, Djinn can see glimpses of possible futures more clearly, allowing them to anticipate and counter enemy actions with greater precision.
  8. Transmutation: They have the ability to transmute objects or creatures into different forms, such as turning stone into gold or transforming enemies into harmless creatures.
  9. Voice of Command: Djinn possess a commanding voice that compels obedience from those who hear it, allowing them to exert control over individuals or even small groups.
  10. Mystic Empowerment: They can temporarily enhance their own or their allies' physical and magical abilities, granting them increased strength, speed, or resilience.
  11. Dream Manipulation: Djinn can enter and manipulate the dreams of others, influencing their thoughts and emotions or even extracting valuable information.
  12. Illusory Decoy: Djinn can create realistic illusions of themselves or others to distract enemies or lure them into traps.
  13. Elemental Fusion: Djinn can merge with elements, such as water, earth, or fire, to enhance their abilities or gain new powers temporarily.
  14. Cataclysmic Release: As a last resort, Djinn can unleash a devastating explosion of elemental energy, causing widespread destruction to everything in the vicinity.

Sunday, March 10, 2024

#Lore24 Malebolge, City of Devils #Creature24 Devils

 Floating in the Obsidian Sands half way between the outer ring and the center of the realm is the great and awful city of Malebolge. The devils and genies that get trapped in UslaCarine make their way to Malebolge like moths to a flame. 


 

Maleboldgian society is ridged and litigous.  Every deal is calculated and argued to maximize profit and power.  The cities population is comprised of Devils trapped in UslaCairne, their devilkin spawn, and genies that they keep as oracles and magical power sources.   

Malebolgian Devil
Armor 0(19) +2 or better magical weapon to hit
HD 9d10
Int 18
Move 12(30) 
ToHit 11(+9)
Atx 3x,  2 by weapon + poison tail 3d6 posion save for half

Random Abilities 

  1. Infernal Persuasion: Malebolgian devils possess the ability to enhance their already formidable negotiation skills with an infernal charm, making it nearly impossible for others to resist their persuasive arguments or offers
  2. Contractual Manipulation: These devils have an innate knack for manipulating contracts and legal agreements to their advantage, often finding loopholes or hidden clauses that benefit them and disadvantage their adversaries.
  3. Soul Debt Detection: Malebolgian devils can sense the presence of souls indebted to them or their kin, allowing them to track down individuals who owe them allegiance or favors.
  4. Genie Subjugation: With their mastery over deals and negotiations, Malebolgian devils can assert dominance over genies, compelling them to serve as obedient oracles and sources of magical power.
  5. Lawful Warding: Malebolgian devils can create intricate wards and barriers imbued with infernal law, making it difficult for trespassers or enemies to navigate their territory without facing dire consequences.
  6. Ethereal Contractual Binding: These devils have the ability to forge contracts that bind not only the physical realm but also the ethereal plane, ensuring that agreements cannot be easily broken or circumvented by magical means.
  7. Soul Bargaining: Malebolgian devils can trade and barter with souls, exchanging them for various services, information, or powers, further enhancing their influence and control over others.
  8. Hellish Insight: They possess a keen insight into the desires and weaknesses of others, allowing them to tailor their offers and negotiations to exploit these vulnerabilities for maximum gain.
  9. Aura of Avarice: Malebolgian devils exude an aura that subtly influences those around them to prioritize their own self-interests, making it easier for the devils to manipulate and coerce others into making deals that benefit them.
  10. Spectral Binding: These devils can bind spectral entities, such as ghosts or spirits, into servitude through the creation of binding contracts, using them as spies, enforcers, or sources of information within their domains.




Saturday, March 9, 2024

#Lore24 The Nature of the Beast #Creature24 Dragons

 Dragons, got to hunt them when they're young.. The older they get the more powerful. til they fly off into the Deep.  It's not like you can train one, more like they'd be training you.

    

-- Franz Von Cert, Exotic Beast Hunter

Dragons were hunted nearly to extinction in UslaCairne and have only survived do to gestational dormancy.  Female Dragons bury their eggs singularly and deep to ensure their survival.  The eggs stay dormant until specific conditions are met.  As they age dragons metamorphose between through a series of forms the type and powers of each phase are determined by the will and personality of each beast, 

Armor 2(17) -1/+1 per age bracket 

HD 4d12+2d12 per age bracket

Int 17+1 per 2 age brackets

Move 17(50) 

ToHit 16(+4) -1/+1 per HD

Atx 4x cl/cl/bi/tail d8/d8/d10/d12 per 2 HD

Breath weapon at Wrymling stage 2d12+2d12 per HD

Dragons become spell casters as juveniles adding two levels of caster per age bracket.


1. Hatchling: Newly hatched dragons are small, fragile, and often dependent on their parents for care and protection. They are curious and playful, exploring their surroundings with wonder.

    1. Glimmerling: Newly hatched dragons emerge from their shells as tiny, glowing creatures, radiating with the soft light of their inherent magic. They spend their early days basking in the warmth of their nest, forming bonds with their kin through telepathic communication.

    2. Emberkin: These are the infant dragons, born from the depths of volcanic fissures or within the fiery heart of ancient mountains. Emberkin hatch from eggs glowing with molten energy, their scales shimmering like heated metal.

    3. Emberling: Born from the depths of volcanic fissures or amidst the scorching flames of dragon nests, emberlings emerge as tiny creatures glowing with fiery energy. They spend their early days feasting on molten minerals and learning to control their elemental flames.

  1. Wyrmling: As they grow, dragons become more independent and adventurous. Wyrmlings start to develop their abilities and learn basic skills such as flying and hunting.

    1. Chromatic Crawler: As they grow, dragons shed their luminescent scales, revealing a vibrant array of colors that shimmer and change with their mood. They navigate their surroundings by crawling along walls and ceilings, honing their senses and magic through playful exploration.

    2. Scalesparks: As they grow, young dragons enter the Scalespark stage. Their bodies are small and agile, covered in iridescent scales that flicker with sparks of elemental energy. They spend their days chasing each other through the skies and honing their control over fire and lightning.

    3. Whisperwing: As they grow, young dragons undergo a phase where their wings are delicate and translucent, shimmering like iridescent crystals in the sunlight. Whisperwings are known for their graceful flight and melodious, hypnotic songs that echo through ancient forests.


  1. Juvenile: Juvenile dragons are akin to teenagers, exhibiting a mix of impulsive behavior and emerging maturity. They begin to assert their dominance and establish territories.

    1. Serpentwyrm: Juvenile dragons undergo a remarkable transformation, elongating their bodies and developing serpentine forms. They slither through lush forests and winding caverns, using their agility and cunning to evade predators and hunt for small prey.

    2. Flarelings: Flarelings are adolescent dragons bursting with energy and enthusiasm. They revel in displaying their prowess in aerial acrobatics and fiery displays, often competing with their peers to see who can create the most impressive fireworks in the sky.

    3. Mystic Hatchling: Born under the light of a full moon in hidden groves or enchanted caverns, mystic hatchlings possess an innate connection to the mystical forces of the world. They spend their early days communing with spirits and learning the secrets of ancient magic.


  1. Young Adult: Young adult dragons are in the prime of their physical strength and agility. They are fiercely competitive, seeking to prove themselves and establish their status among other dragons.

    1. Stormcrackler: Young adult dragons harness the power of the elements, their scales crackling with electricity or swirling with mist. They soar through stormy skies, unleashing thunderous roars and bolts of lightning upon unsuspecting foes.

    2. Torrentscale: Found in the turbulent skies and swirling maelstroms, torrentscale dragons are born with shimmering scales that can withstand the force of tornadoes. They navigate treacherous wind currents and hunt elusive prey from the skies.

    3. Glimmerhoarder: As they mature, dragons enter a phase where they become fascinated with collecting and hoarding rare treasures. Glimmerhoarders are drawn to shiny objects and spend their days amassing vast troves of gems, relics, and enchanted artifacts in hidden lairs.


  1. Adult: Fully grown, adult dragons are formidable creatures with considerable power and intelligence. They may begin to amass hoards of treasure and take on more significant roles within dragon society.

    1. Magmaforge Drake: Adult dragons forge deep connections with the earth, dwelling within volcanic calderas and molten caverns. They breathe rivers of molten rock and shape the very landscape with their fiery breath and tempered scales.

    2. Blazewings: As they mature, dragons enter the Blazewings stage, characterized by the development of their iconic wings. These wings are adorned with intricate patterns resembling flames, allowing Blazewings to soar through the skies with unparalleled grace and speed.

    3. Stormweaver: Born amidst raging thunderstorms and crackling lightning, stormweaver dragons harness the power of the elements to weave intricate patterns of energy in the sky. They command storms with awe-inspiring displays of lightning and thunder, revered as living embodiments of nature's fury.


  1. Elder: Elder dragons are revered for their wisdom and experience. They serve as leaders and mentors within dragon communities, offering guidance to younger generations.

    1. Timekeeper Guardian: Elder dragons transcend the boundaries of time and space, their ancient wisdom guiding the flow of history itself. They dwell in hidden sanctuaries, safeguarding ancient artifacts and relics that hold the secrets of the past and future.

    2. Infernal Lords: Adult dragons in the Infernal Lords stage are powerful beings, commanding respect and fear from all who encounter them. They rule over vast territories with fiery authority, their roars echoing like thunder through the mountains.

    3. Magma Monarchs: Some dragons undergo a transformation into Magma Monarchs, ascending to a higher plane of existence where they become living embodiments of volcanic power. Their bodies are encased in molten rock, radiating intense heat that can melt steel with a mere glance.


  1. Ancient: Dragons that reach ancient age are exceptionally rare and powerful. They have witnessed centuries of history and possess profound magical abilities.

    1. Voidrend Wyrm: Ancient dragons delve into the mysteries of the cosmos, their minds expanding beyond mortal comprehension. They traverse the void between worlds, harnessing the raw energy of creation and destruction to reshape reality itself.

    2. Luminous Seraphs: Dragons that reach this stage transcend their earthly form and ascend to the heavens as Luminous Seraphs. They are beings of pure light and energy, their radiant presence inspiring awe and reverence in all who behold them.

    3. Spectral Sentinel: Dragons that reach ancient age may undergo a transformation into spectral sentinels, beings of ethereal light and shadow that guard the boundaries between the mortal realm and the spirit world. They watch over ancient ruins and sacred sites, their presence both awe-inspiring and haunting.


  1. Wyrm: As dragons continue to age, they may undergo a transformation into wyrms. These massive creatures are less agile but possess immense physical strength and magical prowess.

    1. Aurora Drifter: Born under the shimmering lights of the aurora borealis, aurora drifter dragons possess iridescent scales that reflect the ever-changing colors of the northern lights. They soar through the night sky, weaving patterns of light and shadow with their graceful movements.

    2. Starchaser Drake: Wyrms that ascend to the heavens become celestial beings, their bodies adorned with constellations and cosmic energies. They soar among the stars, weaving intricate patterns of light and sound that echo throughout the cosmos.

    3. Aurora Drakes: These dragons are born from the collision of celestial energies, their scales shimmering with the colors of the northern lights. Aurora Drakes possess the ability to manipulate the very fabric of reality, bending light and space to their will.


  1. Wyvern: Some dragons may choose to undergo a metamorphosis into wyverns, developing a distinct morphology with two legs and wings. Wyverns are formidable predators, feared by many.

    1. Dreamweaver Wyvern: Some dragons become attuned to the dreams and emotions of sentient beings, their ethereal forms drifting through the astral plane. They shape dreams and nightmares alike, influencing the subconscious thoughts of mortals and immortals alike

    2. Chaos Incarnate: Rare and unpredictable, chaos incarnate dragons are born from the chaotic energies of primordial dimensions. They embody the raw forces of creation and destruction, their very presence causing reality to warp and shift unpredictably.

    3. Voidborn Sovereigns: Dragons that venture into the depths of space may undergo a metamorphosis into Voidborn Sovereigns. These cosmic beings wield the power of black holes and supernovas, their minds expanding to encompass the vastness of the universe.



  1. Drake: Drake dragons are solitary individuals who have chosen to live apart from dragon society. They are often nomadic, roaming vast territories in search of prey and solitude.

    1. Whispering Shadow: Drake dragons that embrace the darkness become elusive phantoms, their forms shrouded in shifting shadows. They lurk in the forgotten corners of the world, whispering secrets and temptations to those who dare to seek them out.

    2. Eternal Guardians: A select few dragons attain the status of Eternal Guardians, tasked with safeguarding the balance of creation itself. They exist outside the constraints of time, their watchful eyes gazing upon the ebb and flow of existence.

    3. Cosmic Wanderer: As dragons age, they may ascend to become cosmic wanderers, traversing the vast reaches of the universe in search of enlightenment and cosmic truths. They soar among the stars, their ancient wisdom guiding them on celestial journeys beyond mortal comprehension.


  1. Legendary: A select few dragons attain legendary status, achieving feats of unparalleled strength and wisdom. They become the subjects of myths and legends, revered by both dragons and mortals alike.

    1. Apex Archon: Legendary dragons transcend mortal limitations, becoming embodiments of myth and legend. They wield the power of creation and destruction with equal measure, shaping the destiny of worlds and civilizations with a mere thought.

    2. Dreamweavers: Dragons that journey into the realm of dreams become Dreamweavers, manipulating the subconscious thoughts and desires of mortals. They drift through the minds of sleepers, whispering secrets and shaping destinies with their ethereal presence.

    3. Eclipse Enigma: Born during rare celestial alignments or cosmic phenomena, eclipse enigma dragons are shrouded in mystery and intrigue. They possess the ability to harness the power of eclipses, wielding shadow and light in equal measure.


  1. Ethereal: In the twilight of their existence, some dragons transcend the physical realm and become ethereal beings. They exist beyond mortal comprehension, their essence intertwined with the fabric of the cosmos.

    1. Eternal Sovereign: At the pinnacle of their existence, dragons become timeless beings of pure essence, their consciousness merging with the very essence of existence itself. They watch over the multiverse from their celestial thrones, their influence felt across all realms and dimensions.

    2. Apex Primordials: At the pinnacle of their existence, dragons ascend to the stage of Apex Primordials. These ancient beings are the embodiment of primal forces, their very existence shaping the course of reality itself. They are the architects of creation, the guardians of the cosmos, and the harbingers of both destruction and rebirth.

    3. Eternal Ember: At the end of their long lives, some dragons undergo a transformation into eternal embers, becoming beings of pure fire and energy. They linger as guardians of ancient flame, their presence igniting the spark of creativity and passion in those who encounter them.