Thursday, February 29, 2024

#Lore24 This is Not The END #Creature24 Her Lady Death

 Death is a concept, an idea that cannot be destroyed.  It can be slowed or hastened.  It can be shifted, but never bargained with.  For a few unlucky souls it can be postponed. But in the end SHE is coming and SHE will find us all.

--Last words of Taranos the Unliving, Lich of Sorgash Keep  



Her Lady Death is a being beyond gods and realities.  SHE takes on many forms and has many avatars each in a form connected with HER location or task.  Outside of the gates of the City Grave, SHE is a moonlight skinned elven woman on a pale horse wielding a silver longsword.  In the city of Sargosa, SHE is a pale woman in a black gown constantly flickering as SHE moves around the city at the speed of thought.  In the Realm of UslaCairne SHE is a beautiful skeletal figure shrouded in flowing grey robes.  HER mournful eyes reveal the continual sorrow of a cloistered and corrupted land.  Her Lady Death appears on the hill sides of major battles collecting the souls of the dead and an instant latter she is in a quite village reaping the last harvest of a elderly farmer to exhausted to work another day.  SHE is compassion for the weariness of life and vengeance against those who den her embrace.

Armor -10(29) magical weapons to hit

HD 500 health

Int unfathomable

Move speed of thought

ToHit 1(+20)

Atx 1+1 per successful hit  d20 damage

Random Special Powers

Anything SHE can think of.


Wednesday, February 28, 2024

#Lore24 The Most Horrifiing Show On Earth #Creature24 The Phantasmagorist

 The Phatasmagoria? Oh I seen part of one of them shows once at the old theater.  But then that was the night it burned clear to the ground.  I seem to remember Marlot the Magnificent were his name.  He had some magic lantern that would let you see spirits and such that he made perform for the crowd.  Didn't quite sit right with me so I left.  The Screaming started just as I was headed out the door. 

--Quinton Jeffers, Rye Farmer, Salem Village, Eastern Rastapol

Part thaumaturge, part illusionist, part charlatan, the Phatasmaogrist takes risks that normal minded magicians would never dare to. The Phantasmagorist is a master of both illusion and summoning binding ghosts, shadows and in some daring cases demonic servants to their service.  Capturing ghost and shadows to do their bidding, Phantasmagorists use elaborate illusions and magical apparatus to create macabre entertainment.  Traveling to different locations when the locals have had their fill or when the spirits have.  A number of horrifying accidents are attributed to various Phantasmagoria Illuminations.   

Armor 7(12)

HD 7d6

Int 16

Move 12(30)

ToHit 17(+3)

Atx 1x d6 staff (of by spell)

Spell casting: Illusions and summoning spells, binding incantations, enchantments and charms 

Random Tricks and Powers

  1. Spectral Bindings: The Phantasmagorist can summon and bind ghosts, shadows, and other ethereal entities to their will. These bound spirits can be used for various purposes, such as gathering information from the spirit realm, performing tasks in the physical world, or enhancing the Phantasmagorist's illusions.

  2. Illusory Phantoms: The Phantasmagorist can create highly realistic and terrifying illusions of phantoms, demons, or other supernatural beings. These illusions are so convincing that they can induce fear, confusion, or awe in those who witness them, allowing the Phantasmagorist to manipulate and control their audience.

  3. Shadow Manipulation: The Phantasmagorist has mastery over shadows, being able to manipulate them to obscure vision, create illusions, or even form solid constructs for defense or offense. They can weave shadows into intricate patterns or shapes to enhance the eerie atmosphere of their performances.

  4. Ectoplasmic Projection: The Phantasmagorist can project ectoplasmic energy, a substance from the spirit realm, into the physical world. This ectoplasm can be molded into various forms, such as barriers, weapons, or even temporary manifestations of spirits, adding an extra layer of mystique and danger to their illusions.

  5. Spectral Veil: The Phantasmagorist can create a veil of spectral energy that obscures their true form and intentions, making it difficult for others to discern reality from illusion. This ability allows them to move unnoticed, deceive their enemies, or protect themselves from harm while they execute their magical feats.

  6. Demonic Bargains: In daring cases, the Phantasmagorist can make pacts with demonic entities to gain access to powerful magical abilities or knowledge. These bargains come with great risks, as the demons often demand a steep price in return, such as the Phantasmagorist's soul or the souls of others. However, for those willing to take the risk, the rewards can be immense, granting them unparalleled mastery over the dark arts.

Tuesday, February 27, 2024

#Lore24 Not Even Our Dreams Are Safe #Creature24 the Maere

 Not even our Dreams are safe from this unholy realm.  The Maeres come in the night to feed of the terror of your dreams and then to crush your body to drain out the last bit of your fear.  the Worst part is that you don't even know its happening.     

-- Vinese Halstrom, Keeper of the Last Inn, Rastapol


Maeres are a convergence of  Dark Fey and the Infernal.  Expert alienists often debate them as one or the other, but for the common person they are simply a terrifying night visitor that corrupts and distorts dreams in order to feed on fear.  Maeres are naturally invisible making them the perfect conjured assailant for sinister sorcerers, warlocks and witches.  Their contracts are simple as the target is their only required payment.  Maeres typically savor their work and will return to a victim over several nights for an extended period of time, slowly causing exhaustion and madness.  Maeres can be made visible through engaging them in physical combat though they are only visible in the moment after they make their attack or by a torchlight filtered with blue obsidian.  

Armor -1(20) only by magical or blessed weapons

HD 5d8

Int 17

Move 15(45)

ToHit 15

Atx 2x 2d4 sleep poisoned claws Save at -2


Random dreams and terrors

  1. The Eternal Abyss: The victim finds themselves plummeting endlessly into a bottomless void, surrounded by eerie whispers and haunting cries echoing in the darkness.
  2. The Labyrinth of Lies: In this dream, the victim navigates through a maze of twisting corridors, each path leading to false promises and treacherous traps, with the Maere lurking around every corner.
  3. The Dance of Shadows: A masquerade ball unfolds before the victim, but the faces of the guests are obscured by shifting shadows, and the dance floor is a surreal stage where reality bends and warps with every step.
  4. The Garden of Thorns: The victim wanders through a beautiful garden filled with vibrant flowers, but upon closer inspection, each blossom reveals sharp thorns dripping with poison, as the surroundings twist into a nightmarish landscape.
  5. The Haunted Mirror: Encountering their reflection in a mirror, the victim finds their image distorted and twisted into grotesque forms, while sinister whispers emanate from the glass, taunting and mocking their every move.
  6. The Endless Whispers: Surrounded by a dense fog, the victim hears disembodied voices whispering chilling secrets and forbidden knowledge, their words worming their way into the victim's mind like tendrils of darkness.
  7. The Carnival of Lost Souls: The victim finds themselves in a twisted carnival, where grotesque performers entertain with macabre acts, and the air is thick with the scent of decay and despair, as the Maere orchestrates the nightmarish spectacle.
  8. The Haunted Manor: The victim is trapped within a decrepit mansion, where every creaking floorboard and flickering candle flame heralds the approach of unseen horrors. Whispers echo through the halls, promising unspeakable terror lurking in every shadow.
  9.  The Forest of Whispers: The victim wanders through a dense forest, where twisted trees whisper secrets in voices that seem to come from every direction. Eyes gleam in the darkness, watching the victim's every move with hunger and malice.
  10.  The Sea of Suffering: The victim is adrift on a storm-tossed sea, where towering waves threaten to swallow them whole. Shadows lurk beneath the surface, whispering of ancient horrors that lie in wait beneath the waves.
  11.  The Chamber of Torment: The victim is shackled within a dark chamber, where chains writhe like serpents as they bind them tight. The air is thick with the stench of blood and decay, and distant screams echo through the darkness.
  12.  The Desolate Wasteland: The victim finds themselves alone in a barren wasteland, where the sky is perpetually shrouded in darkness. The ground cracks and splits beneath their feet, revealing gaping maws that hunger for their flesh. 

Monday, February 26, 2024

#lore24 The Cost of Magic #Creature24 The Crooked Sorcerer


 The cost of drawing power from the dark is steep and dangerous. The Crooked Sorcerer dances at the edge of the Deep, stitching flesh and bone into life's mockery.  His minions parade across blood strune streets.  He is the god of a quasidead army brewing halflife from the raging dark.

Armor 3
HD 15d6+4
Int 19
Move 12(30)
ToHit 8
Atx 4x d4 daggers hands and feet are all equally dexterous

15th level necromancer.

Random gifts from the deep

1. Fleshcrafting: Manipulate flesh and bone to create grotesque minions or twisted abominations.


2. Army of the Quasidead: Command a legion of beings stitched together from the remnants of life, fueled by dark energy.


3. Armor of Shadows: Cloak oneself in an armor made of shadows, granting formidable protection against physical and magical attacks. +/-4 TO AC


4. Soul Binding: Bind the souls of fallen enemies to serve as fuel for necromantic rituals or to bolster one's own power.


5. Eldritch Conjuring: Summon creatures from the depths of the dark realm to aid in battles or perform tasks. d4 minions d4 HD

Sunday, February 25, 2024

#Lore24 Shapeshifters #Creature24 The Rakshasa

 Rakshasa





Predatory animals are extremely dangerous. When those animals are shapeshifting spirits that can confound and distort reality in the minds of men they are horrific.  The Rakshasa are capable of invisisbility, simple or complex illusions, and the ability to impose their will on their victims
  Additionally the can transform into a humanoid of their choice as well as a hybrid form with the head and claws of a tiger.   

Armor -5(24)
HD 8
Int 19
Move 15(35)
ToHit 12(+8)
Atx 3x claw/claw/bite d6 d6 d8

10th level spell caster
 
Random Hunting Tactics
  1. Ambush Predation: Rakshasas utilize their invisibility to stalk their prey silently, waiting for the opportune moment to strike. They choose isolated or dimly lit areas to launch surprise attacks, catching their victims off guard.

  2. Illusory Distraction: When faced with multiple opponents or a well-defended target, Rakshasas create simple illusions to distract and disorient their adversaries. These illusions may take the form of phantom sounds or fleeting glimpses of movement, causing confusion and panic among their enemies.

  3. Psychological Manipulation: Rakshasas exploit their ability to impose their will on victims by preying on their fears and insecurities. They create complex illusions tailored to each victim's psyche, manipulating their perceptions to induce paranoia or despair.

  4. Shape-Shifting Deception: In humanoid form, Rakshasas infiltrate human settlements or disguise themselves as travelers to blend in with unsuspecting communities. They use their shape-shifting abilities to assume the guise of trusted individuals, gaining access to valuable information or exploiting social connections for their own ends.

  5. Hybrid Form Assault: When confronted with formidable adversaries or as a last resort, Rakshasas transform into their hybrid form with the head and claws of a tiger. In this form, they unleash ferocious attacks, tearing through flesh and bone with unmatched strength and agility.

  6. Hit-and-Run Tactics: Rakshasas prefer hit-and-run tactics, striking swiftly before retreating into the shadows or assuming invisibility once more. They avoid prolonged engagements, using their speed and stealth to evade pursuit and regroup for subsequent attacks.

  7. Diversionary Maneuvers: Rakshasas create elaborate illusions to divert attention away from their true intentions or objectives. They fabricate scenes of chaos or disaster to draw the focus of their enemies away from their actual targets, allowing them to execute their plans without interference.

  8. Psychic Assault: In addition to their physical prowess, Rakshasas possess psychic abilities that allow them to assault the minds of their adversaries directly. They invade their victims' thoughts with invasive hallucinations and nightmarish visions, leaving them vulnerable to further attacks.

  9. Guerrilla Warfare: Rakshasas excel in guerrilla warfare tactics, employing hit-and-fade maneuvers to wear down larger, better-equipped forces over time. They strike from the shadows, sowing confusion and terror among their enemies before disappearing without a trace.

  10. False Surrender: Rakshasas feign surrender or retreat to lure their enemies into a false sense of security before launching a devastating counterattack. They exploit their adversaries' hesitation or overconfidence, turning the tide of battle in their favor with well-timed deception and treachery.

  11. Illusory Traps: Rakshasas set intricate illusory traps to ensnare their prey, creating false pathways or hiding dangerous obstacles behind convincing illusions. They manipulate their victims' perceptions to lead them into deadly ambushes or hazardous environments, exploiting their confusion for maximum impact.

  12. Master Manipulation: Rakshasas are master manipulators, adept at playing on the emotions and vulnerabilities of their enemies to achieve their goals. They sow discord and dissent among rival factions, turning allies against each other and weakening their defenses from within.

 

Saturday, February 24, 2024

#Lore24 The mirror is looking back at you! #Creature24 Doppelgangers

 Even at the edge of the Deep here in Rastapol there a still ways further down into madness.  Them Ladies in their towers spend all kinds of time staring at themselves, buts its what's staring back that'll give you shivers right down to your feets.

-- Rickshaw Jack, Street Performer and procurer, Rastapol, UslaCairne

Mirrors are a reflection not of this place but a corridor through which something else gains access to the likeness and habits of the onlooker.  The creature on the other side of the mirror does not follow the the viewer, it is learning mannerisms, language, and skills by assuming the persona of its next victim creating a reflection through which it can influence the realm.  These Doppelgangers come from an alien realm parallel to UslaCairne, they can step temporarily into the realm connected to a tether through the mirror from which they stepped through.  If the tether is broken the immediately return to the mirror and if it is damaged it merely shrinks the size of the portal which extends the learning time of the doppelganger.

 

Armor  5(14) or as per reflection

HD 4d8 or as per reflection

Int 17

Move 12(30) or as per reflection

ToHit 16 or as per reflection

Atx 2x d8 or as per reflection

Random individual abilities 

  1. Shapeshifting Abilities: The doppelganger can morph into any living creature it has observed, not just those it has victimized, allowing it to blend seamlessly into its surroundings.
  2. Telepathy: It can communicate telepathically with individuals it has made eye contact with, enabling it to manipulate and deceive its targets more effectively.
  3. Invisibility: The doppelganger can render itself invisible at will, making it virtually undetectable as it moves through the realm.
  4. Memory Manipulation: It has the ability to alter or erase memories of those it encounters, ensuring its deception remains undetected for longer periods.
  5. Psychic Drain: When in close proximity to its victims, the doppelganger can slowly drain their psychic energy, weakening them physically and mentally.
  6. Dimensional Travel: In addition to traveling through mirrors, the doppelganger can open temporary portals to other dimensions, allowing it to escape or seek refuge when threatened.
  7. Fear Induction: It can project intense feelings of fear and dread into the minds of its victims, paralyzing them with terror.
  8. Illusion Casting: The doppelganger can create realistic illusions to deceive and confuse its enemies, further aiding in its manipulation.
  9. Regeneration: It possesses the ability to rapidly regenerate any injuries it sustains, allowing it to recover quickly from physical damage.


Friday, February 23, 2024

#Lore24 The Deep Dark #Creature24 Stalking Darkness

I've heard of sorcerers and mystics that think they can influence, manipulate, even control the Deep Dark.  I never believed a word of it.  Nobody I know ever went playing around with the Deep and came up with more than trouble and bargained for.  Fact, I once saw a man put his hand in through the Barrier when he pulled it away, weren't nothin' but a stump of his arm left.  I've also seen things reach out of the Deep and pull a man clean off his feet... never did see him again.

Ashrel Rotwing, ex-Royal Alienist now Exiled

Perhaps the most dangerous aspect of the Realm of UslaCairne is the Deep Dark.  Beyond shadow, the Deep surrounds the realm in wall of nothingness that is permeable and impenetrable. Elder intelligences dwell within the Deep, their mechanizations both malicious and unknowable.  Various adventures and arcane scholars have made attempts to explore the Deep. All physical ventures have failed with individual and groups never returning.  Scholars attempting to divine across the barrier plain have yielded little information other than the existence of powerful contentiousness.  Magical feedback has destroyed the mind, body and even souls of many who have attempted to reach beyond the barrier itself.

The Deep is capable of forming mass from itself and interacting with the realm.  Grasping hands, claws, and tendrils are known to attack those who spend to much time or energy at the Barrier.  Legends tell of fully realized forms made of total darkness emerging from the Barrier and traveling through the realm for particular purpose.  These beings reek havoc on the natural world and move with a quickness seldom seen in the realm.  Those foolish enough to stand in their way are met with quick and terrible combat as the Stalking Darkness transforms to meet its opponent on superior footing.

Armor-3(22) magic weapons required to hit

HD 10d10

Int 18

Move 25(70)

ToHit 10(+10)

Atx 4x 2d10 cold/void or by shadowed weapon of form*

Stalking Darkness can transform themselves into a shadow copy of their opponents assuming the same powers and abilities plus their own. They can draw the same weapons which do an additional die of void damage based on the weapons die.


Random Powers. Some stalking shadows have been witnessed to exhibit one or more of the following additional abilities.

  1. Shadow Manipulation: The Stalking Darkness can manipulate shadows to its advantage, creating illusions, hiding itself, or even enveloping foes in darkness to disorient and confuse them.

  2. Dark Energy Absorption: It can absorb energy from the darkness of the Deep, replenishing its strength and vitality. This makes it nearly invincible while within its domain.

  3. Void Tendrils: The Stalking Darkness can extend tendrils of pure nothingness from itself, capable of ensnaring and strangling its victims. These tendrils can also disrupt magical energies and defenses.

  4. Malevolent Teleportation: It possesses the ability to teleport instantaneously through the shadows, appearing in different locations within the realm at will. This allows it to strike swiftly and unpredictably.

  5. Psychic Corruption: The Stalking Darkness emits psychic waves of corruption that can drive those who encounter it mad or manipulate their thoughts and emotions, making them susceptible to its will.

  6. Dark Form Shifting: It can shape its form from the pure darkness of the Deep, morphing into various terrifying manifestations to suit its needs. This ability makes it incredibly adaptable and formidable in combat.



 

Thursday, February 22, 2024

#Lore24 Creatures of the Sorgash #Creature24 The Mangani

Ask permission before your step foot into Mangani territory.  Even the Church gives the Sorgash a wide birth when it comes to the Mangani.  I knew and old trapper that went poaching in their range.  The spiked pieces of him to the trees down a ten mile stretch. Funny thing that they never found his head.

- Fergus Tasthlan, Mineral Porspector


Somewhere between man and its primitive self a branch of creature diverged, independent, strong and fiercely territorial, the Mangani are a powerful species of forest dwelling creatures.  Mangani look like large apes but are capable of speech, though they refuse to speak any language other than their own believing it to be beneath them to do so.  Mangani are extremely territorial, anything living inside the Mangani forest is considered food.  Anyone who enters without permission, which involves physical combat, will be treated accordingly.    

Armor 4(15)

HD 2d10

Int 12

Move 14(35)

ToHit 17(+3)

Atx 3x Fist, claw, Bite - d8,  d8+3, 2d6

Random Standard abilities

  1. Masterful Climbers: Mangani possess incredible strength and agility, allowing them to effortlessly navigate the dense canopy of their forest home. Their mastery of climbing enables them to swiftly move through the trees with precision and speed, making it nearly impossible for intruders to evade their territorial grasp.

  2. Keen Tracking Abilities: With heightened senses and an acute awareness of their surroundings, Mangani are skilled trackers. They can discern even the faintest of scents or disturbances in the foliage, enabling them to locate intruders or potential prey with remarkable accuracy.

  3. Bone-crushing Grip: The Mangani's powerful hands and arms possess a bone-crushing grip that can immobilize prey or adversaries with ease. Their strength allows them to effortlessly overpower opponents in close combat, making escape virtually impossible once ensnared in their grasp.

  4. Natural Camouflage: Through a combination of natural pigmentation and learned techniques, Mangani are adept at blending seamlessly into their forest environment. This ability to camouflage themselves allows them to remain undetected by potential threats or prey until they choose to reveal themselves.

  5. Primal Healing: Despite their ferocity in battle, Mangani possess a remarkable ability to heal from injuries at an accelerated rate. Their bodies seem to tap into primal energies within the forest, facilitating rapid regeneration of flesh and bone, enabling them to quickly recover from wounds that would incapacitate other creatures.

  6. Enhanced Intimidation Tactics: Mangani have developed an array of intimidating displays and vocalizations that they employ to assert dominance over their territory and adversaries. From thunderous roars that reverberate through the forest to imposing displays of strength, Mangani are adept at instilling fear in those who dare to challenge them, often dissuading potential threats before conflict arises.

    Random Extraordinary individual abilities 

    1. Forest Telepathy: Mangani possess the ability to communicate telepathically with the flora and fauna of their forest environment. This unique connection allows them to gather information, coordinate hunts, and even manipulate their surroundings to a certain extent, such as causing vines to entangle intruders or prompting animals to aid them in defense.

    2. Temporal Distortion: At will, Mangani can manipulate the perception of time within a localized area, either slowing it down to enhance their reflexes and movements or accelerating it to disorient and confuse adversaries. This ability grants them a significant advantage in combat, allowing them to outmaneuver opponents with ease.

    3. Bioluminescent Aura: Mangani emit a mesmerizing bioluminescent aura that they can control at will. This radiant light serves various purposes, from dazzling and disorienting foes to attracting prey or signaling to other Mangani within the forest. They can adjust the intensity and color of their aura to suit their needs, making them even more formidable in their nocturnal domain.

    4. Shapeshifting: Mangani have the rare ability to alter their physical form at will, allowing them to take on the appearance of other forest creatures or even mimic aspects of their surroundings. This shapeshifting prowess enables them to deceive intruders, ambush prey, or blend seamlessly into their environment, rendering them virtually undetectable to the untrained eye.

    5. Nature's Wrath: With a primal connection to the forces of nature, Mangani can channel elemental energies to unleash devastating attacks upon their adversaries. Whether summoning lightning bolts from storm clouds, conjuring torrents of water from nearby rivers, or causing seismic tremors with a mere gesture, they wield the raw power of the natural world with awe-inspiring ferocity.

    6. Dreamwalking: Mangani possess the ability to enter the dreams and subconscious minds of other beings, influencing their thoughts, emotions, and memories. This extraordinary power allows them to manipulate individuals from afar, implanting suggestions, extracting information, or even inducing vivid hallucinations. It grants them a potent tool for psychological warfare and subterfuge, as well as a means of maintaining dominance over their territory through fear and manipulation.


     



Wednesday, February 21, 2024

#Lore24 Spirits and Rights of Ownership #Creature24 Dark Vessels

 The body and mind are never full.  Together they form a vessel that contains the energy that you call a soul.  For some that vessel is narrow and shaped in proportion to soul it is intended to contain.  For others that vessel can be too small, too constraining, and for a very few that vessel is vast and nearly immeasurable. It is for these that We fear. For these beings that can carry not only their own self but that of another and often a terrible other.  One who makes bargains, or worse, one that won't.

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

Goya "The Exorcism"
 
Ghosts, spirits and demons are all capable of co-opting the will and physical form of mortal creatures.  Existing inside the creature in order to control its actions, the possessing spirit attempts to bend its host to its will.  The host, or vessel, at best strikes a bargain with the spirit. Such bargains gain allow the vessel the chance to wield the possessing spirits abilities and powers, but always at a cost to the vessel. 

The Bargain between spirit and vessel is always in one of four positions:

1.  Dormant, the spirit is hidden and the vessel is unaware of its presence.

2. Haunted, the spirit is aware and manipulating the vessel, the spirit takes control while the vessel is unconscious. The vessel is missing time and memories of certain events.

3. Bargained, the spirit and the vessel have reached a mutual agreement, the vessel can use one of spirits ability scores as its own and one of its powers a number of times equal to the spirits.

4. Subsumed, the spirit is in complete control, able to use all of its abilities in place of the vessel.  The mind of the vessel is lost within and can only emerge with the aid of others and a test of wills.

Armor stage 1 and 2 as per vessel, stage 3 as bargained, and 4 as per spirit.

HD. Stage 1 and 2 +2hd.  Stage 3 as bargained. Stage 4 as spirit

Int Stage 1 and 2 as normal, Stage 3 as bargained, Stage 4 as spirit.

Move Stage 1 and 2 as normal, Stage 3 as bargained, Stage 4 as spirit.

ToHit Stage 1 normal, Stage 2 +2, Stage 3 as per bargain, Stage 4 as spirit.

Atx Stage 1 normal, Stage 2 +2, Stage 3 as per bargain, Stage 4 as spirit.

Random Bargain Costs

1. Eating habits, the creature demands a certain food source, ie. demons demand raw flesh.

2. Rot, the creatures presence slowly rots the body of the vessel, only when it gets its way doe the vessel heal.

3. Siphon, the vessel slowly drains life from the world around it to feed the spirits power. plants wither over time. people gain little or no rest from sleep near the vessel.

4. Acts of Suffering, the creature demands that the vessel commit acts that further its cause.


 

Tuesday, February 20, 2024

#Lore24 Echoes of the Deep and Blinding Light #Creature24 The Fey

 The Land of this realm leaves nothing to chance.  Nothing that is good will stay that way every root and branch twisted between the Flame and the Deep, feeding on light and dark.  Creatures tied to nature come out just bout the same.

-- Talmot Delacroix, Last Survivor of the Mosswood Rangers


The connection of Fey to the natural world makes then specifically susceptible to the corruptive influences of UslaCairne.  Both the Deep Dark, and the Cleansing Flame pull at the threads of magic and life within the realm.  That constant back and forth twists the natural world and through association the Fey are distorted both physically and mentally as a result.   Bright and Whimsical fairies and sprites turn carnivorous and cannibalistic raiding encampments like swarms of locusts striping meat to the bone in the manner of minutes.   Brownies become malicious Boggarts under the sway of the Deep and then shift back to their beneficent selves when exposed to light.   Enigmatic machinery made by the combined hive of Gnomes and Kobolds have rescued the crops of the Eastern Grain Lands while the other hives have dedicated themselves to some of the most heinous death machines ever devised.

Long Suffering Dryads with malformed limbs are held captive by their Live Oaks, used as feeding sources for the infernal sorcery of the awakened trees.  Puca take on dire forms and rampage through the forest destroying everything in there path.  


Armor roll a d4 and adjust from original creature for each mutation

HD roll a d6 and add for swarms of creatures

Int 13 plus or minus d4 as needed

Move 12-21(30-60)

TohHit determined by HD

Atx 1-2x damage by weapon or type

Random Fey Mutations

  1. Carnivorous Flight: Fey creatures gain the ability to fly but develop a carnivorous appetite, preying on smaller creatures in a manner reminiscent of birds of prey.

  2. Whimsical Camouflage: Fey beings can blend into their surroundings with ease, but their whimsical appearance conceals a sinister nature, allowing them to ambush unsuspecting victims.

  3. Malevolent Shapeshifting: Fey creatures can shapeshift into harmless forms during the day, but under the influence of darkness, they transform into monstrous beings capable of great destruction.

  4. Entwined Sorcery: Fey beings with twisted limbs possess innate magical abilities, but these powers are entwined with dark sorcery, causing them to unwittingly fuel the malevolent schemes of sentient trees.

  5. Rampant Growth: Fey creatures experience rapid growth spurts, granting them immense strength and size, but this growth is accompanied by uncontrollable aggression, causing them to rampage through the forest like primal beasts.

  6. Corruptive Aura: Fey beings emit an aura that corrupts the surrounding natural environment, turning once benign creatures into twisted versions of themselves under their influence.

  7. Cannibalistic Regeneration: Fey creatures possess the ability to regenerate from injuries by consuming the flesh of other beings, sustaining themselves through a gruesome cycle of predation.

  8. Whispering Madness: Fey beings hear the whispers of the Deep Dark, driving them to madness and causing them to lash out unpredictably, their actions fueled by unseen forces.

  9. Unstable Fae Magic: Fey creatures wield potent magic that fluctuates in power, manifesting as unpredictable bursts of elemental chaos that can devastate or rejuvenate the land at random.

  10. Entangling Vines: Fey creatures can summon thorny vines to ensnare their enemies, but these vines are infused with corruptive energy, draining the life force of those caught in their grasp.

  1. Feybane Whispers: Fey creatures emit a haunting melody that lures unsuspecting travelers deeper into the forest, where they become lost and eventually succumb to the fey's predatory instincts.

  2. Shifting Shadows: Fey beings can meld into shadows and move through them with supernatural agility, but prolonged exposure to darkness causes them to lose touch with their true selves, becoming feral and unpredictable.

  3. Echoes of the Deep: Fey creatures possess echoes of ancient knowledge from the Deep Dark, granting them insight into forbidden magics and arcane secrets, but at the cost of their sanity as they become consumed by eldritch visions.

  4. Twisted Glamour: Fey beings can cast illusions that distort reality, creating beautiful yet sinister mirages that lure unsuspecting victims into deadly traps or ensnare their minds with nightmarish visions.

  5. Sylvan Corruption: Fey creatures corrupt the very essence of nature around them, causing flora and fauna to mutate into grotesque forms that serve the fey's malevolent purposes, turning once vibrant forests into twisted nightmares.

  6. Spectral Phantasmagoria: Fey beings can summon ghostly apparitions to haunt their enemies, driving them to madness with visions of their darkest fears or manipulating their perceptions to sow chaos and confusion.

  7. Veil of Shadows: Fey creatures cloak themselves in darkness, rendering them nearly invisible to the naked eye, but those who gaze upon them risk being ensnared by their malevolent presence, succumbing to despair and hopelessness.

  8. Ethereal Entanglement: Fey creatures can phase in and out of the material plane at will, allowing them to ambush unsuspecting prey or evade capture, but prolonged use of this ability weakens their connection to reality, leaving them vulnerable to banishment.

  9. Feyfire Ignition: Fey beings can ignite their bodies with mystical flames that burn with an otherworldly intensity, incinerating anything they touch and leaving behind only smoldering ashes.

  10. Chaotic Convergence: Fey creatures channel the chaotic energies of the Cleansing Flame, unleashing devastating storms of fire and lightning that ravage the land and leave destruction in their wake, their actions driven by an insatiable thirst for chaos and destruction.

Monday, February 19, 2024

#Lore24 The curse of Darkness #Creature24 UslaCairnian Vampires

Vampirism is a disease that must be stamped out at its root.  It is a Blasphemy to the true order of life and to the bright burning beacon of the Cleansing Flame.  These creatures of the Deep Dark that take refuge in our realm will be hunted like the vermin they are and cleansed from UslaCairne by the rites of the Church.

- Bishop Aldus Fullgano, First Brand of the Canto of the Absolved


 The Vampires of UslaCairne are divided into to Courts. The first is the Blood Court, worshipers of the Blood Queen, they revel in conspiracy and feeding, believing that their strength empowers their sanguine ruler and that she is destined to rule the realm above all others.

The Luminous Court is smaller but ruthlessly efficient.  Devout in their belief that their eternal gift comes from a source in the far Primeval past in a thread of lineage that dates to the first Vampire. The child of a dark god from the Deep, He shined as a brilliant force in the darkness and brought justice and order to the world long before the Blood Queen corrupted the gift with her venomous spawn.  

Regardless of their theoretical origins both Courts are fast, deadly and vicious combatants.  Their training for eternal warfare with each other makes then deadly adversaries against any mortal. In addition to their standard vampiric abilities each has a unique mutation making them unpredictable and exceedingly dangerous. 

Unaffiliated Vampires do exist in the realm, though they are extremely rare.  The most notable of which is referred to only as the Black Rose and is actively being hunted by both courts.

Armor 0(20) magic weapon to hit

HD 10d8+2

Int 19

Move 20(50)

ToHit 9(+11)

Atx  2X d6+4 Save vs life drain or by weapon

Random Abilities

Sanguine Court Powers:

  1. Blood Transmutation: Ability to convert blood into various substances (e.g., weapons, armor, poisons).
  2. Hematokinetic Regeneration: Rapid healing by manipulating and replenishing blood flow.
  3. Bloodlust Inducement: Ability to instill uncontrollable bloodlust in victims.
  4. Hemokinetic Manipulation: Control over blood flow in other creatures, causing internal or external hemorrhaging.
  5. Sanguine Illusion: Ability to create illusions by manipulating the blood in a victim's body.
  6. Vampiric Hypnosis: Hypnotic control over weaker-willed individuals, using eye contact or voice.
  7. Hemovorous Transformation: Ability to shapeshift by consuming blood, assuming monstrous forms.
  8. Blood Boiling: Ability to raise the temperature of blood within a victim's body, causing severe damage.
  9. Sanguine Mimicry: Mimicking the appearance and abilities of creatures whose blood they consume.
  10. Blood Curse: Placing curses on individuals or bloodlines, affecting their health or luck.
  11. Blood Melding: Merging with blood to travel through narrow spaces or hide within blood-filled areas.
  12. Sanguine Phasing: Becoming intangible by dissipating into a cloud of blood mist.
  13. Blood Siphoning: Draining the life force of victims through physical contact.
  14. Blood Sense: Heightened senses, particularly smell and taste, allowing them to detect blood from a distance.
  15. Hemokinetic Constructs: Creating weapons or barriers out of solidified blood.
  16. Blood Clotting: Accelerated clotting to stop bleeding, even in severe wounds.
  17. Vampiric Empowerment: Temporary boost in strength, speed, and senses after feeding.
  18. Blood Walk: Teleportation through shadows or blood-soaked areas.
  19. Sanguine Servitude: Enslaving weaker creatures by infusing their blood with control.
  20. Blood Portal Creation: Opening gateways by using the essence of spilled blood.

Luminous Court Powers:

  1. Emotional Manipulation: Influencing emotions such as desire, love, or fear in others.
  2. Luminous Aura: Emitting a radiant aura that inspires trust and admiration in those nearby.
  3. Emotional Absorption: Draining emotional energy from others to sustain themselves.
  4. Pheromone Control: Emitting pheromones that influence the behavior and desires of others.
  5. Luminous Glamour: Projecting an irresistible beauty or charm that captivates onlookers.
  6. Desire Detection: Sensing the deepest desires and weaknesses of individuals.
  7. Luminous Illusion: Creating illusions that play on desires or fears, manipulating perception.
  8. Emotional Shielding: Shielding oneself or others from emotional manipulation or detection.
  9. Desire Projection: Projecting one's desires onto others, influencing their thoughts and actions.
  10. Luminous Seduction: Hypnotic allure that ensnares the hearts and minds of targets.
  11. Emotional Healing: Calming or soothing others by radiating feelings of peace and contentment.
  12. Luminous Shroud: Cloaking oneself or others in an aura of protection against harm or detection.
  13. Empathic Link: Forming emotional bonds with others, allowing for communication or influence.
  14. Luminous Resilience: Enhanced durability and resilience derived from emotional strength.
  15. Emotional Feedback: Reflecting emotional attacks back onto the attacker.
  16. Luminous Reflection: Projecting illusions that mirror an individual's deepest desires or fears.
  17. Emotional Invisibility: Masking one's emotional presence to avoid detection.
  18. Luminous Enchantment: Enchanting objects or locations with emotions, influencing those who come into contact with them.
  19. Emotional Concealment: Concealing one's true intentions or feelings from others.
  20. Luminous Veil: Creating barriers or shields made of pure emotional energy to repel attacks.

 For additional powers see  d100 Necro Mutations from Elfmaids and Octopi


Sunday, February 18, 2024

#Lore24 Rites of Beauty and FIre #Creature24 Preists of the Cleansing Flame


 All is Fire. All shall be consumed and reborn in divine perfection. The Priests of the Cleansing Flame are the sacred and secular rule of UslaCairne they speak the doctrine of the Flame and administer the Cleansing Rite to all that submit to the Flames Dominion over the realm.  The Brothers and Sisters of the Order of purification lead a vicious and fanatical army.  Divided into Cantos, these legions of men and women all bear the mark of purification a ranked system of burn scars that mark the Cleansing Rite.  The more complex the scars the higher the supplicants rank. 

Armor 4 to -1 (15-21)

HD 3-8d8 or as per level for individuals of hire rank

Int 17

Move 12(30)

ToHit 19-13(+1-+7)

Atx 1-2x  Mace D6 chain D6+1  Gout of Flame 2d6


Random Abilities

1. Brazier of Tracking: smoke follows target based upon incense burned, witches, demons, humans etc..

2.  Flame Infusion: The priest can imbue weapons or objects with the power of the Sacred Flame, causing them to burn with divine fire and deal additional damage to enemies. add d6 flame damage to all weapon attacks

3. Cleansing Aura: The priest emits an aura of cleansing fire, purifying the area around them and providing protection to allies while causing harm to enemies.

4. Scorching Judgment: The priest can call upon the Sacred Flame to pass judgment upon enemies, inflicting intense fire damage based on their sins or impurities.

5. Flame Channeling: The priest can channel the power of the Sacred Flame through their body, increasing their strength, speed, and resilience while engulfed in divine fire.

6. Flameforged Armor: The priest can enchant armor with the essence of the Sacred Flame, creating a barrier of impenetrable fire around themselves or allies, shielding them from harm and burning any who dare to attack 2d6 flame damage to anyone in melee range

 

Saturday, February 17, 2024

#Lore24 Curses and Blessings #Creature24 The White Stag

 The White Stag represented change and fortune, it granted blessings to those who could catch it it ruled over the deepest recess of the forests where the veil between the worlds is at its thinnest.  If there is a means escape from UslaCairne the White Stag may be protecting it, but finding a creature that is impossible to capture let alone getting past it seems more myth than possibility.

 
Image by Vecteezy

 The White Stag is a gigantic creature well over eighteen feet at the shoulder with antlers twenty feet wide.  Its fur wisps off its body into ethereal tendrils. Its eyes are black as the darkest night.  The Stag is able to transport itself to any location it can see at will and farther multiple times per day, making its capture neigh impossible.  Those that get close enough risk being trampled by the beast or bitten the latter of which removes a days worth of memory from the Stags victim.  

Armor 0(19)

HD 15d10+2

Int 19

Move 21(60)

ToHit 5(+12)

Atx 2x  Hoof strike d12+5  Kick 2d12+5

Random

1. Trample 6d10

2. Bite 3d12 Save vs spell or lose 24 hours memory

3. Gore 4d12 

4. Forced teleportation d100 miles away 

Friday, February 16, 2024

#Lore24 Beasts of Fogotten Gods #Creature24 The Dogs of War

  War has many faces and turns man against against man, sister against sister.  War has many disciples that profit from the chaos and macabre carrion of its wake.  No creature is more capable and ruthless in its loyalty to its master than a Dog of War.  Huge dire beasts with deep black fur often mottled with blood stains, Dogs of War have deep set intelligent eyes backlit with blazing flame.   The gaze of a Dog of War brings aggression, confusion and blood lust to those who meet it.  The creatures very essence is that of combat and disconnection from rationality.  The six claws on each of its massive front paws can rend iron and steel and are thick with rotting flesh.  a strike from a Dog of War often leads its victim to raving madness as a hellish infection quickly poisons both their body and mind.   Dogs of War can spit a gout of flame, poison, negative energy, or other terrifying vapors or magic.  


Dogs of War are at their most dangerous when they travel in a pack.  Usually 5-8 individuals roaming together, packs will coordinate their hunting strategies in order to cause as much disruption as possible in combat.  They tend to single out weaker individuals and attempt to lead  or force them away from the lager group.  

Armor 4(15)

HD 5d10

Int 14

Move 15(40)

ToHit 14(+6)

Atx 3x Claw/ Claw/ Bite  2d8/2d8/3d10 or by gaze save vs spell, or by Breath save for half

Random Abilities recharge on 6 of d6

1. Fire breath 6d6

2. Acid Spit 7d4

3. Necrotic Torrent 5d8 causes withering

4. Fog of War. Dark grey mist teleports the victim and the Dog into a vast mist apocalyptic landscape  the dog makes ambush attacks out of the mist for d6 rounds.  At the end of the rounds both return to their original location.

5. Terror of Dysfunction. scintillation colors spray out in a cone 60 ft from the dogs mouth.  negating all magic, items, spell like abilities for d10 rounds, save VS spell negates.

6.  Leash of Talos.  The Dog spits out d12 black tendrils at its opponents, 30ft cone, Dex save -2 or be secured to the nearest object  until Str save -4.

Thursday, February 15, 2024

#Lore24 The Black Forest #Creature24 Children of Yaga

 The Yaga are creatures of the ancient world, hags and crones that still abide by the old ways.  But, over the centuries something else has crept into UslaCairne, something feted and foul.  Its deep corruption festers in the Black Forest and created horrifying things from the Yaga's demesne.

Slithering out from the shadows of the Deep, a crossed horror of the Yaga and edritch chaos, the Children of Yaga appear in dense mist that lingers in the Black Forest.  The creatures rend the flesh of those they encounter hanging the skeletal remains from the trees to mark their territory.  They speak no language that can be understood by man, but easily communicate with each other over long distances.  Some witnesses claim that the Children have been located in proximity to an area known to be a domain of one of the Yaga. However, no direct connection has been established that would determine if the Yaga are able to control these abominations.
   

Armor 1(18)

HD 8D12+3

Int 17

Move 15(40)

ToHit 10(+10)

Atx 3x claw 3d8  or Tentacle 5d6


Random Abilities  role 2x for each creature all saves are vs Death Magic

1. Tentacle Grasp: The Children of Yaga can extend its long, sinewy tentacles to grapple and restrain its enemies, rendering them immobile.

2. Memory Drain: Upon touch, the Children of Yaga can extract memories from its victims, leaving them disoriented and unable to recall crucial information.

3. Shadowmeld: The creature can merge seamlessly with the shadows, becoming nearly invisible and allowing it to move undetected through the forest.

4. Fearful Whispers: The Children of Yaga emits eerie whispers that instill fear and paranoia in those who hear them, causing panic and irrational behavior.

5. Nightmare Projection: It can project horrifying visions into the minds of its enemies, inducing nightmares and mental anguish.

6. Forest Manipulation: The creature can manipulate the trees, roots, and foliage in the forest, creating barriers, traps, or even animated guardians.

7. Soul Siphon: The Children of Yaga can drain the life force from living creatures, weakening them and replenishing its own vitality. Use claw or tentacle damage rolled, transfer points to creature,

8. Temporal Rift: Once per day, it can tear open a rift in reality, allowing it to step into a different time or dimension momentarily, evading danger or surprising its foes.

Wednesday, February 14, 2024

#Lore24 Elder Things of Earth and Water #Creature24 The Fomori

   Before the Inferno fell from the sky UslaCairne was a realm of rock and water, a churning connection between the elements and the Dark.  The land crawled with life both twisted and beautiful.  Above all things ruled the Fomori.  Driven back into the earth by the Cleansing Flame the Fomori, now hunt and scheme against all intruders to their world, rising up to strike and then disappearing again.


Fomori are creatures of the earth but are not true elementals.  They can appear in many forms but are generally tall beings with either human like or animal heads.  Some have a single powerful eye others may have multiple eyes.  Fomori do not age, instead there size increases as grow older. The oldest Fomori reaching titanic size.  

Armor 0(19)

HD 4d8+4 - 20D8+10 Fomori start a 6ft tall at 4HD add 2ft for every additional HD

Int 16-19

Move 12(30)-20(70)

ToHit 15(+5) 5(+15)

Atx 2x 2d6+4 - 10d8+10  (Plus special action)

Random Special Actions

  1. Dark Gaze: The Fomorian can unleash a gaze imbued with dark magic, causing fear or paralysis in their opponents. This ability may require a saving throw or check to resist its effects.

  2. Strength of the Depths: The Fomorian possesses immense physical strength, allowing them to crush opponents with powerful blows or lift heavy objects effortlessly.

  3. Water Manipulation: Fomorians have control over water, enabling them to summon tidal waves, create water barriers, or manipulate water-based attacks to their advantage.

  4. Shapeshifting: Fomorians can shapeshift into various forms, such as sea creatures, monstrous beasts, or even humanoid disguises, allowing them to infiltrate enemy territory or evade detection.

  5. Cursed Touch: The Fomorian's touch carries a curse, causing afflictions such as disease, weakness, or magical corruption in those they come into contact with.

  6. Summon Storms: Fomorians have the ability to summon powerful storms, unleashing lightning bolts, thunderous blasts, and torrential rain to devastate their enemies and disrupt their movements.

  7. Underwater Breathing: Fomorians can breathe underwater indefinitely, allowing them to dwell in the depths of the ocean or navigate submerged environments without the need for air.

  8. Aura of Darkness: The Fomorian emits an aura of darkness that shrouds their surroundings, granting them enhanced stealth and making it difficult for enemies to perceive or target them.

  9. Regeneration: Fomorians possess a remarkable ability to regenerate from wounds, allowing them to heal rapidly and recover from injuries that would be fatal to other creatures.

  10. Curse of Misfortune: The Fomorian can invoke a curse of misfortune upon their enemies, causing them to suffer from a series of unfortunate events or accidents that hinder their actions and impede their progress.

  11. Tidecaller: Fomorians can command the tides and ocean currents, causing floods, whirlpools, or tsunamis to engulf their enemies and reshape the battlefield to their advantage.

  12. Sorcerous Knowledge: Fomorians possess ancient knowledge of dark magic and forbidden rituals, allowing them to cast powerful spells, summon eldritch creatures, or perform occult ceremonies to achieve their goals.

Tuesday, February 13, 2024

#Lore24 Felldom Swamp #Creature24 The Eyes of Yaga

 The victims of the hags of Felldom Swamp lead a dismal existence as dreadful beacons warning of ghastly fate that awaits the unwary .

 


The Eyes of Yaga also known as Yaga's punishment are constructs made from the re-articulated bones of the victims of the swamp.  Rising like fence posts made from the long bones of dead humanoids and jointed together like the stick figures of a child's drawing, with glowing skulls mounted atop.  The witch fire burning inside the skulls burns forward in a pair of eye rays that range in intensity from dim light to pure white fire.

Armor 3(16)

HD 2d8

Int 4

Move 12(30)

ToHit 17(+3)

Atx 2x 3d6 eye beams (fire)

Eyes of Yaga that reach 0 health will reassemble in d4 rounds unless the skull is utterly destroyed and the pieces placed on dry land.


Random 

1.  Eyes of Yaga set as centuries around a shrine or Hag's lair. Skulls howl in sonic shock wave collective 8d6 within 60 ft of the line of lights

2.  Eyes of Yaga carrying live victims through the swamp. Bone and Sinew harpoons 2d6 damage plus impaled and drug 30 per round toward the Hag Light.  range 100 ft

3.  Eyes of Yaga searching for something or someone.  These Eyes of Yaga can see hidden objects 66%

4.  Eyes of Yaga spreading decay.  These Eyes of Yaga are positioned in an expanding circle spreading decay and rot.  Their rotting touch causes d4 rot per hour to flesh and natural materials.  con only be healed after the curse is removed.


Monday, February 12, 2024

#Lore24 The Terror of the Mundane #Creature24 Bandits, Brigands and Mosstroopers

 UslaCairne is a harsh realm the outer ring provides little permanence as the black sands of the core grind away at it.  Food, supplies, and wealth are difficult to sustain over extended years.  There are many a group throughout the ring that will take advantage of anyone they find that can feed a hungry stomach or empty pocket.  Brigands, Bandits, Mosstroopers, whatever the term used, are a group that specializes in robbery of travelers and other mercenary work.  Its the intersection of banditry and the realm itself that makes these groups so very dangerous. 


 Legends of bandits operating in the Black Forrest describe men part human and plant passing in and out of the shadows of the trees like ghosts.  The Sorgash mountains hides bandits cling to the very rock dropping down on travelers only the spring away with their prizes back into the cliffs.  Bandits crews traveling in the black sands raid adventuring parties with the speed and intensity of the furnace hot wind that blasts the ruins bare.  Dark powers often seek out the desperate, creating alliances that will benefit both in the short or long term.  The Brigands that hunt the swamp lands near the village of Felldom on the eastern turn of the outer ring have worked for a certain coven of witches for more than a century or more.  a few grandchildren of the original crew now exhibit extraordinary abilities and some unsettling mutations.

Bandits function as a group with respect to statistics.  Assume the Captain, or any Special individuals are separate creatures

Armor 5(14)

HD 1d8+2 per bandit.  Roll 2d6 for small bandit group 3d8 for large.

Int 10

Move 12(30) or 15(40) in specialized terrain

ToHit     19-1 per bandit (+1 per bandit) roll once and apply to every opponent

Atx d6+1 per total HD of bandits

 

Bandit groups

  1. Shadowstalkers led by Thornwood the Wraith: Stealthy bandits melding with the darkness of the Black Forest, rumored to possess uncanny plant-like abilities, led by the rogue Druid Thornwood.

  2. Cliffhangers commanded by Ravine the Recluse: Mountain bandits entrenched within the crags of the Sorgash Mountains, known for their ambush tactics and adeptness at scaling cliffs, under the leadership of the elusive Bounty Hunter Ravine.

  3. Sandstorm Raiders under the rule of Scorchedblade the Marauder: Swift desert bandits traversing the black sands with the ferocity of a scorching wind, renowned for their lightning-fast raids on unsuspecting adventurers, led by the fiery  pyromancer Scorchedblade.

  4. Swampshade Outlaws guided by Grimwood the Witchbane: Felldom's swamp-dwelling brigands, in servitude to a coven of witches for generations, boasting a new generation of descendants wielding extraordinary powers and eerie mutations, under the command of the resolute Warlock Grimwood.

  5. Mistwalkers helmed by Whisperthorn the Specter: Elusive bandits haunting the mist-laden paths of the eastern marshes, whispered to possess ethereal abilities and an uncanny knack for vanishing into thin air, led by the spectral figure known as Whisperthorn.

  6. Ruin Reavers led by Ashenfang the Despoiler: Ruin-dwelling bandits lurking amidst the decaying remnants of ancient civilizations, reputed for their ruthless plundering and allegiance to dark powers, commanded by the notorious Ashenfang.

Sunday, February 11, 2024

#lore24 Creatures of the Deep Dark #Creature24 The Witches of Fate

The Witches of Fate are unseelie creatures that capture souls and uses them to weave new and darker reality around them.  The Witches work in covens of three individuals.

Armor -2(21)

HD 7d8+3

Int 18

Move 12(30)

ToHit 12(+7)

 Atx 2 att +5 per round 2d8+4 wire thin chain plus warp reality ability

Reality Warp

  1. Its not me, Its you: Damage transference; any damage is transferred to someone of the witch’s choice for one round.
  2. Ties that bind: Save vs Str/breath weapon or be grappled any one in a 30 foot cone.
  3. Puppet master; the witch sends out threads that burrow into the victims mind. Con save 17 or be dominated and used as the witches puppet. restoration or remove curse required to break control threads can be seen only through true seeing or detect magic. witch can dominate 10 creatures at one time.
  4. Soul survivor: witch creates a master illusion of a devastating wave of power that transports each person within 120 into a locked tower room. So long as the illusion persists the victims can not see nor here any of their allies.
  5. Lamentations: a wave of pain and sorrow 6d6 psychic damage Wis save dc17 for half.
  6. Anticipation. as an bonus action or reaction The Witch can be come invisible at will and teleport to any position. She can reappear around someone blinding that person and attack at advantage doing double damage and grappling the victim in that round. The any damage inflicted is enervated by the witch healing her.

Saturday, February 10, 2024

#Lore24 Under the Cairne's Shadow #Creature24 Silfax

 Silfax is a malevolent and maniacal entity that lives deep within Sorgash Loch  in the cavern Stillnocht city.  Generations ago Silfax attempted to take control of the cavern with infernal assistance but was thwarted and in the ensuing conflict Silfax was drown in the lake.  Silfax was a skilled Thuamaturge who summoned and controlled infernal creatures to enact his bidding.  Balafon was his most prized servant, a powerful demon that Silfax bond to his service so long as his soul remained intact.  Silfax transformed Balafon into a black owl the form in which it remains to this day.


 
 
Silfax's vengeful spirit now clings to his drowned body plotting and scheming in the Deep at the bottom of the lake. Radiation from veins of minerals tied to other realms have given him the power to preserve his connection to the material realm and enabled him to maintain his contract with Balafon. The demon resides in dark caves on the outskirts of Stillnocht and can be seen on occasion flying silently over the lake scanning the deep for his former master.  

Armor -2(21)
HD 12d8
Int 17
Move 12(30) no water restrictions
ToHit 8(+12)
Atx 2x 2d8 rotting fist.  3d8 drowning touch

Silfax can summon infernal minions recharge 5-6 a total number of 12 HD.  The minions are loyal to Silfax and obey his commands.

Infernal Minions
Armor 2(17)
HD 1-12d8
Int 12
Move 12(30)
ToHit 20-8(0-+8)
Atx 2x d6-2d8 based on size. Burning/Corrupting touch.


  1. Infernal Manipulation: Silfax retains his mastery over infernal magic, allowing him to summon and control demonic entities to do his bidding. He can command these creatures to carry out acts of destruction or to serve as his minions in his quest for vengeance.
  2. Corruption Aura: Silfax emanates a corrupting aura that taints the land and waters surrounding Sorgash Loch, turning once vibrant lifeforms into twisted and malevolent beings loyal to his cause. Those who venture too close risk being consumed by darkness and madness.
  3. Spectral Influence: Silfax's vengeful spirit has the ability to influence the minds of those susceptible to his dark whispers. He can sow seeds of doubt, fear, and paranoia, turning allies against each other and weakening the resolve of his enemies.
  4. Elemental Mastery: Through his connection to the veins of minerals tied to other realms, Silfax has gained control over elemental forces. He can manipulate water, earth, and air to create devastating storms, floods, and earthquakes, wreaking havoc upon his enemies.
  5. Soul Corruption: Silfax can corrupt and devour the souls of those who fall under his influence, adding their essence to his own and bolstering his power. He feeds on the fear and despair of his victims, growing stronger with each soul he claims.
  6. Phantom Form: Silfax can assume a ghostly form, allowing him to pass through solid objects and move swiftly through the depths of Sorgash Loch unseen. In this form, he is nearly impossible to detect and can appear and disappear at will, making him a formidable foe to confront.



Friday, February 9, 2024

#Lore24 Life Under the Cairne's Shadow #Creature24 The Teranites and The Vorden

 Cut and carved beneath the surface of UslaCairne are a maze of caverns and caves; some natural, some cut by mortal hands.  The Under Dwellers reside here, hiding from the flames and strife of the world above. But not without their own concerns and the perils of living on the edge of the Deep.


The most prominent under city is Stillnocht, deep beneath the northern Sorgash Mountains.  The tall natural cave system spans several square miles and contains a fresh water lake known as Teranus Loch.  The surrounding rock contains multiple veins of iron, coal and silver as well as smaller veins of other more esoteric minerals.  

The inhabitants of Stillnocht, like most other of the Under Dwellers, are a mixture of multiple species with pale skin, some individuals have developed bioluminescent patches or markings to navigate the darkness. Their eyes tend to be large and sensitive to low light conditions, often possessing enhanced night vision, allowing them to navigate the dark caverns. Under Dwellers' physical forms are divided into two clusters. The first with elongated limbs and flexible joints, are known as the Teranites.  Teranites have a natural affinity for climbing, with strong, dexterous digits capable of gripping onto rocky surfaces.  The Vorden are shorter with thick muscular builds, and have naturally tough skin and extended endurance.  Both have keen senses of touch and hearing able to detect frequencies moving through earth. 

 

Treanites                                                    Vorden

Armor 8                                                      Armor 6

HD 2d8                                                      HD 2d8+4

Int 14                                                         Int 12

Move 15(45)                                             Move 12(30)

ToHit 17(+3)                                            ToHit 17(+3)

Atx 1x by weapon+1                                Atx 1x by Weapon+2

 

 Random Encounters

1. Vorden miners uncover a strange glowing vein of minerals

2. Teranite explorers  find a ruin long buried underground

3. Something stirs in the deep of Teranus Loch

4. An angler worm breaks through the cavern wall.