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.