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.