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Monday 25 March 2019

Korleth - Underground ice predator

Korleth

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

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

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

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

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

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

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

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

Psionic Ferret (Sniffers)

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

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

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

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

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

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

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

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

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

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

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

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


Tigore or Psionic Tiger

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

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

Tigore

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

 DEFENSE

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

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

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

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

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

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

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

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

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

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

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

Sunday 24 March 2019

Centourax - twenty-foot long centipede

Cities are by far the safest place in my world, thousands of people come together in areas protected from the cold, undead and other threats. One of the side benefits is that there are lots of places where beasts can thrive - underneath the city is a very common one, and that's where the Centipede Maurax, or Centourax reside.

These are very long centipedes, (though classified as medium sized creatures) they usually find a place with water and start building tunnel complexes. If they grow large enough, the tunnels can be large enough for small, medium or sometimes even large creatures to walk thru them.

Centourax
Medium Abberation
AC 15 .(+5 natural)
Hit Points 2 HD (7 hp)
INIT -1
SPEED 30 ft, Run 50 ft, Tunnel 5 ft
Attack tentacle  +4 1d6 dmg
Fort +4 / Reflex +0 / Will +1
Dmg Reduction 1/2*
Skills: Perception +5, Stealth +8, Climb +16, Craft +2
Feat: Co-Ordinate, Fast Retreat
CMB +7, CMD +16 (fast centipede, foot long)
Environment: Underground
Alignment: - Neutral
Advancement HD 3-8 (Medium); 9-16 HD (Large)
Increase HD Dmg for every Advancement (1d8 @ 3-8; 1d10 @ 9-16)

Special Defenses: Centipede Maurax can be affected by mental, mind or control matter but the effect lasts no more than one minute.

Feat: Co-Ordinate: Gain +1 in craft skills for every 5 workers that work together on the same project.
Feat: Fast Retreat: Once a day a Centourax can do a straight run for three rounds to avoid potential danger

Twenty-foot long centipede, 50 plus small legs, around one foot tall and wide with eight inch maxilla (mouth tentacles), small but very sharp mandibles with black outer shell with yellow squares throughout it's skin.

They work in groups towards a common goal, most times they have no obvious leader just a shared consciousness that co-ordinates activity. They prefer eating meat as it helps them grow, but they can survive on grubs and mushrooms if it's easier to obtain.

Damage Reduction: 1 point,

Wis-Ants


Wis-Ants 
Size Small
# Appearing 50-80 
AC 12, Typical 
HD 1-3; 75% are 1 or 2 HD
Attack: Mandible +3 1d2+1 dmg 
Str 6    Con 10    Dex 12    Int 8    Wis 7     Cha 4    
Skills: Perception +5, Stealth +9 or Craft (Building)+8
Feats: Social Integration, Tracking
Environment: Any but water or cold
Treasure: Incidental
Alignment: Neutral


These are small sized ants but highly intelligent. Quite capable with their intricate crafting skills. Most reside far underground in armies that number in hundreds of individual ants that work together to complete tasks.

Social Integration: When groups of twenty or more Wis-Ants work together on a problem, add +1 on their collective intelligence, wisdom, attack or building skills for each ten Wis-Ants are involved. .

Thursday 21 March 2019

Psionic Otyugh

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

V'Otyugh

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

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

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

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

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

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

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

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

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

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

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

New Psionic Power

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

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

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



Psider - Devious Psionic Spider Carnivores

Always loved using my psionic creatures. The general rule is for creatures that couldn't get into a class, if they have magic type abilities it's better fit them into the psion role as opposed to a cleric or wizard.

Psider

Large Size Beast (Psionic)

Hit Dice: 8d10+24 (60 hp)
Initiative: +2
Speed: 30 ft, Climb 30
AC: 18 (+7 natural, -1 size, +2 Dex), 11 touch, 15 flat-footed
BAB ase Attack/Grapple: +8 / +18
Attack: +14 (Bite, 2d8+7)
Full Attack: +14 (Bite, 2d8+7) or 2 legs +10 (Smash 1d8+6)
Reach: 10 ft / 10 ft
Special Attacks: Poison, Webs, Psionics
Special Qualities: Dark Vision, Tremorsense 60 ft, Vermin Traits, PR 21
Saves: Fort: +6, Ref: +8, Wis: +5
Abilities: Str 23, Dex: 14, Con: 16, Int: 15, Wis: 10, Cha: 10
Skills: Craft (Webbing)+8, Climb +16, Stealth +7, Jump +20, Move Silently +7, Perception +11
Feats: Mental Leap (+10), Psionic Bite, Psionic Focus (Auto)
Environment: Caverns, Dungeons, Dark Icky Places
Organization: Solitary, Pair, Bridge
Challenge Rating: 7
Treasure: Standard
Alignment: Usually Neutral Evil
Advancement: By character class

Psiders are devious psionic carnivores that hunt the lower recesses of many dungeons. They seek prey to devour as well as for psionic enlightenment, seemingly going out of their way to trap psionicists or spellcasters alive in their web prisons. They appear as standard large sized spiders, with light grey, green or purple fur on their backs and lower sides. Many colour their legs red or yellow depending upon their rank within the web. These psionic spiders are intricate planners, carefully planning both their beautiful webs and their deadly tactics to inflict maximum devastation.

Until they activate a psionic power, few can tell the danger they truly face.

Combat
Psiders begin combat by controlling the environment around them, often using control light to minimize their prey’s chance at detecting them. Next they may use their webs to capture foes, or their psionic energy push to inflict as most damage as possible from a distance. When possible they drop from high distances, inflict their poisonous bite then jump away before others can counter-attack. If there is more than one psider, one will always attack first as the others watch their foes, if someone heals the poison damage, they strive to eliminate the healer.

Poison: DC 16, 1d8 Str/1d8 Str

Web: Entangle: DC 16 Escape Check, Strength Check DC 20; HP 16.

Web Coccoon: If they grapple a large or smaller victim for ten consecutive rounds, or if they hold an unconscious person, they can wrap thousands of silky strands around a victim. Those entrapped must make a DC 50 to escape the cocoon via either a strength check or escape artist check. No spells or powers can be used while entombed (no somatic, verbal or material manipulation is possible.)

Psionics: Powers of an 8th level Psion; PSP: 50; DC 10+(1d10)
Detect Psionics, Catfall (100 ft), Grease (Psionic), Wall-walk, Control Light, Charm (Psionic), Brain Lock, Energy Push (2d6), Escape Detection

Skills: Psiders gain a +8 bonus to climb and jump skills. These creatures are fantastic natural jumpers, always able to take ‘10’ on any jump check; assume they roll a 40 on jump checks. (+10 for Mental Leap)

Psionic Bite: Any time a psider is able to gain their focus, they inflict +2d6 additional dmg with their bite.



Dramillios or Dram - the wizard's nation

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

Dramillios

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

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

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

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

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

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

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

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

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

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

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

Wednesday 20 March 2019

Tabueen - Ice Nomads also called Wastelanders

Tabueen - Ice Nomads

Few people still roam the lands as true nomads. Vegetation has become extinct in all but the sollus isles and spire-lands, and the wandering animals left are strong beasts very capable of defending themselves from the most accomplished hunters. With few options remaining, most nomadic people were destroyed, turned savage or settled down to move past their previous traditions.

One tradition left is to survive by raiding, living by taking what they can from the sollus towns. Most think of the Wastelanders who have learned to survive by attacking anyone, beast or villager that dares leave the protection of the sollus. They view life as a struggle, and they take what they need. Often trying not to kill or have strict codes about who they may attack and when. Some raiding tribes do make allies with the "settled peoples", knowing the importance strategic friends can mean. Those in the sollus islands also realize that it is beneficial to have allies with these powerful raiding peoples, both to attack their foes and to help in protecting the towns. Often the tribes need a place to rest in the most dangerous of storms as well as a place to sell their spoils. These people also served as early warnings for oncoming giant, dragon or undead hordes. Most tribes are chaotic, neutral or both, taking what they need. Life is not for the weak, and they destroy anything not as strong as they.

A significant departure from these raiders are the Tabueen, ice nomads that have found a unique method of survival. Who the Tabueen were before the great winter came, is unknown. The most popular belief is they were among the exiles, searching for sanctuary in the newly discovered spires. According to the Tabueen, what they found at first were dragon-bears, winged magical beasts that choose this group of exiles as their prey. For too many years, these great beasts would devastate the people, killing one or dozen at a time, and neither their warriors nor sorcerers could do anything to stop them. Even once these people found the spires, the dragon-bears attacked with no mercy, forcing the tribes to continue running, trying to stay ahead of these terrible beasts.

According to their legends, In one of their many attempts to escape, they found three parallel gorges in the snow, not too deep, and much more solid than other ice paths. The paths, being much sturdier provided much better travel ways, and headed in the same direction they wanted to go, the tribe decided to use them. The tribes discovered small blue mushrooms along the pathway, nourishing and plentiful and in some cases even magically boosted. The gorges turned to ice tunnels and the people continued to use them, believing them sacred.

What happened next changed the people forever, the tunnels went on for days until they meet up, into one huge underground tavern, with even more diverging tunnels. The shamans declared the tunnels holy, claiming them to be safe from the dragon-bears. From this central cavern they could reach far into the domain, but this would be their home base, a meeting point where all the Tabueen tribes could gather. Within the huge ice cave they found signs of life. Pictograms and carvings, both of the traditional ice dwarf inhabitants, and of blue ice wyrms that traveled both beneath and above the ice. It was these who created the tunnels and paths, and the shamans declared these beasts the holy totem, to be worshiped and venerated as a way of life.

The old and the weak rested in the central cavern, while the warriors and mystics traveled in the many tunnels. There they found holes leading to both the above world and deep caves beneath the ice itself holding open water and mushrooms of even greater size and potency. They met other inhabitants of the caves, some as allies, and others as vicious enemies that they fought in order to use the same tunnels as a means to get around the ice-underworld.

Their greatest of mystics soon found the snow whales or balashi, swimming up above on the loose snow on the surface. These huge majestic beasts spent days above, sunning them, gathering in groups, and singing long, beautiful music. The mystics knew it was these sounds the Tabueen were always driven by, the great peaceful beasts called to the Tabueen, for the totem needs their followers as much as the people needed them. The reason soon became clear, as these snow whales, very abruptly the herd broke apart and swam away in many different directions, as they seen their old foe, the dragon-bears come, but they came to hunt the whales. The mystics called out to their new benefactors, trying to discern what their new allies needed.

The images were not of battles outside the tunnels but inside of them. The snow whales could hide from the tyrants, by swimming far beneath the snow and ice. But the many creatures that also traveled the tunnels fought the whales in close, by surprising the creatures and giving them nowhere to go. The shamans knew their role would be to keep them free of the vermin. In return, they would gain the sole use of the ice tunnels and the many caverns that cropped out from them. The Tabueen found their home, not free of the all dangers, but one that provided the nomads with a living and a purpose. And they have stayed in the tunnels for thousands of years...protecting it and trading with many of the subterranean and other travelers they meet.

Rule: Tribal, Led by eldest shaman (most often a sorcerer) in general paths, but the day-to-day leadership can be from any tribe member that has proven themselves in both gathering, hunting and making allies. Druids worship spirits but there are also clerics who follow one of the more traditional deities. Unlike in many other places, they are never in dispute over purpose or devotion, sometimes they don't smoothly align in terms of action.

Tribes: are usually fairly small in number, rarely more than two hundred. Almost every member has a class level or two. Males usually tend towards warrior and rogue classes, women toward rogue and sorcerer or druid.

Their hunters and warriors travel on the ice-top, always patrolling for enemies. They rarely fight among their own kin but it does happen for the best under-tunnels filled with resource rich buillish (snow mushrooms.)

Allies: Dwarves (all), Balashi, 
Tribal Enemies: Orcs, Ogres, Walren, Wolves, White Ravii, Ice Rats
Common Threats: Undead, Dragon Bears, Frost-eyes (white beholders) & ice hags

Classes:

The Swallowed Ones. Individuals that have been swallowed by the balashi emerge with great wisdom and knowledge. They have a telepathic link with the creatures and are revered in their tribe for their closeness with the Kapuntuc. (Equivalent of paladins)

Druidic priests. Summon the spirits to advise and heal. Though they do not actually summon the spirit of the Kapuntuc, as it is considered disrespectful.

No wizards, but sorcerers are possible. These spellcasters rarely travel with the tribe; they are hermits that protect the most important central caves. Known to brew magical potions, as well as use the Necil ice forges to create the magical weapons needed by the tribe.

Suvoen: Rangers, born singing the whales holy songs and must learn their tribal tongue as a foreign language. They are raised by other suvoen, and travel with the whales as soon as they are old enough. Main duty is to travel on top of the ice, searching for enemies that might strike at their people or the kapuntuc. Often set up small trades or try to discover anyone other than the dragon-bears that hunt the kapuntuc.

Basic Belief: The tunnels are theirs alone. Believe that all people need a territory and will go out of their way to avoid trespassing, but they want the same isolation and respect for their tunnels. Otherwise they are extremely reclusive, and though will help innocents or weak individuals, they rarely share their information about anything beneath the ice.

*    *    *    *    *    *    *    *    *    *    *    *    *    *    *    *    *    *   

Sollus - According to local tradition, sollus stone is part of the broken sun that was destroyed. Casting a simple light spell is enough to provide a gentle heat for a few months. Very valuable.

Spires - Mile high plateau islands

Wastelanders - Nyssian term for barbarians who hunt the icelands

Blue Magic - All items blue coloured have the healing property. 

Kazeen Hound - Psionic Blink Dog


They are essentially golden haired psionic blink dogs.


Kazeen Hound - Psionic Blink Dog
Creature CR3
NG Medium Magical Beast
Init +3 Senses Darkvision 60 ft.; Perception +6

 DEFENSE
AC 16 touch 13, flat-footed 13 (+3 Dex, +3 natural)
hp 34hp (4d10+12 con)
Fort +7, Ref +7, Will +4
Defensive Abilities    DR  3/Evil

 OFFENSE
Speed 50 ft.
Melee Bite +5 (1d6+1)
Special Attacks Sneak Attack +2d6

 STATISTICS
Str 13, Dex 17, Con 16, Int 10, Wis 16, Cha 14
Base Atk +4 CMB +5 CMD 18
Feats Track, Iron Will, Run
Skills Sense Motive +5, Perception +10, Survival +10

 ECOLOGY+
Environment     Kazurn Plains
Organization    Solitary, Pack (4-16)
Treasure Value  Standard
 SPECIAL ABILITIES

Ability (Ex)
Natural Blink (1=Front, 2-3 Right Flank, 4-5 =Left Flank, 6-8 Behind - Usable once every round

Kazeen hounds are medium sized, golden coloured canines gifted with psionic abilities. They are usually found in the icy Kazurn plains, but they originate in the Tallene spirelands. These beasts use their abilities to help good aligned creatures out of danger, protecting weaker beings from monster ambushes. They are psionic Nyssian versions of Blink Dogs, and many good aligned adventurers seek them out as companions.

These hounds teleportation abilities are legendary and are perhaps the fastest animals in terms of ability to travel from one location to another. They have a Master Teleportation ability they use if they are at less than 20% of their maximum hp.

Psionics: PSPs: 50, DC: 13 + (1d8) level; 4th level Psions

Powers: Adrenalin Control, Catfall (80 ft), Heightened Senses, Immovability, Life Detection, Dimension Door, Energy Adaptation (Cold, 10 dmg), Aversion (Baying). Master Teleportation (Focus, 5th lev)

Quators - Tenderfoot Halflings

In the Spirelands, many nations and cities rise and fall, and empires that once stood strong for a hundreds of years are now forgotten. One of the few exceptions to this, is Hegemony, a nation state that was made up of Phaetox and Minotaurs, seeking a stable lawful state a chaotic land. It rose to prominence, as the city became a haven for many outcasts who were looking for a place to call home. But it was a group of Tenderfeet (halflings) that came to lead the city in defenses that many still recall.  While weak individually, they excelled in hit and run tactics in small groups. They remain fiercely loyal to the ideals and to the city itself.

The phaetox and minotaurs still reside in the city and keep their vows yet while some still believe in the lofty goals their collective loyalty often lie elsewhere. The Quators still believe in the nation and maintain the continual defense of the cities. The reside in the orange grasslands that surround the city, as there are a dozen villages of less than a hundred halfling inhabitants.

Quatorian (Tenderfoot Halfling)
Small fey, chaotic good

Armor Class 17
Hit Points 51 (7d8 + 7)
Speed 20 ft., swim 20 ft.

STR 9 (+0)
DEX 19 (+4)
CON 13 (+1)
INT 10 (+0)
WIS 15 (+2)
CHA 13 (+1)

Skills Stealth +8, Acrobatics +5, Animal Handling +5, Knowledge (Nature) +5, Perception +5; either Persuasion +6 or Survival +6
Condition Immune to Perception & Identification Spells
Senses passive Perception 15
Languages Common, Sylvan
Challenge 3 (700 XP)

Invisibility: When not wearing medium or heavier armor, and more than 40 feet from an opponent, they gain +10 to their stealth checks

Blasting Arrows: When with 5 or more other Quatorian Halflings shooting missile weapons at the same, at the same victim, they gain +1  in damage for each arrow that hits. Must be lead by a 6HD or higher leader.

ACTIONS
Multiattack. The Quatorian makes two attacks with their dagger or sling.

Trip or Disarm: A Quatorian gains +4 on attempts to either trip a medium sized or disarm them.
Every Quatorian must specialize in one of these  specialized attack routines.

Defensive Bonus Quatorian's gain +6 (instead of the standard +4 bonus) to avoid being tripped


The Two Solitudes


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

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

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

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

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

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

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

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

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

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

Thursday 14 March 2019

The Beast without Beauty


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


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

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

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

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

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

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

ECOLOGY

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

SPECIAL ABILITIES

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

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

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

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

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

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

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


Wednesday 13 March 2019

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

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

Rokan

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Tuesday 12 March 2019

Plague Rats – Prestige class of the city of Shenth

I have wanted to have a prestige class like this one for awhile. It's specifically only for one area of my game world, the city that once contained a plague that can never be fully eradicated. It exists just beneath the surface, with these rats doing what they can to treat the victims and ensure fewer people are infected.

Plague Rats – Prestige class of the city of Shenth. Named for the rats that carry the deadly plague that once nearly destroyed the city, but have been a constant threat for more than three hundred years. More than half of the members are dwarfs, as they were the ones who originally contracted the disease. They are honoured, despised and pitied by the other citizenry at the same time; these exterminators are needed, but due to the ever-present rotting smell emanating from them, they are more like a secret cabal of the near damned, tolerated as long as they are far away.

Unlike other prestige classes there is only way to join this group; contract the disease. Most people who contact this disease never become plague rats, but the plague carriers when they originally contracted the disease do not resist the contagion, thus their bodies adapts to become stronger with the disease than it ever did before. Most carriers never advance in the prestige class, but they can to enable them use the effects of their disease to their advantage.

Appear as a common person of their race, except they have small red boils on their hands that flare up and drip blood when they are scared or sick. When first infected these boils appear through-out their body but then settle down over a few weeks time as their body adjusts.

Hit Dice: D6 (unless their previous class is higher)
Requirements: To qualify to become a plague rat is to either roll a one on a saving throw or to deliberately forego a saving throw
Class Skills: as original class
Weapon and Armor Proficiency: as original class
Saving Throw: Advance as original class
Spells: If they previously had spells, they advance

1st level: Plague Carrier; Detect Disease; +1 charisma to infected
2nd level: Recognize stage of Disease; speak with animals; +1 level in all abilities of original class 3rd  level: Absorb Disease; +3 charisma to infected; +1 level in all abilities of original class 
4th level: Transmit Disease ; +1 level in all abilities of original class   
5th level: Adapt Disease; +5 charisma to infected; +1 level in all abilities of original class 

Plague Carrier: The individual is infected with the Shenth plague, and outside of divine intervention, they will always carry the plague within themselves. A carrier never suffers ill effects from the plague. They are passive carriers, as anytime a previously unexposed humanoid touches the individual; they must make a Fort save vs DC 2 to avoid catching the plague. If they pass this saving throw, they are immune to the disease, if they fail, see the Shenth plague entry.
Those who pass take an immediate -2 on their constitution and charisma for the next six hours. Those who fail their saving throw slowly starts to blossom with the red boils, and must make a DC 16 every day or suffer -1 cumulative charisma and constitution until either reaches 5, then they reverse and slowly increase to its natural point.

Detect Disease: per the spell in the player’s handbook; as an innate spell.

Charisma bonus: The infected will automatically recognize a carrier, and will respond positively to him or her, gaining extra bonuses as they increase in level.

Recognize Disease: Plague rats may make a spot check (DC 12) to determine if someone has been affected by the disease, how long they have had it and at what stage of infection they are in.

Speak with Animal: used primarily to speak with the rats that inhabit the lower levels of the city

Absorb Disease: Upon laying their hands on an individual affected by the plague, they are able to cure the inflicted and remove the plague from anyone except another plague rat. Any charisma loss however is permanent. If someone doesn't want to be cured, they cannot be cured through this method.

Transmit Disease: While plague rats are always passive carriers, at this stage, a plague rat can infect others with the plague with full effects without touching them. Those whom the plague rat wishes to infect can be within forty feet and the plague rat can see them. Upon two rounds of concentration, the victim must make a Fort DC 15 or be affected with the disease.

Adapt Disease: Perhaps the most insidious of all their powers, at this stage, the plague rat can adapt the disease so that it will affect one type of creature. So, they can change the plague to effect elves or giants only. It takes ten minutes of uninterrupted activity to adjust their body chemistry. They use this so they can more easily blend in.



Monday 11 March 2019

Shenth - Free City in the Sea of Stones

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

Shenth - Free City in the Sea of Stones

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

Official Rule: Towerocracy, Influenced by the High Nobility

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

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

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

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

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

Temples: Rosetti & Keran

Unofficial and Unsanctioned History

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

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

City Features

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

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

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

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

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

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

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

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

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

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

 Local Terms:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

 Religious Groups

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

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

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

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

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