Yeah, 2020 has been kind of a wash so far. Still, I am hacking away at various projects. What follows is the entirety of my development file for the Grayharrow RPG setting. It is presented as-is. Without explanation or apology - not even for the formatting. Just to share. Perhaps someone will get something out of it. Someday, it may even be finished. This is not meant for immediate use. It is not ready for wide release.
Gray: lacking cheer or brightness in mood, outlook,
style, or flavor.
: having an intermediate and often vaguely
defined position,
condition, or character.
Harrow: a cultivating tool set
with spikes, teeth, or disks and used
primarily for breaking up and smoothing the
soil.
: torment, vex.
Overview
Grayharrow is a high fantasy project in what we’re
calling the Sword-in-Gaslight Psiberpunk
genre. What does this mean for you? Well, there is plenty of magic, in a world
unlike our own in so many ways. Select details and aspects will reference
Gothic, Victorian, Edwardian, Georgian, or Regency influences, to convey some
of the lines and shades of the setting backdrop. A period hint of the familiar.
Even so, swords and armor remain the order of the adventuring day, and the
range of psionics options will not only be available to some characters, but
will help define important aspects of the setting itself. The land, as a whole,
is named Ithylwae.
Ithylwae is a land ruled by
monsters – but not all are monstrous. The human monster, a Crown Lich, reigns
over Vythakhar, the most influential of the seven-or-so recognized realms. This
makes Humanity the dominant race at the time of this writing. Smaller than a
world, but larger than a single kingdom, Ithylwae is designed to be used for
single game sessions, or for an extended campaign. Play it alone, or drop it
into an existing milieu. Make it yours. The lands comprising the setting can be
situated in the corner of a continental map. They can form a small subcontinent
set off on their own. They can be taken apart and made to fit in whatever
circumstance or arrangement suits best. If you want, take just the Vythakhari
city of Imharra and haunt the dreams of your players.
The goal is for a setting that
feels intimately epic, in that the
spaces involved are fairly small, but the details and stakes can be built upon
a grand scale.
Project
History
Vythakhar
was an unused realm in the first iteration of what is now the Avremier setting.
It was a place of strange magic and an atmosphere I could only describe as,
“eldritch.” It was a weird place created by a very young me, and none of my
players ever reached it. When I set out to bring Avremier “to the masses,” I
found that Vythakhar just didn’t fit my current vision of the setting. So,
rather than attempt to force a triangular peg into a round hole, I decided to
create an Avremier spinoff, of sorts.
Not that Vythakhar is part of Avremier. It is just a mini-setting that takes
much of its flavor and detail from the early days of Avremier’s development. Like
an archaeological site recently unearthed for study and possible appreciation.
What you have here is Vythakhar placed within a more suitable setting,
developed by a more mature and experienced me. It is my hope that both have
aged well.
Setting History
Vythakhar today is the realm of
His Undying Majesty, Lokkan Thaul, whose capital city of Imharra rests in the
titanic, skeletal hand of a long-dead god. While Vythakhar has long been a
magocracy, there are those who would worship and elevate the enormous Dead God,
claiming to hear his whispering voice above even that of the King. Defined by
the authority of Law, Vythakhar is a place where Good and Evil are concepts
left to philosophers to debate.
By Vythakhari reckoning, history is
divided broadly into, “Before Fallen God” and, “After Fallen God.” In the age
before the God fell, much of the region now known as Vythakhar was named Lorucheim.
Little is known or recorded of that lost dominion, but what follows is
generally accepted by scholars and historians.
In the Old Kingdom of Lorucheim,
magical lore was held by the ruling class, and largely forbidden to the common
people. Its former despotic
ruler, known as Shroud, enforced his/her will through powerful servants called
the Bloodless, that hid behind concealing garments and armor in varying shades
of white. Regional Governors, with Imperial Advisors, oversaw administration of
the land on a local level, while Armigers from the oldest noble houses ruled
their own ancestral fiefdoms. For
the most part, life in Lorucheim was said to be a good one, where its loyal
citizens could expect the chance for prosperity and justice throughout their
span. Before the end, there was said to have been a terrible coup attempt, with
the support of diabolic allies. This was just before the God fell.
The impact of the Dead God (or,
Fallen God) was a cataclysmic event that effectively destroyed Lorucheim at the
start of what is historically considered its decline. Even as archaeological
evidence, very little is known to remain. And, not much of that is entirely
understood.
No other civilized race would
settle among the divine remains, leaving the land to monsters and scavengers.
Thus, when the first Vythakhari people arrived, the entire region was
essentially theirs for the taking. With varying degrees of curiosity and
trepidation, the neighboring nations watched the birth and development of what
is now Vythakhar.
Last of the Mage-King dynasty of
Vythakhar, Lokkan Thaul died in defense of his throne from threats originating
in planes beyond this one. Soon after, he rose as a lich, wielding mighty
psionic powers along with his mastery of arcane magic. Reclaiming the throne,
the realm’s first Crown Lich rules as a “benevolent despot” to this day.
Lokkan Thaul is merely a title in
the High Speech of arcane spellcasting, meaning Ancient Words. His true name is
a well-kept secret. The Crown Lich has learned to duplicate many spell effects
psionically, thus preserving spell slots for later use. He also wears a magical
mask, to keep others from viewing his unsettling visage. The mask lends
authority to his words in the form of a Charisma-based bonus, not Charm or
Command.
Setting
Rules
Cascade Effects: These are
consecutive successes or choices that allow for a cumulative advantage in an
encounter or situation. The idea is to encourage or reward cooperative player
action and in-character thinking. Sort of a chain of events where (for example)
one PC realizes just what kind of monster may be nearby, leading to another PC
recalling that this particular monster of this specific region uses a special
type of weapon or attack in combat, leading to another PC recognizing a
critical weakness or flaw of this special attack, leading to the entire group
receiving a bonus to combat rolls vs. these particular monsters using these
particular weapons in this particular encounter – because they observed,
communicated, and cooperated.
Fidelity: Loyalty. Duty.
Honor: Measure of worth or achievement.
Propriety: Behavior. Morality.
Player Character Races
Vythakhari contest with elves and
dwarves over arcane resources. As the non-human races leave their homelands,
their magical abilities and traits start to wane – but never fully leave. Thus,
PC dwarves, elves, gnomes, and halflings will start with fairly impressive
magical abilities – but they will be able to rely upon them less and less the
more they adventure in other lands. This is one reason why humans are the
dominant adventuring race. This is also why you don’t see as many high-level
non-human adventurers, since many return home before too long to avoid losing
their racial identity entirely.
Max HP/Class) Fighter: 109 (14th),
M-U: 68 (14th), Cleric: 86 (14th), Thief: 73 (14th).
Max HP/Race) Dwarf: 108 (12th), Elf: 83 (10th), Halfling:
75 (8th).
Human Character Classes)
Grayharrow will be presented using
the original B/X rule set. Except for humans, the other races are given under
the race-as-class model. In a society
dominated by Law, the prominent class types will be paladins and monks.
For game purposes, the Vythakhari
race is human. They just look a little strange. Skin tones are in ranges of
pearly-gray, with some being paler and some darker. Hair is black, gray, or
white, and has nothing to do with age. Eyes are brown (30%), gray (60%), or
(rarely) a very pale blue that is almost gray (10%). To outsiders, a Vythakhari
may look washed-out and colorless. Those with any color in their eyes beyond brown
or gray will have nightsight up to 30’.
Cleric of the Cleansing Flame:
These are human worshippers of Iblis, though they hide their faith behind
symbolism and abstraction. To the unenlightened, theirs is a religion that
honors the sun. Those of the inner circle are known to worship the Polychrome
Flame.
CLERIC, OSSEOUS
Level
|
Title
|
Required XP
|
Hit Dice
|
Bestowals
|
1
|
2
|
3
|
4
|
5
|
1
|
Faithful
|
0
|
1d6
|
|
|
|
|
|
|
2
|
Initiate
|
1,500
|
2d6+1
|
Divine Favor
|
1
|
|
|
|
|
3
|
Aspirant
|
3,000
|
3d6
|
|
2
|
|
|
|
|
4
|
Adherent
|
6,000
|
4d6+1
|
Divine Favor
|
2
|
1
|
|
|
|
5
|
Devotee
|
12,000
|
5d6
|
|
2
|
2
|
|
|
|
6
|
Pursuant
|
25,000
|
6d6+1
|
Divine Favor
|
2
|
2
|
1
|
1
|
|
7
|
Osseoan
|
50,000
|
7d6
|
|
2
|
2
|
2
|
1
|
|
Vythakhari society supports very
few religions beyond worship of the Dead God. The “Osseoan” Cleric is a
follower of the Dead God that gains spells by use of rituals drawing power from
proximity to what is essentially a gigantic holy relic. Unbeknownst to most worshippers, this faith is
directed to the Unborn God as it gestates within the skeletal remains of the
fallen deity.
The prime requisite for an
Osseous Cleric is Wisdom. A Wisdom score of 13 or greater gives the Osseous
Cleric a bonus on earned experience points.
RESTRICTIONS: Osseous Clerics
have six-sided (d6) hit dice. They may wear any armor and use shields. They are
trained in “hafted” weapons, including axes, mace, morningstar, flail, club,
pole arm, spear, and war hammer. The traditional (preferred) weapon of the
Osseoan Order is a mace or morningstar with a skull-shaped head. Hand axes and
war hammers are fairly common weapons among the rank and file. Battle axes,
pole arms, and spears are ceremonial weapons permitted to temple guards,
itinerant, or adventuring clerics. No member of the Osseoan Order is trained in
the use of swords or missile/ranged weapons.
SPECIAL ABILITIES: Note
that the cleric’s ability to affect undead is Akashic in nature - as is their
“spellcasting.” Turn or discorporate undead. Discorporated undead cannot reform
in less than a number of hours equal to their hit dice. Add Charisma modifier
to HD of undead affected by turning attempt. Gain choice of turning categories,
depending upon deity? "Stall Undead:" A cleric may hold undead
creatures slightly above their usual turning level at bay without forcing them
to flee. Those affected cannot approach within 10' (or more?) of the cleric.
Becoming a cleric of the Dead God
awakens the Akashic potential of the character.
FIGHTER, MYRMIDON
Level
|
Title
|
Required XP
|
Hit Dice
|
Special Ability
|
1
|
Legionnaire
|
0
|
1d10
|
Thought Shield,
Pugilist
|
2
|
Stalwart
|
2,200
|
2d10
|
Stalwart
|
3
|
Pillar
|
4,400
|
3d10
|
Defensive
|
4
|
Warder
|
8,800
|
4d10
|
Pugilist +1
|
5
|
Guardian
|
17,000
|
5d10
|
Body Discipline
|
6
|
Bulwark
|
35,000
|
6d10
|
Defensive 5’
|
7
|
Aegis
|
70,000
|
7d10
|
Pugilist +2
|
The myrmidon is engineered for
combat, selected and trained to stand against any onslaught. For the Grayharrow
setting, Myrmidon is a class descriptor, not a 6th level title.
The prime requisite for a
myrmidon is Strength, and characters with a score of 13 or greater gain a bonus
on earned experience points.
RESTRICTIONS: Myrmidons have
ten-sided (d10) hit dice. They may use any weapon, even those designed for
wielders of a larger size – assuming the character can manage the weight. They
may utilize any type of armor or shield.
Player character myrmidons must have a minimum constitution score of 9.
Level
1: Their extremely disciplined training gives the myrmidon a basic resistance
to akashic attack, as the Thought Shield defense mode. Even when
unarmed, the myrmidon is a dangerous pugilistic combatant, able to make two
punch attacks per round, inflicting 1-4 + strength bonus damage per hit. At 4th
level, the bonus increases by 1 damage (2-5) and the character’s unarmed
attacks are equal to +1 magical weapons against those unaffected by mundane
attacks. At 7th level, the bonus and the magical equivalent both
increase to +2.
Level
2: and an impressive ability to endure punishment or fatigue. Reduce damage
taken from direct non-surprise attacks by 1. +3 to saves or checks against
fatigue or magical sleep.
Level
3: Their martial skill allows them to parry and deflect in combat (taking to
hit and damage bonus from strength and adding it to AC for that round –
fighting defensively).
Level
5: Body Discipline (Mind Over Body)
Level
6: Their parry and deflect can be extended to an adjacent ally within 5’.
Level
9: Body Control
Level
13: Body Mastery (Cell Adjustment – self only)
Level
|
Title
|
Required XP
|
Hit Dice
|
Spells
|
1
|
2
|
3
|
4
|
1
|
Scrivener
|
0
|
1d4
|
|
1
|
|
|
|
2
|
Limner
|
2,500
|
2d4
|
|
2
|
|
|
|
3
|
Inkantator
|
5,000
|
3d4
|
|
2
|
1
|
|
|
4
|
Pagician
|
10,000
|
4d4
|
|
2
|
2
|
|
|
5
|
Scrollcaster
|
20,000
|
5d4
|
|
2
|
2
|
1
|
|
6
|
Tomeaturge
|
40,000
|
6d4
|
|
2
|
2
|
2
|
|
7
|
Bibliomancer
|
80,000
|
7d4
|
|
3
|
2
|
2
|
1
|
Among the highly competitive and wildly
esoteric community of arcane spellcasters, the Grimoirian is something of a
traditionalist. They can’t claim exotic and otherworldly ancestry. They’re not
willing to consort with profane powers from distant and nightmarish dimensions.
The grimoirian got where she is through intense study, mind-twisting mnemonic
exercises, sleepless nights among dusty library shelves, more study, rigorous
practice, still more study – and just being smarter than everyone else. This is
essentially the default magic-user class for the setting, learning and
recording spells with a book – or, grimoire.
Have full access to arcane spells and have
the potential for bonus spells with high intelligence. May use the grimoire as
a shield and as a limited form of familiar. Relies
on a big book for spells, but can use that hefty sucker as a shield and as a
source of information and powers beyond just spells. Book can float much like
T*****’s Floating Disc. Will be able to send the book flying like a weird bat.
Will be able to "auto-write" onto unused pages. Can hold the book up
as a shield against physical and magical attacks. Can prop the book open and
expand it into a simple tent. When latched and locked, the book is like a solid
slab of leather and metal. Makes an effective shield, and can even be swung
upon its chain like a flail. Minor weapon damage via paper cuts. Resists fire,
acid, ice, water, electricity, worms, and rot. Bookwyrm. “Burn” pages to avoid
hit points of damage, and for other effects. New pages can be added at
considerable cost – as long as there is room within the binding. Book can
communicate through writing on its own pages, or by drawing images. May also
record words and images in much the same manner.
MAGIC-USER,
IVIDRIAN
Level
|
Title
|
Required XP
|
Hit Dice
|
Manifests
|
1
|
2
|
3
|
4
|
1
|
Æther
|
0
|
1d4
|
Force
|
1
|
|
|
|
2
|
Ividrian
|
2,500
|
2d4
|
|
2
|
|
|
|
3
|
|
5,000
|
3d4
|
Fire
|
2
|
1
|
|
|
4
|
|
10,000
|
4d4
|
|
2
|
2
|
|
|
5
|
|
20,000
|
5d4
|
Storm
|
2
|
2
|
1
|
|
6
|
|
40,000
|
6d4
|
|
2
|
2
|
2
|
|
7
|
|
80,000
|
7d4
|
Cold
|
3
|
2
|
2
|
1
|
Magic-User, Ividrian: May open dimensional
and planar portals to manifest spells – particularly elemental attacks (fireball, cone of cold, lightning bolt,
etc.). Such attacks need not originate with the caster, as portals can be
opened at range.
RESTRICTIONS: Ividrians have
four-sided (d4) hit dice.
SPECIAL ABILITIES: By more
discreet portals, the Ividrian can dimension
door for short distances, or manifest “planar phantom” duplicates of
themselves. Some convert outside arcane energies directly into spell slots for
later use.
It generally takes one ‘casting
action’ to manifest a planar aperture, and another casting action to evoke an
elemental strike or other manifestation. May create defensive portals to absorb
or redirect some attacks. Portals that increase the effective range of missile
weapons by eliminating distance between start and end points. Beware portal
flux or instability. An Ividrian can create dimensional storage similar to
L******’s Secret Chest. They are the creators of Bags of Holding and Portable
Holes. Passwall-type portals. Recursion loops. Portals to redirect falling
creatures or objects to a safe(r) landing.
False Step: Portal that returns a
moving creature to its starting point.
MONK, ADEPT GRAY
Level
|
Title
|
Required XP
|
Hit Dice
|
Akashic Talent
|
1
|
Awakened
|
0
|
1d6
|
|
2
|
|
4,000
|
2d6
|
|
3
|
|
8,000
|
3d6
|
|
4
|
|
16,000
|
4d6
|
|
5
|
|
32,000
|
5d6
|
|
6
|
|
64,000
|
6d6
|
|
7
|
|
120,000
|
7d6
|
|
Monks that employ the psionics of
Akashic teachings to bolster and extend their abilities. The prime requisites
for an Adept Gray are Wisdom and Dexterity, and characters with scores of 13 or
greater in both gain a 5% bonus on earned experience points. If both Wisdom and
Dexterity are 15 or greater, the character gains a 10% bonus on earned
experience points.
RESTRICTIONS: Adepts Gray have
six-sided (d6) hit dice.
SPECIAL ABILITIES: The
awe-inspiring abilities of the Adept Gray have their source in the study and
manipulation of the akashic force. Unlike typical psionic users, the Adept Gray
supplements their own disciplines with the elusive and subtle energies of the
Akashic Plane. The most basic manifestation of this mastery is the spontaneous
creation of weapons and shields formed entirely from akashic force. At a
certain level, the character’s default movement is always considered “Moving
Silently,” as the Thief ability. Manifests: shields, then melee weapons, then
ranged weapons. Bonuses to AC, to-hit, damage, or specific saves.
PALADIN,
LAWKEEPER
Level
|
Title
|
Required XP
|
Hit Dice
|
Disciplines
|
1
|
2
|
3
|
4
|
1
|
Keeper
|
0
|
1d8
|
|
|
|
|
|
2
|
Steward
|
4,000
|
2d8
|
|
|
|
|
|
3
|
Custodian
|
8,000
|
3d8
|
|
|
|
|
|
4
|
Constable
|
16,000
|
4d8
|
|
|
|
|
|
5
|
Warden
|
32,000
|
5d8
|
|
|
|
|
|
6
|
Marshal
|
64,000
|
6d8
|
|
|
|
|
|
7
|
Shrieve
|
120,000
|
7d8
|
|
|
|
|
|
Akashic paladin class – mostly NPC. Lawful
Neutral alignment.
Level
|
Title
|
Required XP
|
Hit Dice
|
Spells
|
1
|
2
|
3
|
4
|
1
|
Scion
|
0
|
1d6
|
|
1
|
|
|
|
2
|
Heritor
|
4,000
|
2d6
|
|
2
|
|
|
|
3
|
Mage Errant
|
8,000
|
3d6
|
|
2
|
1
|
|
|
4
|
Mage Bachelor
|
16,000
|
4d6
|
|
2
|
2
|
|
|
5
|
Mage Banneret
|
32,000
|
5d6
|
|
2
|
2
|
1
|
|
6
|
Mage Peer
|
64,000
|
6d6
|
|
2
|
2
|
2
|
|
7
|
Mage Palatine
|
120,000
|
7d6
|
|
3
|
2
|
2
|
1
|
Vythakhari noble families take pride in
producing offspring that can be trained to pursue both the martial and the
arcane arts. These peerage mages are both knights, and wizards, elevated to a
status in society that reflects upon the standing and honor of their family.
Their training includes knightly arms and armor, as well as the “Noble Arcana”
– those magic-user spells deemed worthy of study and usage by casters of such
station. The prime requisites for a peerage mage are Strength and Intelligence,
and characters with scores of 13 or greater in both gain a 5% bonus on earned
experience points. If both Strength and Intelligence are 15 or greater, the
character gains a 10% bonus on earned experience points.
RESTRICTIONS: Peerage magi have six-sided
(d6) hit dice. They are permitted any armor or shield, but lose honor if they
wear armor considered beneath their station. Wearing leather armor at 2nd
level or higher, anything less than chain mail at 4th level or
higher, or anything less than plate mail at 6th level or higher, is
considered dishonorable. They may use any weapon, but the sword is traditional
– except the short sword. Their spellcasting training never allows them the
usage of spells higher than 4th level.
SPECIAL ABILITIES: Peerage magi cast arcane
(magic-user) spells from a specific list known as Noble Arcana – magic (up to 4th
level) considered worthy of a knight, and useful in knightly pursuits. Other
magic-user spells can be learned outside of the established training regimen,
but their usage is considered dishonorable, and each spell is cast from a slot
of one level higher. Thus, if the character chose to learn charm person (a 1st level spell), he would have to use a
2nd level spell slot to memorize and cast it, as it is not part of
the Noble Arcana. When wielding a long, or two-handed sword, the peerage mage
can cast Noble Arcana spells without needing a free hand for gestures,
channeling the spell through the sword itself. He still must be able to speak
the spell incantation.
Knight of the: Barbican, Dolmen, Oaks, Path,
Tapestry, Wreath.
Argent Knight, Barren Knight, Brazen Knight,
Fallow Knight, Grim Knight, Simple Knight, Stalwart Knight, Tenebrous Knight.
Order of the: Coffer, Inkstone, Lantern,
Thistle, Tower.
Level
|
Title
|
Experience
|
Hit Dice
|
Special Ability
|
1
|
Masquer
|
0
|
1d6
|
|
2
|
Mummer
|
|
2d6
|
|
3
|
Mocker
|
|
3d6
|
|
4
|
Mimetic
|
|
4d6
|
|
5
|
Manifold
|
|
5d6
|
|
6
|
Multifar
|
|
6d6
|
|
7
|
Myriad
|
|
7d6
|
|
The prime requisites for an outsider thief
are Dexterity and Charisma, and characters with scores of 13 or greater in both
gain a 5% bonus on earned experience points. If both Wisdom and Dexterity are
15 or greater, the character gains a 10% bonus on earned experience points.
RESTRICTIONS: Outsider thieves have six-sided
(d6) hit dice.
SPECIAL ABILITIES: A thief can take a 15%
penalty to Open Lock or F/T Trap for attempts to do so without making noise in
the process. Blank mind. Elusive mind. Spies and assassins.
THIEF,
SHINGLER
Level
|
Title
|
Experience
|
Hit Dice
|
Special Ability
|
1
|
Scaler
|
0
|
1d6
|
|
2
|
Roofer
|
|
2d6
|
|
3
|
Breaker
|
|
3d6
|
|
4
|
Intruder
|
|
4d6
|
|
5
|
Lifter
|
|
5d6
|
|
6
|
Mover
|
|
6d6
|
|
7
|
Handler
|
|
7d6
|
|
Thief, Shingler: Climbing,
entering, evading, accessing, assessing. Incapacitate. Evaluate. Improvise.
Certain thieves and monks develop a parkour-like movement ability in urban or
dungeon environments. 10’ per Dexterity bonus point, but only when taking full
movement with no other action. Combat advantage, flanking, surprise. Ignore
some terrain features as obstructions to movement. Scouts and burglars.
Non-Human PC Races (Standard)
A Page From History
Elves and dwarves went through generations of war with one another. The
reasons will vary, depending upon who you ask – or what you read. Still, they
would go to war, while the gnomes subjected them, and everyone else, to their
frequent and enthusiastic raids. The elf-dwarf wars came to an uncertain end
when their rulers met in single combat on the field of battle. As their
respective armies stopped and looked on, both rulers died in that historic
duel. In a stunned gesture of peaceful cooperation, each side took the remains
of the other’s fallen sovereign (and mount) back to their respective lands to
be entombed in proper honor and majesty. On the anniversary of their deaths,
elves and dwarves travel to pay their respects to their former ruler within the
homeland of their former enemies. As a result, each race now possesses a
powerful relic from the other culture. The elves have the immortal ‘golden
fleece’ from the dwarf king’s mount, while the dwarves keep the elven king’s
‘bright sword’.
DWARF,
KHAVOST
Level
|
Title
|
Required XP
|
Hit Dice
|
Spells
|
1
|
2
|
3
|
4
|
1
|
Smoke
|
0
|
1d8
|
|
|
|
|
|
2
|
Ash
|
2,200
|
2d8
|
|
|
|
|
|
3
|
Ember
|
4,400
|
3d8
|
|
|
|
|
|
4
|
Cinder
|
8,800
|
4d8
|
|
|
|
|
|
5
|
Brand
|
17,000
|
5d8
|
|
|
|
|
|
6
|
Flame
|
35,000
|
6d8
|
|
|
|
|
|
7
|
Burn
|
70,000
|
7d8
|
|
|
|
|
|
Dwarves that leave their fiery
homeland to pursue adventure will lack some of the elemental traits of their
birthright. Physically, they resemble small fire giants, with skin tones in the
darker ranges of basalt, hair of bright red, copper, or white, and eyes of
smoldering crimson, gold, or white. Dwarves stay mostly in their volcanic
mountain fastnesses, but are also able to make those mountains walk. They resemble
nothing so much as little fire giants.
The prime requisite for a dwarf
is Strength, and characters with a score of 13 or greater gains a bonus on
earned experience points.
RESTRICTIONS: Dwarves have
eight-sided (d8) hit dice. They may use any armor or shield, but prefer those
that can stand up to extreme heat. Though a dwarf cannot effectively wield a
longbow, those with at least a 15 strength may use a two-handed sword. Sluggish
in cold environs (penalties to Dex). Player character dwarves must have a
minimum constitution score of 9.
SPECIAL ABILITIES: Immune to
natural extremes of heat and fire. Successful saves vs. magical fire reduce
damage to zero. Limited ability to Heat Metal – takes a round-or-two to “warm
up.” Must use one action for the heating process. Tend to use on own weapons to
add heat damage in combat.
ELF,
EPLIN ALFAR
Level
|
Title
|
Required XP
|
Hit Dice
|
Spells
|
1
|
2
|
3
|
4
|
1
|
Skylark
|
0
|
1d6
|
|
1
|
|
|
|
2
|
Cloud Walker
|
4,000
|
2d6
|
|
2
|
|
|
|
3
|
Wind Speaker
|
8,000
|
3d6
|
|
2
|
1
|
|
|
4
|
Cloud Dancer
|
16,000
|
4d6
|
|
2
|
2
|
|
|
5
|
Skybounder
|
32,000
|
5d6
|
|
2
|
2
|
1
|
|
6
|
Wind Rider
|
64,000
|
6d6
|
|
2
|
2
|
2
|
|
7
|
Storm Caller
|
120,000
|
7d6
|
|
3
|
2
|
2
|
1
|
Elves inhabit flying citadels
wreathed in cloud, able to manipulate the weather on a large scale. They look
very much like small cloud giants, standing 5’ to 5 ½’ tall, with slender
builds, and skin of palest blue. Their eyes and hair colors change according to
the clouds overhead (if any), but tend to both be white or very pale gray. When
the clouds darken toward storm, so do their eyes and hair. Known as Lios.
The prime requisites for an elf
are Strength and Intelligence, and characters with a score of 13 or greater in
both gain a 5% bonus on earned experience points. If Strength is 13 or greater
and Intelligence is 16 or greater, the character gains a 10% bonus on earned
experience points.
RESTRICTIONS: Elves have
six-sided (d6) hit dice. They may use any armor or shield, but these can be
impediments to spellcasting. To cast a spell while wearing armor, the elf must
have enough total modifiers from Strength, Intelligence, and/or Dexterity to
compensate for the weight and restriction of armor worn. A score of 13-15 in
any one of those abilities gives a +1 modifier. A score of 16-17 gives a +2
modifier. A score of 18 gives a +3 modifier. The character must have at least a
total of +2 in modifiers to cast spells while wearing leather armor, +4 to cast
in chain mail, and +5 to cast in plate mail. For every 1 modifier point below
the minimum total required, the elf has a 10% chance of failure when casting a
spell in armor. A shield cannot be counted against AC in the same round in
which the elf casts a spell. Player character elves must have a minimum
intelligence score of 9.
Total mods for
Str, Int & Dex
|
Armor permitted
for spellcasting
|
+2
|
Leather
|
+4
|
Chain
|
+5
|
Plate
|
SPECIAL ABILITIES: Elves can see
up to 60’ in total darkness. In daylight conditions, they can see twice as far
as normal. They have a 2 in 6 chance of finding secret or hidden doors when
searching. Against missile weapons, the character gains a +1 bonus to AC as
long as they are aware of the attack and able to move (dodge). Once per day,
the elf can levitate (as the 2nd
level magic-user spell). If the character has at least a 15 intelligence score,
he can levitate twice per day. If
the character has at least a 17 intelligence score, she can levitate three times per day.
GNOME,
ESKA
Level
|
Title
|
Required XP
|
Hit Dice
|
Spells
|
1
|
2
|
3
|
4
|
1
|
Prowler
|
0
|
1d6
|
|
|
|
|
|
2
|
Roamer
|
2,100
|
2d6
|
|
|
|
|
|
3
|
Wayfarer
|
4,200
|
3d6
|
|
|
|
|
|
4
|
Raider
|
8,400
|
4d6
|
|
|
|
|
|
5
|
Waylayer
|
16,800
|
5d6
|
|
|
|
|
|
6
|
Stomper
|
33,600
|
6d6
|
|
|
|
|
|
7
|
Stormer
|
67,200
|
7d6
|
|
|
|
|
|
Gnomes have an isolated realm in
the cold south, known as Eska. They share a superficial resemblance to frost
giants, but also display certain traits of spriggans – notably the ability to
change size. Light blue or blue-gray skin, with white, light gray, or silvery
hair, and eyes like colorless or blue diamond – depending on the light. The
gnomes clash often with goblins, wolvsarks, and their giant wolverine mounts.
Their favorite furs and pelts come from these foes. Immune to natural extremes
of cold. Seafarers and Viking raiders. The prime requisite for a gnome is
Dexterity, and characters with a score of 13 or greater gains a bonus on earned
experience points.
RESTRICTIONS: Gnomes have
six-sided (d6) hit dice. They may use any armor or shield (scaled for their
size), but prefer materials that will accommodate their size change (see
below). Sluggish in warm environs (penalties to Dex). Player character gnomes
must have a minimum constitution score of 9.
SPECIAL ABILITIES: May
increase/decrease their size. Clothing or armor made from natural materials
(cotton, linen, silk, hide, leather, carapace, etc.) will change size with the
wearer. Magic items inclined to change size for the user will do so. One item
held in each hand will increase in size, but returns to normal once it leaves
the gnome’s grip. An item picked up once the gnome has increased size does not
increase in size. The gnome can manage up to three size increases per day.
Returning to normal size does not count against this number, and a gnome cannot
reduce in size except to normal stature.
Size Category
|
Strength
|
Added HD
|
Move
|
Use/Day
|
Hefty (8’ tall)
|
As ogre
|
+2
|
30’
|
3x/day
|
Big (12’ tall)
|
As stone giant
|
+4
|
40’
|
2x/day
|
Giant (16’ tall)
|
As frost giant
|
+8
|
40’
|
1x/day
|
HALFLING,
HEARTHSTONE
Level
|
Title
|
Required XP
|
Hit Dice
|
Spells
|
1
|
2
|
3
|
4
|
1
|
Homebody
|
0
|
1d8
|
|
|
|
|
|
2
|
Homesteader
|
2,100
|
2d8
|
|
|
|
|
|
3
|
|
4,200
|
3d8
|
|
|
|
|
|
4
|
|
8,400
|
4d8
|
|
|
|
|
|
5
|
|
16,800
|
5d8
|
|
|
|
|
|
6
|
|
33,600
|
6d8
|
|
|
|
|
|
7
|
|
67,200
|
7d8
|
|
|
|
|
|
Halflings carve their homes into
massive boulders or rocky outcrops, and can be found just about anywhere. In
many ways, they resemble little stone giants.
Very tough and sturdy, tending to
be vegetarians. They look like little stone giants, with tough skin in tones of
brown or gray, short hair like green or brown moss, and deep-set eyes so dark
that they can hardly be seen beneath their beetling brows. They gather in small
settlements, but have no true domain or homeland.
The prime requisite for a halfling
is Dexterity, and characters with a score of 13 or greater gains a bonus on
earned experience points.
RESTRICTIONS:
SPECIAL ABILITIES: Able to cling
to stone, and climb if unencumbered and unburdened. Somewhat druidic and throw
well. Tough skin (+1 AC). Camouflage in stony surroundings. Limited passwall spell like-ability? Resist
Fear and Confusion/Misdirection. Always know north.
Known for their stone carvings,
especially the large stone heads that measure up to 12’ tall (similar to those
of the Olmec).
SAMPLE NPC: Brother Sand. Halfling temple thief named
Brother Sand (because I learned inner peace through tending the rock garden)
(your time is up only when I run out) (the harder you grasp the more I slip
through your fingers) (I may be tiny but I'm tough as stone). Seeks out and
recovers unholy relics - often by burglary.
Non-Human PC Races (Optional)
BUGBEAR
Level
|
Title
|
Required XP
|
Hit Dice
|
Spells
|
1
|
2
|
3
|
4
|
1
|
Hunter
|
0
|
1d10
|
|
|
|
|
|
2
|
Stalker
|
2,200
|
2d10
|
|
|
|
|
|
3
|
Reaver
|
4,400
|
3d10
|
|
|
|
|
|
4
|
Ravener
|
8,800
|
4d10
|
|
|
|
|
|
5
|
Enforcer
|
17,000
|
5d10
|
|
|
|
|
|
6
|
Intimidator
|
35,000
|
6d10
|
|
|
|
|
|
7
|
Bogey
|
70,000
|
7d10
|
|
|
|
|
|
Bugbear: Tend to be royal guards,
elite troops, and enforcers for the barghest rulers of the goblin
confederation. As bugbears are typically honored citizens of Feralheim, an
individual choosing a different life will probably have a compelling reason.
GARGOYLE,
UNFETTERED
Level
|
Title
|
Required XP
|
Hit Dice
|
Spells
|
1
|
2
|
3
|
4
|
1
|
|
|
|
|
|
|
|
|
2
|
|
|
|
|
|
|
|
|
3
|
|
|
|
|
|
|
|
|
4
|
|
|
|
|
|
|
|
|
5
|
|
|
|
|
|
|
|
|
6
|
|
|
|
|
|
|
|
|
7
|
|
|
|
|
|
|
|
|
Able to fly for short periods, determined by constitution. Maneuverability
determined by strength and dexterity. Use wings to buffet or to shield.
Possibly use wings to stab or slash. Blacksight 30’. Excellent hearing. Natural
armor. May wear armor, but cannot fly.
GOBLIN,
WOLVSARK
Level
|
Title
|
Required XP
|
Hit Dice
|
Special Ability
|
1
|
Growler
|
0
|
1d6+1
|
Claws (1d4 damage)
|
2
|
Howler
|
2,200
|
2d6
|
Teeth (1d4+1 damage)
|
3
|
Gnawer
|
4,400
|
3d6+1
|
Hide (+2 AC bonus)
|
4
|
Gnasher
|
8,800
|
4d6
|
Transform (wolverine)
|
5
|
Ripper
|
17,000
|
5d6+1
|
Speed (+2 to-hit)
|
6
|
Tearer
|
35,000
|
6d6
|
Ferocity (+2 damage)
|
7
|
Beastie
|
70,000
|
7d6+1
|
Giant wolverine
|
An optional PC race, in exile
from the barghest confederation of Feralheim. Goblins are an optional PC race
for the setting, mostly those who have fled the barghest-ruled confederation of
Feralheim. The few that do not become bandits or slaves may pursue the
adventuring life. Their most savage warriors are famed for the wolvsark, where, in a berserk state, the
goblin becomes partially, or entirely, a massive wolverine in battle.
The prime requisite for a
wolvsark is Strength, and characters with a score of 13 or greater gains a
bonus on earned experience points.
RESTRICTIONS: Goblins have
six-sided (d6) hit dice. They may use any armor or shield, Player character goblins
must have a minimum constitution score of 9.
SPECIAL ABILITIES: In times of
battle, or extreme duress, the goblin can enter a state of wolvsark, where he becomes a wolverine, in part or in entirety.
Claws may be manifested at 1st level. Teeth may be manifested at 2nd
level. Thick hide may be manifested at 3rd level. At 4th
level, the character can manifest a full change into the wolverine form –
sometimes, without wishing to.
As wolverine: +2 AC, +2 HD.
GRAELYNG
Level
|
Title
|
Required XP
|
Hit Dice
|
Spells
|
1
|
2
|
3
|
4
|
1
|
|
|
|
|
|
|
|
|
2
|
|
|
|
|
|
|
|
|
3
|
|
|
|
|
|
|
|
|
4
|
|
|
|
|
|
|
|
|
5
|
|
|
|
|
|
|
|
|
6
|
|
|
|
|
|
|
|
|
7
|
|
|
|
|
|
|
|
|
Quite possibly the rarest and most unusual playable
race is the Graelyng. A gray ooze that
grows large enough and old enough to develop psionic ability may also consume a
number of intelligent creatures to increase its own intellect beyond animal
range, and then into an enveloper. In very rare circumstances, the enveloper
may spontaneously evolve into a Graelyng. The graelyng is a sentient ooze of
medium size (being unable to maintain a larger form) and exceptional
intelligence. It tends to seek out other intelligent life for companionship and
understanding. In its efforts to adapt to a new
existence, the graelyng will assume a rudimentary humanoid form. Still, it
retains the ability to alter its shape in limited fashion, but is unable to
adopt specific facial features or settle into a form with more or less mass. A
graelyng is at least latently psionic. It can assume a limited range of shapes,
or alter an existing shape - such as lengthening an arm or becoming taller and
thinner. The graelyng cannot reproduce, except by asexual budding. It has no
internal organs or anatomical weak spots, and may squeeze through small
openings. The graelyng has a +2 bonus to natural AC and to saves vs. spells. It
is unaffected by natural (non-magical) ranges of heat/cold. Causes slow acidic
corrosion of metal by prolonged contact (sweat) - ruining metal armor worn or
items carried over time. Graelyng PCs may be fighters, thieves, monks, or
assassins. They may develop their rudimentary psionic abilities, but cannot
become spellcasters of any kind. A graelyng that is taken to 0 HP will be reduced
to a standard, living gray ooze of medium size, with no awareness, memory, or
personality beyond that of any other gray ooze. It cannot be restored to
graelyng form except by a Wish made within one day of death. As the resulting
creature is not actually dead, it cannot be Raised, Reincarnated, or
Resurrected.
KENKU
Level
|
Title
|
Required XP
|
Hit Dice
|
Spells
|
1
|
2
|
3
|
4
|
1
|
|
|
|
|
|
|
|
|
2
|
|
|
|
|
|
|
|
|
3
|
|
|
|
|
|
|
|
|
4
|
|
|
|
|
|
|
|
|
5
|
|
|
|
|
|
|
|
|
6
|
|
|
|
|
|
|
|
|
7
|
|
|
|
|
|
|
|
|
Wings are underdeveloped. Able to break fall or glide short distances if
lightly encumbered. No true flight.
Pinion Knight?
SHADE
Level
|
Title
|
Required XP
|
Hit Dice
|
Spells
|
1
|
2
|
3
|
4
|
1
|
|
|
|
|
|
|
|
|
2
|
|
|
|
|
|
|
|
|
3
|
|
|
|
|
|
|
|
|
4
|
|
|
|
|
|
|
|
|
5
|
|
|
|
|
|
|
|
|
6
|
|
|
|
|
|
|
|
|
7
|
|
|
|
|
|
|
|
|
The Dead God and Others
Long, long ago, a gigantic god
fell to earth, and died. Only the titanic, fossilized skeleton (about 200,000’
long – or 38 miles) remains as a major part of the Vythakhari landscape, and it
lies partially buried. The eye sockets have filled with water to create lakes.
Part of the ribcage is responsible for a bizarre mountain range. One exposed
hand holds an entire city. There are those that claim the god whispers to them
and is worthy of worship. They believe the living brain of the god remains
inside the skull, and that glory awaits for those who can reach it. Worshippers
believe that they are safe and blessed within his hand – they are said to have
a secret temple in the other hand. Earthquakes are attributed mostly to unseen
movements of the Dead God, and Vythakhar is mostly established around its
physical remains – determining the original borders of the kingdom.
The biggest secret regarding the
Dead God is that she (yes – she) was pregnant when she fell. The fetus still
lives and lies buried – awaiting the time of its eventual birth. All the
worship given to the Dead God actually goes to the Unborn God, and adds to its
power. Earthquakes are often attributed to unseen movements of the Dead God,
but are actually caused by the Unborn God. This entity cannot develop fully
within the corpse of its dead mother, but it also cannot die. Eventually, it
will emerge as a titanic “stillborn” fetus within an amniotic sac. The amniotic
fluid is infused with divine energy. The Unborn God can never mature beyond
this stage, but is still a deity. It will exist within its amniotic sac and
move about by flight.
Vythakhar is mostly established
around the physical form of the Dead God – determining the original borders of
the kingdom. Determine how much of the skeleton is exposed, and where. Her name
is Akasha (the element of sound or æther).
Vythakhar acknowledges no deities
beyond the Dead God, and even that religion is more of an overt underground
cult. The Vythakhari are not a superstitious or god-fearing people. Theirs is a
society built upon logic, order, and science. Not to say that they don’t
acknowledge the presence of divine entities, but their culture is not a
worshipful one. On the other hand, religion is not strictly forbidden, but
churches are neither popular nor encouraged.
Through the centuries, the odd
smokes and vapors of Imharra have somehow gathered into an entity of some power
and influence. This “smoke deity” is served by poisonous djinn (which become
servants of the high priesthood), as well as a “Smoke Assassin Cult.”
Sphinxes: At the start of the
campaign, there will be a great archaeological project to unearth four buried
sphinx statues. The statues are immense, and they are from the time of the rule
of Loruchiem – well, such is the theory, but they are far older. The
Archesphinx (see below) is speaking directly to the Lich King, urging him to
unearth the statues. Note that there are no living sphinxes (as the monster
race) in the setting. Only the stone titans.
Monosphinx: Titanic stone sphinx
– two white and two black. Situated at the “compass points” of Imharra.
Archesphinx: Largely unknown and unseen fifth god-sphinx of Imharra. A
gray titan at the center of the city. Determined to become the center of all
things. Ranked supreme above the others. Pierces the skeletal hand of the Dead
God like a crucifixion nail.
The stork-people of the Naratus
marshlands worship a dark deity known as Iblis, or, the Peacock King. Will be
an option (a risky option) for patron deity of cleric PCs. Traits of grief,
despair, and confusion. A tempter who disdains humanity. Punished for refusing
to bow. Jinn, not an angel. Created from fire, not light. Colors of blue,
green, black, and gold.
The lamiae of western Mysintaine
worship their ruling God-Queen, a multi-armed lamia noble with the lower body
of a great serpent (okay – she’s a marilith demon).
The goblin fiefdoms of Feralheim
honor malign nature spirits or dark and savage demonic entities as gods.
Setting Layout
This is a collection of small
kingdoms where it takes days to cross with a fast horse – not months. The
detail and the scope make for an epic feel and potential challenges. Set in the
southern hemisphere of the world, the entirety of the land is named Ithylwae.
Vythakhar
Vythakhar is the greatest of the
domains of Ithylwae. It is set in the northeastern extent of the map, and will
have at least one coastline.
Vythakhar itself is a magocracy,
currently ruled by His Undying Majesty, Lokkan Thaul – a Crown Lich. The
government recognizes a council of community leaders. Rule by the Cognoscenti, known
affectionately as Cogs. The highest ruler, beneath the King, is the Lord-Archon
(Curen Aeothald). The Castellan (Gilmur Torm) is responsible for the High
Castle, where the Lord-Archon lives. The Magister is the overseer of all
Magistrates (Liraile Namburan). Justice is meted out by Lictors, who serve
beneath the Magistrates. Lictors often use axes made from paired sickles
(sharpened on the outside) inserted into a wooden haft. The Viceroy of Veils
governs planar portals and manifest pocket dimensions in Vythakhar. The societal
alignment is LN.
There is limited trade and
interaction with a small number of other planes and worlds in a sort of black
market atmosphere.
While there is no formal college
of magic, a circle of individual mages are often willing to take promising
apprentices, on occasion. There are a number of wizard’s towers, many of which
float and drift.
Al-mi’raj: Will be prominent in Vythakhar. Known as the
Horned Hare. There is also a “Crowned Hare” version.
Imharra –
City of Black Angels
To the Vythakhari, the capital
city of Imharra is the center of the world. Crownward is a direction that
points to the King’s Court in Imharra. Imharra may be from 2-3 miles wide. So,
the palm of the Dead God would have to accommodate the size and that would make
the entire skeleton about 40 miles long.
Symbolized by an owl with a
bat-shaped shadow. City of Black Angels. City of Arcane Streets. City of
Brooding Smokes. City of Unexpected Corners. Architecture is angular and
precise, building up more than out – but with Gothic flourishes. Open and airy.
Large windows, skylights, breezeways, elevated walkways, atriums, towers,
gables, steeples, spires. Ghost alleys. City laid out in a specific arcane
pattern. Gaslight is the common means of illumination in Imharra. Incandescent
gasses. Ventlight is also accessed through shafts to geothermal sources.
Stoves and furnaces are popular,
with a tradition of colored chimney smokes. Red: long-running low heat. Orange:
mid-range medium heat. Yellow: high heat for metalwork and similar needs.
Green: anti-disease/illness/evil. Blue: general protection. Purple: powerful
protection. Imharra is divided into Quarters - each with an identifying glyph
laid out in street patterns. Every major street (and some lanes or even alleys)
has a narrow metal rail down the center. Some of the city exists in the
abstract, with architecture created entirely for balance and symmetry.
Architecture is often designed to ward off intruders/invaders: armored shutters
and doors, roof tiles/slates rigged to plunge into streets and alleys, gates designed
to form walls/barriers. Not much is wasted, but it tends to be artful and
aesthetically pleasing. Georgian and Regency lines, but with Victorian
embellishments and Edwardian spacing. Colors tend to be muted, and in the
cooler palette range. But, they are often applied in dramatic contrasts against
extreme darks – almost a chiaroscuro effect. City of Black Angels alludes to strange statues found throughout
Imharra, all hooded and winged, with no faces to be seen. To harm or interfere
with these statues is strictly forbidden. They are known to sometimes change
location, or disappear entirely. Some statues are black stone. Others are
simply stained black. Many have small offerings left at their base.
“Imharra, City of Black Angels.
Where the streets, squares, and circles are laid in precise, arcane patterns,
seen for what they are only from above. The owls know their meaning. The bats
are beginning to suspect. No one has asked the angels. But who can tell what
they see from beneath their hoods? My task was the cataloging of the winged,
robed statues atop their high corbels, all throughout the city. Then, one day,
looking down from just the right rooftop, I think I saw what they must have
seen. I now know why they cover their eyes. I must cast my gaze still higher.”
"Aspen."
"Mm."
"Aspen. Wake up."
"What day is it?"
"Half-past three."
"Right. I'm up."
"You were going to tell me which you favored this season."
"Bottle first."
"You said that last time."
"Which time?"
"Midnight."
"Empty. Why give a man in my delicate condition an empty bottle?"
"It's the bottle you demanded."
"Couldn't you say 'twas empty?"
"Which do you favor, Aspen?"
"This season?"
"This season."
"Definitely owls."
"Owls it is. By how much?"
"Not even a quarter. Close one this time."
"The bats have taken Mulberry Tower, you know."
"Right. Half a quarter, then."
"Mm."
"Aspen. Wake up."
"What day is it?"
"Half-past three."
"Right. I'm up."
"You were going to tell me which you favored this season."
"Bottle first."
"You said that last time."
"Which time?"
"Midnight."
"Empty. Why give a man in my delicate condition an empty bottle?"
"It's the bottle you demanded."
"Couldn't you say 'twas empty?"
"Which do you favor, Aspen?"
"This season?"
"This season."
"Definitely owls."
"Owls it is. By how much?"
"Not even a quarter. Close one this time."
"The bats have taken Mulberry Tower, you know."
"Right. Half a quarter, then."
Owls and Bats
The city is also known for a number of owl and bat species
that vie for dominance of the night skies and rooftops. Many assume the city's
nickname refer to these ever-present creatures. Many owls are transformed
angels and many bats are transformed devils - fighting a great war in lesser
shapes to avoid starting an even greater conflict. They battle and maneuver in
secret - and in disguise. As Imharra is more a kind of Purgatory, neither the
owls nor the bats are entirely good or evil. Imharra is supposedly an earthly
"mirror" of the "City of Heaven."
Bats: Red Arrow, Boneripper, Monk's Hood, Silverwing,
Laughing Gaunt, Wraithsong, Soulbiter. Coloring tends toward black, blue, and
purple. Related to wyverns. Each species corresponds to a type or style of
gargoyle. “Bat sections” of the city have a Gothic look. Cabals and Fanes of
Bats.
Owl: Gutter, Ivy, Moon, Slate,
Sooty, Whistler. Coloring tends toward white, gray, and brown. Each species
corresponds to a type of angel. Owls = wise = magi. “Owl sections” of the city
have a kind of Art Deco look. Sacred owl feathers. A looming of owls. Hosts and
Orders of Owls.
Owl, Sooty: Found exclusively in
the city of Imharra. Salt and pepper markings and large red eyes. Immune to
smoke and ash. Resistant to heat. It is a crime in Imharra to harm one, and the
owl is the city’s unofficial mascot. Once known as the City Owl, its name has
been corrupted and repurposed.
"We are certainly angels. By no means Fallen, but
resigned to service far from the Light. The ones that get their wings dirty
without losing the feathers. Our halos may be tarnished, and set at a more
rakish angle, but we kill in the Name better than anyone."
Places, Sites & Landmarks
Aetheric Vault: Arcing over the
City.
Chthonic Vault: Dark reflection
of the Aetheric Vault – found beneath the city.
Crown Arc: Upper part of glyph,
formed by the High Processional.
Gadfly’s: Popular watering hole
for the powerful and the important.
Sign of the Horned Hare (inn or
tavern). See: Al-mi’raj.
Silent Court, The: Secret auction
site. Known for rare and/or illegal items and goods. Access usually gained by
placing a temporary intraplanar gate in a doorway with a rug at the entrance.
Threads from the rug are woven into rings and given to attendees beforehand.
Only those wearing threaded rings can enter the planar gate after stepping onto
the rug.
Ways and Miens: Collection of
specialty shops catering to those of rare tastes and deep pockets.
Imur: – The City Below
Imharra is built upon the ruins
of at least two older civilizations - one of which was known as Imūr.
Originally a sacred site and center of trade. Volcanic eruption buried Imur and
dungeons of the older cities can be found far beneath modern Imharra. The
Forgotten City. The Old City. The Lost City. Isolated portions are still
inhabited. Most are difficult to find. There are Low Roads/Low Ways (lost
streets), Side Ways, and Deep Roads/Deep Ways even further down. Probable
hiding place for surviving Bloodless.
Bloodless, The: Garbed in layers of white
robes that are almost always in motion, as if in a breeze. Miss chance similar
to concealment because of the layers and the motion. Wear bone masks of varying
design and complexity. Speak in voices of layered echoing whispers. DC for
Sense Motive checks will be very high due to this effect. Classified as
constructs (similar to arcanstructs) but often mistaken for undead…a fact that
they are quick to take advantage of. Often seem to float just above the ground
and may become temporarily incorporeal. Five Bloodless are all that could be
maintained. Shroud frequently disguises herself as a Bloodless when she leaves
the Spire. The White Lady has a duplicate Pale Mask for each Bloodless, that
she uses for communication and control. Each mask is made from bone taken out
of the original body of the Bloodless itself. Each Bloodless is a powerful
alchemical construct made to resemble the original body.
Aphallen
Elven cloud citadels are broken
pieces of Avalon (Aphallen). Every cloud citadel is set upon a floating mass of
stone called a tir, surrounded by an orchard/grove of (golden) apple
trees. It is possible that the trees themselves hold the tirs aloft. Apples of Immortality
– contribute to the long lifespan of elves. Healing waters or
springs/fountains. There are nine citadels in all, each ruled by a Matron
(Arjente and Myrgen being two). The “head matron” will be an analog of Idunn
(Duinna). Guardians of the Apples of Immortality, the Ruling Sword (Galabrand),
and the Gilded Panoply. Holy treant that carries the body of a fallen hero
within its trunk – to be restored at a time of great need. The nine tirs are:
Aphallen (Avalon – Isle of Fountains), Aunfyn (Annwn), Byrithe (Hyperborea –
Isle of Winds), Camhaloth (Camelot – Isle of Glory), Elisya (Elysian Fields –
Peaceable Isle), Glestyng (Glastonbury Tor – Isle of Glass), Hysperi
(Hesperides – Golden Isle), Trynoch (Tir na Nog – Sunset Isle), Ulthyl (Ultima
Thule – Far Isle).
Feralheim
Feralheim, a loose confederation
of goblin fiefdoms ruled by barghest pack-lords, lies to the south of
Vythakhar. The most influential fiefdoms are named Clangorous, Jharuul, and
Nolgarat. In open battle, they are famed for their savage light worg cavalry
and heavy (giant) wolverine cavalry. The barghest lords are rumored to have
arcanadaemon advisors (Horned Minister) from the dark planar realms. These
advisors are escorted by jackalwere (khursha) attendants – see below.
Gnoll holding that survives
within the borders of Feralheim. A region of torn land with stunted growths of
grayish trees and reeds along a colorless stream. Inhabited by small, skittish
deer and a variety of striped hyena. A sometime place of congregation for
scattered gnoll tribes who meet to share news, trade, and consult tribal elders
in council.
Goblin: Inhabitants of Feralheim,
under barghest rule. Those who flee that realm tend to become bandits or
adventurers.
Jackalwere: A kind of very low
rakshasa (khursha) that succumbed to bestial impulses and degraded itself into
this inferior form. Pledged to servitude in an effort to regain status.
Khavost
Khavost is the volcanic dwarven
homeland, found to the south and east of Vythakhar. Geothermal activity, hot
springs, poisonous and hallucinogenic gasses and vapors, mineral salts, steam
and geothermal power, rich volcanic soil, lush vegetation, exotic plants and
flowers, thriving drug and orchid trade, volcanic glass, volcanic mud.
Stormspiral Howe: The spiral
dungeon containing the gem known as the Eye of the Storm. Formed something like
a triskelion, the dungeon has three entrances - as well as a few false
entrances. Reference: triple spiral. Each entrance to one of the three spirals
starts as a passage tomb. The rising sun of the autumnal equinox shines
directly into one of the three entrances. All three entrances are designed as
court cairns (horned cairns) leading to a passage tomb. Each spiral represents
a different element: air, earth, and water. There is a triangle in the center
of all three spirals that represents fire. In this central chamber will be
Sindral's tomb, where she is surrounded by a perpetual ring of fire. Her body
is perfectly preserved and the sword, Leviathan, sticks up from her breast. Her
skin is marble-white and her hair is flame-red. Her lips, eyes, and nails are
black. Leviathan may possibly be formed of petrified wood. Drawing the sword dispels
the fire and causes Sindral’s body to deteriorate into ash.
At least one mountain fastness
sits in a lake of lava.
Lokrajinur
Underworld of the derro and grell.
Hallucinogens, mirages, visual and audial distortion, battles of will. Advanced
and alien tech. Derro attend the Bleak Market. Akashic monks with monastic
domains. Quaggoths in much the same role as yeti, related to bugbears?
Derro (Jinu): Known
in the setting only as Jinu, the derro have pale violet skin and white or pale
yellow hair. They will be a major adversary, and a threat to the ”akashic
dominion” of Vythakhar. Derro have split personalities from devotion to the
grell Psiclave. Immune to occupation by Intellect Devourers. Their split mind
baffles some psionics and magic. Able to combine their mental energies into
group psionic efforts. Sporedart Gun: The strange amalgamation of ballistics
and mycology, a sporedart weapon uses special ammunition made from certain
types of fungi and is normally found only in the hands of the enigmatic dwarves
of the deep cavern realms known as Lokrajinur (LOKE-ra-GIN-yur). To see a
sporedart weapon in the hands of anyone other than the Jinu is a rare
occurrence indeed. The workings of the firearm itself are basically clockwork
in nature but the ammunition is carefully fashioned from exotic materials and
has not yet been reproduced on the surface. Aside from a muted ‘clack’ sound
and a faint ‘poof’ upon firing, the weapon makes very little noise. Dangerous
spores are vented through the top of the weapon with each shot and many
wielders of this gun will wear filtering masks during use. This is a
rear-loaded weapon.
Mysintaine
Mysintaine, land of the lamia
noble, is found to the west, and a little south, of Vythakhar. Possibility that
Mysintaine and Naratus were once one realm, but now divided by spiritual and
philosophical differences – but with physical aspects.
Couatl
Lamia Noble: The realm of the
lamia will be Mysintaine (The Silent Land). Alignment is more good or neutral
than evil.
Lamia Royal: Marilith. Apex of
the lamia species – a “Lamia Royal.” There will be only one known specimen and
she is the Queen of Mysintaine.
Lillend
Snakes: Trained to guard, steal, kill, and deliver messages.
Native to Mysintaine, but often sold to outsiders.
Naratus
Naratus, marshland of the stork-like
eblis, lies north of Mysintaine.
Eblis: Found in the marshy lake
region of Naratus, and worshippers of Iblis. Believe their race was born from
the tears of Iblis – hence their water affinity. Aspire to be reborn in fire,
like a phoenix, to be closer to Iblis and as a path to immortality – possibly
as lesser jinn. Potential to become a kind of stork-headed jinn (pavresha lord)
of dark fire. Their name means, “Of Sorrow.” As Iblis is said to embody the
serpent and the peacock, perhaps the lands and peoples of Naratus and
Mysintaine were once one. Symbolically, birds will represent evil while
serpents represent good.
Iblis: Main villain – adapted to
the needs of the setting. Symbolized by the peacock (and a variant of the
fenghuang). Iblis will appear in all ways as radiant and resplendent as
possible, usually adorned with peacock feathers. In opposition to Simurgh.
Rakshasa,
Pavresha: Combining the features of a
standard rakshasa with those of genies, these creatures have the heads of
birds. Air rakshasa have the heads of raptors such as eagles, falcons, or
hawks. Earth rakshasa have the heads of scavenger birds such as crows or
vultures. Fire rakshasa have the heads of phoenixes or firebirds. Water
rakshasa have the heads of wading birds such as egrets or cranes.
Shahai: Setting-specific version of shaitan. Minions of
Iblis.
Simurgh:
Radiant Queen of Naratus. Appears as a peacock with the claws of a lion –
sometimes, however, also with a human face. The simurgh is inherently
benevolent and unambiguously female. The simurgh has teeth. Has an enmity
towards snakes, and its natural habitat is a place with plenty of water. Its
feathers are said to be the color of copper. Iranian legends consider the bird
so old that it had seen the destruction of the world three times over. The
simurgh learned so much by living so long that it is thought to possess the
knowledge of all the ages. The simurgh was said to live 1,700 years before
plunging itself into flames. The simurgh was considered to purify the land and
waters and hence bestow fertility. The creature represented the union between the
Earth and the sky, serving as mediator and messenger between the two. The
simurgh roosted in the Tree of Life, which stands in the middle of the world
sea. The plant is potent medicine and is called all-healing, and the seeds of
all plants are deposited on it. When the simurgh took flight, the leaves of the
tree of life shook, making all the seeds of every plant fall out. These seeds
floated around the world on the winds and the rains, in cosmology taking root
to become every type of plant that ever lived and curing all the illnesses of
mankind.
Thoth: There may be an analog to
this deity in the form of an ibis-headed opposite to Iblis. Perhaps merely a
pavresha lord.
Vodyanoi: Found mostly in
Naratus. Foes of the eblis.
Moon
Changes colors throughout the year. Starts out pearl, then
runs through opal, blue, violet, red, orange, yellow, and white. Each color for
about a month-and-a-half. Still has phases as well. Vythakhar is on a lunar
calendar.
Magic & Technology
Technology will be restricted
mainly to upper Vythakhari society, the Black Market, and Mysintaine. The
dwarves and the elves have integrated tech into their cultures in other ways.
Black Lightning: Possibly caused
by the buried Monosphinxes. The strikes tend to be at the burial sites.
Imurric magic is very much an
underground pursuit – pun unintended. While human wizards sometimes seek out
this buried knowledge among subterranean ruins, the craft involved is not built
around the structure of their minds or thoughts. Simply put, the people of Imur
were not human, and their physiology was vastly different from that of modern
Vythakhari. Even with access to the writings of Imurric mages, a human student
still cannot retain or cast spells without access to a Silver Censer. It is
thought that the censers produce smoke from burning incense, but the vapors
inhaled by those seeking Imurric magic are actually composed of fungal spores
and gasses. Once inhaled, they will eventually form fibrous strands into
networks among the caster’s brain and nervous system. By casting and
re-memorizing spells, the caster is feeding and extending the network
throughout his own body. Also, the ink used in written spells will have
semi-hallucinogenic mnemonic properties that introduce chemicals into the
reader’s skin – then bloodstream – then brain. These chemicals trigger the
caster’s brain to reproduce the original spell formula as best it can.
Sometimes, the formula is incomplete or corrupted. Both Silver Censers and
Imurric spellbooks are rare finds and archaeological expeditions are sent into
the depths for the sole purpose of their discovery and retrieval for wealthy
patrons.
The Akashic Plane
Designer’s Note
The option of psionics in the
sword-and-sorcery setting was never an appealing one for me. I didn’t want the
denizens of my campaign world thinking about the structure or manipulation of
molecules and cells, or bothering with egos and ids. It just wasn’t the flavor
I was going for. Grayharrow embraces the concept
of psionics, if not the specific nuances. For example, there will be no
reference to psionics. The setting
replaces the term with akashics. So,
look for references to akashic energies and the Akashic Source. If you prefer
psionics as a term, go ahead and use that instead. Akashic is a
setting-specific term, and there is a reason. Still, the world won’t come to an
end if someone calls it all psionics.
The Lich King, as far as is
known, wields the greatest akashic powers. It is rare and dangerous for living
humans to have akashic ability, but those that do tend to be of noble blood. Otherwise,
only certain undead, alien monsters, otherplanar entities, and divinities will
manifest akashic ability.
The pinra is a kind of “third eye” gained by those that have tapped the
Akashic Source. It starts as a kind of “benign tumor” in front of the pineal
gland of the brain. As the psychic gains aptitude, the “tumor” builds up
translucent layers, like a pearl, and pushes a little forward. In true masters,
this “third eye” can even push partially through the forehead, with no harm to the
individual, to make itself visible. After death, some rare few adepts have
manifested their full consciousness within the pinra, creating a kind of
psionic demilich or will-o-wisp.
Crystallect Devourer: A primary
species in the setting. The Lich King will have a number of crystalline
variants (Crystallect Devourers) as hellhounds and enforcers. Communicate and
hunt through crystal harmonics. See invisible. Sonic blasts and shields.
Crystalline structure refracts certain attack types – reducing or redirecting
damage. Vulnerable to Eblis beak-strike and low-range sonics, such as thunder,
cloaker moan, etc.
Vampire, Psychic: Favors victims
of high intelligence and charisma. Drinks cerebrospinal fluids.
Other Planes
There will not be any real focus
on interaction with other planes – beyond the Bleak Market. In fact, the actual
planar structure won’t be much of an issue. Possibly use the Teloen Core planar
structure, with no real access to the Axis. Creatures from other planes come to
Vythakhar when summoned. Ividrians open tiny, temporary rifts to nearby planes
to power their spells. The planar flexibility is thought to come from the city
being held in the hand of a god.
The underground market that deals
with goods and services from other planes does not go to other planes.
Temporary pocket dimensions are created as a kind of “common market” for those
that participate. Trade for truly exotic goods and technology. When there is a
need to deal in absolutes.
“Wudjalike?” Typical marketseller greeting.
The planes beyond the “prime
material” are, at the very least, unpleasant for mortals. At the worst, the
environs of the other planes are so alien to human minds and physiology that
they would be harmful just in proximity. The temporary planar bubbles created for
the Blank Market are the safest way for humans to experience the other planes,
without powerful protective magic. Traversing the other planes could cause
madness, illness, discorporation, absorption, poisoning, transformation,
ascension, descension, fragmentation, alignment change, memory loss, altered
perception, or simply death. Planar travel is dangerous – period. There is a
Lovecraftian-Mythos taint to much of the universe.
Ettercap: Combine with phase
spider for a “phase ettercap.”
Monsters & Villains
The Grayharrow setting presents
many races or species of monster as citizens, neighbors, colleagues, or rulers.
There are a number of monsters created just for the setting, as well as variants
of existing monsters designed to better suit the Grayharrow milieu.
Instead of being listed in one
section as a bestiary or menagerie, the monster entries will be found in those
sections of the guide suited to their inclusion. So, you’ll find goblins and
barghests under Feralheim, lamias
and couatls under Mysintaine,
crystallect devourers and psychic vampires under The Akashic Plane, and so forth.
A’col-Faiche: An Imur name
translating to Silent Penitent, this creature is said to be one who
transgressed against a specific deity and forced to serve that deity as a kind
of sub-avatar. Such a creature is made to appear as a variant of the deity
itself, as represented by religious idols or art. It must serve the will of the
offended deity for a set period before it can be released of the obligation. If
it fails to do so, its soul is forfeit. An a’col-faiche receives diluted forms
of the deity’s abilities in the form of divine spell-like abilities and may be
commanded by faithful clerics of that deity’s following. The a’col-faiche may
not harm a worshipper of its divine master and must try to aid the faithful
when they are in need. These creatures are often found in the service of an
archon or other influential religious leader and tend to perform guardian
duties or exceptionally dangerous missions on behalf of the church. An
a’col-faiche that dies while in service is instantly freed of obligation and
the soul goes to its just reward. Silence 20’. Bursts into a cloud of Lich Dust
when slain. Possibly undead type. If not, then most likely Outsider type. Or,
both.
Angel, Cinder: Part elemental and part celestial.
Blankface Killer: Takes victim's faces. Not by cutting, but
by magic. Possibly a rogue agent of Broodstone.
Coleoptaur: Human torso and lower portions of a giant
beetle. The human torso is partially armored with chitin. Extremely strong.
Corby, Blood: Crimson hue. Weregryphs.
Corby, Dire: Fearless and savage subterranean race. Leap/pounce. Climb
nearly any stone surface.
Corby, Pale: White. Colorless.
Demon: Unwelcome in the overall
setting as their nature warps and degrades the structure of planar and akashic
access. Most races and major players are too Lawful or Neutral to tolerate the
raw Chaos of demonkind.
Devil (Infernal): Some devils
will be found in service to the throne, often as inquisitors (torturers).
Librarians and sages. Possibly even judges, magistrates, and lictors. All are
carefully bound and committed to a specific term of servitude.
Devil, Styx: Repurpose to some form of
greater gargoyle.
Dragon, Hooded: Native to
Mysintaine and nearby environs. Swift and deadly dragons with cobra-like hoods.
Very intelligent, but largely amoral and prone to cruelty. Serpentine forms
much like Oriental Dragons.
Drelb: An undead creature that
limits or reflects psionic power? Giddyup!
Enveloper: Advanced form of ooze,
but not yet to the point of becoming a Graelyng.
Ghule: Wasted, evil humans who
formerly had psionic ability. The result of a psionic human burning out and
succumbing to one form of akashic madness. Essentially, a psionic ghoul.
Golem, Lamppost: Ornate iron
lampposts light parts of the city at night. They turn on and off at will to
confuse trespassers. They walk about and remove their own lamp heads to hold
out in front of themselves.
Grell: Will be related to
intellect devourers, brain collectors, and mi-go. Replacing mind flayers in the
setting. Using variants, the grell can effectively replace the brain collector,
mi-go, and illithid. The mi-go variant will be that which travels through
interstellar space and inhabits other worlds. The more standard grell will be
the terrestrial version, adapted to the campaign world. And, there's no reason
why either couldn't store the brains taken from victims. The grell becomes
psionic (akashic) - definitely. Now, it not only resembles a brain, but it also
seeks to gather them. For what purpose? Food? Trophies? Knowledge? All three?
Whatever suits the campaign. They have a mass of tentacles and it won't be hard
to give them a couple designed to extract brains from living victims. Some
appendages adapted to surgical work and finer manipulation. Getting rid of the
beak allows us to create other orifices for various purposes. They can be
hidden until needed. Giving them links to the intellect devourer and the mi-go,
the grell can receive a bit of an armor upgrade in the form of a coral-like
outer growth, or a chitinous exoskeleton (respectively). Not that their AC of 4
(same as the intellect devourer AND the mi-go) is anything to sneeze at. The
grell of Grayharrow will have physical aspects of coral, and of fungus. They
will be able to handle a wide range of environments. You'll be able to find
grell underwater, or in the void of space. They will be more intelligent, and
organized. Some grells are “huntmasters,” able to control and direct intellect
devourers. At first, grells will be encountered as immaterial projections. They
will be mistaken for the ghosts of past psionic masters. Some will even receive
veneration from fringe cultists.
Inevitables: Merged with Modrons. See: modron, below.
Lava Wisp: Burning, gaseous creature resembling a
will-o-wisp. Natives of the heat vents.
Lich, Crystal: The only one of
the setting will be the king. A crystal lich started as an arcane magic-user,
but developed psionic ability at a later point. A crystal lich has levels of
magic-user and psionics. It has a crystalline brain which has broken through
the top of the skull and lies partially exposed. The lich is now essentially
the crystalline brain, with the body serving as container and locomotion. If
the King is killed, or otherwise incapacitated, Broodstone will try to create
another crystal lich to serve its purpose.
Lompagi: Race of little
quasi-humanoid manticores built more like winged monkeys with prehensile tails
bristling with quills at the end. Manticore teeth, claws, and wings. About the
size of a halfling or gnome.
Luminary: Individual from an
“Upper Plane.” Many are found in Imharra – in disguise.
Modrons: Went to war with the
Inevitables. Neither side won, but essentially merged into a hybrid race.
Administrators of the Bleak Market. Inhabit a planar node of metallic crystal
with stable gateways.
Modrone: Monodrone thru
Pentadrone. Communicate in “glyphs” of data.
Modaton (Ministers): Decaton thru
Quarton (all with akashic ability).
Modrant (Tyrants): Tertains and
Secundi.
NPC pairs or trios of adventurers. Maugrim and Avrune being
the most famous.
Nycadaemon: Repurpose into a type
of “gargoyle lord.”
Panjandrum: Any otherplanar power
visiting Imharra in the guise of a foreign diplomats or dignitary. Everything
from Greater Daemons to Dukes of Hell.
Pech:
Phoenix:
Psidead: A category of undead
animated by akashic energies.
Qinraku: A clan/cult of oni (ogre
magi) wearing magical/cursed ki-rin pelts that turn them into a kind of
lycanthropic humanoid ki-rin. Torn between LG and LE, these creatures balance
serenity and cruelty as best they can – often with disastrous results. They
radiate Law, and the beauty of their outward appearance is often enough to
enamor those they meet. Qinraku are creatures of great power, but equally great
internal conflict and torment. They have all the abilities of the ogre mage and
the ki-rin, but are not always able to manifest the ki-rin powers reliably. The
ki-rin pelts cannot be removed and the qinraku are essentially one with these
items. In other words, the head of the ki-rin pelt is the actual head of the
ogre mage – not just a covering or mask. The qinraku pelt improves the wearer’s
armor class and hit dice by 4, while increasing intelligence and charisma each
by 2.
Refractor: Beholder-like
spawn of Broodstone, resembling a faceted crystal sphere with orbiting crystal
shards. Broodstone does not let refractors be summoned or controlled by others.
Skeleton Warriors will serve as
major threats and movers in the setting. They will be created through psionics,
not necromancy. Original Knights of the Crown, unable to end their service,
even in death. Their circlets are linked to the king’s crown.
Wraith, Gravemold:
Yaotl: A type of werejaguar that
also feeds on the dying breath of victims. It’s name means, “enemy.”
Zombie, Gray: A “psionic zombie”
created by Akashic zealots. Grouped into “cells” under the control of, and
linked with, a single zealot. The zealot can direct the zombies and utilize
their limited akashic abilities remotely. A gray zombie is immune to most
akashic attacks and effects, as their minds are no longer alive.
Items & Treasure
Bulwark Shield: Tower shield with pneumatic grounding bolts to allow
for a freestanding defense.
Chain weapons are becoming very popular and fashionable.
Crystal Brain Fungus: Myxarium nucleatum.
Crystal Eyes: Items with Wizard Eye traits that convey information to
Imperator handlers.
Crystalline Panoply: Three grades
of protection. Start as a translucent covering as protective as chainmail. DR
of 2. Intermediate layering equal to platemail. DR of 4. Some bonus to resist
mental/psionic effects. Final stage is a mechsuit-like construct up to 10’
tall. DR of 8. Greater bonus to mental/psionic effects. Created by alchemical
suspension.
Earrings: Improved hearing,
comprehend language, protection from sound-based or sonic effects.
Glassteel (and variants):
Bonesteel. Icesteel. Stonesteel. Woodsteel. All for sale to the discerning
buyer.
Kohl: Vision-based effects -
protect against gaze attacks or blinding, true seeing, read magic, read
language, detect trap or hidden, darkvision.
Magic rules, but is not generally
for sale. Wizards are secretive and guard their knowledge. Magic also tends to
be more risky or dangerous. Still, there are certain arts or specialties that
are commercially available.
Nerve Lash: A type of technorganic
whip that accesses the nervous system of the target, allowing the wielder to
control them like an erratic puppet as long as contact is maintained. Victim
saves vs. paralyzation or filaments burrow into the body to establish
biological connections. The whip inflicts damage on a successful hit, and more
damage if removed.
Potion: Capsules, powders, concentrates.
Potion, Black Draught: Turns
drinker into sentient black pudding. Minimum duration + added time chosen by
drinker. Must make a Will save to return to normal form if extra time is
chosen. Otherwise, drinker may get “lost in the pudding.” Penalties to save for
each added unit of extra time.
Potion vintages (year, batch, and
distiller) can affect efficacy in a number of ways – most commonly in duration
and potency. Others can display added or altered effects. Certain vintages can
become extremely valuable and sought-after, particularly when they age and
mature. Licensed distilleries. Layered potions.
Pyroglastic: Of the nature of
volcanic glass that is tempered through alchemical processes such as mineral
salt immersions and the application of specific types and ranges of heat
created from selected fuels. The resulting material has the appearance and
consistency of glass, but the hardness of steel. As the raw materials are not
always available, pyroglas items or weapons tend to become available in limited
waves. Pyroglastic swords are known for their exceptionally keen edges and
lighter weights.
Rings that are more powerful when
worn as a matched set on one hand. Arc of Day: Rose gold (thumb), yellow gold
(first finger), white gold (middle finger), brass (third finger), and copper
(little finger). Protection, light, fire, vision, life. Possibly have to don
them in order for them to function as a unit.
Strobe grenades and lanterns.
Disorientation and possible seizures.
Tears of Iblis: A form of black oil
or water that causes utter despair, originates in Naratus.
Vivomancy is an advanced art
among Vythakhari society. For those that can pay, an extended lifespan is
almost always possible. Of course, there have been side-effects…some are rather
interesting, in fact – but I digress. Through the centuries, some vivomantic
byproducts have (literally) seeped into the populace. As a result, the natural
Vythakhari lifespan is currently 130 years.
Weaveblade: Signature weapon of
the Peerage mage. A long or two-handed sword made from three lengths of metal,
woven into a braid-like blade. Few of these are made today, and most are symbolic
family heirlooms. Stronger than normal blades. Bonus to disarming chances.
Artifacts & Relics
The Crown: An artifact that gives
psionic powers along with spellcasting ability. It also imposes a LN alignment
upon the wearer. If the wearer’s alignment deviates, all psionic powers are
lost. The crown is an unassuming circlet that has been embellished over the
years to look more regal and impressive. The original circlet can no longer be seen
from the outside.
The Throne: A sphere that opens
in the front for the occupant, this is another artifact – one that protects the
occupant. It can also be made to fly. Together, the Crown and Throne broadcast
a low-level psionic field of cooperation throughout the kingdom (the range of
which established the original borders of Vythakhar). This is not control, but
it is influence. The throne room lies within the Chiaroscuro Palace.
Godhead
Broodstone: The great crystalline
entity that influences or channels psionics, and spawned the crystallect
devourers. Possibly originated as the pinra of the Dead God, but is now greatly
diminished. It may be found imbedded in the divine skull itself, or it might
have moved elsewhere throughout the passing centuries. Much of what others
assume is done by Lokkan Thaul is actually Broodstone. The Lich King just takes
the blame. Ultimately, Broodstone wants another god to influence and is
awaiting the birth of the Unborn God. Physically, Broodstone is an ovoid of
pale violet crystal with veins of silver within. Or, it could possibly be a
brain-like geode stone, shot through with veins of silver, and pale violet
crystals within. It can manifest clawed legs, just as a Crystallect Devourer,
using these veins of silver. The silver veins can also be used to lash out as
weapons or grappling appendages, up to 10’.
Grayharrow Campaigns or Plot Hooks
Discover the truth behind the
Dead God to help establish or suppress a burgeoning religion designed to create
a race of psionic zombies.
Eliminate the source of akashic
power before humanity goes collectively insane.
End tyranny by resisting or
confronting the Lich King.
Gain “heroic” levels and possible
noble titles.
Support Vythakhar by resisting or
confronting Iblis and his minions.
Woman studying Imharran architecture/sculpture discovers a
gargoyle that just appeared overnight, leading her to learn that many gargoyles
are human souls consigned to a form of "lower Purgatory." Almost bad
enough for Infernum, but not quite. The gargoyle is her recently estranged and
deceased husband, brother, or father.
Grayharrow Adventure Trilogy
The Center Cannot
Hold
The Blood-Dimmed Tide
The Ceremony of Innocence
The Blood-Dimmed Tide
The Ceremony of Innocence
What is Grayharrow?
·
Small domains are ruled by such monsters as the
lich, modron, lamia noble, eblis, and barghest.
·
Civilization is built around the titanic
skeletal remains of a fallen god – and the faithful pray to a dead deity.
·
The psionic noble elite wield tyrannical power
over human civilization.
·
Psionic paladins pursue criminals with the aid
of crystalline intellect devourers as hunting hounds.
·
Talented human magic-users open temporary
gateways to other planes to manifest their spells.
·
Dwarves resemble miniature fire giants, elves
resemble miniature cloud giants, gnomes resemble miniature frost giants, and
halflings resemble miniature stone giants.
·
Elite goblin berserkers change into savage
wolverines in the heat of battle.
·
Elite human fighters enter battle encased within
ten-foot-tall construct suits of crystalline armor.
·
A hidden Black Market offers trade with other
planes of existence – including Hell.
·
Death is not always the final option. Neither is
undeath. Beware psionic ghouls and psychic vampires.
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