Wednesday, April 29, 2020

The Incompleat Grayharrow

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)

MAGIC-USER, GRIMOIRIAN

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.


PALADIN, PEERAGE MAGE


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.

THIEF, OUTSIDER


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."

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

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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