grayharrow stuff
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
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2
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3
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5
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6
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7
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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
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7
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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
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7
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Wings are underdeveloped. Able to break fall or glide short distances if lightly encumbered. No true flight.
Pinion Knight?
SHADE
Level
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Hit Dice
Spells
1
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3
4
1
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2
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3
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5
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6
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7
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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.