Bestiary and Random Tables.   Posted by The Reaper.Group: 0
The Reaper
 GM, 7 posts
 Inevitable and
 All-Consuming
Fri 20 Jan 2017
at 00:36
Bestiary and Random Tables
Starting Adventure
I will roll a 1d6 to determine what flimsy pretext your character has for leaving civilization and entering the vast, unexplored wilds of Sia. Completion of the quest grants your character 1 XP. Players so inclined can also typically pick up minor quests like this at any city or village of suitable size.

1 - You've been hired by a smith, wealthy crafstman, government authority, or powerful merchant of some type to scout out new mineral deposits. A new mineral deposit may exist in the wilderness, but more likely in a dungeon somewhere.  Discovering a new mineral deposit and reporting it back to the quest giver earns the PC 1 XP and 1d6+4 x 100 GP. PCs may try to keep knowledge of the mineral deposit secret so that they may use it for their own ends, but doing so forfeits both the XP and monetary rewards.

2 - You've been hired by a military organization, bounty hunter, government or local authority, or wealthy and vengeful relative to assassinate or capture a dangerous person otherwise outside of legal reach. This individual is likely a social outcast of some type, a bandit leader, rogue sorcerer, or akaname raid-leader. The quest giver will know the location of the target, typically in a dungeon within 2d8 days of travel. Successfully killing or capturing the target will earn the PC 1 XP and 1d6+4 x 100 GP. Killing a target the PC was only supposed to capture will still earn the PC 1 XP, but no monetary reward. In a "Wanted: Dead or Alive" type of situation, bringing in a live target to meet justice will typically earn the PC tokens and favors from the government authority, the equivalent of 1d3 costly gems or 1d6 costly jewelry, in addition to the monetary reward. A PC who earned a monetary reward of some kind may choose to nobly refuse the 'blood money' and instead earn 2 XP from this quest (1 for the killing or capture, and 1 at the time of the 'noble' refusal).

3 - You've been hired by a military organization, village or town elder, government or local authority, or powerful and worried merchant organization to kill a fearsome elemental being, Dark Empire leader, dragon or monster of some type. The quest giver will know the location of the target, typically in a dungeon within 2d8 days of travel. Successfully killing the target will earn the PC a reward of 1 XP. Returning evidence of the kill to the quest giver will earn the PC a sizable monetary reward of 1d6 x 100 GP, 1d3 cheap gems, 1d3 costly gems, and 1d6 costly jewelry. Beings of the target's nature and stature normally collect formidable trophies of some type. There is a 50% chance of a greater magical item being in the target's lair.

4 - You've been hired by an antiquarian, government or local authority, museum operator, wealthy private collector, or wealthy inheritor to recover costly objects of art. The GM rolls a d4. On a 1, the quest giver seeks 'costly' or better gems. On a 2, the quest giver seeks 'costly' or better jewelry. On a 3, the quest giver seeks 'costly' or better clothes. On a 4, he seeks 'costly' or better treasure items of any type.

Upon returning 5 such requested items to the quest-giver, the quest-giver gives the PC GP equal to double the item's value. The PC also earns 1 XP.

5 - You've been hired by a noble, temple authority, government or local authority, or powerful merchant to return a lost family heirloom or relic of some kind, invariably a random greater magic item of some type. It is always in a dungeon within 2d8 days of travel, though there's only a 50% chance the quest giver knows where it is. Retrieving the magic item earns the PC 1 XP, while returning it to the quest-giver earns an additional 1 XP and 1d6 x 100 GP, 1d3 cheap gems, 1d3 costly gems, and 1d6 costly jewelry. Alternately, the PC can decide to keep the magic item, earning only 1 XP for its discovery. Choosing to keep the heirloom will most likely earn the quest-giver's animosity...

6 - You've been hired by a temple authority, government or local authority, village or city elder, or powerful merchant to stop some ongoing calamity or disaster. This could be anything from a contagious illness to an undead, elemental or Dark Empire incursion to a raging and unnatural storm or wildfire. Typically, the quest-giver will know the epicenter of this disaster, a dungeon site within 2d8 days travel, but not its cause. The GM rolls a secret d4 to determine the cause. On a 1, it's a residual or stationary effect (such as a defiled shrine, malfunctioning artifact, or lingering curse) that can be easily dispelled or disrupted with the effort of the PC. On a 2, the effect is being maintained by a fearsome monster or leader that must be slain. On a roll of 3, the effect is impossible or very difficult to directly end, but an antidote, cure, or some other protective totem or vital piece of information exists at the dungeon site capable of rendering the calamity harmless. On a roll of 4, roll twice and apply both effects (if one method fails or is deemed to difficult, the other will suffice).

Successfully ending the threat of the disaster immediately earns the PC 1 XP. Reporting back to the quest giver earns an additional monetary reward of 1d6 x 100 GP, 1d3 cheap gems, 1d3 costly gems, and 1d6 costly jewelry.

This message was last updated by the GM at 01:13, Sat 28 Jan 2017.

The Reaper
 GM, 8 posts
 Inevitable and
 All-Consuming
Fri 20 Jan 2017
at 22:32
Bestiary and Random Tables
The Akaname
Scourge of Sia's rivers and waterways, the akaname are soulless race of intelligent, amphibious humanoids known for piracy, slavery and blood magic. Though amoral and brutal, Sia is as much their home as anyone else's, and some akaname leaders have set aside their petty preying on human kingdoms to organize a defense against the encroaching Dark Empire. Freshwater akaname are called shinryaku, and are the akaname people's front-line soldiers and general peasantry. Akaname that can tolerate saltwater dwell in the Vast Sea and are called junin, and are the akaname's noble and scholar class. Many junin are learned blood mages; junin are the sinister art's originators and masters.



Akaname Raider
Akaname raiders are the common akaname infesting the shores of Sia's vast riverways. Most are shinryaku warriors of some stripe or creed, vying to make a name for themselves. Even common akaname villagers pressed into self-defense by dire need make able warriors. Due to their soulless nature, even the humblest akaname peasant is fierce, cunning, and merciless.
HD 1
Attack: +1, by weapon
AC: 9
Move: 30'
Skill: +1
Morale: 8

Akaname Warrior
Akaname warriors represent akaname who have disguintished themselves in battle in some way, whether valor in shinryaku raids or by pledging allegiance to a fearsome junin in the Vast Sea.
HD 2
Attack: +2, by weapon
AC: 7
Move: 30'
Skill: +2
Morale: 9

Akaname Blood Mage
Though their lack of a soul stymies the magical growth of most akaname sorcerers, they make up for it with a unique racial penchant for blood magic sorcery. Experienced akaname blood magicians have a practice for preserving the life's blood of a slave. In a lieu of a spell book, the akaname will typically carry 3-4 vials of blood on their person. These blood vials are consumed when the akaname casts their spells. Alternately, others bring live slaves with them, whom they can sacrifice in a pinch for more magical power. Most blood mages in akaname culture enjoy a life of relative luxury in the Vast Sea or one of its brackish tributaries, but others strike out on their own to advise shinryaku chiefs or even to plot an ascension to junin position themselves. The stats below represent either a self-taught shinryaku hedge mage or a junin apprentice.
HD 3
Attack: +2, by weapon
AC: 7
Move: 30'
Skill: +2
Morale: 9
Special: Akaname Blood Mages can cast spells as a 3rd level magic-user. If they slay a creature with a soul, they can also cast a prepared 1st level spell in the same action.
Typical 1st Level Spells (2): Calling Forth the Spirit Slave, Seven Small Thunders
Typical 2nd Level Spells (1): The Deceitful Vision

Akaname Junin
Akaname junin are the feared rulers of the akaname race, ruling from forbidding fortresses of coral and blood-smeared stone on the shores of the Vast Sea. Many pay mercenary teams of elite shinryaku warriors to inflict their cruel whims on the sunlit lands. Most, but not all, are extremely accomplished blood mages. Occasionally, a particularly powerful or cunning akaname leader can unite several junin under his or her banner, earning them the title of daiymo.
HD 8
Attack: +9, by weapon
AC: 5
Move: 30'
Skill: +3
Morale: 10
Special: Akaname Junin can cast spells as a 5th level magic-user. If they slay a creature with a soul, they can also cast a prepared 1st or 2nd level spell in the same action.
Typical 1st Level Spells (3): Calling Forth the Spirit Slave, The Caul of Hidden Light, Seven Small Thunders
Typical 2nd Level Spells (2): The Deceitful Vision, Walking Among the Cowed
Typical 3rd Level Spells (1): Crimson Rain of Deliquescence

The Duerga
The duerga are one of the most likely enemies heroes will encounter. A race of subterranean scholars and craftsmen, their souls are shackled to the will of the Reaper. Unless their soul is fortified by magic, duerga are unable to resist serving the Reaper's whims. Dark Duerga have long served at the foot of the Reaper in grim Azule, but recently enclaves of True Duerga have "gone mad" in vast orgies of blood and destruction, as their souls thrilled to the approach of the Reaper for the first time in untold generations. Dark and True duerga are unable to resist the commands most Azuleans give them, and the Dark Empire have taken advantage of this fact to sow mass chaos on Sia and organize vast armies of helpless duerga slaves.



Wild Duerga
Wild Duerga are some of the most common kind of duerga. Though they typically live underground, they're often well-versed in surviving above ground as well. They're avid hunters, gatherers and trailblazers, and many wild duerga enclaves have friendly relations with neighboring Wild Tribes of humans. Though they are not inherently bound to the Reaper, that does not necessarily mean they are friendly to all travelers. Many wild duerga bandits terrorize the roads and borderlands.
HD: 1
Attack: +1, by weapon
AC: 7
Move: 30'
Skill: +1
Morale: 9

Free Duerga
Free Duerga are those that live in Aboya as scholars, spellcasters or masons. They are the most cosmopolitan and outgoing of the duerga subtypes. Magic is central to their culture and worldview.
HD: 2
Attack: +1, by weapon
AC: 7
Move: 30'
Skill: +2
Morale: 9
Special: Free Duerga can cast spells as a 1st level magic user.
Typical 1st Level Spell (1): Least Alchemy of Forms

Dark or True Duerga
The stats below represent either a dark duerga warrior reared in grim Azule or a true duerga cultist who feels the pulse and pull of the Reaper returning to the world.
HD: 1
Attack: +1, by weapon
AC: 5
Move: 30'
Skill: +1
Morale: 9

Dark Duerga Warrior
These stats represent a feared shocktrooper of the Dark Empire, a true duerga convert that has distinguished himself in combat, or possibly a fearsome wild duerga bandit. Either way, they're battle-hardened and well-armored combatants.
HD: 2
Attack: +3, by weapon
AC: 3
Move: 30'
Skill: +2
Morale: 10

Soul Gatherer
The dread soul gatherers are massive, mutated brutes who plunder wayward souls from Akasha, hauling them back to Azule for experimentation. Few can withstand their savage might, but thankfully they are rarely encountered outside of Akasha.
HD: 6
Attack: +4, cage smash (1d6) and by weapon
AC: 5
Move: 30'
Skill: +2
Morale: 9
Special: If the soul gatherer is in Akasha, they may attempt to draw a target's soul into their special arcane cage. This is a save-or-die effect, with akaname automatically immune. Heroes that resist the pull of the soul gatherer are immune to this effect for 24 hours.

The Aui
Though introspective by nature and largely non-violent, the aui have learned the necessity of war during these dark times. Many aui have fled to Sia as the Dark Empire has conquered more and more Voidling strongholds, which has brought them into contact with old foes like the relentless akaname and humanity's greed for lustrium.

Aui Visitor
The aui fled Sia's surface long ago, hunted almost to extinction by aviricious men and murderous akaname. Now they have returned, and although not accustomed to struggle and combat, their innate lustrous shaping abilities still make them a force to be reckoned with.
HD 1
Attack: +0, any (lustrous shaping weapon, limited to 1d6)
AC: 9
Move: 30'
Skill: +1
Morale: 7

Aui Avenger
The aui are not a warlike people, and they tend to abhor physical violence. There is still a need for warriors among their kind, however. Most aui avengers are specially-trained warriors from the far reaches of the Void. They seek to either combat the spread of the Dark Empire, or else avenge innocent aui who have fallen to the predations of the shorter-lived races.
HD 3
Attack: +3, any (lustrous shaping weapon, limited to 1d8)
AC: 7
Move: 30'
Skill: +2
Morale: 9
Special: Aui avengers can cast spells as a 3rd level cleric.
Typical 1st Level Spells (2): Fist of Burning Rebuke, Purification of the Offering
Typical 2nd Level Spells (1): Blessing of Righteous War

Aui Skald
The skalds of Oona were some of the first practicing magicians. By reverberating their lustrium bodies, aui could "sing" the necessary algorithms to create magic. Skaldic magic is very powerful and tends to focus on healing, protection, and strengthening the bonds of community. The skalds were thought lost in the calamity that reduced Oona to savagery, but they have been spotted returning to Sia in recent times, hunting ancient artifacts and conducting strange rituals.
HD 10
Attack: +9, any (lustrous shaping weapon, limited to 1d10)
AC: 3
Move: 30'
Skill: +4
Morale: 11
Special: Aui Skalds can cast spells as a 9th level cleric.
Typical 1st Level Spells (4): The Priest's Scathing Rebuke, Merciful Hand of Succor, Purification of the Offering, Funerary Rites
Typical 2nd Level Spells (4): Blessing of Righteous War, Passing Through the Hells, Serene Stillness of Instruction, The Transfixing Eye
Typical 3rd Level Spells (3): Silver River Abjuration, Still the Restless Dead, Radiance of Inner Purity
Typical 4th Level Spells (2): Centipede-Conquering Cure, Hero's Mighty Vigor
Typical 5th Level Spells (1): All Things as Smoke

The Humans
Humans are still the most populous race on Sia, and with the numerous warring factions and squabbling city-states panicking as they attempt to deal with the return of the Reaper, it is very likely that a lone hero may find themselves facing down an entire battalion of soldiers, or an entire band of highwaymen.



Human Rabble
These stats represent petty criminals, amateur bandits, militia men, slaves press-ganged into combat, and similar vermin and rabble. They usually attack in greater numbers or else are chattel to fuel an akaname or Azulean master's blood magic.
HD: 1
Attack: +0, as weapon
AC: 9
Move: 30'
Skill: +1
Morale: 6

Human Bandit
Your common roadside bandit or dark cultist.
HD: 1
Attack: +1, as weapon
AC: 7
Skill: +1
Morale: 7

Human Soldier
A Saerynite, Wild Tribe or possibly Aboyan soldier is presented here. They could also function as a town guard. They're a touch more disciplined than bandits.
HD: 1
Attack: +1, as weapon
AC: 6
Move: 30'
Skill: +1
Morale: 8

Saerynite Knight
The Saerynites are the most technologically developed and war-like of the various human cultures. They're also indisputably one of the most powerful, blessed with tremendous magical resources gifted from their patron, Saeryn. Saerynite Knights form the core of the Saerynite military, leading small groups of soldiers and slaying enemies of the Saerynite Empire with both blade and spell.
HD: 2
Attack: +2, as weapon
AC: 4
Move: 30'
Skill: +2
Morale: 9
Special: Saerynite Knights can cast spells as a 1st level cleric.
Typical 1st Level Spells (1): Either Hand of Merciful Succor or Fist of Burning Rebuke (50/50)

Saerynite Chaplain
Saerynite Chaplains are the Saerynite's magical experts, living thaumaturgical artillery. Some are gifted nobles, others are worldly scholars, and others are hardened military veterans blessed with genuine faith. This stat block might also represent a lone mage or Aboyan Majister who specializes in the Light and Life Domains.
HD: 4
Attack: +3, as weapon
AC: 4
Move: 30'
Skill: +2
Morale: 9
Special: Saerynite Chaplains can cast spells as a 3rd level cleric.
Typical 1st Level Spells (2): Hand of Merciful Succor, Fist of Burning Rebuke
Typical 2nd Level Spells (1): Blessing of Righteous War

Warlord
Warlords are fiere and bloodthirsty fighters, able to subjugate a vast army of terrified minions through personal might alone. They typically do not possess magic of their own, but may have magical advisers. These stat block might be used for similar non-human entities. For example, a particularly powerful and cunning akaname raid-leader might qualify as a warlord.
HD: 4 to 6
Attack: as HD, as weapon
AC: 3
Move: 30'
Skill: +2
Morale: 10

Wild Tribe Shaman
Human practitioners of Dark, Earth, Water and Air magics are commonly Wild Tribesmen of some type, though not necessarily.
HD: 3
Attack: +2, as weapon
AC: 7
Move: 30'
Skill: +2
Morale: 9
Special: Wild Tribe Shaman can cast spells as a 3rd level magic-user.
Typical 1st Level Spells (2): Amber Cloud of Somnolence, Seven Small Thunders
Typical 2nd Level Spells (1): Assuming the Flesh of Mist

Mage
This stat could be used to represent a lesser Aboyan Majister, dark Azulean acolyte, or a scheming court magician.
HD: 4
Attack: +3, as weapon
AC: 6
Move: 30'
Skill: +3
Morale: 9
Special: Mages can cast spells as a 5th level magic-user.
Typical 1st Level Spells (3): Amber Cloud of Somnolence, Seven Small Thunders, Caul of Hidden Light
Typical 2nd Level Spells (2): The Deceitful Vision, Meditation Upon the Clouds
Typical 3rd Level Spells (1): Torrent of Inner Force

Aboyan Majister
The pinnacle of magical mastery most humans could reasonably expect to achieve, Aboyan Majisters have access to Sha'ans Codex, and by extension, all the mysterious of the universe. This stat block can also be used for master magicians from the Academy of Ur and similar beings that generally represent demihuman archmages of fearsome power.
HD: 8
Attack: +9, as weapon
AC: 3
Move: 30'
Skill: +3
Morale: 10
Special: Aboyan Majisters can cast spells as a 7th level magic user.
Typical 1st Level Spells (4): Seven Small Thunders (2), Caul of Hidden Light, Least Alchemy of Forms
Typical 2nd Level Spells (3): Assuming the Flesh of Mist, The Deceitful Vision, Victorious General's Shout
Typical 3rd Level Spells (2): Calling Forth the Able Servant, Torrent of Inner Force
Typical 4th Level Spells (1): Wall of Raging Monsoon

The Dark Empire
By far one of the biggest threats heroes are likely to face, the Dark Empire is an extraplanar conquering force led by the Reaper, a timeless entity that feasts on living souls. Its goal is the utter subjugation of Sia, followed by the consumption of all human, duerga, aui and other souls. They use their blasphemous "Rites of Ascension" to warp and mutate the bodies of their slaves and soldiers, creating wildly aberrant forms of life with which to invade reality proper.



Azulean
Common Azulean peasantry are mostly humans who haven't taken the Rites of Ascension yet. Due to their culture, they tend to be cruel and scheming people, mistrustful after a lifetime of toiling at the behest of the vile Reaper. Even common Azuleans unfamiliar with war tend to be sturdy and cunning. They have to be, or else end up as fodder for Devil or Archdevil's hideous, flesh-warping experiments.

Though the Azulean presented here is assumed to have no magical talent, all Azuleans have a touch of infernal influence that allows them to command nearby duerga who aren't of the free or wild varieties. Heroes are generally immune to this effect, but Azuleans often have a small guard of duerga warriors with them at all times when travelling the planes of reality.
HD: 1
Attack: +1, as weapon
AC: 7
Move: 30'
Skill: +1
Morale: 7
Special: The Azulean can take an action to command all duerga within earshot. The duerga fulfill his or her commands to the best of their ability on their next turn. Free and Wild duerga generally get a saving throw to avoid this effect, and heroes are completely immune to it.

Azulean Warrior
Though Azuleans prefer to leave the squalor of hand-to-hand fighting to their vast hordes of duerga slaves, the Dark Empire does on occasion train and deploy human footmen. Use the stats below for an Azulean with armor and real weapons training.
HD: 2
Attack: +2, as weapon
AC: 3
Move: 30'
Skill: +1
Morale: 9
Special: The Azulean Warrior can command duerga as any Azulean can.

Dominars
Dominars are a fallen house of devils who specialize in torture and animal husbandry. Rather than warping sapient souls into servants, dominars prefer to use the Rites of Ascension on animals and weak-willed monsters. This blasphemy makes them pitiable if not contemptible in the eyes of "proper" devils, and they are considered to be on roughly the same social standing as the average Azulean. They often command animal and duerga slaves of various kinds, and possess a unique ability to hollow out the minds of wild animals, instantly domesticating them as perfect, obedient pets.

Physically, dominars are pale and alien mimicries of their human ancestors. They have stretched-out limbs and pallid, wrinkly flesh. They commonly use whips, scourges and short swords in combat.
HD: 3
Attack: +3, as weapon
AC: 5
Move: 30'
Skill: +2
Morale: 8
Special: The Dominar can command duerga as any Azulean can. They can also command animals in a similar manner, though the animal is entitled to a saving throw. Failing this saving throw enslaves the animal to the dominar for life, utterly crushing the poor creature's will.

Dominar Patriarch
The Dominars are divided into 29 Houses, each headed by a fearsome patriarch who has unlocked the true potential of the family telepathy. The various Dominar houses squabble among one another, each plotting for the glorious day when they take revenge on the devils that engineered their great family's downfall.
HD: 5
Attack: +5, as weapon
AC: 3
Move: 30'
Skill: +2
Morale: 9
Special: The Patriarch has all the abilities a normal dominar has. In addition, they can communicate telepathically with any blood relative, regardless of distance or even if the target is on another plane. Additionally, once per day, a dominar can attune their mental energies to try and enslave a sapient target, such as a human, aui, or akaname. The victim gets a saving throw to resist, but failure results in the target becoming the patriarch's permanent slave. Only powerful magic can save a slave from this terrible fate.

Devil
The fearsome nobility of Azule, devils were long ago ordinary humans who warped their souls and flesh in service to the Reaper. Now, devils vary wildly in individual appearance. Most are usually hulking, twisting parodies of the human body, bound head to foot in shackles of red hot iron or piercings of Stygian ice. The particular torments visible on a devil's body are usually characteristic of the tastes of its archdevil master, and the devil always takes full damage from attacks of that same type. Hot iron shackles render the devil vulnerable to flame, icy needles leave it susceptible to cold, cruel piercings of black bronze leave it vulnerable to edged weapons, and so forth. If not specially susceptible to a type of weapon, devils can be harmed only by magical weaponry.

Though transformed en masse by the vile Rites of Ascension, not all devils are adept spellcasters. Instead, they each share a unique assortment of special abilities, though these can differ somewhat based on the whims and tastes of the archdevil they serve. Devils cannot be poisoned save by certain special, blessed toxins and they are immune to disease. Thy can speak and understand all languages and can see perfectly well in darkness. Thy can detect magic or invisible beings at will. Even the least of them has the strength of an ogre and they need neither breathe, eat, drink, nor sleep. It is common for devils to take half damage from elemental sources, even magical ones, except those they are specifically vulnerable too.
HD: 8
Attack: +8, 2 claws and 1 scourging, 1d6 x 2 and 1d10
AC: 0
Move: 40'
Skill: +3
Morale: 11
Special: In addition to the innate qualities listed above, devils typically know one spell of 3rd level or lower chosen from either the cleric or magic-user spell lists. They can teach this spell to mortals.

Archdevil
Archdevils are the dread lieutenants of the Reaper. Not only are they much physically stronger than standard devils, but their arcane potency is much greater (although much of their magical energies are wrapped up in maintaining their hideously mutated forms). Their endless infighting might be the only thing saving Sia from being burnt to a cinder by their wrath.
HD: 12
Attack: +12, 2 fists and 1 curse with a range of 300', 1d8 x 2 and 1d12
AC: -1
Move: 40'
Skill: +4
Morale: 11
Special: In addition to the innate qualities they share with devils, archdevils typically known one spell of any level, selected from either the cleric or magic-user spell lists. They can teach this spell to mortals, and they can pick a new spell each day (with knowledge of the old spell forgotten).

Shadow
Tortured husks of the Tellus captured from Akasha are grafted to unwitting or unwilling Azulean hosts to create the elite assassins known as shadows. If its host is slain, the shadow will lay dormant, appearing as an enchanted cloak. If anyone is foolish enough to wear it, they will over the course of 2d4 weeks transform into another shadow. Destroying the cloak with appropriate magic is the only way to get rid of a shadow for good.
HD: 5
Attack: +5, as weapon +1
AC: 2
Move: 40'
Skill: +4
Morale: 9
Special: Although not a magic-user, the shadow can cast a few spells as a spell-like ability. Treat these spells as if they were cast from a scroll when used. A shadow can even cast these spells when it doesn't have a host.
Once per day: Silent Porter (Lvl 1), Meditation Upon the Clouds (Lvl 2), River Reed Bridge (Lvl 2), Evasion of Serpent's Skin (Lvl 4)
3/day: Assuming the Flesh of Mist (Lvl 2)

Troll
A successful experiment on the part of the devils, trolls are simple but brutally effective bruisers. Hideously mutated duerga, they lack almost any will of their own and employed as brute laborers or heavy shock troops but their dominar or devilish masters.
HD: 4
Attack: +4, fist (1d6) or as weapon
AC: 5
Move: 30'
Skill: +1
Morale: 9
Special: Trolls regain 1 HD of damage at the start of each turn.

Troll Warrior
Sometimes a troll is born more clever than the rest, one that can fight with the discipline and finesse of an actual soldier. Such specimens rise quickly through the Azulean ranks to form elite units of heavy infantry or cavalry.
HD: 5
Attack: +5, fist (1d6) or as weapon
AC: 3
Move: 30'
Skill: +3
Morale: 11
Special: Trolls regain 1 HD of damage at the start of each turn.

Wilder
Wilders are Azuleans carefully cultivated by the Reaper to foster Flowtouched talent. Though very rare, such individuals are natural magicians. If a Flowtouched is born into a tribe, the Azuleans of that tribe can expect their taxes and sacrifices to be eased for a few generations. This stat block might also be used to represent exceptionally talented Flowtouched souls born outside of Azule.
HD: 7
Attack: +9, as weapon
AC: 5
Move: 30'
Skill: +3
Morale: 10
Special: Wilders can cast spells as a 7th level magic user.
Typical 1st Level Spells (4): Amber Cloud of Somnolence Seven Small Thunders (2), Calling Forth the Spirit Slave
Typical 2nd Level Spells (3): The Deceitful Vision, Luminous Jade of Purity, Walking Among the Cowed
Typical 3rd Level Spells (2): Grant the Lesser Shadow of Life, Torrent of Inner Force
Typical 4th Level Spells (1): The Tumult of Banners and Horns

The Sarkans
A relatively young race born from the fiery realm of Muspelheim, the sarkans serve Ymara, Goddess of Fire, a strange goddess that very little is known about. She is credited with creating Solara, the sun, but little else, and the figure of Ymara was more or else rolled into the Saerynite religion as a minor, primordial saint. The resurgence of interest in Ymara since the arrival of the sarkans is something the Saerynite high priesthood considers a theological threat, and they were quick to name the draconic beings monsters and heretics, ripe for a crusade. Today the Saerynites and Muspelheim are at a state of near-total war, with the treacherous Bloodpeak Mountains serving as their perennial battleground.



Sarkan Warrior
Even lowly sarkan militia forces are feared in Saerynite lands. Possessed of thick, scaly hides and natural draconic strength, common sarkans need very little training to be efficative warriors.
HD: 1
Attack: +1, as weapon
AC: 5
Move: 30'
Skill: +1
Morale: 8
Special: Sarkans are immune to mundane fire, no matter its intensity, but can still be harmed by magical fire.

Sarkan Veteran
Hulking warriors fond of two-handed weapons, seasoned sarkan soldiers and mercenaries are both tougher and better-armed than their subordinates.
HD: 2
Attack: +2, as weapon
AC: 3
Move: 30'
Skill: +1
Morale: 10
Special: Sarkans are immune to mundane fire, no matter its intensity, but can still be harmed by magical fire.

Ymaran Acolyte
Ymara, Goddess of Fire and Mother of Solara, is central to the sarkan's fledgling religion and worldview. Priests of Ymara are especially important in sarkan society, divining the Hag of Ashes' will from the smoking plumes of the Bloodpeaks. The sarkans were created when, following prophetic visions that led them to Muspelheim, Ymara's human servants were bodily transformed into half-draconic beings. An event as tremendous as this is not easily explained away, and not many atheists are found within sarkan culture. Due to this, Ymara's faithful command great respect in sarkan society.
HD: 3
Attack: +3, as weapon
AC: 3
Move: 30'
Skill: +1
Morale: 10
Special: Sarkans are immune to mundane fire, no matter its intensity, but can still be harmed by magical fire. Ymaran Acolytes can cast spells as a 3rd level cleric.
Typical 1st Level Spells (2): Fist of Burning Rebuke (2)
Typical 2nd Level Spells (1): The Transfixing Eye

Verđandian
A special sub-race of the sarkans called the Verđandians develop functioning wings during puberty. They also seem to have a special proficiency for magic, especially Air magic. Verđandianism is a genetic trait that seems to be passed down via the maternal line. In modern Muspelheim, the Verđandians are a mistrusted but vital part of sarkan society, acting as resident arcane experts and, in times of war, aerial arcane artillery. Less than 1/10th of sarkans are Verđandian, and most normal sarkans tend to steer clear of Verđandians with superstitious avoidance, but they have been able to leverage themselves into positions of considerable power despite their minority status.
HD: 5
Attack: +6, as weapon
AC: 5
Move: 30'
Skill: +2
Morale: 10
Special: Sarkans are immune to mundane fire, no matter its intensity, but can still be harmed by magical fire. Verđandians also have a flight speed of 30'/round. Finally, most Verđandians (75%) can cast spells as 6th level magic-user.
Typical 1st Level Spells (3): Amber Cloud of Somnolence, The Caul of Hidden Light, The Least Alchemy of Forms
Typical 2nd Level Spells (3): Luminous Jade of Purity, Victorious General's Shout, Walking Among the Cowed
Typical 3rd Level Spells (2): Crimson Rain of Deliquesence, Envoy of Rain and Clouds

This message was last edited by the GM at 22:03, Sun 26 Feb 2017.

The Reaper
 GM, 25 posts
 Inevitable and
 All-Consuming
Sat 28 Jan 2017
at 01:38
Bestiary and Random Tables
The Coatl

Coatl are strange and elusive dragons touched by the Domain of Air. Some mortal societies doubt Coatl are “true” dragons at all, and the exact classification of Coatl is a topic of hot debate among the scholars of Aboya. With a long, sinuous build similar to that of Lung Dragons, Coatl are the only dragons to lack limbs beyond their black-feathered wings. Coatl are famed for the brilliant rainbow hues of their scales, standing in stark contrast to their tenebrous wings. Due to their association with Air, Coatl are the fastest and most agile fliers of all dragonkin. One theory holds that coatl lack limbs because they're always flying, though are of course capable of landing and slithering like snakes when they wish to.

Creatures of incarnate freedom, Coatl have the ability to traverse the Void in a manner similar to their Crystal and Umbrean relatives. Coatl initially rejected the advances of the Saerynite Exalted, much preferring to travel the furthest reaches of Reality in the company of the Travelers, Umbrean Dragons, and other Void-faring races. Over time, however, the intrepid Order of the Wayfarer managed to ally themselves with one of the few flocks of Coatls persisting on Sia. As a result, Coatl are one of the most common mounts used by this Exalted Knighthood, after the ubiquitous Lung Dragons and the battle-fond Deep Dragons. Not all serve the Saerynites, however, and those that do exclusively work with the Order of the Wayfarer, only allowing those who share their freewheeling ideals to ride them.

Out in the Void, where Coatl travel in small flocks, they wander continuously. They are also rather fond of the Sea of All Storms and have been known to travel to that place of their own free wills.



HD 5 to 8
Attack: as HD, bite (1d10)
AC: 3
Move: 30', fly 70'
Skill: +1
Morale: 9
Special: The Coatl's attacks count as electrical attacks whenever the coatl wishes it. Such electrical attacks count as magical for the purposes of overcoming resistance. Additionally, they can cast the 3rd level magic-user spell Envoy of Clouds and Rivers once per day as a spell-like ability. Coatl serving as Saerynite mounts typically use this to save their riders from a nasty fall.

Unlike Lung Dragons, Coatl can still fly with a rider. They are barred from making bite attacks while bearing a rider, however. The first time a coatl successfully bites a target, they can choose to inject a dose of poison. This poison is a save-or-die effect versus a threshold of 15. The Coatl can inject a dose of poison like this once per day.

Blood Dragons

The Domain of Earth is represented by beings called Blood Dragons, though most of the races of Sia know them as the Horned Hunters. Blood Dragons are gregarious yet mysterious, often interacting with humans, duergar, sarkans, and even akaname, but often from a safe distance… and always on their own terms. The Horned Hunters are the guardians of Kinship Magic, using their intuitive perception of Kinships to strengthen themselves, educate mortals, and punish those who would harm or strain the bonds of Kinship. Physically, Horned Hunters resemble Crystal and Pyre dragons, with powerful, four-legged bodies and green scales, though some very ancient Blood Dragons take on a bone-white pallor to their scales as they age. Their hides are invariably covered in moss, thorns, and other foliage, and of course the impressive crest of horns atop their head grant the Horned Hunters their fearsome namesake.

Blood Dragons live all over Sia, and always ingratiate themselves into a community to some extent wherever they settle. Living representations of the bonds that tie a community together, it is believed that Horned Hunters sicken and die if kept in total isolation. A few choose to ally themselves with the Exalted, though most are too dedicated to preserving and protecting their multitudinous kinships to accept the strict and exclusive oaths of a Knighthood. Blood Dragons have a fraught relationship with kinship mages everywhere. While many align themselves with powerful kinship mages, and even lead coteries of such sorcerers, practitioners of this form of magic all across Reality fear attracting their attention. The rules that govern kinships are vague and based largely on a Blood Dragon’s personal judgement and intuition. Most kinships mages have no way of knowing when or if they’ve crossed the line, not realizing they’ve been marked for destruction until a Horned Hunter arrives on their doorstep to topple their towers, shatter their staves, and burn their books. Though difficult for them, Blood Dragons have set out across the Void in search of and judging the various kinships that form there as well as the ones on Sia. If they could, they would travel to the Aether and pass their judgement even over the Tellus of Akasha.


Blood Dragon
Relatively young blood dragons who have not yet taken the oath of the horned hunter, blood dragons are still deadly in combat for all but the most seasoned of heroes.
HD 5 to 8
Attack: as HD, claw x 2 (1d4) plus goring horns (1d8)
AC: 1
Move: 30', fly 40'
Skill: +2
Morale: 10
Special: Due to their intuitive grasp of kinship magics, blood dragons can cast one first or second level spell per day. This spell does not need to be prepared ahead of time, and can be selected from either the cleric or magic-user spell lists.

Horned Hunter
The dreaded Horned Hunters of the Blood Dragons are unparalleled masters of Kinship Magic.
HD: 9 to 12
Attack: as HD, claw x 2 (1d4) plus goring horns (1d10)
AC: -1
Move: 40', fly 40'
Skill: +3
Morale: 11, unless battling a Kinship Mage marked for destruction, in which case 12
Special: Horned Hunters can cast spells as a 5th level cleric/5th level magic user.
Typical 1st Level Spells (6): Apprehending the Imbalance, Seven Small Thunders (2), Discern the Spirit Within (2), The Priest's Scathing Rebuke
Typical 2nd Level Spells (4): Master of the Antimony Gate, The Sovereign Sign Against Evil, Passing Through the Hells, The Transfixing Eye
Typical 3rd Level Spells (2): Expurgation of Golden Purity, Silver River Abjuration

Deep Dragons

Tied inexorably to the savage Domain of Water, Deep Dragons are famously foul-tempered and aloof, sequestering themselves in deep lakes, swamps, mountain vales, rivers, and even the corals of the Vast Sea. Due to their anti-social nature, Deep Dragons are the rarest dragonkin of all, as they mate only begrudgingly, irritated by the prospect of leaving their watery abodes to seek a partner. Though powerful and graceful swimmers, and capable of flight as all dragons are, Deep Dragons are notably clumsy on foot, possessing flipper-like appendages instead of proper saurian claws. Their scales are tinted cerulean blue, and multi-colored coral-like growths erupt from their back. They also possess small, bioluminescent lures which allow them to see in the lightless depths of their preferred lairs. Their pugnacious attitudes ensure most Deep Dragons are practiced and eager combatants, and even Pyre Dragons hesitate to engage them one-on-one.

Though the deeply misanthropic Deep Dragons scorn most company, surprisingly many choose to serve the Exalted Knighthoods as living siege weapons. One of the few things a Deep Dragon genuinely enjoys is mayhem and violence, and the various holy crusades of the Saerynite Knighthoods afford them an excellent excuse to vent their primal wrath.  These contracts are typically brief, with the Deep Dragon gleefully shattering an enemy fortification only to abandon their “comrades-in-arms” mid-siege to return to their underwater hermitages.



HD 7 to 10
Attack: as HD, bite (1d12) and thrashing tail (1d6)
AC: 4
Move: 20', fly 30', swim 60'
Skill: +2
Morale: 11
Special: Deep Dragons can breath under water as though it were air. Due to their savage and destructive nature, Deep Dragons deal double to damage to constructs, man-made structures, and inanimate objects.

Lung Dragons

Lung Dragons, affiliated with the Domain of Life, have long, graceful, vaguely serpentine bodies. Though physically smaller than most other dragons, they are also the most populous type, breeding freely and frequently to form sprawling lineages. They have golden scales and are decorated with various crests and whiskers: Lung Dragons display incredible diversity in their appearance, and many take pride in their idiosyncratic colors to the point of vanity. Though enemies of the Saerynites underestimate Lung Dragons as simple-minded steeds of the Exalted, in truth they are quick-witted and cunning, second only to the Umbrean Dragons in terms of intellect.

Lung Dragons serve the Exalted Knighthoods of Saeryn willingly as mounts and aerial support. Though small in stature compared to other dragonkin, they have jaws strong enough to pierce even Sarjin plate armor. The Knights of Saeryn are famed for the strong bonds they form with their chosen mounts, and the vast majority of Lung Dragons in existence serve in the Saerynite cavalry, working in concert with their riders with awe-inspiring coordination and efficiency. This bond is so deep, so intrinsic to a Lung Dragon’s being, that captured Lung Dragons will waste away when separated from their allies, preferring to die rather than serve a dishonorable rider.



HD 3-7
Attack: as HD, claws x 2 (1d4) and bite (1d10)
AC: 6
Move: 50', fly 30'
Skill: +1
Morale: 10, 11 with a rider
Special: Lung Dragons, like horses, do not improve one's overland speed, but can travel in bursts of 50' per round to escape pursuers. Lung dragons cannot fly with a rider mounting them (the riding position pins their wings). They also generally do not have the flexibility to make a bite attacks while balancing a rider, either.

When mounted by a rider, the lung dragon's initiative is not tracked separately. Instead, the lung dragon can immediately make two claw attacks whenever its rider successfully hits a target with a melee attack.

Pyre Dragons

Pyre Dragons are linked to the Domain of Fire, and legend has it that the Pyre Dragon patriarch even once took the fire goddess Ymara as a mate. They have muscular, saurian bodies with green scales. Their most notable feature by far, however, are the living flames perpetually leaping from their backs, tails, necks and limbs. Their natural might and fiery auras make them formidable combatants, and the Exalted Knights of the Saerynite Empire often seek them out as allies... though without specialized magic, they make very poor mounts for obvious reasons. The passionate and headstrong Pyre Dragons seldom choose to serve others, however, preferring to keep to themselves or consorting with the Sarkans of Muspelheim.

The vast majority of Pyre Dragons live in the volcanic, mountainous regions of Muspelheim, though small numbers can be found all throughout Sia. Pyre Dragons are careful never to roost in forests or plains, very aware of their propensity for triggering wildfires with their mere existence. Those not living in Muspelheim or in carefully-prepared aeries in Saerynite lands tend to favor deserts, windswept mountains and swamps, heading into more combustible lands only to raid and ravage.



HD 7 to 10
Attack: as HD, claws x 2 (1d4) and bite (1d8)
AC: 3
Move: 40', fly 40'
Skill: +2
Morale: 11
Special: Pyre dragons are always encased in an aura of fire. They are immune to flames of all types, including magical fire. Anyone engaged in melee combat with a Pyre dragon suffers 1d6 fire damage at the start of their turn.

Umbral Dragons

Umbral dragons, like crystal dragons and the coatl, are capable of surviving indefinitely in the pure nothingness of the Void. This advantage has allowed them to spread throughout all of Reality, seeking the solitude and privacy they believe benefits their studies. Most umbral dragons have settled in Aboya, though many roost in Voidling communities, the Academy of Ur, and other distant or magic-sensitive locales. As servitors of the Domain of Darkness, umbral dragons tend to be reclusive and cerebral, hoarding knowledge of all types. They have a well-earned reputation for wisdom, and mortals often seek them out as teachers of magic (with varying degrees of success).

Their incredible proficiency for magic has enabled umbral dragons to master many types of power, including the strange sorceries the Travelers use to sculpt entire star systems. Due to this, umbral dragons often collaborate with Travelers to enact large changes in planetary bodies and star systems, a process that takes many mortal lifetimes to achieve. Like crystal dragons, umbral dragons communicate telepathically. Unlike umbral dragons, they vastly prefer telepathy to speech, and some live their entire lives in meditative silence, speaking only through mental projection.



Umbral Dragon
Depicted here is a standard umbral dragon, one who hasn't amassed a great deal of followers or magical knowledge yet.
HD 5 to 8
Attack: as HD, claw x 2 (1d4) plus bolt of searing darkness with a range of 60' (1d6)
AC: 5
Move: 30', fly 40'
Skill: +2
Morale: 8
Special: Umbral dragons can telepathically communicate with any being they can see. Their words are always understood, and they can always understand the other being's responses. Umbral dragons can cast spells as a 5th level magic-user.
Typical 1st Level Spells (3): Amber Cloud of Somnolence, Apprehending the Imbalance (2)
Typical 2nd Level Spells (2): The Deceitful Vision, Walking Among the Cowed
Typical 3rd Level Spells (1): The Golden Pick of the Miner

Umbral Star Sculptor
This represents the pinnacle of arcane enlightenment an umbral dragon might achieve. This grand-master of matters arcane has likely mastered cosmos-forming magics and other incredibly esoteric arts.
HD: 9 to 12
Attack: as HD, claw x 2 (1d4) plus fell curse with a range of 300' (1d10)
AC: 0
Move: 30', fly 40'
Skill: +3
Morale: 10
Special: Umbral dragons at this level have been initiated into the higher secrets of telepathic algorithms. They can telepathically communicate with any being they have ever seen, though the recipient may make a saving throw to block them out if they don't desire the communication. On a successful save, the umbral dragon cannot communicate with that being again for a month unless they can physically see the target. Their words are always understood, and they can always understand the other being's responses.

Additionally, the umbral star sculptor, in lieu of an attack, can cast any magic-user spell instantly as its action. It should be considered a 10th level magic-user for the purposes damage, save DCs, etc.

This message was last edited by the GM at 23:26, Mon 30 Jan 2017.

The Reaper
 GM, 39 posts
 Inevitable and
 All-Consuming
Tue 31 Jan 2017
at 01:04
Bestiary and Random Tables
Elemental: Angel

Angels are powerful servitors of the Life Domain who are particularly attuned to the fates and fortunes of human beings. Angels ostensibly serve to protect all life, but the majority of them choose to focus on human life for unknown reasons. Angels sometimes spontaneously manifest in the presence of newly born human babes, something Saerynite families in particular consider to be an auspicious omen. These birth manifestations are fleeting, however. More persistent and reliable angelic sightings happen when angels possess the bodies of humans, temporarily transforming them into powerful winged warriors. Angels only intervene in significant battles that risk a monumental loss of human life if one side is defeated. Even then, they seek to minimize casualties on both sides. The only enemy for which they show no mercy is the Reaper and her agents, for the angels know that the Reaper is a threat to all life, everywhere, and they will use outsized force to challenge the Dark Empire wherever they discover its adherents.

Lesser angels are highly skilled warriors blessed with the power of flight, typically possessing a human host for as short as a single battle or as long as several years. Greater angels, called archangels, manifest only for tremendously important tasks, world-shaking battles, or to guard very important humans, such as the Saerynite Emperor or incarnations of the Guiding Soul. In addition to being stronger and wiser than lesser angels, greater angels can possess their hosts for lifetimes, prolonging their life with magic if necessary and existing in a symbiotic state similar to that of Eidolon kinship. Most angels also display knowledge of healing and other Life Domain magic. Angels can be found wherever humanity is found, but most exist either in the Saerynite Empire or deep in the Well of Souls, scouting for signs of Azule, protecting human souls in the afterlife, or reveling in Paradiso. The Saerynites know many rituals for summoning angels and prolonging their manifestations, to the point that angels have become a common element in the Empire’s mighty forces. A small contingent of angels also exists on Luminare, offering advice and counsel that the crystal dragons, aui and muses tend to politely ignore.



Lesser Angel
Whether a fleeting manifestation or a more permanent possession, the type of angel presented here is frequently summoned by Saerynite forces to act as aerial skirmishers. Even when their morale fails, angels will stick around as aerial scouts for their comrades.
HD 3 to 6
Attack: as HD, as weapon
AC: 3
Move: 30', fly 40'
Skill: +1
Morale: 7, unless fighting to prevent catastrophic loss of life, in which case 12
Special: Once per day, the angel can heal an ally (but not itself) as with the Merciful Hand of Succor spell. Instead of restoring hit points or HD, the angel can choose to purge the target of one natural poison or disease.

Angels are never unarmed or unarmored, for their weapons are part of their elemental being. If stripped of its armaments or disarmed, an angel can re-summon them or create whole new ones out of nothingness as an action.

Archangel
Valorous and nigh-unstoppable paragons of the forces of Life, archangels appear to save hundreds of lives only during the most dire of calamities. Rumors abound that certain scholar-theologians in the Saerynite Empress' employ have access to scrolls that can be used to summon an archangel and command it to some extent, though the court would officially consider such an act damnable blasphemy.
HD 7 to 10
Attack: as HD, as weapon plus one burning touch per round (1d6 fire damage)
AC: 0
Move: 40', Fly 50'
Skill: +2
Morale: 10, unless fighting to prevent catastrophic loss of life, in which case 12
Special: Three times per day, the archangel can heal an ally (but not itself) as with the Merciful Hand of Succor spell. Instead of restoring hit points or HD, the archangel can instantly cure the target of all natural diseases and poisons, and all but the most pernicious of magical diseases.

Archangels are never unarmed or unarmored, for their weapons are part of their elemental being. If stripped of its armaments or disarmed, an archangel can re-summon them or create whole new ones out of nothingness instantly.

Elemental: Demon

Demons are some of the eldest elemental beings in existence. They have the ability to possess human, duerga, sarkan and even akaname vessels, which they use as an opportunity to travel Reality. In exchange, the demons share a portion of magical knowledge, acting as a telepathic tutor to the mortal while it is trapped helpless inside its own body. In its true form, demonic bodies are frail, ephemeral wisps of inky black tentacles held together by the demon’s powerful will and sorcery. They are incapable of travelling far past points of powerful Dark Affiniity without losing their bodily cohesion. They are not helpless, however, for even lesser demons are capable magicians, and demonkind in general are considered the premiere and natural masters of the Dark-aligned Thaumaturgy. Demons crave knowledge above all else, and seek to possess mortals to slake their curiosity about the physical world. Very few demons are strong enough to possess unwilling victims, however, and many more claim that even if they were strong enough, they would not wish to.

Due to the influence of their domain, demons can be found scattered all throughout the Void, although their preferred homes are nestled in the roots of Ereburite trees. These rare biomechanical trees act as natural sites of Dark Affinity, making it easy for the demons to construct bodies for themselves and cross over, where they hope to tempt mortals into possession with promises of knowledge. Demons can be found mentoring Wild Tribe communities on Sia, participating in scholarly research deep in Aboya, and even engaging in inter-elemental colloquy with the Seekers of Ur in the Urt System.  Many aspiring magicians willingly submit to demonic possession in order to glean some knowledge of Dark Domain magic, and many spells and rituals exist to summon lesser demons or otherwise beseech their knowledge and aid. Far fewer spells exist to contact the greater demons, who are true masters of the arcane, and privy to the deepest mysteries of the Dark. The only thing that tempers the greater demons’ thirst for knowledge are the strictures of their Dark creator. Believing that too much knowledge given recklessly to mortal races is dangerous, the greater demons have decided that the only safe thing to do is to sequester themselves from Reality, as the secrets they know make them unsafe for any mortal. Greater demons hide in the far reaches of the Void and even the outer planes, cataloging their vast repositories of knowledge and desperately fighting off the ever-growing temptation to seek out more.



Lesser Demon
Crossing over into the world from the Plane of Magic by way of ereburite trees, demons act as tutors and tempters of mortals. Their ability to exist in reality is limited without a host, and they prone to fleeing a mortally slain host in order to plea for a new one.
HD 3 to 6
Attack: as HD, inky tendril x 2 (1d4)
AC: 7
Move: 30', fly 20'
Skill: +2
Morale: 7
Special: Demons can cast  spells as a 3rd level magic-user. They can (and frequently do) teach their spells to mortals. Demons can also communicate telepathically, though they must be either possessing the target or able to visually see the target to do so. Demons can see with perfect clarity in even total darkness; like duerga, they never takes penalties for lack of light.

Typical 1st Level Spells (2): The Caul of Hidden Light, Lens of the Enlightened Scribe
Typical 2nd Level Spells (1): The Sovereign Sign Against Evil


Greater Demon
HD 7 to 10
Attack: as HD, inky tendril x 2 (1d4) and one fell curse with a range of 300' (1d10)
AC: 3
Move: 40', Fly 50'
Skill: +2
Morale: 10
Special: Greater demons can cast spells as 8th level magic-users. They must succeed on a saving throw (threshold 15) to resist teaching a mortal a spell they know that the mortal requests specifically by name. Greater demons can also telepathically communicate with any being they have ever seen, though the recipient may make a saving throw to block them out if they don't desire the communication. On a successful save, the greater demon cannot communicate with that being again for a month unless they can physically see the target. Their words are always understood, and they can always understand the other being's responses.

Demons can see with perfect clarity in even total darkness; like duerga, they never take penalties for lack of light. Greater demons can possess even an unwilling target, and will typically emerge from a destroyed host to do so. Possession by a greater demon is a save-or-die effect with a threshold of 16. On a successful save, the hero is immune to possession from this specific greater demon for 24 hours.

Typical 1st Level Spells (4): Apprehending the Imbalance (2), The Caul of Hidden Light, Lens of the Enlightened Scribe
Typical 2nd Level Spells (3): Luminous Jade of Purity, Master of the Antimony Gate, The Sovereign Sign Against Evil
Typical 3rd Level Spells (3): Envoy of Clouds and Rivers, The Little Silver Window, The Superior Alchemy of Forms
Typical 4th Level Spells (2): Evasion of Serpent's Skin, Exquisite Purification of Renewal

Elemental: Earth Elementals
The elementals of the domain of Earth are notable for their remarkable diversity. First are the so-called stone elementals, which are composed of metal, stone and dirt. Their gargantuan bodies (even lesser ones stand at least 8 feet tall) are vaguely humanoid or animal-shaped, and while they have titanic strength and knowledge of rare Kinship Magics and Earth Domain algorithms, they tend to keep to themselves unless pestered or petitioned by mortal summoners, passing away the ages in a mountain-like state of nearly inanimate meditation.

The organic earth elementals are quite different, and are often called blood, sap or bone elementals, depending on their individual appearance. These creatures are invariably humanoid in shape, and take on aspects of certain animals or (in the case of sap elementals) certain trees. Unlike stone elementals, these "organic" elementals are quite sociable, acting as guardians of their aligned Kinships, and often willingly assisting Kinship Mages in their rituals. Earth elementals seem to prefer possessing non-sentient creatures like animals, and borrow animal features from their hosts as they construct their bodies. All blood, sap and bone elementals, regardless of type, have slightly larger than human bodies with green skin. Their heads, necks and shoulders are always bedecked with antlers, branches, flowing red hair, or all of the above.



Lesser Stone Elemental
Though ponderous and slow, lesser stone elementals are ferociously strong and knowledge in a broad range of Earth Domain magics. They also act as a sort of magical prism, strengthening certain Earth Domain spells around them.

HD 3 to 6
Attack: as HD-1, heavy fist x 2 (1d8)
AC: 5
Move: 20'
Skill: +1
Morale: 9
Special: Lesser stone elementals emit an aura that empowers certain Affinity and Kinship magics. Effectively, this means that everyone within 50' of a lesser stone elemental suffers a -1 penalty to saving throws versus sleep, mind control or other enchantment spells that alter relationships, reactions or perceptions, or spells explicitly related to stone or earth in some way.

Lesser stone elementals can also cast the 1st level clerical spell Tongue of Hidden Conversing, 2nd level clerical spell Refreshing Meditation and the 3rd level clerical spell Wayshrine Santification each once per day. Treat these spells as if cast from scrolls.

Greater Stone Elemental
Greater stone elementals are monstrous titans, towering over even the largest of dragons with bodies like mobile mountains. Their magical abilities are sharpened, and they seem to have an even greater effect on surrounding magic. Due to this disruption and the Law of Allocation, the greater stone elementals cannot persist in reality for very long, but they are definitely world-altering threats when present.

HD 7 to 10
Attack: as HD, heavy fist x 2 (1d12)
AC: 2
Move: 20'
Skill: +1
Morale: 11
Special: Great stone elementals emit an aura similar to their lesser cousins, but stronger. Everyone within 100' of a greater stone elemental suffers a -2 penalty to saving throws versus sleep, mind control or other enchantment spells that alter relationships, reactions or perceptions, or spells explicitly related to stone or earth in some way.

Greater earth elementals can cast all the spells lesser earth elementals can three times per day, as well as the level 1 clerical spell Hand of Merciful Succor and the 1st level magic-user spell The Caul of Hidden Light, also three times per day.

Additionally, they can cast the 4th level magic-user spell Golden Pick of the Miner and the 5th level magic-user spell Raising the Mountain Bones once per day. Unlike their other spell-like abilities, these two can be cast immediately.

Lesser Blood, Bone or Sap Elemental

Minor elementals of blood, bone or sap often serve of consorts of powerful Wild Tribe shaman, or else ingratiate themselves into distant societies somewhere, offering pacts of power and opportunities to strengthen the tribal bond, sometimes at sinister prices.

HD 3 to 6
Attack: as HD, claw x 2 (1d4) or as weapon
AC: 4
Move: 40'
Skill: +2
Morale: 9
Special: Lesser earth elementals of the organic subtypes can cast the 1st level magic-user spells Amber Cloud of Somnolence and Painted Vermillion Eyes once per day. Treat these spells as if cast from scrolls. They can also teach these spells to mortals.

Greater Blood, Bone or Sap Elemental
While a bit physically larger than the lesser organic elementals, the true strength of these titans lies in the breadth of their magical knowledge. Earth Domain magic is a complex school with many applications, and the blood, bone and sap elementals are known to be fair and knowledge teachers, provided one is willing to pay their grim fees.

HD 7 to 10
Attack: as HD, claw x 2 (1d8) or as weapon
AC: 0
Move: 40'
Skill: +2
Morale: 11
Special: Greater blood, bone or sap elementals can cast spells as 4th level clerics and 4th level magic users.
Typical 1st Level Spells (6): Amber Cloud of Somnolence, The Caul of Hidden Light, Painted Vermilion Eyes, Funerary Rites, Hand of Merciful Succor, Tongue of Hidden Conversing
Typical 2nd Level Spells (4): Luminous Jade of Purity, Master of the Antimony Gate, Refreshing Meditation, Ten Thousand Learned Tongues

Elemental: Ifreeti
Ifreeti are the rarest elemental beings in existence, with none reported during the entirety of the First Age. The first ifreeti were spotted immediately before the explosive creation of Muspelheim on Sia, earning them a reputation as heralds of great change and calamity. The reasons for this late emergence is a topic of great debate and speculation, though scholars agree that ifreeti manifestations seem to cluster around Muspelheim and other areas of great volcanic activity, such as geologically active but otherwise barren planetoids in the Void. Possessing a shen’s capacity of violence but none of a shen’s thirst for it, ifreeti are sometimes summoned as arcane warriors, but always work to shake loose these bonds so they can return to their favored, fiery hunting grounds as soon as possible.

Ifreeti are like fire itself, nurturing and inherently neutral, but potentially devastating if mishandled. All ifreeti take animal forms resembling whatever animal they possessed to construct their base body: lesser ifreeti appear as deer with antlers of burning branches, large cats composed of magma, or hounds of cinder and char. Lesser ifreeti act much as their animal hosts do, though with a touch more creativity and cunning due to the influence of their Domain. Greater ifreeti are superior in both size and intellect, towering over their kin and actively working to serve the Domain of Fire and its interests. It’s rumored that the plots of the ifreeti have even defied the work of the dread Reaper. Today, the vast majority of ifreeti incarnated in Reality live in Muspelheim, where they have taken on a cultural role similar to the muses in greater Sia. Those ifreeti not vacationing on some volcanic planetoid or in the heart of a star are usually found in Muspelheim, inspiring great works of artistry and craftsmanship among its artists, illusionists and smiths. Like Pyre Dragons, ifreeti can easily generate wildfires if they aren’t careful. Due to this, ifreeti seen in the plains and forests outside of Muspelheim are generally assumed by outsiders to be a Sarkan act of war.



Lesser Ifreet
Lesser ifreet possess animal-like bodies and intelligence. They are usually aggressive, stalking prey and behaving like normal animals in parts of fiery Muspelheim where mundane fauna cannot thrive.
HD 3 to 6
Attack: as HD, claw x 2 (1d4) and bite (1d8 fire)
AC: 4
Move: 50'
Skill: +1
Morale: 8
Special: Lesser ifreeti are immune to fire, even magical fire. Based on the exact physical form they take, ifreeti may possess different attacks or different movement moves (like flight).

Contact with significant quantities of water is painful to lesser ifreet, slaking the internal fires they keep them bound to reality. Ifreeti take 1d6+2 damage per round of contact with water.

Greater Ifreeti
Though they still possess animal-like forms, greater ifreeti possess human-like (or possibly superhuman) intelligence. Like pyre dragons, they are encased at all times in an aura of fire. They are also significantly larger than lesser ifreeti.
HD 7 to 10
Attack: as HD, claw x 2 (1d6) and bite (1d10 fire) or ray with range of 300' (1d10 fire)
AC: 6
Move: 50'
Skill: +2
Morale: 10
Special: Greater ifreeti are immune to fire, even magical fire. Based on the exact physical form they take, ifreeti may possess different attacks or different movement moves (like flight).

Greater ifreeti are surrounded at all times by aura of intense heat. This heat deals 1d6 fire damage to any combatant that starts their turn in melee range of the greater ifreeti. Sarkans are mysteriously immune to this damage, even though it is otherwise magical fire. This same aura also tends to instantly evaporate any water that comes in contact with the greater ifreeti, protecting them from damage via water contact.

Finally, greater ifreeti can cast the 5th level magic-user spell Furious Tempest of Flame once per day.

Elemental: Seekers

The Seekers of Ur are, like demons, elemental beings with a reputation for teaching and promoting the use of magic among mortals. Many assume they do so out a fascination for magic and its inner workings, or perhaps a thirst for knowledge similar to that of demons, but neither is exactly true. In truth, the Seekers are beings obsessed with balance, and they study and tutor mortal mages as a means of maintaining that balance. Any mortal sorcerer interested in tampering with the Laws of magic or upsetting the balance between Domains is swiftly removed by his “benevolent teachers” before that interest has the opportunity to blossom into capability.

The first Seekers were ephemeral, ghostly sightings of white-robed figures walking roadways, coastlines, borderlands, and the edges of forests, as if marking borders or measuring unseen lines. It’s not clear why these initial sightings of the Seekers were so brief, with some manifesting for only a few short seconds, but these phenomena announced their presence to Sia. When Seekers later gained the ability to form physical bodies to visit Reality, they eschewed the temporary possessions they used in the past. Like thunderbirds, Seekers visit Reality so frequently and persist there so long that many consider them natural denizens of the plane. In fact, still possessing their initial forms of humanoid bodies with deep cowls and white robes, many students at the Academy of Ur mistakenly believe their masters to be human. Greater Seekers are physically identical to their lesser children, but possess a much greater proficiency for magic, especially of the Energy Domain, and can persist in Reality with their constructed body indefinitely. Many Seekers live in the strange aetheric city of Nexus Arc, and they are sometimes spotted in Luminare and even Aboya. The seat of the Seekers’ power, however, is the ancient Academy of Ur, a verdant Voidling stronghold hidden away in the otherwise barren Urt System. Here, the Seekers teach Cryx, humans, duerga, dragon and recently even some yurei students the ways of magic. Potent magicians and masters of Energy, their arcane expertise is respected by all mortal races that know of these elusive beings.

Seeker of Ur
Seekers are some of the most strangely human-like elemental beings. Ordinary seekers live almost indefinitely in Reality. They can even interbreed with humans and effectively reincarnate through their descendants. Many students at Ur have no idea that the strange teachers called Seekers are elementals, believing them to be merely a very wise race of humans native to Ur.
HD 3 to 6
Attack: as HD, as weapon and lance of crackling energy with a range of 100' (1d6 electrical)
AC: 7
Move: 30'
Skill: +2
Morale: 8
Special: Seekers can cast spells as 5th level magic-users. They can even cast these spells instantly. They can teach these spells to mortals.
Typical 1st Level Spells (3): Apprehending the Imbalance, The Caul of Hidden Light, The Daifu's Bright Mantle
Typical 2nd Level Spells (2): Golden Morning Grace, The Sovereign Sign Against Evil
Typical 3rd Level Spells (1): The Superior Alchemy of Forms

Maester of Ur
Maesters are incredibly potent magicians, but more obviously unnatural than their lesser cousins, possessing strange reverberating voices, glowing eyes, and an unnatural aura. They do not breed or mingle with humans as much, but are instead innately immortal like most greater elementals.
HD 7 to 10
AC: 3
Move: 30'
Skill: +3
Morale: 10
Special: Seekers can cast spells as 5th level magic-users. They can even cast these spells instantly. They can teach these spells to mortals.
Typical 1st Level Spells (4): Apprehending the Imbalance, The Caul of Hidden Light, The Daifu's Bright Mantle, Lens of the Enlightened Scribe
Typical 2nd Level Spells (4): Golden Morning Grace, Luminous Jade of Purity, Master of the Antimony Gate, The Sovereign Sign Against Evil
Typical 3rd Level Spells (3): Expurgation of Golden Purity, The Little Silver Window, The Superior Alchemy of Forms
Typical 4th Level Spells (2): Drive Forth the Unwanted Guest, Harmonization of Inner Force
Typical 5th Level Spells (1): Five Essence Splintering

Elemental: Shen

Shen are fierce and solitary shape-shifting entities, the bane of travelers and unscrupulous summoners alike. Shen are some of the most common elemental beings encountered in Reality, though they tend to be encountered mostly on Sia, the Sea of All Storms, and occasionally Oona. Enjoying water and the company of natural creatures, the relatively barren reaches of the Void do not tempt the shen overmuch, and when they choose to manifest, they prefer the wild and savage corners of the Solara system. In this way, the shen act as unofficial guardians of the wild places of Sia. While they ignore lone travelers, and the soulless akaname curiously do not arouse their ire even in great numbers, shen take great pleasure in destroying mortals and their works. If more than a few mortals enter its domain, (or if a new shen is summoned or born near a village in what it considers its “territory”) the shen will attack with legendary ferocity. Beings motivated primarily by primeval rage, lesser shen are very dangerous to mortals when provoked, and greater shen summoned near population centers are imminent disasters. Despite their inherent risks, shen are a bit more predictable in their universal aggression than other types of elementals, and in times of war, shen are some of the most commonly-summoned magical creatures.

The primary difference between lesser and greater shen is simply the scale of the destruction they’re capable of inflicting. Both forms possess mortals or even animals exposed to great magic or that have stumbled through areas of significant Water Affinity, tailoring the bodies of their hosts into a shape more ideal for mayhem and destruction. Lesser shen usually choose one or two forms for their hosts, and shift between them as needed. Greater shen utilize their shapeshifting more creatively and with greater skill, adopting gargantuan, grotesque or agile forms that vary wildly from moment to moment. For unclear reasons, shen are either incapable of or disinterested in deception or guile: shen are never reported to masquerade as either other creatures or objects, even though they easily could with their natural abilities. Instead, the entirety of their intellect seems bent toward utilizing their shapeshifting powers as vicious offensive weapons. Shen are commonly encountered with akaname, who summon them and even prepare earthly abodes for them as barriers against their many enemies. Shen are also fond of the Sidhe, willingly or perhaps unwittingly serving in many of their traps and tricks in the Sea of All Storms. Shen are notoriously dangerous combatants, on par with dragons, possessing only a single weak spot. When summoned, each shen manifests a gem or shell that acts as its heart. If it is shattered, lesser shen will be destroyed, while greater shen will be banished back to the Plane of Magic. The fragments of a shen heart are powerful Keys of Water Magic, but the shen can move this Achilles’ heel to any portion of their semi-aqueous bodies to shield it, making them quite difficult to slay.



Lesser Shen
Lesser shen are not usually dangerous to lone travelers, but they can be an utter terror to hapless villages they happen across. They also tend to grow more aggressive and territorial during monsoon seasons. For unknown reasons, shen do not seem disturbed or angered by the presence of akaname, a fact the akaname aggressively exploit in their tactics.

HD 3 to 6
Attack: as HD, shapeshifting pseudopod x 2 (1d6)
AC: 5
Move: 40'
Skill: +2
Morale: 8, 12 if summoned or bound by magic
Special: A shen can shapeshift to suit most any situation. Like an aui, they can fit into any opening that would allow even a single drop of water through it. Additionally, once per turn they can choose to reduce their AC and attack bonus by 1, or they can increase their AC by 1 to also gain a +1 bonus to their attack bonus. These bonuses do not stack, but can be used to negate each other and return the shen to its base AC and attack bonus.

Greater Shen
Small lesser shen are generally not thought to be sapient. Greater shen may be, though few have the opportunity to question them. Larger, cunning and much stronger than lesser shen, greater shen are (luckily) also a bit more tranquil; it seems to take more humans or more disturbance to rile them into action, but once awakened, greater shen are literal natural disasters. Many greater shen live in the Vast Sea, where more than half their number are bound up by cunning and ancient akaname sorceries, acting as a powerful deterrent to would-be Saerynite invaders.

HD 7 to 10
Attack: as HD +1 , shapeshifting pseudopod x 3 (1d6)
AC: 6
Move: 40'
Skill: +2
Morale: 10, 12 if summoned or bound by magic.
Special: A shen can shapeshift to suit most any situation. Like an aui, they can fit into any opening that would allow even a single drop of water through it. Additionally, once per turn they can choose to reduce their AC and attack bonus by 1, or they can increase their AC by 1 to also gain a +1 bonus to their attack bonus.

Additionally, on its turn before it attacks, a greater shen can choose to shapeshift into a different mode of attack.
Standard: Statistics as above.
Armored: The shen's AC is set to 0, but they can make only a single attack a round. In this form, the shen also takes half damage from non-magical attacks.
Attack: The shen increases the die of its attacks to 1d8 and its movement rate to 50' per round. It also takes a +3 penalty to AC, however, setting its AC to 9.

This message was last edited by the GM at 19:49, Wed 22 Feb 2017.