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Kyuad's Lorebook
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===The Trapped=== Whether as messengers of the gods or visitors from other planes, extraplanar visitors have always walked on the face of Aryth. They arrived in forms newly made from the fabric of creation and the magic of Aryth, and if and when they were killed by violence, their spirits returned from whence they came. Others, like creatures with the fey or elemental types, were considered natives of Aryth, though their birthrights were far from mundane. Hundreds of thousands of these extraplanar entities were present on Aryth when the Sundering occurred, and twice as many were banished there along with Izrador when he fell, either due to their association with him or due to the accident of being caught up in the devastating pull that sent him hurtling from the heavens. Regardless of the means by which they arrived, all such creatures that were not present on Aryth at the moment of the Sundering had no bodies of their own, and so were left screaming and formless as spirits. Others became spirits when their corporeal bodies were destroyed by time or violence, and a rare few may still exist in their original bodies. All of these creatures, whatever their means of arrival and current states, are called the Trapped. ==== Nature of the Outsiders - a spirit subtype with the Trapped template ==== Outsiders are a special case on Aryth, having been trapped there for thousands of years with no way to get home or call others from their planes of origin. Because the elthedar had built great civilizations and were master practitioners of the arts of magic, there was a significant outsider presence on Aryth before the Sundering. That event caused some outsiders to go mad instantly, affecting them in unexplainable and never-before-seen ways. Some consider these the lucky ones. Others were merely frustrated by their inability to return home, and they endeavored to find a way to break the Veil that enveloped the world. Through the millennia, these angels and demons have made pacts with one another and just about every other powerful creature on the planet in order to find a way home. They have served dragons, and elves, and the Shadow, and siphoned magic from nexuses all over the world. All of their attempts have failed. Outsiders that exist in their normal forms have either survived in their original bodies since the Sundering or achieved them as a result of their transformation ability. '''Outsiders Around Aryth''' The demon-infested jungles of the Aruun are perhaps the most regarded place on Eredane when the subject of demons is broached—and for good reason. Its humid confines house the majority of evil outsiders in the world, and not many angels to combat them. The demon ruins of Ibon-sul have acted as a prison to demons for thousands of years, so long that not even the eldest Danisil sage has memory of what created such a place. There are fears that since Izrador’s victory, the invisible bonds that trap beings there are being weakened, and that more and more demons are escaping every year. If this is true, it could soon spell an end to Danisil involvement in the war for Caradul, as the jungle elves rally to defend their own home against a threat more vile than the cruelest orc. Elsewhere, angels, demons, and devils alike have tried to blend in as best they can. Many succumb to the pull of oblivion and lose themselves among the other spirits, joining the Eternal, but others try to find a way home from the physical world or even simply resign themselves to life among the mortals. Indeed, good and evil outsiders often find common cause, and in many cases old hatreds have fallen by the wayside in light of their new circumstances. For a chance to return home, there is barely an angel on Aryth who would not work with a demon or devil, but their natures remain unchanged, and such alliances often do not last long, too strained by old prejudices and differences in philosophy that often have lethal consequences. '''RULES NOTE''': As a result of their millennia-long entrapment, none of the outsiders on Aryth have the Extraplanar subtype—the Material Plane on Aryth has become their home. All outsiders gain the spirit subtype as well as the Trapped template. So in the future you COULD make Know: Spirit checks for information if you'd like... ===== Nature of the Courtesan Imp sub-type of Outsiders ===== Courtesan imps survive through stealth and trickery, lying and stealing as it suits them. All courtesan imps are out to make themselves powerful, every one is a coward first, and a traitor second. On occassion certain people (known as Collaborators) attracts the attention of evil powers outside the perview of Izrador enough to gain a courtesan imp as a follower. Courtesan imps consider combat to be the same as dying. The promise of protection in combat is often enough to keep a courtesan imp loyal. When caught in a fight, a courtesan imp attempts to talk or feint its way out. These Imp Outsiders have various abilities that have been the formation of their nature as ambassadors and deal-makers... * A courtesan imp is an expert intermediary. The imp has the ability of a permanent tongues spell and predisposes others to treat the imp with open-minded indifference rather than hostility. Courtesan imps use this ability to approach new collaborators and open peaceful dialogues with would-be enemies. * A courtesan imp has a flawless memory for details, rumors, gossip, and secrets. * Spell-Dealing: In the old days, courtesan imps traded in spells as part of their duties on Aryth. A courtesan imp can “carry” a spell from a book or scroll to a channeler who wants to learn it. ''[The channeler must spend the time, money and XP necessary to learn the spell from a book as usual, but does not have to physically see or handle the book or scroll himself.]'' The courtesan imp does not have to be able to use or understand the spell itself. Typically, a courtesan imp charges 25 vp/spell level for this service, but price can be negotiated... * Spellcasting Ability: Spells believed to be known by these Imps: (5 points of spell energy/day; DC 15 +spell level) 0—mage hand, prestidigitation, virtue; 1st—jump, pass without trace; 2nd—cat’s grace, spider climb, tree shape; 3rd—meld into stone. =====Lore Pools===== Most usually appearing as a small pool of viscid, purple slime lies within a crystalline basin. A pair of rudimentary eyes emerge from the slightly swirling fluid and blink languidly at you, while a burbling voice emerges from the fluid. "What is it you wish to know?” These beings are of neutral care to and about the world, over the years, many isolated lore pools have become antisocial and neurotic - unable to return home and confined to one spot, they are naturally irritable, grumpy, and prone to irrational temper tantrums. Lore pools are a race of outsiders originally sent to Aryth to watch and record the development of the fey races and to absorb what they could of the world’s history and culture. The Sundering trapped these small, helpless creatures, who have remained in their hiding places ever since. There is no gravity on their home plane, where they are able to propel themselves from place to place on extruded cilia, but on Aryth they are simply too weak to move. Lore pools can be found scattered across all of Aryth. Some were found by elves and given new, more comfortable homes in crystalline basins in exchange for providing the elves with their knowledge and other abilities. Still others were captured by the Shadow’s minions and coerced into using their abilities for evil. Even more are sequestered across the countryside or in ancient ruins, where they hide and observe the world around them, instinctively collecting knowledge despite being unable to report back to their masters. Where they once may have readily provided information, they now must be cajoled or intimidated into revealing what they know to others. They also take a perverse delight in commanding their “mental inferiors” to complete difficult tasks for them, withholding vital information until the job is complete. Lore pools are somewhat able to protect themselves - a lore pool may reveal some tidbit (which may not be true) about a target’s fate, creating a pit of fear in the target. The old Outsiders have a Vast Knowledge and may cast the greater scrying spell and may, if it chooses, display the results of this spell on its surface. Finally, Lore pools do not need to eat, drink, or sleep. There are no limits to their natural lifespan and many trapped on Aryth are thousands of years old.
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