Difference between revisions of "A Phantom Bestiary"

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==Beasts==
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==Drakes==  
Things of the wild lands, whose origins none can name, the beasts are not animals, and they are not men. They come in a hundred shapes and sizes, and they are found the world over. Some mix the features of two animals into one, others are a single animal with magical properties. There are no legends that tell of these things origin, and they come in such a dizzying array of types that no one can even say for certain that they represent a single race. If the elemental gods create them they have not spoken of it to their priests, and if the Tuatha-Sidhe made them and sent them out to torment the mortal races, no binding has yet broken past their lies and forced them to say. It may be that the world herself dreamed them up in her slumberWhatever the tale, aside from the army of a neighboring nation, it is the more common among these beasts who present the most frequent danger to a village or traveling caravan.
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Long before men, before gods, before the Foimoire and even the Tuatha-Sidhe, The Dragon stalked across the face of the Phantom World. Uncertain tales say He hatched from the belly of the world, or that She lay the world out of Her, as an egg.  Legends credit His breath with the growth of Scalgard's first plants and say that Her dreams, when eventually She lay down to sleep, dotted the world with animalsSomewhere, perhaps sleeping in the heart of the world or moved on to hatch the next, The Dragon still lives.  But where or how none alive can say, for none were there, not even The Dragon's Spawn, the drakes.
  
* ''Knowledge (arcana), DC 20''
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Though far-fallen from their mythic forebear, drakes are still creatures of power.  Massive in size, with armor like layered shields, teeth like spears and claws as sharp as swords, drakes are a plague on the nations of men.  Saving only Estria, they are found across the world; black-scaled in the moist fens of the Low Countries, lusterless red in the jagged mountains bordering Saesony, emerald green in the Ceumric forests and brown, wingless wyrms through much of Thrudvang.  Wherever they are, drakes are creatures of territorial greed, claiming caverns and forest glens as theirs, and jealously guarding whatever other treasure strength and fate might bring into their hands.
* ''Knowledge (arcana), DC 25''
 
* ''Knowledge (arcana), DC 30''
 
  
Types: Aberrations, Magical Beasts
 
  
Examples: Ankheg, Chimera, Naga, Owl Bear, Winter Wolf.
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A character knows the following with a successful skill check:
  
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* '''Streetwise DC 20''' - ''The Fire On Blackholme Peak'' - Far to the Saeson east the charmen return from the dark woods with tales of a lonely cave on a lonely mountain and the largest drake they've ever seen.  It has fire, it has wings, it has great claws and teeth; is it an ancient thing only recently wakened, or just closer in blood to The Dragon than most?  Many men discount the tales, but Blackholme Peak has been glowing nights of late, and a twelve-strong warband who camped near its foot have yet to return. 
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* '''Arcana DC 25''' - ''A Heart Consumed By Scales of Lucre'' - Some love gold not for what it can bring them, but for its own sake.  They love the way the way it shines, the coolness against their skin, the way it smells...  They count it, again and again and again. And they try, always, to get more.  But gold is closer to The Dragon's soul than anything else in Scalgard, and too much love can change a man.  Bit by bit, the body is coated in flecks of gold. Piece by piece, the gold is absorbed into the flesh.  The body expands, and changes shape.  A mouth becomes a snout, hands become claws, and over time, over time, over time, where once there was a man there is only a Drake. 
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* '''Arcana DC 30''' - ''The Plutarch's Face'' - In Estria, the Plutarch's bloodline has run strong for a hundred years and more, and ruled all that time.  In truth, it is but the blood of one man, alive for centuries.  No, not a man...  A Dragon!  The last heir of The Dragon, the Plutarch has hid himself well and indulged his native greed, happy to remain undiscovered.  A good thing, too, for the knowledge at his disposal must surely be vast and his power, if ever it had to be brought to bear, enough to strive with a god's.
  
==Drakes==   
 
Drakes are, supposedly, all that remains of the true dragons upon the face of the world, who were themselves said to be but shadows of The Dragon itself. Drakes sport an intelligence only slightly above that of an animal, though their instincts for the hunt and the kill are strong, and their life spans can hardly be measured in centuries, as was said of their lost ancestors. Most commonly, Drakes are a dull, lusterless red in color, though they've been seen in shades of green and purple.  Twice a man's height at the shoulder and four men long, the average adult Drake is hostile, hungry, and territorial. Many have huge wings for flight, and all have snapping jaws and fierce talons. A number of them breathe fire, but just as many do not, and there seems to be no way of knowing which type of Drake one has encountered until the beast opens it mouth and the flames gush forth.
 
  
They are most commonly found in Ceumri and Saesony, with the wingless sort appearing mostly in Thrudvang. The Fenian and even the orcs have reported sightings, as well, and they have strayed into Estria and the Low Countries but not found a welcome home in those flat lands.
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Keywords: Dragon
  
* ''The Fire On Blackholme Peak'' ''Knowledge (local), DC 20''
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Examples: Adult Black Dragon, Young Green Dragon
* ''A Heart Consumed By Scales of Lucre'' ''Knowledge (arcana), DC 25''
 
* ''Knowledge (arcana), DC 30''
 
  
Types: Dragon, Magical Beast
 
 
Examples: Behir, Frost Worm, Purple Worm, Wyvern (all often with a Template)
 
  
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==Elementals==
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The Elemental Lords grant many boons to those who pledge themselves in service, and the greatest among these are allies without number.  These are the elementals, formed of the very matter of their patron's influence and given shape by the temper of their creators; a steel elemental is not a shapeless pile of metal, but a great knight in polished and perfectly mirrored plate, a greatsword in its hands.  Sized between men and giants, elementals nevertheless do not have the will of these mortal races and, though intelligent, follow the commands of their conjurer or creator without question or pause.
  
==Elementals==
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Elementals find form in Scalgard where their creators hold the most power. Dust elementals are not only the librarians in Annwyn's dry, dead realm in the southwest, then, but in universities across Estria; Mannanan's thunder legions arise not in the sky above the world, but on any battlefield that rages fiercely enough to attract Father Wolf's attention.  Wherever else, the gods do not lightly leave their defenses aside, and those mortals who would approach the gods must first contend with these most powerful of their servants.  
One of the many boons the elemental lords grant to those who pledge themselves to their service is the power to summon up pieces of their own potent spiritual essence given form. These are the elementals, and each is greatly influenced by the tempers of their creators. Steel Elementals are not merely formed from steel, but appear as knights in perfectly symmetrical plate armor and carrying greatswords, and Moon elementals are creatures of shifting patterns of hypnotic white light.
 
  
Elementals, too, find a home in the realms of Scalgard where their creators hold the most power. So Annwyn's dry, dead realm in the southwest sees many dust elementals wandering the halls as librarians, and Beira's frigid kingdom north of orcheim sees men of ice patrolling the border. Those mortals who would approach the gods must first contend with these most powerful of their servants. As strong as the gods are, though, creating and maintaining such a creature is draining, even for them, and far away from their domains elementals are not often to be found.
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A character knows the following with a successful Religion check:
  
* ''Knowledge (religion), DC 20''
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* '''DC 20''' - ''The Forest For the Trees'' - The Forest of Ikalda, a week's ride into the heart of Thrudvang, is actually a reserve army of ten thousand Thunder Elementals, petrified into the form of bristling pine trees. Anyone who chops down a tree in Ikalda will go deaf in the resulting explosion. What they're standing in reserve for, nobody but the Duke of Thunder knows. 
* ''Knowledge (religion), DC 25''
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* '''DC 25''' - ''Those Who Are One Army'' - Against Annwyn's will and power, Nefain keeps some righteous heroes, slain before their time, by her side as her Einherjar, her Steel Elementals.  The ritual by which she puts mortal souls in metal bodies is still a mystery, but whatever it is it makes her servants unfailing in purpose and loyalty. 
* ''Knowledge (religion), DC 30''
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* '''DC 30''' - ''Myself to Myself'' - Elementals are not truly independent creatures, but rather called up from the gods' own potent souls.  And as strong as the gods are, creating and maintaining such a construct is draining, even for them.  They do not often send their servants far from their places of power and are careful not to sacrifice too many of the creatures, lest their own strength fade as a consequence.
  
Types: Constructs, Elementals, Outsiders
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Keywords: Cold, Construct, Earth
  
Examples: Air Elemental, Devil (Ice, Gelugon). Inevitable (Zelekhut), Iron Golem, Mephit (Dust)
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Examples: Air Elemental, Ice Archon Frostshaper, Ice Devil (Gelugon), Inevitable (Zelekhut), Iron Golem, Mephit (Dust)
  
  
 
==Fir Bolg==
 
==Fir Bolg==
Wild and bestial, these feral wolf-men, whose bodies are covered in short gray fur, whose hands end in jagged yellow claws, and whose canine heads have long salivating snouts and jaws with rows of sharp teeth, stand just over seven feet tall and have sworn themselves to be the enemies of mankind.  Legendry states that the Fir Bolg were the original mortal inhabitants of the westlands, that they have always claimed the wild places and the shadows as their own, and they mark their territory with blood.  When the races of men moved west, out of Estria and into Ceumri and the Loigaire, they began to build towns and cities, they cleared wide stretches of land to farm or graze cattle, and they unwittingly stole the lands of the Fir Bolg.  Over the centuries, the Fir Bolg have frequently bitten back.
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Wild and bestial, these feral wolf-men stand just over seven feet tall and have sworn themselves the enemies of mankind.  The Fir Bolg were the first mortal inhabitants of the westlands, and have now claimed the wild places and the shadows as their own.  They mark their territory with blood.  When the races of men moved west, out of Estria and into Ceumri and the Deiran, and began to build towns and cities, they cleared wide stretches of land to farm or graze cattle and unwittingly stole the lands of the Fir Bolg.  Over the centuries, the Fir Bolg have frequently bitten back.
  
Though they are not a people naturally inclined towards much industry, the Fir Bolg are a people of feral and cunning intellect.  They salvage the tools and weapons of the people they kill, and over the long years on the moors and in the deepest woods, they have taught themselves how to wield weapons and wear light armor.  They run on four legs almost as easily as they do on two, and they are masters of pack tactics, grouping together to hound a single foe and run it to ground.  When they strike, they strike quickly, before fading back into the shadows, safe from assault, until they can burst forth again.  Of late, these strikes have been growing in frequency...  
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Though not naturally inclined towards industry, the Fir Bolg are a people of feral and cunning intellect.  They salvage the tools of those they kill, and over the long years on the moors and in the deepest woods, they have learned to wield weapons and wear light armor.  They run on four legs almost as easily as on two, and are masters of pack tactics, grouping together to hound a single foe and run it to ground.  When they strike, they strike quickly, and fade back into the shadows, safe from assault until they can burst forth again.  Of late, these strikes have been growing in frequency...  
  
* ''The Leader of the Pack'' ''Knowledge (history), DC 20''
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A character knows the following with a successful skill check:
* ''Knowledge (history), DC 25''
 
* ''Proud and Bitter Sons'' ''Knowledge (history), DC 30''
 
  
Type/Example: Fir Bolg use gnoll statistics, and may have class levels
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* '''Streetwise DC 20''' - ''Old Dogs, New Tricks'' - The Fir Bolg went one step worse than butchering the Fenian Denholm down to a man: they took their place.  They kept the fires burning, kept the sheep in pasturage, kept true all the sounds of life.  In this way, they took the next trading caravan to come through town entirely by surprise.  Only a handful of men escaped that ambush, but when they returned in force the town was abandoned.  The caravan wagons, though, and all their pack animals, were missing.  Did the Fir Bolg take them, for some other, new plan?
 +
* '''DC 25''' - ''The Leader of the Pack'' -
 +
* '''Nature DC 30''' - ''Proud and Bitter Sons'' - It was Cerithwen made the Fir Bolg, from wolves she found when first she came to Scalgard, but her children failed to hold her interest.  While the first dwarves had fosterage from the giants, the Fir Bolg had to succeed, and fail, on their own.  Now they seek help from none and their feral hearts scream for their mother's blood and an end to all her works. 
  
 +
Example: Fir Bolg use Gnoll statistics
  
==Foimoire==
 
Supposedly older as a race than even the Fir Bolg, the Foirmoire were pushed off into the waters by the wolf packs as they moved progressively further north. Perhaps there's truth to this, and perhaps not, but the fact of the matter is that the wily and cunning Fomoire bear a hatred of the land races that truly seems to be centuries old. If, indeed, they have been forced from the land, the Fomoire have adapted well to their life under the waves. They are a scaly folk, with wet skin that glistens a slimy green, and rubbery webbing between their fingers and toes that aids them in swimming.  Their eyes are large, dark, and round, perfect for seeing in the dark ocean depths, and their sharp claws and short, needled teeth are perfect for catching and rending fish.
 
  
These days, though their forays onto the land are sporadic at best, the Fomoire possess a fearsome power upon the water; not only can they breathe it as easily as man would air, but they can, through some magic or artifice, raise the rotting remains of any sunken ship to sail against their foes. As if this weren't enough, there seems to be no waterway that is closed to them; even lakes and inland marshes that are miles from the ocean and with no access to rivers that flow to the sea often find themselves home to a group of Formoire out to cause trouble.  
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==Giants==
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The oldest dwarven thanes say that their grandfathers are giant folk, the Foimoire, who walked from the eastern seas and drove the Tuatha Sidhe into their dreaming realmThe dwarves give the Foimoire credit for inventing their runic writing and say that the wisest among them knew the languages of the birds and of the earth.  They strove with the gods when those Elemental Lords first followed their sister Cerithwen to Scalgard, but proved no match for their magics and retreated beneath the waves from which they had come.
  
* ''Knowledge (history), DC 20''
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The truth of these stories are kept by the Foimoire's few, certain children: the giants.  Between half again and thrice a man's height, they are creatures of incredible strength and possessed of what must surely be knowledge of the Foimoire's ancient magic.  This they practice with rage in their hearts for, dutiful sons, the memory of their fathers' fall burns within them and they would have revenge, if not on the gods themselves, then at least the men who birthed them.  Their schemes, though, come with only slight aid from kin, for giants are solitary creatures who do not often unite but instead make their lonely homes in the Foimoire's abandoned castles, sunken below the surface of the earth or floating far out to sea.  As company they keep only captured slaves or a single apprentice who they tutor in their magics - indeed, mortal wizardry has its origins with the Foimoire, as do darker pacts besides, and for love of their fathers and love of learning the giants will teach some of this power in exchange for service.  A supplicant must be quick to bend knee, though, and hope to catch his tutor otherwise without a student, or be met with no grace at all.  The only certain exception is a dwarf, with whom the giants will begin no strife, lending credence to the small folks' claims of cousinage. 
* ''Knowledge (history), DC 25''
 
* ''Knowledge (history), DC 30''
 
  
Types/Examples: Foimoire use Sahuagin statistics, and may have class levels
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A character knows the following with a successful skill check:
  
 +
* '''History DC 20''' - ''Steading of the Hill Giant Chief'' - All is not well in Srumnir, a city of the Low Countries; Froyja, the champion, has been taken war-captive by a giant living in land claimed by Edward the Bald, a disagreeable Saeson duke.  Served by ogrish servants, the giant's fortress would take an army to seize, but that would invite war with Edward and his nearby Saeson allies.
 +
* '''History DC 25''' - ''The Frost Giant's Daughter'' - On an island off the north coast of Seasony, the giant Isvath has a human daughter.  Her true parentage even Isvath's old apprentices do not know, but word has spread that the girl, named Aelwyn, is a beauty like no other.  Many are the men who had taken on the challenge of winning her to wife, but the tasks Isvath have set them have so far bought them only Annwyn's embrace.  This would seem to be Isvath's own cruel revenge for the Foimoire's fall; indeed, it may not even be possible to win his game.
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* '''Arcana DC 30''' - ''Calling Their Fathers' Names'' - Through their inherited magics, giants may become the fathers of monsters.  The amphibious kua toa, the venomous basilisk and the various ettins and ogres among the so-called "lesser giants" are all their children, sent out of the giants' halls to smash low the kingdoms of men.  But so, too, is Aelwyn Isvath's true daughter.
  
==Giants==
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Keyword: Giant
The giants have passed from the world of Scalgard, but they have left their legacy behind. Their abandoned castles, sunk below the surface of the earth, with halls suited for their size, have become the homes of monsters and the mad, and ripe targets for plunder. Legends credit the giants with the invention of the languages of men and the runes they use for writing. The oldest pacts with the Tuatha-Sidhe are said to be theirs, and so the first magic; an odd idea, since the dwarves are the giants' last living descendants, with no skill for human magic and no ties with the Tuatha-Sidhe.
 
  
When they lived, the giants were formed simply as humans, but of incredible size. The smallest among them was the height of two men, and the tallest topped the tallest trees. Their runes gave them a magic power, besides, and they could speak the languages of the birds and the earth, and their most powerful could have strove with the gods. How much of this is truth and how much simply legend is open to debate, for even the oldest dwarven thanes speak of what became of the giants with only vague stories. Their time in Scalgard was done, they say, and the giants strode out into the eastern sea and lands beyond mortal sight. Wherever they are, the giants are truly gone, and it is surely only the shadows of clouds that Thrudvangir sailors see as they cross past the Jotun Islands that stretch east from their land.
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Examples: Ettin Spirit-Talker, Fire Giant Forgecaller, Hill Giant, Ogre Thug
  
* ''Knowledge (arcana), DC 20''
 
* ''Knowledge (arcana), DC 25''
 
* ''Walkers in the Waves'' ''Knowledge (arcana), DC 30''
 
 
Types: Giant, Outsider
 
 
Examples: Giant (Cloud), Giant (Storm), Titan
 
  
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==Tuatha-Sidhe==
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These "Children of the Earth" claim that they were dreamed into existence by the living consciousness of the natural world itself, when the land had newly formed from the mists of glory.  They strove as knights against the dragons and, later, when Cerithwen came to light the nighttime sky they strode above the Fir Bolg, who only watched and built their nations in the Strange Lords' shadows. It was not until the Foimoire came to the Phantom World, with shadows of their own in giant and dwarf, that the Tuatha-Sidhe quit Scalgard in favor of their ethereal Dream Realm.
  
==Tuatha-Sidhe==
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They have not quit the plane of man forever, though. They may cross over at barrows and dolmens, where the ties between their world and Scalgard are strongSome have made tiny kingdoms, in places far from men, but these never last, for the pacts between the Tuatha-Sidhe and the Foimoire forbid it.  More strongly, though, they must answer to a mortal wizard's call, for by ancient pact man's magic is the magic of the Tuatha-Sidhe; the Tuatha-Sidhe will serve as a wizard's teachers for this boon and, when he asks, powerful soldiers in his service.  
These "Children of the Earth" were the first creatures to inhabit the world of Scalgard.  They claim that they were dreamed into existence by the living consciousness of Scalgard itself, when the land had newly formed from the mists of glory. The first beings to inhabit the world, they strode above the Foimoire and the Fir Bolg after, who only watched, and built their nations in the Strange Lords' shadows. It was not until the giants came to the Phantom World, with shadows of their own in man, that the Tuatha-Sidhe quit Scalgard in favor of their ethereal Dream Realm.  
 
  
They have not quit the plane of man forever, though. They may cross over as they will, at barrows and dolmens where the ties between their world and Scalgard are strong. Some have made tiny kingdoms for themselves, in places far from men. Such kingdoms never last, for the pacts between the Tuatha-Sidhe and the giants forbid it, but this does not keep the Strange Lords away from their sport. It is through this sport that most of the Aelfin are sired or born. More strongly, though, they must answer to a mortal wizard's call, for by ancient pact man's magic is the magic of the Tuatha-Sidhe, and it serves to keep the doorway to their mother open, without which they would die. The Tuatha-Sidhe will serve as a wizard's teachers for this boon and, when he asks, powerful soldiers in his service.  
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The Tuath-Sidhe come in a wide range of appearances and sizes, from tiny sprites to noble, silver-pelted cat-men, from giant trolls with cloven hooves and mighty thewed arms to strange creatures made entirely of verdage. Each, no matter the kind, is possessed of some mysterious magical ability.
  
The Tuath Sidhe come in a wide range of appearances and sizes, from tiny sprites to noble, silver-pelted cat-men, from giant trolls with cloven hooves and mighty thewed arms to strange creatures made entirely of verdage.  Each, no matter the kind, is possessed of some mysterious magical ability.
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A character knows the following with a successful Arcana check:
  
* ''Walking the Never-Trod Path:'' ''Knowledge (nature), DC 20''
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* '''DC 20''' - ''Scions of Dream and Horn'' - Sometimes known as Half-elves, the Aelfin are changeling children, fathered upon human maids by, or by human men upon, the Tuatha-Sidhe. Born into the society of their mortal mother or left on the doorstep of their father's house, their appearance will always betray, however slightly, their immortal parentage.  Stranger still, the Aelfin have also each inherited an almost magical knowledge from the otherworld that can give them strange insights and surprising knowledge beyond their chosen role in the world.
* ''Knowledge (nature), DC 25''
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* '''DC 25''' - ''Poor, Abandoned Soldiers'' - The Strange Lords left for the Dream Realm, and took their best knights with them, but their bondsmen did not merit such an exalted retreat.  No, the goblins were left behind to make their own way in the world, and the memory of what they lost twists in their haunted hearts. There is order to them, civility, but it's a veneer that only poorly apes a half-remembered dream.  Perhaps it is that dream that brings the goblins into such frequent service of Aelfin or Fey-pact Warlocks.  But perhaps there is no dream at all, and the goblins were never abandoned, and the Tuatha-Sidhe are playing a far more subtle game, and have their hands on far more pawns, than sages have ever credited them with...
* ''Knowledge (nature), DC 30''
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* '''DC 30''' - ''Walking the Never-Trod Path'' - The doors to the Strange Lords' realm have not closed completely; there are cracks in the wall between worlds.  The foot of an abandoned path, the frame of a broken door, a hollow made by two trees entwined, all of these may open to the Dream Realm for he who has the key.  The Tuatha-Sidhe's ancient songs of power are folklore now, passed down and corrupted with time, but a man who can sing their original notes without his voice breaking might step through to the other side and seek his heart's desire.  The Strange Lords, of course, know their own songs, but only rarely seem to use them, and none have been willing to say why. 
  
Types: Fey, Giant, Outsider, Magical Beast, Plant
+
Origin/Type: Fey/Plant, shapechanger, spider (also creatures named "Goblin", "Hobgoblin", "Bugbear" and "Troll")
  
Examples: Dryad, Ghaele, Lillend, Leonal, Ogre, Treant, Unicorn
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Examples: Cyclops Impaler, Dryad, Eladrin Twilight Incanter, Fomorian Painbringer, Goblin Hexer, Razorclaw Stalker, Treant, Unicorn
  
  
Line 96: Line 84:
 
When most men die, their spirits march to the shore, and the black spectral ships that carry them to Annwyn's realm. Some, through misfortune, strength of will or sorcery, are forced to stay behind. There are victims of an undead's own attack, souls marked by the touch of chaos and bound to walk the earth; kings and heroes with deeds undone, whose ghosts rest uneasily in their graves; and, worst of all, those called up by the power of the elemental gods, for even the dead have use as tools. Mannanan sends his storms after Annwyn's black ships, and he claims what souls he sinks for his own, giving them over to his priests or turning them loose as he wills. The Prince of Dust is little better, using the souls he claims in much the same way; though at least his priests have the power to put down what they or others call up. There are few foes worse than the undead; immune to fear, terrible to behold and potentially without number.  
 
When most men die, their spirits march to the shore, and the black spectral ships that carry them to Annwyn's realm. Some, through misfortune, strength of will or sorcery, are forced to stay behind. There are victims of an undead's own attack, souls marked by the touch of chaos and bound to walk the earth; kings and heroes with deeds undone, whose ghosts rest uneasily in their graves; and, worst of all, those called up by the power of the elemental gods, for even the dead have use as tools. Mannanan sends his storms after Annwyn's black ships, and he claims what souls he sinks for his own, giving them over to his priests or turning them loose as he wills. The Prince of Dust is little better, using the souls he claims in much the same way; though at least his priests have the power to put down what they or others call up. There are few foes worse than the undead; immune to fear, terrible to behold and potentially without number.  
  
* ''Knowledge (religion), DC 20''
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A character knows the following with a successful Religion check:
* ''The War-Prince of Nar Folr:''  ''Knowledge (religion), DC 25''
+
 
* ''Stilling the Black Ship's Sails:'' ''Knowledge (religion), DC 30''
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* '''DC 20''' - ''The Tomb of Horrors'' - The bog-barrows that dot the Low Countries hold the remains of those lands' once-proud lords, but not all their souls rest easy in Annwyn's halls. One ancient prince, Draugr, has stirred at the clash of arms overhead, and he prepares to march to war once more.  Shepherds have seen his barrow-door stand open to the moon.  Farmers have seen, before fleeing in terror, too many of the newly dead, not tied down in the ancient style, crawl their way across the fen to meet him.  Villagers in their homes have awakened from black dreams screaming his name.  When his host is complete will it be vengeance he seeks, or conquest? 
 +
* '''DC 25''' - ''The Ashen Covenant'' - In old, decrepit temples throughout Thrudvang and Saesony, a terrible doom awaits.  A cult of the dead and nearly so, traitors to Annwyn's will, the Ashen Covenant would throw open the gates to the Halls of Dust and let the dead walk beside the living.  Such an order is hardly healthy, though, and already through ritual, through sacrifice and through art, the Covenant have shown they are far more concerned with the hearafter than the health of anyone who's yet to cross that line. 
 +
* '''DC 30''' - ''Stilling the Black Ship's Sails'' - Wise sages know that Annwyn must call the dead to him, lest their souls stay uneasy in Scalgard, but the wisest of the wise have learned that there may be a way to keep his call from reaching your ears.  On the night of the new moon, when Cerithwen turns her face from the world; if it is cloudless, and Mannanan does not race through the sky; you would wear a symbol of power and, with blasphemous words, try to bind a god to a circle of black stone stolen from the dwarves.  Succeed, and Annwyn's immortal, lich-power may be yours; fail, and he will most certainly have a new soul in his care. 
  
 
Type: Undead
 
Type: Undead
  
Examples: Banshee, Ghoul, Skeleton, Wight, Wraith, Zombie
+
Examples: Boneshard Skeleton, Corruption Corpse, Deathlock Wight, Horde Ghoul, Wailing Ghost (Banshee)
  
  
 
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[[E6: Legends of the Phantom World]]
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[[Legends of the Phantom World]]

Latest revision as of 17:30, 16 February 2009

Drakes[edit]

Long before men, before gods, before the Foimoire and even the Tuatha-Sidhe, The Dragon stalked across the face of the Phantom World. Uncertain tales say He hatched from the belly of the world, or that She lay the world out of Her, as an egg. Legends credit His breath with the growth of Scalgard's first plants and say that Her dreams, when eventually She lay down to sleep, dotted the world with animals. Somewhere, perhaps sleeping in the heart of the world or moved on to hatch the next, The Dragon still lives. But where or how none alive can say, for none were there, not even The Dragon's Spawn, the drakes.

Though far-fallen from their mythic forebear, drakes are still creatures of power. Massive in size, with armor like layered shields, teeth like spears and claws as sharp as swords, drakes are a plague on the nations of men. Saving only Estria, they are found across the world; black-scaled in the moist fens of the Low Countries, lusterless red in the jagged mountains bordering Saesony, emerald green in the Ceumric forests and brown, wingless wyrms through much of Thrudvang. Wherever they are, drakes are creatures of territorial greed, claiming caverns and forest glens as theirs, and jealously guarding whatever other treasure strength and fate might bring into their hands.


A character knows the following with a successful skill check:

  • Streetwise DC 20 - The Fire On Blackholme Peak - Far to the Saeson east the charmen return from the dark woods with tales of a lonely cave on a lonely mountain and the largest drake they've ever seen. It has fire, it has wings, it has great claws and teeth; is it an ancient thing only recently wakened, or just closer in blood to The Dragon than most? Many men discount the tales, but Blackholme Peak has been glowing nights of late, and a twelve-strong warband who camped near its foot have yet to return.
  • Arcana DC 25 - A Heart Consumed By Scales of Lucre - Some love gold not for what it can bring them, but for its own sake. They love the way the way it shines, the coolness against their skin, the way it smells... They count it, again and again and again. And they try, always, to get more. But gold is closer to The Dragon's soul than anything else in Scalgard, and too much love can change a man. Bit by bit, the body is coated in flecks of gold. Piece by piece, the gold is absorbed into the flesh. The body expands, and changes shape. A mouth becomes a snout, hands become claws, and over time, over time, over time, where once there was a man there is only a Drake.
  • Arcana DC 30 - The Plutarch's Face - In Estria, the Plutarch's bloodline has run strong for a hundred years and more, and ruled all that time. In truth, it is but the blood of one man, alive for centuries. No, not a man... A Dragon! The last heir of The Dragon, the Plutarch has hid himself well and indulged his native greed, happy to remain undiscovered. A good thing, too, for the knowledge at his disposal must surely be vast and his power, if ever it had to be brought to bear, enough to strive with a god's.


Keywords: Dragon

Examples: Adult Black Dragon, Young Green Dragon


Elementals[edit]

The Elemental Lords grant many boons to those who pledge themselves in service, and the greatest among these are allies without number. These are the elementals, formed of the very matter of their patron's influence and given shape by the temper of their creators; a steel elemental is not a shapeless pile of metal, but a great knight in polished and perfectly mirrored plate, a greatsword in its hands. Sized between men and giants, elementals nevertheless do not have the will of these mortal races and, though intelligent, follow the commands of their conjurer or creator without question or pause.

Elementals find form in Scalgard where their creators hold the most power. Dust elementals are not only the librarians in Annwyn's dry, dead realm in the southwest, then, but in universities across Estria; Mannanan's thunder legions arise not in the sky above the world, but on any battlefield that rages fiercely enough to attract Father Wolf's attention. Wherever else, the gods do not lightly leave their defenses aside, and those mortals who would approach the gods must first contend with these most powerful of their servants.

A character knows the following with a successful Religion check:

  • DC 20 - The Forest For the Trees - The Forest of Ikalda, a week's ride into the heart of Thrudvang, is actually a reserve army of ten thousand Thunder Elementals, petrified into the form of bristling pine trees. Anyone who chops down a tree in Ikalda will go deaf in the resulting explosion. What they're standing in reserve for, nobody but the Duke of Thunder knows.
  • DC 25 - Those Who Are One Army - Against Annwyn's will and power, Nefain keeps some righteous heroes, slain before their time, by her side as her Einherjar, her Steel Elementals. The ritual by which she puts mortal souls in metal bodies is still a mystery, but whatever it is it makes her servants unfailing in purpose and loyalty.
  • DC 30 - Myself to Myself - Elementals are not truly independent creatures, but rather called up from the gods' own potent souls. And as strong as the gods are, creating and maintaining such a construct is draining, even for them. They do not often send their servants far from their places of power and are careful not to sacrifice too many of the creatures, lest their own strength fade as a consequence.

Keywords: Cold, Construct, Earth

Examples: Air Elemental, Ice Archon Frostshaper, Ice Devil (Gelugon), Inevitable (Zelekhut), Iron Golem, Mephit (Dust)


Fir Bolg[edit]

Wild and bestial, these feral wolf-men stand just over seven feet tall and have sworn themselves the enemies of mankind. The Fir Bolg were the first mortal inhabitants of the westlands, and have now claimed the wild places and the shadows as their own. They mark their territory with blood. When the races of men moved west, out of Estria and into Ceumri and the Deiran, and began to build towns and cities, they cleared wide stretches of land to farm or graze cattle and unwittingly stole the lands of the Fir Bolg. Over the centuries, the Fir Bolg have frequently bitten back.

Though not naturally inclined towards industry, the Fir Bolg are a people of feral and cunning intellect. They salvage the tools of those they kill, and over the long years on the moors and in the deepest woods, they have learned to wield weapons and wear light armor. They run on four legs almost as easily as on two, and are masters of pack tactics, grouping together to hound a single foe and run it to ground. When they strike, they strike quickly, and fade back into the shadows, safe from assault until they can burst forth again. Of late, these strikes have been growing in frequency...

A character knows the following with a successful skill check:

  • Streetwise DC 20 - Old Dogs, New Tricks - The Fir Bolg went one step worse than butchering the Fenian Denholm down to a man: they took their place. They kept the fires burning, kept the sheep in pasturage, kept true all the sounds of life. In this way, they took the next trading caravan to come through town entirely by surprise. Only a handful of men escaped that ambush, but when they returned in force the town was abandoned. The caravan wagons, though, and all their pack animals, were missing. Did the Fir Bolg take them, for some other, new plan?
  • DC 25 - The Leader of the Pack -
  • Nature DC 30 - Proud and Bitter Sons - It was Cerithwen made the Fir Bolg, from wolves she found when first she came to Scalgard, but her children failed to hold her interest. While the first dwarves had fosterage from the giants, the Fir Bolg had to succeed, and fail, on their own. Now they seek help from none and their feral hearts scream for their mother's blood and an end to all her works.

Example: Fir Bolg use Gnoll statistics


Giants[edit]

The oldest dwarven thanes say that their grandfathers are giant folk, the Foimoire, who walked from the eastern seas and drove the Tuatha Sidhe into their dreaming realm. The dwarves give the Foimoire credit for inventing their runic writing and say that the wisest among them knew the languages of the birds and of the earth. They strove with the gods when those Elemental Lords first followed their sister Cerithwen to Scalgard, but proved no match for their magics and retreated beneath the waves from which they had come.

The truth of these stories are kept by the Foimoire's few, certain children: the giants. Between half again and thrice a man's height, they are creatures of incredible strength and possessed of what must surely be knowledge of the Foimoire's ancient magic. This they practice with rage in their hearts for, dutiful sons, the memory of their fathers' fall burns within them and they would have revenge, if not on the gods themselves, then at least the men who birthed them. Their schemes, though, come with only slight aid from kin, for giants are solitary creatures who do not often unite but instead make their lonely homes in the Foimoire's abandoned castles, sunken below the surface of the earth or floating far out to sea. As company they keep only captured slaves or a single apprentice who they tutor in their magics - indeed, mortal wizardry has its origins with the Foimoire, as do darker pacts besides, and for love of their fathers and love of learning the giants will teach some of this power in exchange for service. A supplicant must be quick to bend knee, though, and hope to catch his tutor otherwise without a student, or be met with no grace at all. The only certain exception is a dwarf, with whom the giants will begin no strife, lending credence to the small folks' claims of cousinage.

A character knows the following with a successful skill check:

  • History DC 20 - Steading of the Hill Giant Chief - All is not well in Srumnir, a city of the Low Countries; Froyja, the champion, has been taken war-captive by a giant living in land claimed by Edward the Bald, a disagreeable Saeson duke. Served by ogrish servants, the giant's fortress would take an army to seize, but that would invite war with Edward and his nearby Saeson allies.
  • History DC 25 - The Frost Giant's Daughter - On an island off the north coast of Seasony, the giant Isvath has a human daughter. Her true parentage even Isvath's old apprentices do not know, but word has spread that the girl, named Aelwyn, is a beauty like no other. Many are the men who had taken on the challenge of winning her to wife, but the tasks Isvath have set them have so far bought them only Annwyn's embrace. This would seem to be Isvath's own cruel revenge for the Foimoire's fall; indeed, it may not even be possible to win his game.
  • Arcana DC 30 - Calling Their Fathers' Names - Through their inherited magics, giants may become the fathers of monsters. The amphibious kua toa, the venomous basilisk and the various ettins and ogres among the so-called "lesser giants" are all their children, sent out of the giants' halls to smash low the kingdoms of men. But so, too, is Aelwyn Isvath's true daughter.

Keyword: Giant

Examples: Ettin Spirit-Talker, Fire Giant Forgecaller, Hill Giant, Ogre Thug


Tuatha-Sidhe[edit]

These "Children of the Earth" claim that they were dreamed into existence by the living consciousness of the natural world itself, when the land had newly formed from the mists of glory. They strove as knights against the dragons and, later, when Cerithwen came to light the nighttime sky they strode above the Fir Bolg, who only watched and built their nations in the Strange Lords' shadows. It was not until the Foimoire came to the Phantom World, with shadows of their own in giant and dwarf, that the Tuatha-Sidhe quit Scalgard in favor of their ethereal Dream Realm.

They have not quit the plane of man forever, though. They may cross over at barrows and dolmens, where the ties between their world and Scalgard are strong. Some have made tiny kingdoms, in places far from men, but these never last, for the pacts between the Tuatha-Sidhe and the Foimoire forbid it. More strongly, though, they must answer to a mortal wizard's call, for by ancient pact man's magic is the magic of the Tuatha-Sidhe; the Tuatha-Sidhe will serve as a wizard's teachers for this boon and, when he asks, powerful soldiers in his service.

The Tuath-Sidhe come in a wide range of appearances and sizes, from tiny sprites to noble, silver-pelted cat-men, from giant trolls with cloven hooves and mighty thewed arms to strange creatures made entirely of verdage. Each, no matter the kind, is possessed of some mysterious magical ability.

A character knows the following with a successful Arcana check:

  • DC 20 - Scions of Dream and Horn - Sometimes known as Half-elves, the Aelfin are changeling children, fathered upon human maids by, or by human men upon, the Tuatha-Sidhe. Born into the society of their mortal mother or left on the doorstep of their father's house, their appearance will always betray, however slightly, their immortal parentage. Stranger still, the Aelfin have also each inherited an almost magical knowledge from the otherworld that can give them strange insights and surprising knowledge beyond their chosen role in the world.
  • DC 25 - Poor, Abandoned Soldiers - The Strange Lords left for the Dream Realm, and took their best knights with them, but their bondsmen did not merit such an exalted retreat. No, the goblins were left behind to make their own way in the world, and the memory of what they lost twists in their haunted hearts. There is order to them, civility, but it's a veneer that only poorly apes a half-remembered dream. Perhaps it is that dream that brings the goblins into such frequent service of Aelfin or Fey-pact Warlocks. But perhaps there is no dream at all, and the goblins were never abandoned, and the Tuatha-Sidhe are playing a far more subtle game, and have their hands on far more pawns, than sages have ever credited them with...
  • DC 30 - Walking the Never-Trod Path - The doors to the Strange Lords' realm have not closed completely; there are cracks in the wall between worlds. The foot of an abandoned path, the frame of a broken door, a hollow made by two trees entwined, all of these may open to the Dream Realm for he who has the key. The Tuatha-Sidhe's ancient songs of power are folklore now, passed down and corrupted with time, but a man who can sing their original notes without his voice breaking might step through to the other side and seek his heart's desire. The Strange Lords, of course, know their own songs, but only rarely seem to use them, and none have been willing to say why.

Origin/Type: Fey/Plant, shapechanger, spider (also creatures named "Goblin", "Hobgoblin", "Bugbear" and "Troll")

Examples: Cyclops Impaler, Dryad, Eladrin Twilight Incanter, Fomorian Painbringer, Goblin Hexer, Razorclaw Stalker, Treant, Unicorn


Undead[edit]

When most men die, their spirits march to the shore, and the black spectral ships that carry them to Annwyn's realm. Some, through misfortune, strength of will or sorcery, are forced to stay behind. There are victims of an undead's own attack, souls marked by the touch of chaos and bound to walk the earth; kings and heroes with deeds undone, whose ghosts rest uneasily in their graves; and, worst of all, those called up by the power of the elemental gods, for even the dead have use as tools. Mannanan sends his storms after Annwyn's black ships, and he claims what souls he sinks for his own, giving them over to his priests or turning them loose as he wills. The Prince of Dust is little better, using the souls he claims in much the same way; though at least his priests have the power to put down what they or others call up. There are few foes worse than the undead; immune to fear, terrible to behold and potentially without number.

A character knows the following with a successful Religion check:

  • DC 20 - The Tomb of Horrors - The bog-barrows that dot the Low Countries hold the remains of those lands' once-proud lords, but not all their souls rest easy in Annwyn's halls. One ancient prince, Draugr, has stirred at the clash of arms overhead, and he prepares to march to war once more. Shepherds have seen his barrow-door stand open to the moon. Farmers have seen, before fleeing in terror, too many of the newly dead, not tied down in the ancient style, crawl their way across the fen to meet him. Villagers in their homes have awakened from black dreams screaming his name. When his host is complete will it be vengeance he seeks, or conquest?
  • DC 25 - The Ashen Covenant - In old, decrepit temples throughout Thrudvang and Saesony, a terrible doom awaits. A cult of the dead and nearly so, traitors to Annwyn's will, the Ashen Covenant would throw open the gates to the Halls of Dust and let the dead walk beside the living. Such an order is hardly healthy, though, and already through ritual, through sacrifice and through art, the Covenant have shown they are far more concerned with the hearafter than the health of anyone who's yet to cross that line.
  • DC 30 - Stilling the Black Ship's Sails - Wise sages know that Annwyn must call the dead to him, lest their souls stay uneasy in Scalgard, but the wisest of the wise have learned that there may be a way to keep his call from reaching your ears. On the night of the new moon, when Cerithwen turns her face from the world; if it is cloudless, and Mannanan does not race through the sky; you would wear a symbol of power and, with blasphemous words, try to bind a god to a circle of black stone stolen from the dwarves. Succeed, and Annwyn's immortal, lich-power may be yours; fail, and he will most certainly have a new soul in his care.

Type: Undead

Examples: Boneshard Skeleton, Corruption Corpse, Deathlock Wight, Horde Ghoul, Wailing Ghost (Banshee)



Legends of the Phantom World