Showing posts with label empire. Show all posts
Showing posts with label empire. Show all posts

Friday, 2 December 2016

Treasures Locked Beneath Ash and Snow

**GO AWAY SUNDAY PLAYERS**
BAUBLES OF THE SLAVES

x Precious Metal Molars - what wealth was left was hidden in the back of mouth. 2d20 sp each.

x Hands of the Matriarchs - a mothers blessing kept secret and safe for bleak times. By the time they were opened, it was far too late. Snapping off a finger casts a spell at 3rd level. Worth 5000sp, -1000 per used digit.
  Thumb - Cure Light Wounds
  Index Finger - Magic Missile
  Middle Finger - Bless
  Ring Finger - Dispel Magic
  Little Finger - Sleep

x Fingerbone Lockpicks - single use but incredibly easy to hide. +1 bonus to checks with these picks. 20sp each.

x Curried Meats - frozen fresh, still good to eat if defrosted. 1sp each, 1000sp to a trained chef due to lost techniques which could be learned.

x Dead Idols - The many gods of the enslaved peoples, all dead and forgotten. The ire of these dead gods lingers still, and each has a curse associated with it. Worth 400sp in precious materials, 1000sp to a historian.

d8
Ire of a Dead, Forgotten God
1
Weakened spirits of vengeance, still bound to empty duty, will attack the holder each night until the statue is given away. HD 2 / AC AS CHAIN / ATTACK +1 1D8 CLAWING / MOV as DOG / M12 / 3D4 APPEARING
2
The idol draws away all sustenance from food, starving the bearer until the statue is given away.
3
The idol compels the bearer to sacrifice either 200sp or 1HD of life every three days until given away.
4
The idol assaults the bearer with hideous nightmares every night, denying them healing from sleep, and stopping magic users preparing spells, until given away. -2 penalty to all rolls after a week of this.
5
All animals will hate the bearer until the statue is given away, with a 2-in-6 chance of attacking, or else simply running away.
6
The bearer is inflicted with leprosy until the statue is given away. The leprosy will be healed overnight.
7
The user must respond to all violence with pacifism, and all offers of peace with violence until the statue is given away.
8
There is no curse. This god has faded more than the others.

WEALTH OF THE CITY

x Overseers Eyes - Eyes of ancient overseers, given to slave-holding families. The eyes are a reminder of authority, and can be used to command slave-derived creatures if they fail a save vs magic. Worth nothing outside of the city.

x Desperation Furs - As the terrible fury of the Riven Wolf fell upon the city, the clothiers and tailors desperately tried to create winter clothes for the people as they burned all books and papers to stay warm. This desperation sunk into the furs themselves, and they reek of fear. Avoid any natural cold-based damage, halve damage from cold-based magical sources, but roll random encounters twice as often. Predators can smell the weakness. 200sp each.

x Forgotten Saints - The people of the city would not burn their Saints to keep warm, but they were forgotten, bedecked in gold and bone-dry in their sealed chambers. Each will defend itself, although it has long forgotten it's name and it's martyrdom. Worth 3000sp -200sp per point of damage over HP dealt, HD 6 / AC AS PLATE / ATTACK +3 AS WEAPON +3 / MOV AS MAN / M12 / 1 APPEARING

x Crown of the Senator - Each week, this crown passed from one senator to a chosen rival, bestowing authority and benevolence upon the wearer. (Save to take malicious action, others must save to not agree with you. Must be worn for a week.) Worth 4500sp.


Wednesday, 30 November 2016

Beyond the Mountains

*Sunday Players Go Away*
Across the Northern border of the Nilfenbergian Empire lies the Petty Kingdoms - each run by a self-styled autocrat, all too aware of their insignificance. It is said the witches have saved them from being absorbed. The truth is the Empire is under threat from the Demon Sultanate. But this is of little interest. The Petty Kingdoms end abruptly with the Mountains. Some call them the Brokejaws. Others the Spinal Peaks. Yet others the Marginal Range. But to most, they are simply the Mountains.

Some small villages lurk in the shadows of these imposing peaks - folk scraping by in the crags and fearful of the creatures that crawl from chasms in the deeper ranges. They have little to trade but furs and warnings.

Beyond the Mountains is ash and ice. A desolate terrible plain, marred only by the broken teeth of buildings long-hidden by the ice and snow, appearing more like dunes after the many years of frostbitten burial.

People once lived in these buildings, but now they live above them, grim scavengers atop their dog-driven sledges, tearing across the dead country, either starving or committing to cannibalism. They know not of the secrets buried beneath them, but whisper to their rare children that things forgotten should stay that way. None will enter the ice-bound city beneath them, and they are right to.

A name forgotten a thousand times, no expedition ever returning to restore the torch of knowledge, the city evoked it's own end, as such things always go. A people enslaved by another, joint in a collective plea for revenge - and so it was when the Riven Wolf heard their plight. The plain was blasted for six hundred days with storms and snow, the wind tearing skin free and stealing children into the sky, their screams lost in the howling, their tears freezing in their eyes, tumbling blind through snow thicker than castles.

Seeking a weapon here is madness - all that could be learned is an end to both the Empire and the Sultanate. Yet the expedition left, and is now sealed in the glacier-riddled city with the creeping horrors.

*TREASURE HERE*

SURVIVOR PACK - 4d4 Humans w/ Spears, Dog-Leather Armour. They fight from the back of Dog Driven Sleds (treat as mounted). Each sled has a team of 6 dogs, and can have 3 men fighting and a fourth driving.

FROST MAD DEAD
The people of the city gathered together to conserve warthm - from each cluster emerged one frozen by the cursed flesh of their peers, forever seeking warmth.
HD 4
AC as CHAIN - HARD FROZEN FLESH
MOV as OLD MAN
ATTACK +4 - 2D8 ICY GRIP (8+ damage freezes random limb - cannot be used until thawed out).
M 7 / 12 IN PRESENCE OF FIRE. OH TO BE WARM AGAIN.
2d6 APPEARING

CHAINED OVERSEER
Before the slaves realised what they had invited, they rose up and bound the overseers in chain. The numbing effect of the chains protected them from the blasting to come.
HD 6
AC as PLATE - MANY CHAINS - MAGIC IS ROUTED INTO CHAINS, HAS NO EFFECT IN 30FT RADIUS
MOV as MAN BEARING GREAT WEIGHT
ATTACK +6 - 2D4 WHIP + SAVE VS ENTANGLE - TAKE NO ACTION UNTIL CHAIN BROKEN. EACH ENTANGLED PERSON REDUCES AC OF OVERSEER BY 1.
M 10 / 3 IN PRESENCE OF SLAVES (That is, anyone dressed in rags)
1D4 APPEARING

SLAVE SPIRIT CONGLOMERATION
So too did the slaves gather for warmth in their rags and chains. They pressed closer and closer until their very souls touched, fusing them together in anguish and fear and regret. The only thing that could drive the result away is the whip of their tormentors.
HD 1
AC as INSUBSTANTIAL - CANNOT BE HARMED WITH PHYSICAL WEAPONS. (Except Whip)
MOV as CRIPPLED HORSE
ATTACK +0 (IGNORES ARMOUR) - SAVE OR 1D8 CON DAMAGE FROM UNEARTHLY COLD.
M 2
1d4 APPEARING

Sunday, 7 August 2016

The Dead of the Depths, Primal Necromancers

Buried deeper than memory, crushed beneath the weight of years and the endless blackness, empires of deaths forgotten. Amidst the ancient stone, corpses twitch. In blackened vaults, necromancies from ages consumed are practiced by minds incomprehensible to any who know death or the sun. They never lived, born dead in a cold stone womb. The legions of these things are unending, unspeakable. The time-forgotten dead swell their ranks, gathering in the pit of the world, material for the black acts of deathless minds. The have not torn the sun down and destroyed the living yet, because they are ignorant of them. They do not know of a surface realm, knowing only their blackness and stone. The Primal Necromancers are filled with hate for one another, and battle without breath in their caverns.

If they were to unite, and to learn of sunlight realms, all hope would be extinguished.

Generating A Primal Necromancer


d10
The Form
I
An ancient dead reptile, bedecked in robes of scales, stolen from its kin.
II
A worm of bones, undulating and clacking, covered in jawbones all speaking tongues.
III
Many metallic legs sprout from ancient paper, covered in forbidden knowledge.
IV
The remains of a queen atop her throne. She does not move.
V
An emaciated human figure, eternally disintegrating, the motes drifting upwards.
VI
A corroded metal disc, slightly curved. It could be worn as a mask.
VII
From the front, an angelic being of beauty and grace. From behind, the glamour fades – a child-corpse, rotten.
VIII
A pool of mercury, shifting and dancing.
IX
A word. Where-ever it is carved, written or marked, it has power.
X
The shadows cast from an iron lamp, crude and worn.

d10
The Realm
I
A chemical sea, unseen and unknown, seething and fuming beneath stone ceiling.
II
A fortress suspended on bone-chains above an endless chasm.
III
A Wound in the earth, its hot thick blood running free.
IV
A warren of impossible tombs and crypts, carved by the dead themselves.
V
A metal spike, hollow, plunging ever downwards into the stone.
VI
A cavern lit by a sickly false-sun, radioactive, mutants and cancers growing amidst the dead.
VII
A necropolis built betwixt the ribcage of a Forgotten Beast, unknown even to the Primal Necromancers.
VIII
A hollowed out comet, filled with the crushed remnants of a surface civilisation.
IX
A great Stone-Worm, killed and reanimated, burrowing still in its deathless state.
X
This Primal Necromancer has no realm, travelling alone or with a horde of terrible creations.
In timeless aeons, the Primal Necromancers have developed their own magics besides their peerless mastery of unknown necromancy.

d8
The School
I
School of Flame: The Primal Hunger, Destruction, Heat, Light
II
School of Stone: Entombment, Solidity, The Crushing
III
School of Darkness: Concealment, Omnipresence, Obfuscation
IV
School of Chaos: Entropy, Decay, Growth, Flow
V
School of Rendings: Summoning, Transport, Corruption, Sundering
VI
School of Sight: Divination, Knowledge, Blindness, Piercing
VII
School of Stasis: Endlessness, Delay, Preservation, Determination
VIII
School of Beguilement: The Taking of Slaves, The Will, The Mind, Removal of Thoughts