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settings:ageron:koth [2017/08/25 11:19] macraesmithsettings:ageron:koth [2018/09/16 20:28] macraesmith
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 //Flying through the obelisk will incur a 6 die power check. Those who fail become servants to [[settings:ageron:toth:theblackone|The Black One]]. Refer to the Black One's page for his demands.// //Flying through the obelisk will incur a 6 die power check. Those who fail become servants to [[settings:ageron:toth:theblackone|The Black One]]. Refer to the Black One's page for his demands.//
 ===Resurrection=== ===Resurrection===
-//The exact effects for resurrection still need to be tweaked, but this is a pretty good guide of what should happen if a character dies in the wilds.// 
 Sometimes, when people or pets die in the wilds, they mysteriously return. However, their eyes have a strange glow, their skin changes color, and they often behave erratically. Whenever something dies in the wild, roll a d100. Because this roll represents a process that happens over the course of several hours, or possibly even days, it cannot be altered by methods such as luck. Depending on the exact roll, the character will experience a variety of effects. If the character's body is being carried around/protected by another character, then ignore all effects in which the body or soul is consumed, stolen, or possessed. Sometimes, when people or pets die in the wilds, they mysteriously return. However, their eyes have a strange glow, their skin changes color, and they often behave erratically. Whenever something dies in the wild, roll a d100. Because this roll represents a process that happens over the course of several hours, or possibly even days, it cannot be altered by methods such as luck. Depending on the exact roll, the character will experience a variety of effects. If the character's body is being carried around/protected by another character, then ignore all effects in which the body or soul is consumed, stolen, or possessed.
-  * 01-05: The character must make a 5 die check against their Will, otherwise their soul will be consumed by a powerful entity.+  * 01-05: The character must make a 5 die check against their Will, otherwise their soul will be consumed by a powerful entity. This is negated by performing last rites or storing the soul in a safe location.
   * 06-10: The character's body is consumed by monsters.   * 06-10: The character's body is consumed by monsters.
   * 11-60: Nothing happens. The character remains dead and proceeds to rot.   * 11-60: Nothing happens. The character remains dead and proceeds to rot.
   * 61: Nothing happens. The character remains dead and proceeds to sink into the muddy terrain, becoming mummified.   * 61: Nothing happens. The character remains dead and proceeds to sink into the muddy terrain, becoming mummified.
-  * 62-75: The character is resurrected and possessed by demon. Their eyes glow red or yellow, and their skin grows redder and darker. Roll up the demon's stats. The demon will fight for control if the character attempts to exorcise them, acts in a "good" manner, or if it sees an opportunity for evil (contested will check). If the player visits a temple of any god and the exorcism is in line with the god's philosophy, they can receive an exorcism. (For instance, Taurusians would not care to exorcise the demon unless it related to his fields of information or secrecy, whilst Ra would do it unconditionally.) Some priests may also approach the character and offer an exorcism, whilst particularly righteous ones may even force an exorcism on the character+  * 62-85: The character is resurrected as mindless undead
-  * 76-90: The character is resurrected as an undead by the pollutant necromantic magic of Koth. However, in the process of resurrection, they go insane, losing 1d4 common sense. As the character rebuys ranks of the common sense they lost, they regain their sanity; reclaiming their old level of common sense renders them fully sane and in control of themselves. +  * 86-96: The character is resurrected as an undead by the pollutant necromantic magic of Koth. However, in the process of resurrection, they go insane, losing 1d4 common sense. As the character rebuys ranks of the common sense they lost, they regain their sanity; reclaiming their old level of common sense renders them fully sane and in control of themselves. 
-  * 91-96: The character is resurrected by the pollutant necromantic magic of Koth, and comes back as an undead, with no other side effects. +  * 96-99: The character is resurrected by the pollutant necromantic magic of Koth, and comes back as an undead, with no other side effects. 
-  * 97-100: The character is resurrected by the pollutant necromantic magic of Koth, and has no memories of being resurrected. For some strange reason, they suffer no negative side effects, and are considered revived as if they were hit by the effects of "Breath of Life" rather than becoming undead.+  * 100: The character is resurrected by the pollutant necromantic magic of Koth, and has no memories of being resurrected. For some strange reason, they suffer no negative side effects, and are considered revived as if they were hit by the effects of "Breath of Life" rather than becoming undead.
  
 ===The Reverse Plane=== ===The Reverse Plane===
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 ====The Endless Reserve of Unspeakable Evils==== ====The Endless Reserve of Unspeakable Evils====
  
-Koth, as a place of great evil and focal point of arcane power, has spawned an almost countless amount of malevolent beings throughout its history. While many of them are easily killed, a few of them may only be locked away with the hopes that foolish adventurers never release them again. Unspeakable Evils are given fove tiers: +Koth, as a place of great evil and focal point of arcane power, has spawned an almost countless amount of malevolent beings throughout its history. While many of them are easily killed, a few of them may only be locked away with the hopes that foolish adventurers never release them again.  
-1. Capable of destroying the entire plane.  +
-2. Capable of destroying a continent. +
-3. Capable of destroying a large city. +
-4. Capable of destroying a small city. +
-5. Capable of slaughtering countless civilians.+
 ===Grognak, the Destroyer of Worlds=== ===Grognak, the Destroyer of Worlds===
  
-Grognak was born in the year 9407. Upon reaching maturity, he proceeded to go on a rampage across the continent for the next six months before being sealed away on Koth. Legend has it that a sacrifice equal to what was made to seal him in must be made to release him. Grognak is considered a tier 2 threat.+Grognak was born in the year 9407. Upon reaching maturity, he proceeded to go on a rampage across the continent for the next six months before being sealed away on Koth. Legend has it that a sacrifice equal to what was made to seal him in must be made to release him.
  
 ===Zanithex, He Who Predates the World=== ===Zanithex, He Who Predates the World===
  
-Zanithex, previously subjugated by [[The Black One]], is the master over the Tenebrae. He sees all traditional life as being a perversion of his reality, and wishes to bring all of Jaern under his domain.  He was sealed deep in a vault, 2 miles under the surface of the planet. Zanithex is a tier 1 threat.+Zanithex, previously subjugated by [[settings:ageron:Toth:TheBlackOne|The Black One]], is the master over the Tenebrae. He sees all traditional life as being a perversion of his reality, and wishes to bring all of Jaern under his domain.  He was sealed deep in a vault, 2 miles under the surface of the planet.
  
-===Kar'thuul Ghutan===+===Kar'thuul Kahl-er===
  
-Kar'thuul Ghutan was the man who catapuled the Ghutan family into a position of power. As an all-powerful necromancer, he was sealed away by the Ra'ites in a family tomb. The Ghutans have generally left him alone to avoid causing a power struggle. Kar'thuul is a tier 3 threat.+Kar'thuul Kahl-er was the father of Caldevitch Kahl-er. As an all-powerful necromancer, he was sealed away by the Ra'ites in a family tomb. The Kahl-ers have generally left him alone to avoid causing a power struggle.
  
 +===The Legion===
 +The Legion was the first generation of Ghutan Deathknights; after several decades of servitude to their masters, they became self-aware and started to rebel, slaughtering anybody with destructive potential in the hopes of adding them to their ranks. They were locked in some kind of large reserve, lost to time. The Legion is a tier 4 threat, but could very quickly become more dangerous.
 ====Appendix==== ====Appendix====