settings:ageron:koth
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settings:ageron:koth [2016/05/01 14:23] – macraesmith | settings:ageron:koth [2017/08/25 11:25] – [The Endless Reserve of Unspeakable Evils] macraesmith | ||
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One day, the sky turned black and a wave of dark purple energy erupted from the sky, blasting the entire island with necromantic magic. Most creatures on the island were obliterated by the initial purge, and those who did were changed by the event, corrupted by eldritch magics. | One day, the sky turned black and a wave of dark purple energy erupted from the sky, blasting the entire island with necromantic magic. Most creatures on the island were obliterated by the initial purge, and those who did were changed by the event, corrupted by eldritch magics. | ||
- | //GM Description: | + | //GM Description: |
===Post-Debasement=== | ===Post-Debasement=== | ||
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====Climate==== | ====Climate==== | ||
- | Even on the sunniest days in Koth, the sky is still somewhat gray. More often than not, the region is at least cloudy, if not foggy, raining, or experiencing an ominous, hellish storm. Koth is always the most humid region of Ageron, and is typically chilly or cold, experiencing temperatures ranging from about 60-20 degrees Fahrenheit. | + | Even on the sunniest days in Koth, the sky is still somewhat gray. More often than not, the region is at least cloudy, if not foggy, raining, or experiencing an ominous, hellish storm. Koth is always the most humid region of Ageron, and is typically chilly or cold, experiencing temperatures ranging from about 20-60 degrees Fahrenheit. |
- | Ruins: The region has a high density of tombs, abandoned houses/ | + | |
====Population==== | ====Population==== | ||
- | Koth is home to two major groups of people, the citizens of [[settings: | + | Koth is home to two major groups of people, the citizens of [[settings: |
===Toth=== | ===Toth=== | ||
[[settings: | [[settings: | ||
===Rel' | ===Rel' | ||
- | |||
The [[settings: | The [[settings: | ||
====Magical Anomalies==== | ====Magical Anomalies==== | ||
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- | //Flying through the obelisk will incur a 6 die power check. Those who fail become servants to [[settings: | + | //Flying through the obelisk will incur a 6 die power check. Those who fail become servants to [[settings: |
===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.// | //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. Depending on the exact roll, the character will experience a variety of effects. If the character' | + | 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' |
* 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. | ||
* 06-10: The character' | * 06-10: The character' | ||
- | * 11-19: Nothing happens. The character remains dead and proceeds to rot. | + | * 11-60: Nothing happens. The character remains dead and proceeds to rot. |
- | * 20: 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. |
- | * 21-25: The character is resurrected and possessed by a demon. Their eyes glow red or yellow, and their skin grows redder and darker. Roll up the demon' | + | * 62-75: The character is resurrected and possessed by a demon. Their eyes glow red or yellow, and their skin grows redder and darker. Roll up the demon' |
- | * 26-90: The character is resurrected by the pollutant necromantic magic of Koth. However, in the process of resurrection, | + | * 76-90: The character is resurrected |
* 91-96: The character is resurrected by the pollutant necromantic magic of Koth, and comes back as an undead, with no other side effects. | * 91-96: 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 " | * 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 " | ||
+ | |||
+ | ===The Reverse Plane=== | ||
+ | A small handful of individuals have reported that, after tampering with areas of particularly high magical power, they were transported to a dark, underworld-like region. They described the region as being populated by several high-powered beings, which dominated the plane. | ||
====Explorable Structures==== | ====Explorable Structures==== | ||
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===Abandoned Villages and Houses=== | ===Abandoned Villages and Houses=== | ||
- | Many have tried to live out in the middle of Koths wilderness, but almost all who have fail, either abandoning their new homes, or being killed off by the wildlife. There are some abandoned, post-Debasement houses left in the swamp. | + | Many have tried to live out in the middle of Koths wilderness, but almost all who have fail, either abandoning their new homes, or being killed off by the wildlife. There are some abandoned, post-Debasement houses left in the swamp. Some particularly perceptive adventurers may even find old homes of the [[settings: |
===Tombs=== | ===Tombs=== | ||
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Demons: Higher level demons love to make bargains with mortals on the island, and are often found collecting souls for nefarious purposes. | Demons: Higher level demons love to make bargains with mortals on the island, and are often found collecting souls for nefarious purposes. | ||
- | Dusk Beasts: Koth is one of the darkest regions on Jaern; this makes it an idyllic environment for Dusk Beasts, and the land’s energy actually strengthens the Dusk Beasts. That being said, they’ll prefer to stick to areas filled with complete darkness, but they are comfortable moving | + | Dusk Beasts: Koth is one of the darkest regions on Jaern; this makes it an idyllic environment for Dusk Beasts, and the land’s energy actually strengthens the Dusk Beasts. That being said, they’ll prefer to stick to areas filled with complete darkness, but they can move around |
Ravens (Unique): The ravens of the island are abnormally intelligent, | Ravens (Unique): The ravens of the island are abnormally intelligent, | ||
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====Agricultural==== | ====Agricultural==== | ||
- | Due to the wet, swampy nature of the island, combined with the typically overcast weather, most traditional produce won’t grow on the island. However, produce that would typically do well in moist or submerged areas, such as rice and asparagus, | + | Due to the wet, swampy nature of the island, combined with the typically overcast weather, most traditional produce won’t grow on the island. However, produce that would typically do well in moist or submerged areas, such as rice and asparagus, |
+ | |||
+ | ====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 five tiers, but many of these threats could potentially become more dangerous: | ||
+ | 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 a village. | ||
+ | ===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. | ||
+ | |||
+ | ===Zanithex, | ||
+ | |||
+ | Zanithex, previously subjugated by [[settings: | ||
+ | |||
+ | ===Kar' | ||
+ | |||
+ | Kar' | ||
+ | |||
+ | ===The Legion=== | ||
+ | The Legion was the first generation of Ghutan Deathknights; | ||
+ | ====Appendix==== | ||
+ | ===Pronunciation Guide=== | ||
+ | * Debasement: Dee-base-men-t | ||
+ | * Tenebrae: Ten-eh-br-ay |