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settings:ageron:koth [2016/05/01 03:22] macraesmithsettings:ageron:koth [2018/09/16 20:28] macraesmith
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 =====Koth==== =====Koth====
 +Koth is a somewhat small island directly to the northeast of Ageroth's mainland. The island is dominated by necromancers, the undead, and other dark creatures. The island's main city, [[settings:ageron:toth|Toth]], has a population of 15,000.
 ====History==== ====History====
  
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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: [[settings:ageron:Toth:TheBlackOne|The Black One]] planned, in secret, a dark, chaotic ritual that would bolster his power by nearly a thousandfold, however the ritual went wrong, tainting the island with necromantic energy and permanently warping the island’s latent magic. The Black One ascended to his current state, in which he is one of the most powerful hirudo to have ever existed. However, as a result of the ritual, he was inadvertently bound to the island, and is constantly scheming to escape.//+//GM Description: [[settings:ageron:Toth:TheBlackOne|The Black One]] planned, in secret, a dark, chaotic ritual that would bolster his power by nearly a thousandfold, however the ritual went wrong, tainting the island with necromantic energy and permanently warping the island’s latent magic. The Black One ascended to become a being of pure elemental energy, gaining immortality and godlike power. However, as a result of the ritual, he was inadvertently bound to the island, and is constantly scheming to escape.//
  
 ===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/villages, and ruins.+
  
 ====Population==== ====Population====
-Koth is home to two major groups of people, the citizens of [[settings:ageron:toth|Toth]], and members of the Rel'yae tribe.+Koth is home to two major groups of people, the citizens of [[settings:ageron:toth|Toth]], and members of the Rel'yae tribe. The island is also inhabited by several intelligent, nefarious beings.
 ===Toth=== ===Toth===
 [[settings:ageron:toth|Toth]] is a city dominated by necromancers, and populated primarily by humans, though some lizards, elves, and orcs do contribute to the population of about 15,000. [[settings:ageron:toth|Toth]] is a city dominated by necromancers, and populated primarily by humans, though some lizards, elves, and orcs do contribute to the population of about 15,000.
 ===Rel'yae=== ===Rel'yae===
- 
 The [[settings:ageron:Koth:rel'yae|Rel'yae Clan]] is a coalition of elves and lizards who live in the swampy wilds of Koth, and survive using their cunning, skills, and tenacity. The [[settings:ageron:Koth:rel'yae|Rel'yae Clan]] is a coalition of elves and lizards who live in the swampy wilds of Koth, and survive using their cunning, skills, and tenacity.
 ====Magical Anomalies==== ====Magical Anomalies====
 ===Obelisks=== ===Obelisks===
 There are about 7 strange, stone obelisks scattered throughout the island. Each obelisk radiates with abnormal, magical energy, which can be viewed by most creatures as an odd purple light. Whenever a magical effect triggers or is active near the obelisks, the effect can get a bit... weird. The change in effect is up to the GMs discretion; the spell could change targets, or Ocean Cold may turn into a stream of pure magma. The exact change is never consistent, and the nature of the change is up to GM discretion. The obelisks seems to actively repair themselves when damaged, and none who have attempted to destroy the structures have ever been heard from again. There are about 7 strange, stone obelisks scattered throughout the island. Each obelisk radiates with abnormal, magical energy, which can be viewed by most creatures as an odd purple light. Whenever a magical effect triggers or is active near the obelisks, the effect can get a bit... weird. The change in effect is up to the GMs discretion; the spell could change targets, or Ocean Cold may turn into a stream of pure magma. The exact change is never consistent, and the nature of the change is up to GM discretion. The obelisks seems to actively repair themselves when damaged, and none who have attempted to destroy the structures have ever been heard from again.
-//Flying through the obelisk will incur a 6 die power check. Those who fail become servants to [[settings:ageron:toth:theblackone|The Black One]].//+ 
 + 
 +//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. 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. This is negated by performing last rites or storing the soul in a safe location.
-  * 01-05: The character'soul is consumed.+
   * 06-10: The character's body is consumed by monsters.   * 06-10: The character's body is consumed by monsters.
-  * 11-20: Nothing happens. The character remains dead. +  * 11-60: Nothing happens. The character remains dead and proceeds to rot
-  * 21-25The 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'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 secrecywhilst 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.== +  * 61Nothing happens. The character remains dead and proceeds to sink into the muddy terrainbecoming mummified. 
-  * 26-90: The character is resurrected 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. +  * 62-85: The character is resurrected as a mindless undead
-  * 91-96: The character is resurrected by the pollutant necromantic magic of Koth, and comes back as an undead, with no other side effects. +  * 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. 
-  * 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.+  * 96-99: The character is resurrected by the pollutant necromantic magic of Koth, and comes back as an undead, with no other side effects. 
 +  * 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=== 
 +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:ageron:koth:rel_yae|Rel'yae]].
  
 ===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 around+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 the region with almost no penalty.
  
 Ravens (Unique): The ravens of the island are abnormally intelligent, with eerily glowing, purple or red eyes. In particular, adventurers should be wary of their mischief, and their ability to teleport through shadows. Ravens (Unique): The ravens of the island are abnormally intelligent, with eerily glowing, purple or red eyes. In particular, adventurers should be wary of their mischief, and their ability to teleport through shadows.
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 ====Agricultural==== ====Agricultural====
  
-Due to the wet, swamp nature of the island, 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, flourish. The island's inhabitants have created a kind of magical lantern which provides light to their crops 24/7, so crops can grow as if they were being exposed to the full effects of sunlight. 
 + 
 +====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.  
 + 
 +===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. 
 + 
 +===Zanithex, He Who Predates the World=== 
 + 
 +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 Kahl-er=== 
 + 
 +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====
  
 +===Pronunciation Guide===
 +  * Debasement: Dee-base-men-t
 +  * Tenebrae: Ten-eh-br-ay