settings:ageron:koth
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- | =====Koth==== | ||
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- | ====History==== | ||
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- | ===Pre-Debasement=== | ||
- | Legend has it that, several hundred years ago, Koth used to be a vibrant, lively island. The island was primarily populated by elves, lizards, and humans. (The exact races are still up for debate, but I definitely like the idea of elves being a thing and then almost entirely wiped out.) The island was covered in bright, vibrant structures, with seemingly alien architecture. Additionally, | ||
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- | ===The Debasement=== | ||
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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. | ||
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- | //GM Description: | ||
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- | ===Post-Debasement=== | ||
- | After the debasement, the island' | ||
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- | ====Geographical==== | ||
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- | Terrain: The region is particularly wet and swampy, making it difficult to explore. The region is cold, humid, and often overcast. Large portions of the island are submerged in water, which can range from a few inches to a few feet. | ||
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- | ====Climate==== | ||
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- | 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. | ||
- | Ruins: The region has a high density of tombs, abandoned houses/ | ||
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- | ====Population==== | ||
- | Koth is home to two major groups of people, the citizens of [[settings: | ||
- | ===Toth=== | ||
- | [[settings: | ||
- | ===Rel' | ||
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- | The [[settings: | ||
- | ====Magical Anomalies==== | ||
- | ===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. | ||
- | ===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. Depending on the exact roll, the character will experience a variety of effects. If the character' | ||
- | * 01-05: The character' | ||
- | * 06-10: The character' | ||
- | * 11-20: Nothing happens. The character remains dead. | ||
- | * 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' | ||
- | * 26-90: The character is resurrected by the pollutant necromantic magic of Koth. However, in the process of resurrection, | ||
- | * 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 " | ||
- | ====Explorable Structures==== | ||
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- | ===Ruins=== | ||
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- | Most ruins come from the pre-Debasement period, from the highly advanced civilization. Additionally, | ||
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- | ===Abandoned Villages and Houses=== | ||
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- | 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. | ||
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- | ===Tombs=== | ||
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- | There are two primary styles of tombs on Koth: pre-Debasement and post-Debasement. Post-Debasement ruins are built in the architectural style of the city of Toth. Pre-Debasement ruins are built in a style without the enigmatic necromantic aesthetics of most modern buildings. | ||
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- | ====Wildlife==== | ||
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- | In general, the island of Koth is pretty barren. Most living things struggle to survive in the swampy, diseased region, and those that do are often corrupted by the constant death and dark magic practiced in the region. | ||
- | ===Mundane Life Forms (As per manual)=== | ||
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- | Zombie Plant, Blood Leeches, Grazzoon, Mudbus, and Slugs. | ||
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- | ===Undead=== | ||
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- | Due to the odd magical properties of the island, the undead are much more common on Koth than on any other Jaernian island. Some of the undead you may find in the region include: | ||
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- | Bonebat: The use of bonebats is extremely popular on the isle. | ||
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- | Blight: The island is home to ancient Blight from the pre-Debasement era. | ||
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- | Bugdead Locust and Bugdead Minikank Swarms | ||
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- | Caller in Darkness (Exceptionally Rare): Many ancient tribes or villages were killed off through magical accidents or unscrupulous individuals, | ||
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- | Krag: Most casters on the island are earth mages, meaning that Krag on Koth tend to be either earth or obsidian. However: A) Earth mages can buy into fire spells, so it is possible that fire krag are on the island. B) Mages of air, water, and fire were more populous, though still not entirely common, | ||
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- | Raigs: There are a relatively high number of abandoned temples on the island, and it’s highly plausible that adventurers may encounter raigs guarding these temples. | ||
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- | Namechs: Namechs make great servants for the local liches and necromancers, | ||
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- | Undead War Beetle: Some of the more powerful necromancers of the isle have been known to raise these massive beetles to transport hordes of smaller undead. | ||
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- | ===Unique/ | ||
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- | Most of the magical/ | ||
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- | Ents and Dryads (Unique): These normally peaceful, gentle creatures have taken a turn for the worse. The dark magic of the region has twisted these creatures into being violent and malevolent. Their appearance is much more akin to that of a dead tree than a live one, as their bodies are often gnarled, and their bark is a grey/black instead of a healthy green. Some of the locals even whisper rumors of the treefolk abducting children to consume. | ||
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- | Dark Yartz (Unique): The Yartz of this island are unique in that, since they feed off of the island’s magic, they have become completely corrupted. They have an exceptional power, their eyes glow red, and they are extremely aggressive. | ||
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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. | ||
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- | 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 | ||
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- | Ravens (Unique): The ravens of the island are abnormally intelligent, | ||
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- | ====Agricultural==== | ||
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- | 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. | ||
settings/ageron/koth.1461905950.txt.gz · Last modified: 2016/06/01 16:31 (external edit)