Below the surface of the Earth, dwelling in darkness and forgotten catacombs, the goat-headed Ghouls, dark spirits of murder, feast on the dead. Ghouls dwell in old, forgotten places, luring others down into the grasping claws of their evil tribes.
The Crawling Ghosts (from Parsic “yabuj”, “it crawls”) are the loathsome, disturbing ghosts of those who die lonely and rejected, shut-ins and the forgotten.
A Hungry Ghost is born when the lower soul (the animal soul of the body, containing physical urges and violences) becomes angered and, rather than descending to the Underworld, lashes out against the living, which, in its instinctive state and having dulled senses, it percieves as enemies who have “wronged” it.
The Azhag (‘ah-ZHAHG’; from Old West-Carmanian azadg, meaning watchman, sentry), called Tomb Guardians or Demon Shadows, are the terrible Undead guardians of the tombs of the Ancient Ones.
Hiding deep within catacombs of the ancients, in low, deep alcoves where they lie, spider-like, awaiting the taste of fresh blood, there are the hideous Torlakia, dark beings who once lived and are now, fearfully, undead.
Undead are, simply put, among the most horrific things one can think of. Can you imagine anything more frightening than a being which is dead and yet still walks? Can you imagine the horror of being faced by the hollow shell of being, a hollow shell which must feed?
Deep in the mountains, beyond where the trails end, one can find collossal stairways and long, cliffside roads, massive arched bridges and huge vaulted tunnels, spanning thousands of miles. These roads, though seemingly deserted, are closely watched by their creators, the reclusive and strange Iothun (“yoh-thoon”).
Ru-Men are an old race who dwell throughout the area encompassed by the Hundred, but are most plentiful in their traditional homeland on the Andraverly Mountains on the west coast of the Heavy Sea (northward of Peklichr). They live in small “nests” of 10-20 individuals which generally lie in the mountains or cliffs. Many call them the Crow Men or the Jackdaw Men, while others refer to them as the Black Mountain Bastards.
I’m bored of dwarves. So, I’m trying to create my own dwarves. I’ve decided to call them the Duerga. Here’s my basic ideas, and I’ll flesh them out later, hopefully with your help.
Since the New Look At Dwarves was such a success, I decided that I would try an overhaul of another fantasy standard which I find boring, the Orcs. I’m using the Orcs only as a very loose base.
A plant named for its gords, both in the smell of wet dog and for their roughly dog like appearance.
“Like the Jewel of the Mire, the soul is a bright light along the dark path of time. “
the Marongghovec, or Ale-Ox, is a large, yak-like animal native to northern Ageratos. To keep its belligerent, stubborn, and generally annoying personality in check requires an interesting ingredient.
Masters have come and gone, but Honest Wrekk has always been around.
When running a new party, get around the question of plot density by having the first discovery to be a deck of fate, or whatever you call it. If you use a real deck, you should definitely stack it to have the desired outcome, which is to curse the party to attract weird things to happen and involve them. This should not be told to the players at the time, so that they won't just up and try to get themselves 'decursed'. Though quite why they would want to is beyond me.