Demons are the darker emotions, the destructive forces of creation. In primeval times the demons awoke alongside the gods and the angels, and were herded by the greater powers, chased into hell, even as the angels were led into heaven.
When the world is changing and madness descends, can a group of stalwart villagers save a bastard newborn from the clutches of an unknown enemy?
This campaign follows the group on their desperate flight from hostile forces, both covert and overt. This Campaign centre around their perilous journey through the highlands, the lowlands and within the cities of men. Will they survive long enough to reach the relative safety of the sacred Ulukhan? And how will they react to the hidden truths and internal strife they encounter on their journey?
This is a fully fledged campaign. One that will span many, many table top sessions.
A scroll golem is a variable sized construct that looks exactly like what you’d think: a collection of magical scrolls twisted and connected into the shape of a humanoid creature.
The Kathyrrian Zombie is a special kind of Zombie created by the Kathyrrian Cabal, an exotic group of spellcasters based in the Acaians.
Barrow Dragons is a race of lesser dragons, nearly as small as wyverns or about the size of two oxen, that most often make their abode within dark and dry subterranean lairs.
An Aoktholian Swarm is a huge swarm of screeching, red and black feathered crows. The Aoktholian does normally not exist, but when there is a drought, these desperate crows change.
The Murdered Young are the vengeful ghosts of infants who died before they were baptized.
This is a system for balancing magic based on two negative aspects: A) Magic creates “noise” that those sensitive to power will notice and B)Magic is channeled through rifts to other parts of reality OR other dimensions/planes/what have you and those rifts can get out of control…
The beasts of Urghul are found in the valley of Urghul, a remote, forested valley within the Cyllerean Mountains. These unstopable creatures are gigantic carnivores with a physique resembling gorillas, but with dark bluish-green scaly skin and huge ram horns protruding from their low foreheads.
The Stilling Potion is employed by mercenaries and necromancers alike; a potent concoction that makes the imbiber seem dead for a certain period of time
This Herbal Potion was made by Marcaine, a herbalist renowned for his penchant for making all his potions intoxicating in one way or the other
The Korinthan Master Thieves employ the Cracker Powder as a form of safeguard: An alarm system warning them of approaching guardsmen and their like
The Korinthan Master Thieves often employ this extremely potent acid in their nighttime activities.
The Malisso Cabinet is an ordinary piece of luxurious furniture, but one that might create a lot of trouble for its owner.
Once these tabards were worn by the traitorous bodyguards of an elven Prince. The circumstances around their betrayal of the Prince has given the tabards paranormal abilities.
Even though the Gods struggle so, their achievements are temporary at best.
For all beings must dream, and within those dreams dwell the Dreamer.
Come then and succumb to the lord, come then and enter the realm of sleep.
Come then taste the nectar, made of the tears of the dreamer.
-The 5th verse in the Book of the Dreaming Cult
One of the toys of the ruler of the lost realm, the music box of Mordalin gives great powers at an even greater cost.
A white silken mask with burnt edges. A white little mask which eventually led it’s wearer to be burnt at the stake.
Magical Fiends: When a mage or wizard casts a spell and draws more energy than s/he needs Magical Fiends are drawn to that spot and they feed of the extra magic as long as they can. When someone's magic is being fed off of they can't cast spells as well and they feel weaker. The only way to remove a magicial fiend is for it to be drawn away by someone else's power or to go to the very spot you first cast the spell and kill them