City/ Ruin
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October 30, 2005, 1:23 am

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Gharjoy - A type of Gargoyle


Gharjoy are one of the seven things that are called Gargoyle. They may be the origin of all things Gargoyle.

Full Description
Gharjoy are astromorphs, astreal creatures. They are powerful hunting creatures who are “territorial”, patroling their regions for things that pollute their territory. Their “visage” is quite horrific to those who can see them.

Gharjoy consume pawns (bundles) of negative energies. Each pawn is a combination of negative emotions, memories, and power- a sin in some parlances- Evil in others. They hunt any negative astromorph or pawn in their region.

Gharjoys, being positive energy creatures who fuze negative energy, have more “weight” than most astromorphs. They utilize the destructive energies to hunt and destroy other negative energy pawns and negative astromorphs. This balance of polarities allows them to focus upon the physical realm. Like all astreal things, unless they are anchored to the material in some way, they can only limitedly sense and interact with the physical. After finding a suitable anchor, they can bind themselves to the material and hunt there.

What constitutes an anchor? They are stone statues that have horrific visages - grotesques. Such an appearance (and associated primal archetypes) has resonance for them, making it suitable. It is unclear if someone seeing a Gharjoy in the astreal was the reason for carving a grotesque, or a Gharjoy simply came to anchor in such a statue because it was there. It is also unclear if the number of gargoyles/ grotesques on certain churches was done to attract Gharjoys, or if just the Gharjoys came to them.

A Gharjoy’s region is any bounded area, be it a building, a walled enclave, or ley bounded zones. They are creatures of habit and will not exceed their region.

Gharjoys hunt at night, searching for sources of negative energy in their region. They will attack as a violent spectre or poltergiest, generating fear (which generates lesser pawns) and taking the energy of sin/evil from the target (which has the side effects of injury the target’s mind and body).

Additional Information
This spirit, like the Spirit of Predator (Shark), may have moved upon the worlds, creating the various things that echo the Gharjoy’s basic elements. This theory has been debated again and again without conclusion. The only ones that might know are the Gharjoys and they are not talking.

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Comments ( 4 )
Commenters gain extra XP from Author votes.

Voted Cheka Man
November 9, 2005, 17:08
Every town should have a few of these. :)Vigilantes that don't attack the wrong people by mistake.I wish they really existed!
Voted Zylithan
November 13, 2005, 23:52
I've just been going through all the bizarre lifeforms, and maybe that's a mistake, but I don't feel like the seven gargoyles are different enough. This type reminds me a lot of the winged geomorphs. It also seems to contrast the stayers and goers where it says these guys might be the origin of all gargoyles (whereas those were made by the archwizard). Still a good post, I don't mean to be overly negative :-)
February 8, 2006, 14:19
Like for Kola Bears, the term bear is misused. The Term Gargoyle has similarly come to mean a number of things/ species. So there are seven or so creatures that I see being called gargoyles by those not being careful about their taxonomy. These are spirit forms, geomorphs are elementals, squishy ones (Grolen) that look like gargoyles, vampire creatures, the traditional "made" magical sentinals, magi-morph (a species of made creatures who are now self made), and another semi-organic species. There may be more, but that lists my list.
Voted valadaar
March 9, 2017, 13:48
Only voted

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       By: Monument

When the characters approach a clearing in the forest, they will see 4 ogres who are guarding, and preventing from escape, 4 human males, and 3 human females. The ogres will see the party and leap to attack. The females will scream "OUR SAVIORS!!" and run screaming straight across the currently forming battlefield, in between ogres and party members, to hide behind the rearmost party members. They will be safe there. The males will try to skirt the battle to the north side to join the women.

To the south, giants will be hiding in the thick underbrush until the party has engaged the ogres and then attack the most opportune target EXCEPT the ones that the females are next to.

It should be noted that the female commoners are not female commoners at all, nor are the male commoners actually male commoners. The female commoners are the hags, who have polymorphed themselves as the commoners in their stewpot to escape detection. The males skirting the battle are actually MORE ogres, the hags were in the process of polymorphing ALL the ogres into regular humans for ambush purposes. The REAL commoners are already dead, having found their way into the coven's cauldron for dinner.

The hags (the women) will position themselves near to any spellcasters in the rear first, and then near anyone else in the back of the fight. The ogres (the men) will wait until the hags shift form, and then attack first the rear folks, then shift into the melee.

It is possible that the characters, as they approach the ogres, will notice the giants in the bush, and be able to warn the others of the ambush.

GAME NOTES: If you sell the screaming women correctly, they will not even be suspected until it is too late. Therein lay the problem. This encounter is ESPECIALLY deadly to the rear eschelon of the party. It is entirely possible that the hags will finish off half the party before they even realize they have been duped. Caution is required if the game master wishes to avoid a TPK(total party kill).

Encounter  ( Forest/ Jungle ) | July 14, 2005 | View | UpVote 2xp

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