The Winds of Abaddon

Dalthmont: Blood Elves

Blood Elves - In the hidden canyons of the Westersands of Myrrhatha, to he west of Dalthmont, where the fiery heat of the Sunsand Forge boils the blood of the river-god, Geb, and lakes of glass shimmer blindingly in the searing heat of the sun’s rays, the edifice of a forgotten civilization stands silently among the crystalline branches of the great petrified forest. Drowned long ago, the coloured stone pillars still sing a song of ghostly whispers, hauntingly crystalline in their faint voice. The ruins of the ancient city crumble slowly, as time washes away what the ancient rivers could not. But these ruins are not abandoned, for a race of great antiquity still dwells among them: the painted elves, also known as the blood elves, stubbornly cling to the land of their ancestors, and the powerful magics they once possessed. But in recent years, their race has dwindled, and the blood elves have gradually begun to migrate into the western jungle. 

The blood elves have incredible stamina and endurance. What they may lack for in strength, they make up for in constitution. The training they undergo, starting shortly after birth, is so rigorous that, by the time they have reached the age of 40, they are hardier than the stone trees that surround them. An ancient race, anachronistic and primal, blood elves are the Earthborn creators of blood magic: the ancient origin of arcane magic, with ties to the divine.

For character creation purposes, the blood elves have the following traits:

  • +2 Constitution.
  • Medium size.
  • A blood elf’s base land speed is 30 feet.
  • Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects. (Not reflected in the saving throw modifiers given here.)
  • Normal vision.
  • +2 racial bonus on ListenSearch, and Spot checks. A blood elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
  • A blood elf receives a +2 Natural Armor bonus.
  • Automatic Languages: Common, Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Sylvan.
  • Favored Class: Blood Sorcerer* 

*Post to come. Eventually.

Special Note: Don’t forget that your get a bonus feat for test-playing this race. Also, check out my Lizardfolk (noted for strength and natural armor) post and my Killoren (noted for versatility and changeability) post. Either of those races will also get you a bonus feat. All three of these races are typically tribal in social structure. 

Half-Ghost (Variant of SP Ghost Template)

Special Note: You must have the Heartless feat, described below, in order to take this template.

Table SP-15: The Ghost Template Class

Level/CR/Special

1st/+1/Ethereal, fly, ghostly equipment, ghost skills +2, manifestation, undeath

2nd/+1/Cha +2, lesser ghost powers, turn resistance +2

3rd/+2/Ghost skills +4, rejuvenation

4th/+2/Cha +2, greater ghost powers, ghost skills +6, turn resistance +4

5th/+2/Ghost skills +8

Ghost Template Class Features

All of the following are class features of the ghost template class.

Ethereal (Ex): A ghost is an ethereal creature. On the Ethereal Plane, she is solid and uses the same natural armor bonus on the Ethereal Plane as she did when she was alive. Furthermore, she can interact normally with other creatures on that plane, and her attacks and spells function normally against them.

Like all ethereal creatures, a ghost is invisible to and cannot interact with creatures on the Material Plane, nor can material creatures harm her (but see manifestation, below). If somehow bodily transported to the Material Plane (with a plane shift or gate spell, for example) she can physically interact with other material creatures because she is solid, but she cannot manifest or return to the Ethereal Plane without magic.

A ghost is native to both the Ethereal and the Material Planes, so she is not considered extraplanar when on either of those planes.

BUT: You are not a ghost; at least, not entirely. Because your heart does not bind your spirit to your body, you can leave your body at will. However, your body remains vulnerable, and the longer you spend away from your body, the more damage befalls your body. For every minute you spend away from your body, you lose 10 hp. That is, 1 hp per round. While you are out of your body, you have all the abilities described here.

Fly (Ex): On the Ethereal Plane, a ghost has a fly speed of 30 feet, with perfect maneuverability, though she can also move at same rate she did while alive. A manifested ghost flies as an incorporeal creature with a speed of 30 feet (again with perfect maneuverability).

Ghostly Equipment (Ex): A ghost normally appears with ethereal copies of the equipment and other items she carried when she died. This equipment works normally on the Ethereal Plane, but like all ethereal items, it passes harmlessly through material objects or creatures. A ghost with a ethereal magic weapon can manifest and attack with it, though her attacks are subject to a 50% incorporeal miss chance unless the weapon has the ghost touch property. This phenomenon works much like a creature on the Material Plane trying to attack an incorporeal creature with a magical weapon. These ethereal copies of the original items fade away if separated from the ghost or if the ghost is laid to rest.

The original material items that the ghost carried in life remain behind, just as her physical remains do. If another creature seizes one of the originals, the ethereal copy fades away. This loss invariably angers the ghost, who stops at nothing to return the item to its original resting place. A canny ghost character arranges to have her original possessions hidden in a place where they will not be disturbed, so that she can use her ethereal equipment indefinitely.

BUT: When you are not in your ghost form, your equipment act as though it has the ghost touch property. This happens as soon as you pick up a weapon. If the weapon is knocked out of your hand, or given to someone else, it loses the ghost touch property. Ranged weapons will work so long as they are fired by you. However, the projectile loses its ghost touch property as soon as it loses its momentum.

Ghost Skills: At 1st level, a ghost gains a +2 racial bonus on Hide, Listen, Search, and Spot checks. This bonus increases to +4 at 3rd level, to +6 at 4th level, and to +8 at 5th level.

This you retain even in your material form.

Manifestation (Su): A ghost on the Ethereal Plane can partially enter the Material Plane at will. Doing so which makes her visible to creatures on the Material Plane, though she remains incorporeal with respect to them. However, she also remains partially on the Ethereal Plane, where she is not incorporeal. Opponents on either the Material Plane or the Ethereal Plane can attack a manifested ghost. The ghost’s incorporeality helps to protect her from foes on the Material Plane because of the 50% incorporeal miss chance that applies to attacks from such creatures, but she has no such protection from foes on the Ethereal Plane.

A manifested ghost can attack with a ghost power (see below) that requires a touch attack or with a ghost touch weapon (see ghostly equipment, below). Spells cast by a manifested ghost affect both ethereal and material targets normally, except for those that rely on touch, which work only on ethereal targets.

Undeath: A ghost is the undead spirit of a slain person. Thus, at 1st level, her type changes to “undead (augmented humanoid),” and she gains all the normal benefits and drawbacks that go with that type. She no longer has a Constitution score, so she loses any Constitution bonus or penalty to hit points, saving throws, and skill checks, though she uses her Charisma score for Concentration checks. She also becomes immune to many attacks (including critical hits and sneak attacks), but she is subject to turn or rebuke undead attempts and is immediately destroyed if brought to 0 or fewer hit points (but see Rejuvenation, below). All of her Hit Dice (current and future) increase to d12s. (Rather than rerolling all her Hit Dice, just add 4 hp for every d4 she previously had, 3 hp for every d6, 2 hp for every d8, and 1 hp for every d10).

Familiars and animal companions have the normal reaction to the character’s death. If such a companion encounters her as a ghost, it feels uncomfortable around her and refuses to continue its former association with her.

BUT: Your type only counts for undead when you are in your ghost form. When you are in your material body, you count as living. 

Ability Score Changes: The indicated ability score increases or decreases by the amount noted. These changes are cumulative.

Lesser Ghost Power (Su): At 2nd level, a ghost gains one of the following ghost powers. Unless otherwise stated, the DC is 10 + 1/2 ghost’s HD + ghost’s Cha modifier.

Corrupting Touch (Su): If a ghost with this ability hits a living target with her incorporeal touch attack, she deals 1d6 points of damage. Against an ethereal opponent, she adds her Strength modifier to her attack and damage rolls when using this attack. Against a material opponent, she adds her Dexterity modifier to her attack rolls only.

Frightful Moan (Su): A ghost with this ability can emit a frightful moan as a standard action. Each living creature within a 30-foot spread must succeed on a Will save or become panicked for 2d4 rounds. This ability is a sonic, necromantic, mind-affecting, fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost’s moan for 24 hours.

Telekinesis (Su): A ghost with this ability can use telekinesis as a standard action (caster level 12th or equal to the ghost’s HD, whichever is higher). Each time she uses this power, she must wait 1d4 rounds before doing so again.

Note: You cannot use these while in material form.

Turn Resistance (Ex): At 2nd level, a ghost gains +2 turn resistance. When she reaches 4th level, her turn resistance increases to +4.

Rejuvenation (Su): At 3rd level, a ghost becomes stubbornly attached to its new existence, so it is difficult to get rid of her permanently. Destruction in combat simply allows her a DC 16 level check. Success means that she reforms in 2d4 days with all of the ethereal equipment she had when she was “destroyed.” As a rule, the only way to get rid of a ghost permanently is to determine the reason for her existence and set right whatever prevents her from resting in peace. As mentioned in the opening paragraph, the player and DM should discuss what keeps the ghost from staying dead and what circumstances would allow her to rest in peace before the character enters play.

BUT: Your material body must be preserved during this time. Gentle repose will work, keeping your body at -1 hp until your consciousness reforms. Otherwise, constant healing checks and spells will keep your material body from dying. If your material body dies, your consciousness dies along with it. 

Greater Ghost Power (Su): At 4th level, the ghost can choose one ghost power from the following list or two from the Lesser Ghost Powers list.

Corrupting Gaze (Su): A ghost with this power can blast living beings with a glance at a range of up to 30 feet. Any creature that meet the ghost’s gaze must succeed on a Fortitude save or take 2d10 points of damage and 1d4 points of Charisma damage.

Draining Touch (Su): If a ghost with this ability hits a living target with her incorporeal touch attack, she deals 1d4 points of ability drain to any one ability score she selects. With each such successful attack, she heals 5 points of damage to herself. Against an ethereal opponent, she adds her Strength modifier to her attack and damage rolls when using this attack. Against a material opponent, she adds her Dexterity modifier to her attack rolls only.

Horrific Appearance (Su): Any living creature within 60 feet that views a ghost with this ability must succeed on a Fortitude save or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by the same ghost’s horrific appearance for 24 hours.

Malevolence (Su): Once per round, an ethereal ghost who has this power can merge her body with that of a creature on the Material Plane. This effect is similar to that of a magic jar spell (caster level 10th or the ghost’s Hit Dice, whichever is higher), except that no receptacle is required. To use this ability, the ghost must be manifested, and she must try to move into the target’s space, but doing so does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 15 + the ghost’s Cha modifier). A creature that successfully saves is immune to that same ghost’s malevolence for 24 hours, and the ghost cannot enter the target’s space. If the save fails, the ghost vanishes into the target’s body.

Note: You cannot use these while in material form.

Specific to Dalthmont: You have the ability to sense the mist. You can tell the difference between regular fog and true mists. Moreover, you can tell how severely they breach into the Underworld. This sense extends in a 60 ft radius.

Feat: Heartless (General)

Your heart has been ritualistically removed. So long as it remains unharmed, you will live forever—for a price.

PREREQUISITE
You must undergo a ritual officiated by a shaman to remove your still-beating heart.

BENEFIT
You are healed by negative energy and harmed by positive energy as if you were an undead creature and you gain DR 5/slashing and resistance to cold 5. Also, you no longer take penalties to your ability scores for ageing and cannot be magically aged. Any such penalties that you have already taken, however, remain in place. Bonuses still accrue. 

This feat gives no other penalties or benefits of the undead type. 

SPECIAL
With your heart, anyone with the ability to cast dominate person or geas can instantly, without cost, without saving throw, and without spell resistance, gain the effects of the spell over you. The magical effects of this feat cannot be dispelled. The heart does not have to remain in the same plane as you. If you travel into an antimagic field, you temporarily loses the ability to heal naturally until you have exited the antimagic field. Finally, if your heart is destroyed, you are immediately slain.

Addendum: At a later date, the healing rate may be altered to match that of the warforged, verbatim. For now, we will use this feat as written.

Character Concept:

Bau was once the most fearsome warrior of the Dancing Crow tribe. The father of two, and soon to be three, he was as caring as he was deadly. His physical prowess was admired and earned him the prestigious honour of leading the chieftain’s honour guard.

During the summer solstice festival celebrating the uneasy truce between the Sun and the Moon, his people were set upon by the Dusk Cat tribe. Caught unawares, the chieftain was slain and the rest were enslaved, destined for labour mines and whore houses.

Bau could not let that happen to the Dancing Crow. Abandoning honour, he plead for mercy from Ho Pan, the Dusk Cat chieftain. Recognizing Bau as a formidable warrior, Ho Pan offered him a compromise: if Bau pledged his heart to Ho Pan, he would set free the Dancing Crow tribe.

Bau agreed. The Dusk Cat shaman was brought forth. In her hands she held a cruel knife. After an invocation to the Dusk Cat gods, she plunged the knife into Bau’s chest and cut out his heart. His body crumpled, and like a criminal drawn and quartered, his spirit was ripped free. His ghostly apparition hung in the air and his heart, still beating, sat in Ho Pan’s hand.

Bau demanded that the agreement be upheld. Ho Pan acquiesced, declaring that the Dancing Crow flee from the Dusk Cat’s, for in one hour they would be slaughtered indiscriminately. Bau cried foul, claiming that Ho Pan could not do that. Ho Pan said that he would not. He said that Bau would murder the Dancing Crow.

Bau cried tears of outrage. There was nothing that he could do so long as Ho Pan possessed his heart. When the time came, his body moved despite his protestations and he murdered every man, woman, and child—including his wife and children, born and unborn—of the Dancing Crow.

Bau now lives a life of utter shame, the immortal dog of Ho Pan and the Dusk Cat tribe.

[Flash 9 is required to listen to audio.]
Ben Foster

—Gray's Theme (Vocals by Annalise Whittlesea)

Dalthmont was once a great plateau, a flatland covered with greenery and farms. These farms belonged to the people of Alasphor, whose ruins now decorate the jagged and broken remnants of this ancient plateau. Their society collapsed after a great calamity, leaving a broken people scattered. In a sense, they regressed technologically. Where theirs had been a society of monumental and classical architecture, they were reduced once more to a society of chiefdoms, with a hunter-gatherer lifestyle and with minimal farming, and a semi-nomadic existence. These ‘tribes’, descended from great families and ancient heroes and gods of Alasphor, found sanctuary in the deep jungle lands at the root of the mountains, in the north-west of Dalthmont—somewhat distant and removed from the heart-swamps and the great Dalthmont River, but nearer to the Killoren and the more ancient inhabitants of the land. Since you mention that your character is a member of a tribe, I imagine that you might be speaking of these tribes—though, perhaps I am mistaken. 

It is believed that the ancients of Alasphor were practiced in the arcane arts—that, in ancient times, they called upon the mists, and from the mists they learned many things. They wielded unimaginable and terrible powers. It is perhaps the corruption of these great powers that Alasphor was destroyed, some say. Others says that, rather, it was only some among them that brought upon this destruction. Nevertheless, this connection between Alasphor and the ethereal powers of the mist seem entirely connected to the destruction of their great empire. 

Now, I will address the nature of ghosts and specters in Dalthmont: the ghostly forms that appear in Dalthmont generally appear out of the mist, by way of the ethereal properties of the mists. The mists essentially warp the planar boundries, and through these ethereal ‘cracks’, the ethereal realm (which is known in Dalthmont as the Underworld, though other words might suit it well enough: Abaddon, Tartarus, Sheol, Hell, Netherworld, Dreamworld, etc.) leaks out into the material plane. Part of the fun in this is that the mists can affect, by inference, how a ghost interacts with the material plane. As the ghost moves through the mist, for example, they might hit dense patches that essentially render it material (ie, the incorporeal becomes momentarily as if material). Ghost touch weapons, likewise, have been enchanted to essentially produce a similar field, by which the material reaches through to the ethereal plane, making the incorporeal being vulnerable to the ghost touch weapon. 

If you were a ghost in Dalthmont, I would believe at some point that you would find yourself in the Underworld—that you might reside there for quite some time, in a kind of purgatory. Otherwise, for a half-ghost, you might find that, with concentrated effort, you could enter the Underworld at will—though perhaps not leave so easily (I think of Constantine, and his ability to enter Hell). Perhaps the events you describe are the beginning of a lifetime of servitude, and perhaps you have since moved on, though restlessly. In a way, then, it would be my intention as God of this world to send you to Hell, in a sense. And who might say how much time might pass while you are there? What might remain of the life you knew, and of the tribes of Dalthmont? Otherwise, perhaps you have just glimpsed the Underworld as you have passed near to it, in a half-ghost form.
Now, perhaps you should have a better understanding of the ‘geography’ of this ‘Hell’, ie the Underworld: It is a plane of chaos, like an ever-shifting desert (ref: Tartarus, from Sinbad: Legend of the Seven Seas). It is a mad-man’s prison—Salvador Dali’s paintings are surely touched by the ethereal madness of this plane. It is Dante’s Inferno, but perhaps less kind, and more alien to sense and reason. Ghosts wander through this desert, and demons are born from the shadows. The sky is an ethereal haze, and light and dark are not quite so easily at odds with one-another. Material eyes might look and describe the firmament of this plane as having a light with no source—no sun, no moon. And yet, this light would not be so different from darkness. Light and darkness almost have no meaning here.
The Underworld exists, in a sense, beneath the material world—that is, deep underground. But if you were to dig, you would never reach it. It exists beneath the mists. The mists settle, and in their densest region, they act almost like tunnels, leading to the underworld (ref: the dimensional gateway from the Mario Brothers movie, but instead of solid rock, you would have mist).
If you were to walk into this density, you would feel the mist gradually begin to thicken; they would scratch your skin, and sting your eyes. Swirling around you, the mists would suddenly seem like bone-dry sands, until you would come to realize that they are bone-dry sands, and that you are lost in a desert. No direction you take would bring you back to the material plane. The ever-shifting sands (think: waves in the deep ocean kind of shifting) of this dream-like world cover and uncover lost and forgotten kingdoms from uncounted dreams and pasts and memories. Mirages and illusions—memories and nightmares—dance in the swirling sands around you, haunting you, comforting you, plaguing you. 
In the underworld, there are to be found certain…denizens of darkness and evil and war. Upon these Fields of Abaddon, so to speak, we have a hellish army of fallen warriors, preparing for a great war—what war? What war, indeed. Would you find yourself a servant of this army, willing or not? Or, would you search the deep sands for your lost family, for your tribe? What kind of hell might you imagine or remember for yourself? And what might you learn of the ethereal arts, and the mists? What would bring about your return to the material plane? (Tidus, from Final Fantasy X, just flashed into my mind’s eye—the Fayth, and the world of the Fayth, is almost akin to this ethereal plane, in a sense, wouldn’t you say?)
Anyway, enjoy these pictures, and build for yourself an image of the kind of place the Underworld is, and see if this fits in with any of your character ideas. Also, enjoy this song I’ve picked. Write me back once you’ve had a look at all this, and let me know what you think. Also, look over the rest of the campaign website. 
Cheers,
Zack

Anyway, enjoy these pictures, and build for yourself an image of the kind of place the Underworld is, and see if this fits in with any of your character ideas. Also, enjoy this song I’ve picked. Write me back once you’ve had a look at all this, and let me know what you think. Also, look over the rest of the campaign website. 

Cheers,

Zack