THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the
Fantasy Core Index.)
Ayers Rock Spirits
and Undead
Ayers Rock is also one of the very few places on the
continent that could be considered haunted.
Most of the haunting spirits in the land were absorbed by the
soul-draining Catastrophe. The mystical
nature of the giant rock protected the spirits chained here. The majority of these spirits are human, but
many seem to be of otherworldly and extra-dimensional origin, as Ayers Rock is
a communications conduit to far away places.
There are human spirits there that aren’t even all from the time of the
Ancients, but from the far past and future.
What these diverse spirits have in common is that, however
they got there, they are trapped there.
From that point though, motivations diverge. Some are perfectly content, while others are
screaming to be released. In short,
these aren’t all mindless, energy-sucking creatures, some will be happy to talk
or do deals.
Wight
HD 4 (d12),
Hp 26, AC 15* (Natural, Magic or Silver to hit)
Fort
+1, Ref +2, Will +5
Melee: Slam +3 to hit 1d4+1 + Energy Drain
DC 12 Will Sv or 1d4 Negative Hp
The Avenue of Kings
is a long hallway with a series of tombs of the various Ancient kings and
nobles. It’s difficult to say how many
tombs are present, as this structure extends into the Astral Plane. Many are in mass mausoleums, with a few
important ones given their own chambers.
These tombs are richly appointed in precious metals, valuable artifacts,
and even magic items. Almost all of the
tombs are un-plundered. This is because
all of the tombs are inhabited by Barrow Wights jealously guarding their
hoards, ALL OF THEM. And there are
bodies of looters lying around the tombs to prove it. There are more powerful undead beings and
even various immortal guardian creatures in some of the more ornate tombs. However, no tombs of the Wizard-Kings
themselves has been found or reported.
Wraith
HD 5 (d12), Hp 32, AC 13* (Natural, Magic to hit)
Fort +1, Ref +4, Will +6
Melee: Incorporeal Touch +6 to hit 1d4 + Energy Drain
DC 12 Will Sv or lose 1d4 Negative Hp
Flight
Flashing supernatural energy force. Possibly non-human.
Spectre
HD 7 (d12),
Hp 45, AC 15* (Natural, Magic to hit)
Fort
+2, Ref +5, Will +7
Melee: Incorporeal Touch +6 to hit 1d8 + Energy Drain
DC 18 Will Sv or lose 1d4 Negative Hp
Flight
Stealth +10 in dark conditions
Vulnerable: Strong light, stuns 1 rd
Human-like, translucent spirit.
Shadow
HD 3 (d12), Hp 19, AC 13* (Natural, Magic to hit)
Fort +1, Ref +3, Will +4
Melee: Cold Touch +3 to hit Stun 1 rd + Energy Drain DC
18 Fort Sv (different type of Save) or
lose 1d4 Negative Hp
Flight
Stealth +10 in dark rooms
Vulnerable: Strong light, disperse for 1 rd
Supernatural shadow spirit.
Possibly non-human.
Wraiths, Spectres, and Shadows are all spirit forms that are
not attached to a physical body. They
are essentially all the same thing, but with some differing
characteristics. Not all of these
spirits are human, and they are not all necessarily malevolent. Most are minor spirits who were communed with
in a Dreamtime ceremony. They were not
powerful enough to escape the Rock’s magic after being summoned and became
trapped. Some though, actually came and
stayed willingly. They’re probably on
the run or in exile from their true home.
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