Monday, October 5, 2015

Southland: Ayers Rock Spirits and Undead

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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