Seik

Seik

Seik eclipses the other moons on very rare occasions. For those 3 seconds it changes to a violet color. No one knows quite what this means.

Seik appears at random, travels a random path, and never repeats a pattern. Only knowledge gained from Bala’s light can predict it. The DM should roll a d20 for it appearing on a 1, and a d4:1 it rises in the east, 2 south, 3 north, 4 west; then roll again for where it will set (it can just loop back on itself.)

Seik’s Curse

The blue light of this moon instantly devours the flesh and bone of those caught by it. It is often known as the death moon for this reason.

Good?

The only known benefit of Seik’s light is that it is lethal. Some groups use it to pass judgement on those they would put to death: if it spares you, you are innocent.

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Bala

Bala

Bala also triggers all form of lycanthrope. If a weapon is forged from silver in Bala’s light, the metal will turn black and the merest scratch from such a weapon drains a full die from the lycanthrope.

Bala rises on a cycle of every three days and travels the entire night sky in one hour beginning half an hour before midnight. It crosses from north to south and eclipses Ru for three seconds right at midnight.

The Curse of Knowing

The white moon causes madness but oddly through opening the mind of those who view it even indirectly. Merely glancing at Bala shifts the victim’s die class for cognition upwards 1d6 classes. Any shift above d12 leads to madness. The mind instantly acquires a form of insanity of the DM’s choice. Unlike Ru’s light, this madness does not end with the setting of the moon. Instead, all cognition dice must be rolled. Only when all cognition dice rolled are ones will the madness be lifted. Similarly, only when all cognition dice roll ones will the cognition be reduced to its original state. Hence the term, unbalanced.

The Light of Knowing

Bala’s light can be captured in leaded crystal for one day. One such crystal can be stared into to seek an answer to a question that would otherwise be unknowable to the seeker. An unfortunate side effect is that the seeker will be rendered incapable of speech for 24 hours. These crystals can be channeled more passively, however, as part of any Mystical power, granting a +1 to all dice spent.

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Ru

Ru

The red moon also grants healing powers by refracting its light through smoked glass into a bottle of blood from the person to be healed. A single ounce of blood prepared in this way heals any and all wounds a body has suffered. Taking it twice in a single day, however, is fatal. The mixture only stays potent for one week.

Ru is the first of the three moons to rise every night. The moment the sun sets, Ru rises just to the south and travels in the opposite direction, setting in the morning just to the north of the sun’s rise. This means that Ru is in the night sky all night, every night.

Exposure Effect

Exposure to Ru’s light causes blood to heat and eventually to boil. Exposure happens only when the light touches flesh directly, not through reflection. Five minutes exposure will cause a severe fever, causing all body dice to lose 1 die class (d8 becomes d6) until the moon sets. 6-20 minutes will cause an additional die class loss; 21-60 minutes an additional die class; then one more die class loss per hour. Dropping below a d4 die class means death. The moment the sun rises all die classes are restored.

Resisting Effects

To resist the effects, one merely needs to remain completely unexposed to the light of the moon. To do so requires covering oneself with the red opaque cloth. Only this will resist all of the light’s rays.

Benefits of Ru’s Light

One unexpected benefit of Ru’s light is the ability to resurrect fallen comrades. By exposing a dead body to Ru’s light, the process of death is reversed. However, the dead person will automatically suffer a one die class lost to all body parts permanently. If a body part is unable to be restored in this way, that body part will be lost.

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Dohman Dorcha

The Lich King

The Lich King sleeps amid his relics of power. The ravens watch him in silence, ready to return to the Raven Queen and tell her when he wakes.

The Lich King rose to power in ancient history. Then was the time of the war against the gods. The gods one by one withdrew, fled from the world, and the ancient powers ceased to be; the races fell away. Magic was lost. Knowledge was hidden. It became a time of darkness, of corruption, of failure.

The Lich King had won only to become King of a dead world.

Yet, with no one to oppose him, the Lich King soon lost his purpose. He lost his sight of the world. Soon, even to himself, the Lich King became a faded memory. He slept, filling the heavens, devouring the stars, corrupting the light of the three moons. Ru, the red moon, burns the blood; Bala, the white moon, causes madness; and Seik, the blue moon, eats the flesh and bone. The light of the sun blinded the Lich King, and so he cursed its light to all who see it directly that their eyes would melt away at the slightest glance.

Eons past. In the world that existed, new Life arose. Simple organisms, simple creatures, simple races began to flourish anew in a fitful world. In the new world, even the gods of evil are hesitant to act, knowing their acts could wake the Lich King, possibly even turning his eye toward their own realms. The gods – good, benign, and evil – are cautious in their followings and in the powers they bestow. They have also a universal fear or dread of letting these new beings unlock the mysteries of magic, guiding their followers to hunt and destroy magic and its practitioners. Those that do practice magic, that have found a secret, are extremely secretive of their powers.

Seven races have risen in this age of the world.

Elder Dragon

An Elder Dragon in its isolation. The dragon’s eye membrane protects it from all but the most direct sunlight curse.

The eldest race is the greater dragons; eggs from the early world remained and in time decreed by their progenitors, they hatched. They were born with wisps of memories from their bearers, like instincts and whispers. Like the gods, they are cautious, breeding rarely and keeping themselves hidden in remote areas. They use stores of the ancient treasures and things of the old world to mask their own existence. Unlike the gods, they do not know what the great power is that they fear, but they wisely seek to be hidden.

Lesser dragons also came, created by a few of the greater dragons. These were born of strict elements so that they would be hidden in that element’s shadow. They are also small, ranging in size from a mouse to a draft horse. They resemble their makers, but not all have wings. They also have no foreknowledge but are taught by the greater dragons, trained to breathe out their element and do some magics also directly tied to their element, but little else. Most serve their creators, but a few are rogues. The rogues typically know that the greaters keep things from them and resent this; some even plot and steal powers forbidden to them. They are usually very secretive and hide themselves from the greater dragons.

The third race is known s the Wraiths. Wraiths are echoes of ancient powerful beings that time could not erase. They have no bodies of their own, but rather create bodies from the dust, plants, animals, and lower creatures that they find. For example, dust Wraiths can range in size from small wisps of dust blowing through a corridore to massive dust storms that rip apart entire sections of the world destroying entire forests or burying mountains in their paths. Plant wraiths can inhabit a single blade of grass or an entire forest controlling and manipulating their environment to such a degree that they build whole worlds surrounding themselves almost. Animal wraiths are often in the shape of an animal that can live for centuries. They are often very intelligent, and range from very good to very evil. Wraiths cannot be killed, but their outward body can’t be destroyed. They can also lend their powers from ancient times to modern creatures. Often wraiths teach individuals magic; they act as familiars, butter more often the real masters.

Wraiths move through thought, dominating the elements or lower creatures to gain bodies. Through a body they can interact with their world.

The Faye, or fairies  also harken back to the olden days. Rather than being the memories or thoughts of that time, they are leftover raw emotions from the earliest times from creatures or even whole races. They form like stars or black holes, their energies creating a gravity-like presence that elements are drawn to. Because of this nature, they are typically creatures of either incredible beauty or terrible hideousness. They are capable of generating illusions from the raw emotions surrounding them. The only shield from their power is a control over your own emotions.

Fae in death.

Extremes of emotional energy create and summon the fae. These beings mostly deal in illusions, but with great emotional energy they can even alter reality. Emotional control and too much calm drains them horribly.

They tend therefore to enjoy the extremely young, either infants or teenagers, and they are drawn to events of extreme emotion such as wedding or funerals. Some have even learned to call upon them by holding massive orgies or sacrificing others in extremely hideous and brutal ways. This is often done to harness the fairies illusory powers, which, if given enough energy, can even override the fabric of reality.

The fifth group is called the Elder race. They are humanoids such as the elves, dwarves, ogres, giants, merfolk and other similar creatures. As much as these races would like to believe otherwise, they are all of the same stock. They were created by the gods, as a single race, to restore order to the world. Their differences come from the environment they live in rather than from any intrinsic difference between them. They have adapted to their environment. These races make sure quickly within a year or two to a full adult size. After that, they live between 200 and 300 years. They cannot naturally have children of their own. When one dies, they form a chrysalis and a new creature is born from that death. The new creature will be determined by its environment during its first year of life, not by it’s progenitor. These creatures are always tied directly to their environment. In that environment they are extremely knowledgeable and can actually commune with their environment knowing things that are going on for miles around them. If the environment is damaged so are they. If they are damaged so is the environment. If they are removed from their environment, their native area of that environment, they become weak, instable, and often begin to lose their minds.

The sixth group, and believed to be the final group by most people, are the humans. It is believed that one particular elder is responsible for this creation. Upon discovering mention of the humans in an ancient text, this elder set about to create them. Upon his death, rather than form a crystal list, this elder split into two beings. A male and a female. Though they lack any of the ties to the environment they are in or the powers from the older times, the humans are the most versatile of all races. Because of their natural birth, and their natural death, humans are often referred to by the other races as the mortals.

The seventh group, the unacknowledged race, is that of the halflings. Halflings come about when mortals mate with any of the other races. When the making occurs with a mortal mother, the child is often similar in all traits to human. The most common side effect of this mating is a smaller person, who tends to live hundreds of years, and remains childlike in their appearance through their whole life. They also tend to gain a natural affinity for part of their environment such as other people, or nature, or the Earth. When their mother is an immortal, these creatures tend to be wild, and highly unpredictable. Many are often monstrous in their appearance. They tend to be dominated by one particular trait. Rarely, if ever, will these creatures mixed with normal groups of people, mortal or immortal.

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