Showing posts with label demon. Show all posts
Showing posts with label demon. Show all posts

Saturday, November 16, 2019

The colors of flame

Red- bloodfire

A rare and cursed flame which burns only living creatures, curdling their flesh before it eats away the skin. It leaves nothing but bone and fur or hair, and none have yet tested if it can spread along freshly spilled blood. The skincity Viren is perhaps the only place where such fire can be found.

Orange- of hearth and torch

Natural flames said to originate from the plane of fire, wherever that may be. It has long been tamed by mortals as a fine tool for light, cooking, and fending against beasts, though careless use may reveal its own feral nature and show it for the danger it is. 

Simple fire
VFX: Simple fire by Artem Grechko

Yellow- flames for gold

Sometimes used by money-changers or alchemists to sift gold from other metals or stone, as this jagged flame burns only precious metals and gems. Most metals it corrodes and ruins, while gems burst or explode. Its use comes in the way it melts gold, as that immortal treasure cannot be rusted or degrade into patina.

Green- demon's breath

Cursed flames known to come about after unnatural magics and dark pacts, remembered by most from a conflagration that burned away the undead armies of the Dead Lords, when they were finally slain. They manifest as they will, consume what they have come for, and disappear without trace or ash. Truly none can say if this fire is a demon itself, merely a tool of dark forces, or perhaps a consequence of twisted wizardry.

G.
Fire-Green by Gabriel Ramos dos Santos

Blue- spirits of the dead

Smoke like mist and a pale glow marks these flames as the product of necromancy. Most often seen in the empty sockets of skeletons still fighting, it is also found at the heart of bone lanterns, whispering the memories of a soul long since dead.

Violet- the memory of dreams

When the pulp of a dream birch is lit, the flames burn with a beautiful light. The long tongues of its pyre will plunge any who touch it into a deep sleep. Curiously, when an unwanted memory is written or drawn clearly enough and put in the flame, it will burn away from the creator's mind. It is thought that these are impossible to recover, but an alchemist in Renzez claims to have crafted a restoring poultice using the ashes of burned memories.

Magic Fire by Evgeny Starostin

White- gentle cleansing flame

A wizard's trick, fire that burns away dirt, dust, and stains and leaving only the shining surface of what lies beneath. The potion that ignites it is quite laborious and time-consuming to brew, so it is perhaps best relegated as a parlour trick for the nobility.

Wednesday, August 7, 2019

Some monsters

Skullhound

HD: 3
Found in/number: dark parts of cities, violent roadways, 1d3

Appearance: as a hairless wolf (or other beast) with dark, translucent flesh and bones sharply visible, almost as if glowing. Similarly, a set of human bones rests in the stomach.
Voice: growling that sounds incongruently human.
Wants: vengeance. To hurt, kill, and die.
Morality: violent
Tactics: aggressive

Defense: 2
Speed: +3
Morale: 8

Attacks
  1. bite or latch: light damage, +2 against prone targets.
  2. flare of spite: medium damage to anyone looking directly at it.
Created when a wolf or other beast eats a person who was consumed with hatred and a desire for revenge. The hound's hair will fall out as its body turns darker and more clear, becoming an undead monster when it vomits its own soul to make room for the hatred.

Ashhand

HD: 5
Found in: the darkest unholy pits.

Appearance: a black hand reaching up from the ground, larger than a person and shedding black dust. Pulls itself ten meters out of the ground to the elbow at half vigor, and then 20 meters to the shoulder at 5 vigor
Voice: dusty cracking and grinding, muted immense roaring from below your feet.
Wants: to grab the holy, slaughter mortals
Morality: blasphemous
Tactics: varied but blind

Defense: 4
Speed: +2 (immobile)
Morale: 6

Attacks
  1. slam: heavy damage.
  2. grab: agility save to avoid. Next round, hard strength save to escape or take 2d6 damage. If it grabs a holy person, it will instead pull them down into the earth and not return.
Nobody knows what the full form of these demons might look like, but even as they are an encounter is always wildly dangerous. It is very flammable but immune to the flames, igniting it will add 1d6 fire damage to each of its attacks.