Showing posts with label fey. Show all posts
Showing posts with label fey. Show all posts

9/7/16

Toagmadath (Fey)--Montporte Dungeon Campaign Critter

TOAGMADATH
Armor Class: 3 [16]
Hit Dice: 5
Attacks: 1 Bite (1d6); 2 Claws (1d4 each)
Saving Throw: 11
Special: Attack Bonus; Darkvision; Find the Path; Invisibility; Telepathy
Move: 7
Challenge Level/XP: 8/800

The toagmadath (singular and plural) is a fey giant badger. It is belongs to the Summer Court of the fey and typically lives in remote forests near the border of the Summer and Winter Courts. The toagmadath is a fierce guardian, attacking any encroaching Winter Court creatures. It usually lives alone in fortified tunnels, but there are some tunnel complexes where the badgers live in small communities. There is a small minority of toagmadath that are pacifists. They are allowed to quietly leave Umírající, the plane of the fey, for other lands. This is done so that other toagmadath are not influenced by their philosophy and beliefs.

COMBAT: The toagmadath are dangerous foes in combat and are excellent at small group tactics.

ATTACK BONUS: Toagmadath gain a +1 attack bonus for every toagmadath attacking a single opponent in the same round, up to four toagmadath (maximum +4 attack bonus). If one toagmadath attacks an opponent, it has a +1 bonus to its attack roll. If two toagmadath attack a single opponent, each gains a +2 bonus for each attack roll. Three toagmadath gain a +3 attack bonus.

DARKVISION: The toagmadath can see up to 60' in total darkness.

FIND THE PATH: The toagmadath can cast Find the Path once per week. It lasts 2 hours below ground and a full day above ground. The toagmadath must rest for 24 hours afterwards. During this rest period, it has a -2 penalty to attack and is not able to use its attack bonus.

INVISIBILITY: The toagmadath can make itself invisible once per day and this invisibility will last for up to 12 hours. It is negated by actions, such as attacking a foe or casting Find the Path.

TELEPATHY: The toagmadath can project simple thoughts into the minds of others up to 30' three times per day.

8/25/15

Glyff (Fey)--Montporte Dungeon Campaign Critter

GLYFF (FEY)
Armor Class: 7 [12]
Hit Dice: 4
Attacks: Dagger (1d4)
Saving Throw: 13
Special: Sleep; Spells; Teleport; Spell Resistance
Move: 11
Challenge Level/XP: 5/240

Glyff are fey creatures that stand about 3' tall. From the waist up, they have a human appearance, only smaller. The lower half of their body is canine, with short white fur and black spots, similar to a miniaturized dalmatian. Glyff are nominally members of the Summer Court of the fey, but by treaty and decree of both Summer and Winter Courts, they are considered neutral. Glyff are the keepers of the Seelie Accords. In this capacity, they serve as the official keepers and interpreters of all documents, decrees, contracts and actions related to the Seelie Accords. Older and more accomplished glyff attend to their duties the archives and Courts of the fey on the plane of Umírající (the home plane of the fey). Younger fey often accompany fey traders, travelers and diplomats to serve as mobile counselors and jurists in matters dealing with the Seelie Accords.

Unlike most fey, glyff are silent and sober creatures. They typically remain silent and inactive except in matters pertaining directly to their work. While each glyff has an individual name, their names are known only to themselves and other glyffs (and possibly the highest-ranking members of the Summer and Winter Courts). To the non-glyff, they are simply called "glyff."

COMBAT: Glyff avoid combat, unless it is absolutely necessary to defend themselves. Where possible, they will seek to use their magical abilities to escape rather than harm another creature.

SLEEP: When a glyff successfully strikes its opponent with a dagger, that opponent must successfully make a saving throw or fall asleep for 2d6 rounds (this does not affect most undead).

SPELLS: A glyff may use the following magic-user spells:

  • First Level: Detect Magic (at will); Hold Portal (1 time/day); Light (at will); Read Languages (at will); Read Magic (3 times/day); Shield (1 time/day).
  • Second Level: Invisibility (2 times/day); Mirror Image (1 time/day)

TELEPORT: A glyff may teleport one time per day to its own home, but only when threatened with serious danger or death.

SPELL RESISTANCE: A glyff gains +2 to its saving throw against magic spells, wands, and rods (and similar spell-like items).

1/3/15

Montporte Religion Notes: The Great Scroll and the Gods of Montporte

The gods of the Montporte universe are transcendent beings, existing outside the time and space of the universe (see my earlier post, On the Divine and the Mundane, for more on this). At the same time, they are aware of the universe and, in fact, seek to influence the course of the universe and gain more power and prestige for themselves. The gods are able to shape the daily life of their followers and the course of world events by means of the Great Scroll.

The Great Scroll and the Gods
Sages and theologians are at a loss to explain where the Great Scroll exists, but its existence is accepted by all the major religions. The Great Scroll is to the multiverse of Montporte what DNA is to life on earth. All the planes of the Montporte multiverse are under the influence of the Great Scroll. The life and death of every mortal creature is spelled out the Great Scroll.

The Great Scroll is a dynamic document...new words are always being added. The gods vie for the control of this writing, each seeking to sway the unknown hand that pens each word. The gods are transcendent and cannot intervene directly in the affairs of mortals but, through the Great Scroll, the gods can determine the course of existence for every living creature in the world of Montporte.

Once a word is written into the text of the Great Scroll it cannot be erased (except in a limited way by demons). However, the meaning of the older portions of the Great Scroll can be influenced, adjusted and even twisted by subsequent passages. In this way, the gods battle with each other for control of the universe.

The Great Scroll, Dragons, Demons, Fey, and Aberrations
While only gods can create the text of the Great Scroll, creatures from other planes have the ability to connect to it and shape it in one fashion or another.

Dragons, the great creatures of the plane of Zaj, are believed to have some insight and knowledge of the portions of the Great Scroll. Sages believe that the dragons ability comprehend significant portions of the Great Scroll is connected with the dragons' great thirst for knowledge, the only draconic urge stronger than their lust for treasure.

Demons are known to be able to blot out small portions of the Great Scroll text when they slay a mortal creature. The demons do not truly erase the the text of the Great Scroll, but they are somehow able to disconnect a small portion of the text related to their victim. The victim's mind, body and soul are consumed in the process by the demon.

The fey have little direct influence on the Great Scroll. However, through some ancient magic that is lost to the sands of time, the Seelie Accords (the overarching constitution and laws of the fey) are linked to the Great Scroll. While the fey draw power from the Seelie Accords, others who sign its pages put themselves at risk even as they typically find themselves materially enriched by their relationship with the fey.

Some powerful aberrations from Ioucura (the plane of Madness) have the ability to garble a word or two of the Great Scroll, usually rendering a mortal insane in the process.

The Great Scroll and the Religions of Mortals
Religion is primarily the domain of the mortals of the plane of Aarde (the material world of Montporte). Aberrations, demons, dragons and fey are certainly aware of the gods and their divine power, but worship of the gods among these creatures is rare. It is among the mortals of the plane of Aarde that the gods have their power. The symbiotic relationship between the gods and their believers empower both parties to do what would otherwise be beyond their reach.

Not every race of Aarde is equally religious. Dwarves and orcs are universally religious (albeit in very different ways). Elves are rarely so, trusting in the power of magic instead. Gnome and hobbits both exhibit a quiet faith that is manifest in small daily rituals and silent prayer.

It is among the great population of humans that the gods draw their greatest power. Within the vast sea of humanity there can be found wild-eyed true believers, faithful followers, questioning seekers, militant scoffers, and the completely indifferent. The gods of the humans have benefited by the dominance of the human race over much of Aarde. And the humans, in term, are continue to dominate because their gods hold sway over the Great Scroll.

Through religion, gods seek to draw upon the power of their followers to impose their will on the universe and move the great unhanded quill to ink the next passage on the Great Scroll. Religious followers seek to empower themselves to empower their gods and see their the fruits of their own faith as the Great Scroll shapes the course of daily events.

2/26/14

Boreal Troll (Fey)--Montporte Dungeon Campaign Critter

BOREAL TROLL (Fey)
Armor Class: 0 [19]
Hit Dice: 8
Attacks: Clawed Hands x 2 (1d4); Bite (1d8)
Saving Throw: 8
Special: Regeneration; Cold Resistance; Sunlight Vulnerability
Move: 12
Challenge Level/XP: 9/1100

Boreal trolls are fur-covered humanoids, 12-15' tall. They are fey and live in the boreal forests of the plane of Umírající. They are occasionally found on the plane of Aarde (the plane of Montporte), looking for humans to devour. Boreal trolls are loyal to the Winter Court of the fey.

COMBAT: Boreal trolls are surprisingly agile in combat and are able to attack three times per combat round (two claw attacks and one bite). Because of their regenerative ability, they rarely back down from a fight.

REGENERATION: Boreal trolls instantly begin to regenerate when wounded, healing 1d4 points per round. No matter how battered or burnt their bodies may be, they will eventually regenerate. The only way to ensure that a boreal troll stays dead for good is to kill it and then destroy every part of its body with acid.

COLD RESISTANCE: Boreal trolls are immune to natural cold and gain +2 on their saving throws versus cold-based magical.

SUNLIGHT VULNERABILITY: Boreal trolls are vulnerable to full sunlight and will turn into a lichen covered tree trunk if exposed to the direct sunlight. They remain in this state for 40 years and then revert back to their troll state at midnight on the Winter Solstice. They maintain their regenerative ability, even as tree trunks.

2/13/14

Frost Wolf (Fey)--Montporte Dungeon Campaign Critter

FROST WOLF (FEY)
Armor Class: 4 [15]
Hit Dice: 6
Attacks: Bite (2d4)
Saving Throw: 11
Special: Move Silently; Frost Breath; Cold Resistance
Move: 18
Challenge Level/XP: 7/600

Frost wolves are large (5’ tall, 300 pounds), white wolves that inhabit the coldest forests of the plane of Umírající (the plane of the fey). These frozen forests lie deep in the realm of the Winter Court. However, frost wolves are not aligned with the Winter Court of the fey. Rather, they are Wild Ones, a group that owes no allegiance to either Summer or Winter Courts. Frost wolves are core members of The Pack, the collection of assorted fey involved in the Hunt.

When not participating in the Hunt, frost wolves live in small close-knit packs. Frost wolves are more intelligent than regular timber wolves and have a highly complex social structure. They are highly effective hunters and have a deep sense of their place in nature.

Frost wolf cubs can be domesticated, if captured early enough. Unlike dogs, they do not truly bond with their owners. Breaking the bonds with their pack twists their minds and they become much more aggressive and unpredictable. Hobgoblins use captive frost wolves in slaving expeditions.

COMBAT: In the wild, frost wolves avoid fights unless they are hunting prey or protecting their young. Frost wolves will use their frost breath to take down their opponent while staying clear of danger. As a group, they are well-organized and will attempt to surround their opponents and then take them down.

MOVE SILENTLY: Frost wolves are stealthy and can move silently as if they were a sixth level thief.

FROST BREATH: Frost wolves can attack their opponents, using a frost breath. Frost breath creates a cone of cold 5’ wide and 15’ long, extending from the mouth of the frost wolf. It does 6d4 of damage (half damage for successful saving throw). This can be used once per day.

COLD RESISTANCE: Frost wolves gain a +3 bonus to all saving throws versus cold-based attacks and spells. The pelt of a frost wolf can be used to make a cloak of cold resistance, which gives the wearer a +2 saving throw bonus against cold-based attacks and spells. The wearer is also protected from the effects of harsh winter weather.

2/12/14

Hobgoblin (Fey)--Montporte Dungeon Campaign Critter

HOBGOBLIN (FEY)
Armor Class: 3 [16]
Hit Dice: 5
Attacks: 2 Attacks/Round (By weapon)
Saving Throw: 12
Special: Move Silently; Hide in Shadow; Improved Saves Versus Magic; Initiative Bonus; Sleep
Move: 12
Challenge Level/XP: 7/600

The hobgoblins of the Montporte Dungeon Campaign are very different from traditional RPG hobgoblins. Montporte hobgoblins are fey and usually reside on the plane of Umírající (the plane of the fey). They are magical, sadistic, and quite devious. While most fey have little interest in the plane of Aarde (the plane on which Montporte exists), hobgoblins travel there on occasion. Despite their occasional visits, they are very rarely seen by the inhabitants of Aarde and only trade with select trading partners or to kidnap humans and others for slaves in the slave trade.

Hobgoblins are aligned with the Winter Court of the fey. While they are not generally involved in the politics of the Winter Court, hobgoblins are often the hired swords in the more devious plots and activities on behalf of the Winter Court.

Hobgoblins are bitter enemies of goblins. They will capture, torture and kill goblins whenever they have the chance.

Like their kin, the goblins, hobgoblins travel in small bands. Unlike goblins, they do not avoid combat. They are aggressive and will kill, if only to satisfy their own sadistic nature. They also are active slave traders. They will seek to capture intelligent creatures for the slave trade, whenever possible.

COMBAT: Hobgoblins typically use a short sword and shield in combat. Because of their speed and dexterity, they are able to attack twice per round.

MOVE SILENTLY: Hobgoblins can move silently as if they were a fifth level thief.

HIDE IN SHADOW: Hobgoblins can hide in shadows as if they were fifth level thief.

IMPROVED SAVING THROW VERSUS MAGIC: Hobgoblins gain an additional +1 to any saving throw versus magic or cleric spells, but not against magic items (wands, potions, etc).

IMPROVED INITIATIVE: Hobgoblins are quick and clever opponents in combat. They gain a bonus to their initiative roll (+3 if using a d10 for initiative; +1 if using a d6).

SLEEP: A hobgoblin can cast a modified sleep spell once per day against one individual creature. The targeted creature does get a saving throw. If successful, the sleep spell lasts for 2d6 hours.

2/7/14

Oaf (Fey)--Montporte Dungeon Campaign Critter

OAF (FEY)
Armor Class: 4 [15]
Hit Dice: 8
Attacks: 1 Spiked Club (1d10+6) or 2 Fists (1d4+1 each)
Saving Throw: 8
Special: Berserker
Move: 9
Challenge Level/XP: 9/1,100

The oaf is a large humanoid, about 10' tall, with a large head and thick body. The oaf is a fey creature and is aligned with the Summer Court. They are often used as body guards by other fey creatures, such as goblins.

COMBAT: An oaf is a fearsome opponent in combat. What they lack in intelligence, they more than make up for in courage and tenacity. They can used their spiked club to great effect in combat. They can also pummel their opponents with their fists.

BERSERKER: In the course of combat, if an oaf falls below half its hits points, it goes berserk. While berserk, it gains an additional attack per round (2 spiked club attacks per round or 3 attacks with its fists). It also gains an additional +2 to its attack roll and to damage. The oaf will then fight until it or its opponent is killed. Once combat is over, the berserk state is also over. The oaf can only go berserk 1 time per day.

1/25/14

The Montporte Region: History and Geography

The Montporte Dungeon Campaign started as a one-shot adventure with this two-sentence backdrop: The Captain of the Guard of Montporte (pop. 1,028) has his hands full. Bandits have holed up in the castle ruins to the south, orcs have been harassing the mining village of Wootspil (pop. 106), the wildlands to the east continue to spew forth all manner of foul creatures (most recently giants), and a rebel force commanded by the Duke’s upstart brother lies between Montporte and help to the west.

That has been enough information to propel us through 25 sessions of play. Along the way, the party has picked up additional information about the area that explains some of what they have experienced in the dungeon. I have also created a few NPCs that are based in Montporte for those rare times when the player characters are shopping or doing some other town-based activity.
Overview of the Montporte Area
Montporte lies beyond the eastern edge of the civilized world. It is a small, ancient town that was established, if common knowledge is to be accepted, by the Lyndanians as an imperial outpost. It was an important military outpost, guarding the eastern frontier of the Lynanian Empire from invasion through Mont Pass, one of few east-west crossing points of the Dragonfang Mountains. Montporte also developed into a regional trade center and a hub for mining activity along the western slopes of the Dragonfangs.

Montporte is one of the few settlements in the vast eastern wilderness that separates the Dragonfang Mountains from the Western Kingdoms. Its fortunes have waxed and waned throughout its very long history, yet Montporte has proven to be resilient to war, disease, famine, economic woes, and host of unpleasant creatures that inhabit the area.

Physical Geography
Montporte lies at the base of Mont Pass, one of the few readily traversed passes in the Dragonfang Mountains. The Dragonfangs occupy a geographic location that is akin to Earth's Ural Mountains, being a long north-south mountain range bisecting a very large continental mass. The difference here is that the Dragonfang Mountains rival the Himalayas in height. Montporte is located on the western flanks of the Dragonfangs, at the northern end of the range.

The latitude, altitude, and a large continental mass all have an effect on climate and weather. Orographic effects magnify the climate and also create wild swings in the weather, depending up the season and direction of air masses. Suffice to say that that winters are long and bitterly cold with significant snowfall. Summers are cool and damp. Prevailing weather patterns travel from west to east, bring moisture. Occasionally, the weather patterns change and very dry air sweeps over the mountains and through Mont Pass. Depending on the conditions, this can either raise or lower the temperature significantly in a very short time.

Economic Geography
The eastern slopes of the Dragonfang Mountains are rich in mineral wealth. Gold, silver, tin, and copper have all been mined in the Montporte area. There are significant deposits of iron ore in the mountains, south of Montporte.

The challenge to mining these natural riches are threefold: (1) The climate and topography make prospecting, mining and transport difficult; (2) The distance to transport to markets can be a challenge, particularly during times of unrest in the Western Kingdoms; and (3) The constant threat of orcs, ogres, giants and even more dangerous predators and foes creates a daunting challenge to set up and maintain mining operations.

Magical Geography
The plane of Aarde is the home of Montporte, the Dragonfang Mountains and the Western Kingdoms. The physical geography of the plane of Aarde is such that the presence of mountains stretches the fabric of the universe, creating cracks and crevasses for beings from other planes to make their way to Aarde. The tension present in the very foundation and framework of Aarde generates a tremendous amount of magical energy. Pliny the Alder wrote: The Eastern Mountains lie at the very boundary of civilization and much danger there awaits anyone who travels to their peaks and valleys. But this land also has a deep underlying magical power, as the fabric of our world is stretched thin [there is also additional information in my post, Montporte Cosmological Notes: On the Planes].

All manner of creatures and horrors from other planes are rumored to have found their way to Aarde by way of passages in the Dragonfang Mountains: Fey (from the plane of Umírající); Demons (from the plane of Syvyys); Dragons (from the plane of Zaj); and aberrant horrors (from the plane of madness, Ioucura).

1/4/14

Goblin (Fey)--Montporte Dungeon Campaign Critter

GOBLIN (FEY)
Armor Class: 5 [14]
Hit Dice: 3
Attacks: By Weapon
Saving Throw: 14
Special: Spells; Move Silently; Improved Saves Versus Magic; +1 to Attack Rolls
Move: 10
Challenge Level/XP: 4/120

The goblins of the Montporte Dungeon Campaign are very different than traditional RPG goblins. Montporte goblins are fey and usually reside on the plane of Umírající (the plane of the fey). They are magical, devious, and quite cunning. While most fey have little interest in the plane of Aarde (the plane on which Montporte exists), goblins travel there frequently and interact with humans and, to a lesser extent, gnomes. They have nothing to do with dwarves and will only interact with elves under duress. Most of their interactions with humans are related to trade and commerce. Despite their frequent travel, they are very rarely seen by the inhabitants of Aarde and only trade with select trading partners.

Goblins are nominally aligned with the Summer Court of the fey, although they much prefer the art of the sale to the art of court politics. They typically sell weapons and supplies to both fey courts when Winter and Summer go to war.

While goblins can be a very tough foe versus the average human warrior or mage, they are among the weakest of the fey. To survive--and to avoid being minions/battle fodder--goblins rely on:

  • Their wily and cunning intelligence.
  • Their charm with non-goblins.
  • Providing superior customer service.
  • Expert use of the Seelie Accords (the laws governing the fey) to their advantage.
  • Investing in muscle and protection. They are rarely without guards of some sort.
  • Being a tightknit community. Goblins are very true to each other.
  • Having friends living on other planes.

Goblins are usually found traveling in small bands, peddling their wares. They usually have a bagoi with them, a brightly-colored wagon that is larger on the inside than on the outside. Their bagoi is often drawn by a single foribus pony. Foribus ponies are highly prized for their intelligence, mild nature, and ability to travel between the planes. They also are accompanied by tough, not-so-smart bodyguards, such as oafs or ogres. While ogres are giant-class creatures, residing on Aarde, oafs are fey.

COMBAT: Goblins avoid combat whenever possible by using clever bargaining, their bodyguards as shields, or, as a last resort, buying their way out of trouble. If they have to fight, they use short swords, daggers, and short bows (typically magic).

SPELLS: Goblins can use first and second level magic-user spells as if they were a third level magic-user. They have knowledge of all the first and second level spells available to magic-users.

MOVE SILENTLY: Goblins can move silently as if they were a third level thief.

IMPROVED SAVING THROW VERSUS MAGIC: Goblins gain an additional +1 to any saving throw versus magic or cleric spells, but not against magic items (wands, potions, etc).

BONUS TO ATTACK: Goblins are quick and clever opponents in combat. They gain an additional +1 to all melee and ranged attacks.

8/9/13

Montporte Cosmological Notes: On The Planes

I recently posted a short description of the cosmology of Montporte Dungeon Campaign. In today's post, I’ll give a bit more detail about the Five Planes. I may also do some posts on the individual planes at a later date, but don’t hold me to that.

The average inhabitant of Montporte would have very little knowledge of the planes. Even this scant knowledge is corrupted by ignorance, superstitions, and just plain inaccurate information. Humans, in particular, display very little knowledge of or interest in the planes. Elves and dwarves, being the Elder Races of Aarde, know the most. Gnomes and halflings fall somewhere in the middle.

The Five Planes
The known universe, in which the Montporte Dungeon exists, contains five planes. They are:
  • Aarde: The plane where humans and their ilk dwell.
  • Ioucura: The plane of madness.
  • Syvyys: The plane of demons.
  • Umírající: The plane of the fey.
  • Zaj: The plane of dragons.
The spatial relationship of the planes has been speculated on by many scholars and mages over the years, but the reality is that no one really understands where one plane is in regards to any of the other four. No one even knows if there is space or matter or even existence in between the planes. Despite this lack of knowledge, scholars do generally agree that Aarde lies in the middle of the other four planes.

The planes do appear to “move” in some way, at least in relationship to each other. There are times when each plane seems somehow to be "closer" to Aarde and other times when each plane seems "further away." Syvvys is the one exception to this, as it always appears at the same “distance” from Aarde. Umírající and Zaj “move” in a regularly cyclical pattern in relationship to Aarde. Umírající is typically the “closest” to Aarde, except when Ioucura pops up right nearby Aarde.  Ioucura’s “movement” is completely random. The “proximity” of one plane to another greatly influences the ease or difficulty of travel between them.

The Plane of Aarde
The plane of Aarde lies at the heart of the known universe. In Aarde is the home of human cities, the elven dales, and the dwarven mountain strongholds. Montporte and its environs are part of Aarde. For the player characters, Aarde is home.

Aarde features a wider diversity of life and lifeforms than the other four planes combined. All manner of creature, mundane and magical, can be found here. Among the humanoid races, the elves and dwarves, hold a special place as the Elder races. Humans, gnomes, and halflings have been around for less time. Love them or hate them, humans are the dominate race. They bring a dynamism that is unique to them, because or in spite of their shorter life span.

Travel from Aarde to the other planes is impossible without the use of rare and powerful magic. Despite the challenge, denizens from the other planes do find their way to Aarde on occasion. Summoning spells, magical gateways, and dreams (in the case of Ioucura) are all ways that “outsiders,” as non-Aardian creatures all called, end up in Aarde.

There are areas in Aarde where the fabric of existence has been stretched thin. In these areas, travel to and from Aarde happens more frequently—sometimes on purpose and sometimes not. Mountain building (orogeny), the persistent presence of powerful magic, the close proximity to large bodies of waters, and even lightning can stretch the fabric that is Aarde.

The Montporte Dungeon lies in the foothills of the Dragonfang Mountains, the largest, highest and oldest mountain range of Aarde. Historically, the Montporte area has been the site of countless acts of magic, great and small. While travel between planes is always next to impossible, few areas of Aarde offer easier access from other planes as does the Montporte area.

The Plane of Ioucura
Ioucura is the plane of nightmares and madness. It is the plane of chaos, entropy and unmaking. The distance between Aarde and Ioucura is occasionally bridged when mortals of Aarde are sleeping, through bizarre dreams and nightmares. Insanity also creates a path from Ioucura.

Unspeakable horrors of the worst sort do, on occasion, cross over into Aarde and are made manifest in the flesh in the form of magical aberrations.

The Plane of Syvyys
Demons dwell on the plane of Syvyys but seek every occasion to make their way to Aarde, as they feed off of the life energies of mortals. Elves are immune to this demon feeding and have earned the special enmity of demonkind.

Demons fall into one of three groups: Lesser, greater, and lords. Each demon is unique and even the lesser demons are incredibly powerful, violent, and cruel. Any semblance of order that exists in Syvyss is there only through the threat and use of violence.

Each demon has a true name, known only to itself. Knowing a demon's name gives one power over that demon, although the demon will seek every opportunity to kill any being that knows its name.

The Plane of Umírající
Umírající is the plane of fey creatures and it is a plane filled with natural beauty. Yet, just below that beauty lies danger and death. The creatures of Umírající are divided into three camps: The Summer Court, the Winter Court, and the Wild Ones.

The Summer and Winter Courts are made up of nobility, with each noble being unique and extremely powerful. Each Court also has a vast array of folk and creatures who live under the rule of the respective Courts and are there to serve and obey the nobility.

The Wild Ones do not owe loyalty to either Court. They include:
  • The Hunters--A few very powerful and unique beings that seek to hunt and owe no allegiance to anyone but the Hunt. 
  • The Pack--The minions of the hunt who join in on larger hunts, but otherwise go their own way. 
  • The Beasts--Unintelligent magical and mundane creatures that live in the forests, mountains, lakes, and rivers of Umírající. 
  • The Loners--Powerful and unique creatures who live on their own, without regard to Courts or the Hunt.
Umírající is the most hospitable plane for those from Aarde, but it is still treacherous, even for the powerful and wary. Likewise, Aarde is visited more by the fey than any other outsiders.

The Plane of Zaj
Zaj is a mysterious place and nothing is known of the plane itself. It is inhabited by dragons, perhaps the most powerful of all creatures in the five planes. Each dragon is said to have the power of 10 wizards and can breath fire enough to melt the very roots of the mountains.

Dragons are not cruel and do not delight in the suffering of other creatures. Yet, at the same time, they have very little regard for anyone other than themselves. They are known to visit Aarde on occasion. Sometimes it is to seek knowledge, for they have an unquenchable thirst to study and know every aspect of the universe. They also are notorious hoarders and will travel about, accumulating great piles of treasure.  

Other Planes and Universes
Scholars and sages have speculated about the existence of other planes and even universes beyond the Five Planes. If there is any concrete evidence or information regarding such things, however, it has not been recorded.