Knightober 2021 – braids


Children shouting excitedly alerted Liamath before he saw anything — cries of “firebird” and “sunhawk” pulled his attention like a puppet on its strings, to the great amusement of the merchant-crofter whose produce he’d been contently mulling over.  The redmint and spicy-sweet black plums would have to wait —

— Or, there could be no need to wait long at all. 

Before Liamath more than turned away from the lean elder’s stall the bird — a flickering sihouette of moon-pale wisps, far more solid than it looked, was swooping on him.  The wychling thing dropped a leather pouch into his upstretched hands, then whirled away and dipped low to flutter over the laughing knot of children before fading from the world.

Liamath was painfully aware of the curious stares he was getting from the entire village market, and didn’t blame them one bit.

I suppose it was quite a show.

“Come on now, lad, show us what you got there, eh?  So long’s it’s not anything secret, of course.  A special report from your noble?  New mission?  Love token, mayhap ~?”

The plum-seller’s eyes danced merrily beneath his battered felt hat, and Liamath did chuckle before shaking his head slowly in denial of all three.  What he drew from the pouch was something very different: a braided cord of quilted twists of silk, tri-coloured, and long enough to settle around his neck.

“No, goodsir, none of those.”

Liamath’s voice was soft, withdrawn.

“My lord has returned my lost one to me.”

The elder nodded silently.  No more needed to be said.

-*-

Mourner’s Devotions: A braid of twisted cords, wool or silk or linen, carried by many in Kauvr — at least one cord is filled with a core made of plaited hair or similar mementos of the dearly departed.  More ornate devotions may have strands of tiny beads threaded through the braid, or be bound at intervals with metal- or jewelwork.

Knightober 2021 – breastplate

“I like to be able to move more freely, and that strikes me as adding extra weight for Swift …”

Liamath’s companion for the evening, a lean wanderer from Neshin’s great plainslands to the south who gave her name as Rekhi — gazed contemplatively at the plate of gleaming steel-lacquer she was cleaning, looked across the fire to Liamath, then shook her head with a chuckle. Her dark eyes gleamed with an amusement that Liamath found infectious —

“If I rode a toothy beast like yours through twisty trees and around glittering growths like yours, I’d no doubt think the same thing! It’s worth it, though, even with the maintenance, having a bit more between me and whatever barbs get flung my way. Tamma doesn’t seem to mind.”

Tethered a respectable distance from campfire and Swift both, the sturdy bay mare in question looked up at the mention of her name, then quieted. For his own part, Swift had settled into a comfortable loafing kneel and was dozing away.

All in all, it was a pleasant evening, with unexpected but welcome company, and Liamath welcome the chance to chat and talk shop a little with a fellow knight. In the morning they would part ways — he back on his wandering circuit, she to make her way east towards Urulaya — but for now, time enough for a brace of partridges over the flames and a bit of rose-mead to share between them.

-*-

Neshi Plating: Not actually a solid breastplate — and not solid steel, either, despite its appearance. Cunningly linked smaller, articulated plates composed of multiple layers of steelsilk lacquered together and shaped to conform to upper torso, shoulders, abdomen and back are attached by stitches and riveting to a normal steelsilk base. The plating offers more protection than plain steelsilk, but requires near-daily maintenance of its lacquer.

Knightober 2021 – star sign

Liamath — much to his chagrin — had lost the path, and it galled him to admit it. Of course, he meant ‘lost the path’ quite literally; what was missing was the literal path. Or, rather, the road he’d been riding along, thin overgrown cart-track that it was.

I suppose this is what happens when you haven’t been on an actual road in a good span of days, but I don’t have to enjoy it. There should still be a track.

— But track there was not, and as Swift picked cautiously along the growing strange pale twistings of the trees — the metallic call of creatures hidden in undergrowth now beginning to shimmer darkly — too many strangenesses told Liamath just what he and his steed were faced with:

There was a primordial cyst. And it was rupturing. This stretch of land was not safe.

Sensing his rider’s growing unease, Swift tossed his head and bared his fangs, pawing the mossy, clinging ground with a forehoof until Liamath leaned, maille chiming, to pat the gelding’s smoky neck.

“Shh. Shh, now, we’ll make our way out. Shh.”

Swift snorted, pawed once more, and stilled; Liamath took the opportunity to pull a long necklace of stoutly twined leather cord from under mantle, maille and tunic, rubbing the twisted hide between his fingers in a nervous fidget that belied his soothing words before lifting its pendant up to the wavering light of chaos-touched day.

Tiny stars drifted in the cerulean depths. Good.

Liamath clasped the rough prism in one hand, nicking flesh on its sharp edges. Watching the stars whirl with sudden purpose, he nudged Swift to turn sharply about and forge a new trail.

He’d lead them towards home.

-*-

Wayfinder: A rough, ragged oblong or prism of specially-selected crystal, which must be touched to a prominent local marker and anointed in one’s own blood under a starry sky in order to awaken its power. At any time afterwards, another touch of blood will call the lights inside the crystal to a flurry of activity as the crystal guides its owner back to that one chosen location. Some wayfinders may be attuned to a specific individual instead, or to call a specific individual to the crystal’s owner.

Knightober 2021 – marigold

Yes, here we are — I did say there was a third one ;3

Knightober (which is using prompts from rayleearts @ Twitter) is working a little differently, with a prompt every three days instead of daily. I’m also using a different format, or at least posting more words (lol), so these will be independent posts.

Speaking of the posts they’re a hybrid sort of subject: each one gets a wee bit of writing about one Liamath Corvan, a roaming knight of Kauvr (and his wolfish horse, Swift) and a bit of kit or magic or what-have for rpg-land that references the writing. Let’s see how long I can do this, lol.

-*-


“It’s not what I wished for, but we seldom get what we want, eh, Swift?”

Swift — being far too interested in his meal to bother with pointless noises from his master — barely deigned to swivel an ear before returning to his repast.  Well, Liamath was just as happy to let the gelding finish off the deer, ‘rude’ as being ignored was; he’d already claimed his own portion and delivered a haunch to the crofters in the vale to the east.  Let Swift have the remainder, a well-deserved reward for racing down the wretches who were so recently a plague.  He’d not taken too many chunks from the damned brigands’ hides, after all.

Liamath was more interested in said brigands, alive or dead.  If he hadn’t been on circuit …

I have no doubt at least half their number were Urulayan.  But that means nothing; it’s as easy to take to raiding in Urulaya as here in the Grey, and what do bandits care for sovereign land?

Pah.  Time enough in the morning to chew on it.

Sighing, Liamath scratched next to his empty eye.  Lord Kaerna would be eager to hear about the incident, but alas her vassal’s wanderings were far from over. 

May I find a messenger the next time I cross a town.  Starfang’s eyes, what a mess.

— But that could also wait.  For now, Liamath wanted to wash dirt and brigand blood from wolf-mantle, glittering maille and his well-tangled dark hair, get his venison cooked over his wee fire, and — most of all — deal with that glancing blow the wretched brigand leader fetched him.  With a wince and another sigh, he dug through a saddlepack to find a crystal teardrop that nestled in his palm, liquid fire to tend to his own bloodied hide — a bit much, perhaps, but better used than to risk infection or chaos.

“And come the morning we move on, eh Swift –?”

-*-

Flowerflame:  A distinctively deep flame-orange elixir, spicy and peppery, distilled from marigold and magic and other, more secret things, and normally contained in small crystal phials the size of one’s thumb or smaller containing 1 to 6 doses.

A single dose may have many uses, depending on how it is applied — in oil or fat or milk as a magically healing balm (1d4+1), in honey or milk as a panacea against cursed illnesses, drawn like ink on anything from beads to corpses to ward away unclean forces …

Spelltober 2021

Much like Monstober, I’m going to try to tackle as much as I can of Spelltober, which uses this prompt list from Spell Generator @ Twitter. (yes, yes, I know — and there’s one more set of prompts to go! but I have to start that one late[r], alas.)

I’m sticking with my short and fairly generic pocketrpg/TBH/rules-lite/0e D&D-ish hybrid tactics, because that’s probably easiest to fill out and adapt as well as quicker to write, lol. ;3

01. Spark
Silenceshock
– Touch a target, living or non; the next time metal touches it, a burst of bright-coloured sparks will (choose at casting, else random):
01. cause 1d4 lightning damage
02. blind for 10 minutes
03. ruin the metal object
04. spell out a message of ten words or less.

02. Orb
Tauvra’s shelter
– Shapes a hollow sphere up to 20′ across from available material — soil, stone, living plants, brickwork, canvas — and phases it halfway into the ground without disrupting the terrain. The interior is accessed by a single round hatch; inside are several ledges for sitting and sleeping, and a hatch into the lower half of the sphere (usually for storage). The sphere lasts for one day, unless life-force is sacrificed to make it permanent.

03. Cantrip
Passing fancy
– For the next half-hour after this spell is cast, the recipient can perform any number of tiny enchantments or other wee magical stunts: changing a smallish object’s colour, writing without ink, sorting small piles of objects instantly, creating a tiny Dramatic Breeze[tm], and so on.

04. Space
Fishing the sea of stars
– The target experiences what feels like 6 hrs. of mind-spinning travel through the blackness of the starry void, only to return after 6 minutes of time actually elapses. On that return, they have one of two options: 01. the revelation of a single secret 02. the concealment of a single secret — but are reeling and any activity is at half effectiveness until they rest fully.

05. Illusion
By the light of the moon
– This spell cloaks a subject in a full-senses illusion that may be cast in one of two ways: it may only reveals the truth in moonlight; or it may only activate the illusion in moonlight. Both versions otherwise look and detect identically, both last for four cycles of the moon.

06. Shadow
Gotta wear shade
– The recipient of this spell is, for 4 hours, always cast in a soft shadow, as if under a parasol; just enough to stay cooler in summer, look a bit more Mysterious[tm], and protect photosensitive individuals from too-harsh light.

07. Flora
Stranglerose
– The target of this spell can do nothing but struggle for breath and cough up rose petals for the next 2d8 minutes, courtesy of the eldritch growths coiling swiftly in their lungs.

08. Light
Lure of the lost
– This spell conjures a globe of light a handspan across that is barely visible to the living — but is a glorious beacon to the undead, who will follow it wherever it may drift. The globe may be controlled by the caster up to 200′ away, then it simply drifts on its own if it strays further. It lasts for 1 hour.

09. Undead
Kiss of the grave
– Once infused with the baleful energies of this spell, the target — which must be living at the time — effectively becomes undead for the next 24 hours. There are no lifesigns, they take on all unliving vulnerabilities, they are immune to disease or poison (though may carry it). The caster decides if the target must also contend with putrefaction.

10. Water
Wishing well
– A single casting of this spell (on a body of water at least the size of a large keg) appears to do nothing. However, at any time over the next two days, a second casting — on a different water source of any size — will cause the next object dropped into said water source to be instantly transported inside of the first.

11. Enchanting
A brief respite
– For four hours after this spell is cast, all within a 50′ radius feel their anxiety and pain lifting away if they so wish. It is impossible to begin aggressive actions within the spell’s effects, but it cannot be cast to instantly halt hostilities.

12. Fauna
Piper’s call
– Choose a specific location or topographical feature within eyesight (a building, a specific field, etc); all animals dog-sized and smaller within that place flock to the caster and will carry out a single requested task.

13. Widespread
Hehet’s dilation
– On its own, this spell appears to do nothing but eat up its caster’s effort. What it does is modify the next spell they cast — it will increase that spell’s potential subjects by a factor of four, or increase duration by same, depending on appropriateness.

14. Transmute
Traveler’s joy
– Maybe not actually ‘joy’, exactly, but useful to traveler’s nonetheless: casting this spell on food stores converts them to imperishable, edible ‘rations’ of some standard shape (often cubes) and indeterminately sweet or savoury, at a ratio of 3 : 1 “meals”.

15. Urban
Habitrails
– With a token from a location type (wood from a tavern sign, etc) in hand, casting this spell causes a ribbon of light — visible only to the caster — to lead towards examples of such locations for the next four hours. Quality not guaranteed.

16. Ice
Winterstep
– The recipient of this spell can walk (or skate, if they wish) across the surface of snow, ice, frost and similar, no matter how soft or deep, as if moving across level, familiar ground.

17. Psionics
Mindsense
– For the next hour, thought patterns can be detected — not the specifics, but the presence of sapient thought or sentient awareness, and which of the two, within 60′.

18. Colourful
A glimmer in the eye
– Casting this spell reproduces a single image or tableau drawn from memory, imprinting it on a chosen surface as a vibrant illustration, appearing as watercolours, abstract shapes, naturalism, or whatever else the caster desires. The image is permanent but not indestructible; the memory is not lost.

19. Summoning
Call of the wild
– This spell sends out an appeal through unseen realms. 1d6 minutes later a spectral beast appears; smoky and insubstantial, it will perform one of the following tasks in return for a suitable gift: heal an injury, track a target, bring (or sacrifice) sustenance, or answer one question relevant to its natural and symbolic environments.

20. Earth
Stone cradle
– The subject sinks deep into the earth, whether soil, stone or both, to a depth of at least six feet. While enclosed, they are suspended inanimate in protective earth-energies, and will emerge 24 hours later free of poison, illness, fatigue, injury, and malignant influence. While enclose the subject cannot be communicated with.

21. Time
Finding past heartbeats
– Standing quietly, the caster feels as if time runs backwards; for a span of twelve hours — compressed into twelve minutes — they may observe what happened in their present location, no larger than a single chamber or discrete area. This dive through time is disorienting for the following hour.

22. Chaotic
Leap of faith
– When absolutely needing to get out of where you are right now, this spell will transport the caster and all applicable companions to a known place of safety — but there’s no way to predict just which place that will be, only that it’s known and currently safe.

23. Wind
Tamer of gales
– A situational spell, requiring an active storm or at least gale-force winds — which are promptly redirected as the caster wills for the next four hours. The storm cannot be dissipated, only channeled.

24. Cultural
Whim-of-the-worlds
– When experiencing a new society or culture, casting this spell grants a working knowledge of its foundational beliefs (you won’t debate philosophy, but you can avoid embarrassing yourself in public). The choice can always be made to instead affect oneself and delve into the weave of one’s on culture to reveal one nugget of ancestral history, for the price of a solid day’s rest.

25. Whimsy
Battleblossoms
– For the next 30 minutes, within 100′ of the caster all weapons used to attack at all will look like giant flowers, all non-tangible attacks such as spells produce petals and glitter, and no actual injury is taken. This may not be appreciated by the affected parties.

26. Divination
Key charm
– This spell will instantly impart the knowledge of a single object’s location, so long as it belongs to the caster or to the subject who has requested the spell be cast. Easy access not guaranteed.

27. Curse
Butcher’s bane
– Cast on any who have taken the life of a thinking victim out of callousness, malice or indifference, this spell conjures the shades of the slaughtered to whisper in the target’s mind incessantly — and jolts them with agony, forcing inaction, whenever they attempt violence once again.

28. Epic
Spires to heaven
– At the cost of one’s vital force, one may raise wonders. A quarter of the caster’s life and a sprawling palace — of luminescent milk-crystal, forbidding basalt, or stranger things — sprouts from the earth; one-half, and a sprawling palace town; three-quarters, a magnificent metropolis …

29. Seasonal
The wheel turns
– Cast over a cultivated area up to 100 acres, a foraging range up to 100 miles sq., or a community of up to 500 people, this spell assures, if not over-full pantries, that no catastrophe will wipe away everything. Cast at morning on equinoxes, evening on solstices.

30. Fire
Purifying flame
– Up to 50′ square is enveloped in golden flames that roar skyward and die down in an instant — wherever the fires touched, dead or decaying things are gone, spirits are renewed, fatigue is banished, and corrupts or malignant sorceries are disrupted.

31. free space – Bulwark
Last chance
– Once cast, this spell is held in abeyance until its subject is in sure peril; then it activates and averts that peril (nullifying injury, blocking mental control, changing the fall of the dice, etc). Alas, fate is not thwarted easily; the next peril cannot be avoided.

Monstober 2021

Here we are! Let’s see how many entries I can make for Monstober, using this prompt list by TheBurntCoin @ Twitter — I’m posting them all into this post, updating as I go, because it’s easier and so I’m not spamming up my blog (and the feeds of the folks out there watching it) with a zillion tiny posts, lol.

01. Candy
Afidaxus
3 HD
A drake of burro-size and long low frame and short broad membraneous wings, sharp of beak and cloaked in thick glittering green-violet scales — scales that cover rows of glands along flanks and spine that exude a sugary wax, sweet, spicy, and entirely edible. If you can get it.
– claws 1d4 / bite 1d8 / breath weapon 3d6 + slow, scalding syrupy mist; flight; 1d3 spells

02. Horned
Ram-in-wolf’s-clothing (Flinthorn Sheep)
2 HD
Not your average woolie beastie, this sheep sports a short, tightly curled fleece of mottled grey and dun, disturbingly intelligent eyes, and a pair of broad spiralling horns that spread wide before curling forward in wickedly sharp points.
– gore 1d6; charge — with 20′ starting room, rush to gore for 3d6 + stunned; howling bleat — causes fear within 60′

03. Fleshy
Narhistrix
6 HD
If compared to any creature, this jowly and foul-tempered beast is most like a massive, rippling hog — but a hog sporting thick claws instead of split hooves, and a snarling maw of shearing fangs instead of a hog’s upturned snout. Its arched back bristles with quills, and its speed belies its massive girth.
– 2d6 bite, 2d4 trample; crush — successful bite + trample to single target shattered bone under weight of onslaught, rendering a limb useless; ignores first 3d4 damage

04. Reptilian
Aurha
4 HD
Coiling through the air with rippling grace is a sleek viper with blue and silver scales, its tail lined top and bottom with flickering white fin like those of an eel; a good twenty feet or more of cold slitted eyes and silent judgement that watches every motion.
– bite 2d4 + 1d4 cold + paralysis; flight; call windstorm; sense intentions

05. Clawed
Yukanen
6 HD
What looked like ripples in the lake — like a cresting wave — suddenly takes to the air: a furious raptor of whirling, foam-flecked teal blue water. Its eyes are like twin pearls, and talons of razor-sharp ice flash as it dives.
– claws 2d6 + 1d6 cold; flight; elemental; invisible in water; immune to mundane weapons; cold, wind, water invulnerability; salt vulnerability

06. Tusked
Crown-of-thorns
2 HD
A strange deer-like creature, long of neck and leg, fleet of foot and rumoured to carry a jewel in its forehead beneath flesh and golden hide. Beware not its coronet of five curving horns; it defends itself with protruding fangs as long and curved as sabres.
– goring slash 1d10; fickle fate — grant Advantage or Disadvantage to target’s next action; magebane — hostile spells fail against it 4-in-6

07. Eyeless
Quivering jelly
1 HD
There’s something almost hypnotic about the way this multicoloured, prismatic jelly shivers and sparkles … – 1d4 dissolve (does not affect stone, bone); attach — automatic damage each action after successful attack; fascinate — subject loses actions until shaken or otherwise distracted

08. Multilegged
Salamandrach
3 HD
Slick, coal-black skin peppered with sulphur-yellow chitin; a creature with a distinctly amphibious look to its wide maw and round eyes and grasping toes, that conflicts in the mind with its long segmented body and hundred skittering legs —
– bite 1d8 + poison (slow); always acts first; climb sheer surfaces; burrow

09. Brutal
Gorak
4 HD
A baboon near six feet tall on its hind legs — a baboon of snowy porcelain, its too-smooth ‘hide’ still flecked with gilding here and there, that raises four forepaws in warning of violence to come.
– pummel 1d6 x4; relentless; construct; track blooded target; half-damage from magic

10. Mimic
False door
10 HD
What’s worse than a chest that tries to eat you? The moment when you realize that “door” you just waltzed through was a creature’s maw, and now you’re standing in its gullet, and here comes the digestive juices …
– bite 2d8 (if “door” closes on victim); acid — 1d4 automatic damage every minute if inside false door; cold vulnerability; metamorph — molds self to fit room contours

11. Tentacles
Blightwyrm
6 HD
The whispers from a hideous draconic creature slither through your mind and you swear you can see the beast before it approaches — a serpentine creature of venomous fang and slender, folded forelimbs that look useless compared to the twin clusters of coiling, twisting, barbed tendrils that sprout where wings should be. – bite 1d6 + 1d4 physical attribute loss; lash 2d4 + constrict, x2; telepathic, breath weapon — venomous mist 4d4; 2d6 spells; amphibious

12. Hybrid
Living Eclipse
9 HD
A spherical void cut into the world, or extruding into it; a dancing white-hot — or is it ice-cold? — coronal flame crawling eternally across its surface. None know its source. None know what it wants. – coronal burst 4d4 heat or cold, 25′ radius; black sun — blindness; create light; create darkness; swallowed whole — induces fear; devour memory; elemental null; raise black bones

13. Insectoid
Devil’s darning needle
1 HD
Just a big old red and black dragonfly, never you mind ~ Even if its long as your forearm ~ Even if its diving at your face with hooked legs and curving abdomen ~
– bite 1d2 + 1 drain/action; devil’s stitchery — sews up one orifice; eyes by preference (blind), then mouth, then …

14. Aquatic
Ii’ama (Marine-snow)
3 HD
It looks just like a few drifting clumps of snow in the water, or maybe some broken chunks of ice — then the translucent, scaly beast surges forward with a snap of its flippers to snatch prey with a fang-filled maw at the end of its long, long neck.
– bite 2d4; barrel roll — bitten target dragged and whirled around; aura of winter — cold surroundings 50′ (lose every other action)

15. Plantlike
Dandelion
6 HD
Well, yes, the name was given in jest. Less of a joke is this great golden-green feline’s long wooden fangs, or its thorny paws, or — in all honesty — it’s regal ruffled mane of golden, filamentous petals. The royal beast forgives you.
– bite 2d6, claws 1d8/1d8; create food and water; command plants; shape wood; greenblessing — luminescent tendrils of foliage banish next injury, toxin or hex

16. Armoured
Revok
5 HD
That’s a pretty, and pretty unhesitating, mirage plodding slowly your way — a tortise tall as an ox, scaled in velvety black with every plate and scute that encases it a gleaming mirror, its shell rising in tall irregular peaks of shining mirrored crystals.
– bite 2d8; acts last; magic reflection — spells cast at still work, 1d6 beam of random element ricochets back at caster; steelturn — 1-in-6 chance of melee weapon turning to mirror and shattering

17. Wet
Rainsnail
1 HD
A strange little half-elemental creature; a snail the size of one’s noggin, grey-blue with pearly striped shell, just gliding along encased in a bubble of water.
– healing waters 1d4; call stormbolt 1d6; summon clouds; summon rain

18. Fiery
Blazewing
1 HD
Beautiful, mesmerizing, but dangerous; a butterfly the size of a shield, its wings orange and crimson flame.
– burn 1d6; flight; firedance — fascinated for 1d4 minutes or until shaken; water vulnerability

19. Corrupt
Malspell
2 HD
For a brief moment there was a red-rimmed shadow of a twisted, broken glyph; but now it’s gone — and now each spell cast is warped and wounding …
– incorporeal; possession — successful ‘attack’ on spellcaster inhabits them; bleed — while inhabited, each spell casts causes 1d6 damage to caster; banished by incense smoke; silver vulnerability (even while inhabiting)

20. Construct
Balehound
4 HD
A terrible whimsy of blackened and wolfish articulated iron, hell-silver etchings across its gleaming plates. Its eyes are glowing lamps; its ragged jaws gape wide, revealing the sorcerous ghostfires inside. The jewel in its brow holds the blood of its intended prey, or that of its master, and it does not reveal which it is.
– bite 2d4 + 1d6 heat; construct; tireless; bloodbound — if for prey, will track and has advantage against, if for master will guard loyally; hellrun — howl causes hallucination of chase through damnation, 1d4 hrs

21. Devilish
Ahauit
7 HD
The pact was sealed, the contract was signed, and now a menacing figure stands guard over the threshold: flesh the colour of a bruise, gnashing tusks, bulging eyes, a lion’s ears and tail, and two swords carved from darkness.
– nightblades x2, 2d8 + paralysis; immune to mundane weaponry; ivory vulnerability; blinding snarl; telepathy; 1d6 spells; fell guardian — acts first when defending bound charge

22. Ancient
Grey bones
2-8+ HD
When a skeleton — of any kind — exists long enough, it just might develop a self and a mind and an existence of its own. With age comes wisdom, and deep time, and deeper secrets.
– undead; moonwave — 1d6 damage per 2 HD, 25′ radius; divine secrets; divine truth; 3d4 spells; telepathy; sage wisdom (1d4 topics)

23. Winged
Melocophony
4 HD
A strage sight glides through the air: a conglomeration of dozens of blades of stained glass, like a fireworks of glittering black-trimmed wings was frozen in time. As it approaches, a soothing chiming hum begins to resonate …
– bladewing 2d4; shivering shriek — every 3 actions, vibration 3d6 + blindness, 60′; calm emotions; incite fury (berserk)

24. Diseased
Urugotha
1 HD
Bad enough that the thing looks like some unholy amalgamation of slug and leech and rotting meat, but the wretched creatures spawn endlessly and spread their filth besides.
– rasp 1d4 + attach for 1/action; taint water; swim/climb/burrow; withering fever — once attached, 2-in-6 chance every action to infect with disease (lower one trait 1/day until cured; cannot fight or otherwise exert self)

25. Folktale
Old Hag
13 HD
You might catch a glimpse, in the mind’s eye, while you lie in the dark at night. Most likely all you know is the weight on your chest and the hell in your head and you can’t move —
– 4d6 spells; inflict paralysis; steal sleep; invisibility; phantom form; hagridden — receive no rest from sleep until curse lifted

26. Ethereal
Day-gone-by
1 HD
Sometimes magic or just deeply felt events leave behind such an impression on the world, they spawn an insubstantial, intangible echo of that memory or event; a phantom tangle of luminescent self-stuff just waiting for a new home.
– jolt 1d3; memory implant; disorientation — subject of memory implant cannot act on 2-in-6 for 2d8 hours

27. Faerie
Little people
1-6 HD
A glimpse of a gnarled figure barely hip-high, sporting red vest or cap — or a glimmer in the air — or a curious, magnificent, tack-less horse — or a whisper on the wind, teasing …
– 2d4 spells; shapeshift (horse, crow, fox, fey light are common); invisibility; tree-portal; grow grove; create illusion; fairy blow — 1d6 damage, wound spills fishbones, hair, twigs, Disadvantage until curse is broken and injury is healed (shaken); repelled by silver coins, religious tokens, crumbs in pocket, inside-out clothing

28. Arcane
Heqai
1+ HD
Gliding along the ground — and up walls, and through the very air itself — is a glowing, shimmering shape, as if a snake’s skeleton were formed of countless sorcerous glyphs. And it does so very wish to add ever more to its sinuous calligraphic spine.
– glyphbite 1d4 per HD; devour sorcery — each spell cast at the heqai (or sorcerous writing devoured by, elixir absorbed by, etc) adds one HD and heals all wounds; otherwise immune to hostile magic; broken sigil spawning — if more than 3 HD, destruction leaves behind 1d4 1-HD heqai

29. Decaying
Uruke (Creeping bolete)
3 HD
Glossy rusty brown mushrooms as tall as a grown adult. Well, it could be worse, right … like it they started to slowly walk about, and gather corpses. Maybe make some. Oh dear.
– cap bash 1d12; spore cloud 20′ — sleep; bone toss — 2d4, 50′; firespawn — flame damage makes two 2-HD uruke

30. Harvest
Wadjwer (Great Green)
15+ HD
A dragon — a great dragon, thick with bulk yet still sinuous in its movements as it strides, coiling, across the land. Its scales moss and malachite and jade, or jasper and copper and carnelian; its horns gnarled and branched and burnished golden brown; and both its broad back and spade-like tail are overgrown with bone-spur trellises covered with berry-vines, young trees loaded with fine fruits, and every herb and leaf and green-growing thing one could wish for —
– bite 4d8, claw 3d6 x2; breath weapons — 10d6 resinous acid spray; regenerate 1 HD/minute; 4d6 spells; healscale gift 3d6; cornucopia scale; banish disease; banish poison; mass create food and water; create non-metal goods

31. Nightmare
Fallen-from-grace (night mirror)
1 HD
They say it looks like a conglomeration of delicate refracting black prisms, at first, but no one sees it like that — what they see is a horror that reflects back horrors, before tearing them away from the screaming soul and incorporating them into its ever-shifting form.
– invoke terror; fivefold blight — blindness, paralysis, numbness, deafness, muteness; spreading horrors — Disadvantage in 100′ radius, spreads 100′ every night while remaining in place; dream theft; memory theft; immune to physical damage; immune to magic; vulnerability — roses and salt