The Demoniacs

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The following monsters for the Castles & Crusades RPG allow the CK to add demonic possession to his stories and scenarios. As usual, I’ve tried to follow the actual lore as closely as possible.

DEMONIAC
A person possessed by a Demon

NO. ENCOUNTERED: 1-6
SIZE: Medium
HD: 3-5 (d8)
MOVE: 30′
AC: 13 (or by armor type)
ATTACKS: 2 Slam (1d3+4) or 2 Claw (1d3+4), 1 Bite (1d4)
SPECIAL: Cold Resistance (Full), Immune to Poison and Emotion-affecting Magic, Demonic Strength, Terrifying Visage, Regeneration, Sound and Voice Imitation, Subject To Turning, Holy Water Vulnerability, Deepvision, Spell Resistance 5, Spell-like Abilities
SAVES: M+P
INT: Average
ALIGNMENT: Chaotic Evil
TYPE: Extraplaner
TREASURE: 5
XP: 3 HD: 230+3 | 4 HD: 440+4 | 5 HD: 880+5

When a Possessor Demon takes control and inhabits a humanoid creature, the result is a Demoniac. Demoniacs are not always obvious; often, the possessing Demon chooses to carry on as if the original personality was still in control of the body. When the time is right, however, the Demon will reveal itself and wreak Chaos. The Demon can cause the possessed person’s body to contort in horrible and unsettling ways, change the facial features into an abominable visage, and display powers ranging from inexplicable knowledge to levitation.

The Possessor Demon has access to the memories of the body it inhabits. This includes the ability to cast any Arcane (but not Divine) spells the previous personality had memorized at the time of possession.

There are said to be certain madmen who not only allow their bodies to become possessed, but actually desire it. There are are in fact numerous bizarre cults led by Demoniacs. In some places, Demoniacs even function as fortune tellers, the possessing Demon accepting gifts and praise in return for information that is often true.

Every point of damage inflicted upon a Demoniac is also inflicted upon the Possessor Demon inside. If a Demoniac is killed, the Possessor Demon within is flung back to the Outer Darkness. Therefore, Possessor Demons will almost always try to flee if a Demoniac’s body is about to be slain. It takes a full round for a Possessor Demon to fully leave a body, during which it can do nothing else. After the Demon leaves the former Demoniac is reduced to 1 hp, regardless of how many it had while still possessed. A former Demoniac’s lost Hit Points are regained in the usual way.

Unlike the Posessor Demon in its natural form, a Demoniac does not radiate cold (unless it wants to).

Combat: Demoniacs love to kill, but they love to cause pain and confusion even more. A favorite tactic is to control the body into a Terrifying Visage, attack with tooth and nail, and in the following round revert to the host’s normal appearance and voice while they apologize and beg for mercy. Demoniacs will always try to attack from behind, or in situations that will cause the most chaos. Often, they will Levitate above a melee, and then use Telekinesis to hurl objects at combatants.

Demonic Strength: A Demoniac possesses a Strength score of 20, adding a +4 bonus on melee to-hit and damage rolls, as well as all relevant Saving Throws and attribute checks.

Terrifying Visage: The Possessor Demon inhabiting a Demoniac can twist and contort its host’s flesh in horrible ways. Characters who first behold such a Terrifying Visage must save versus Charisma or be affected as by Scare spell. The effective caster level is the same as the Demoniac’s HD. Clerics, Elves, and those with 6 or more character levels are unaffected.

While it cannot change the persons height or gender, the Demon can do such things as:
Change their host body’s skin color.
Cause the teeth and nails to lengthen into fangs and claws.
Cause the face to have a bestial character.
Cause the vomiting of blood, slime, or even small inorganic objects (such as broken glass or pebbles).
Change the eyes to those of an animal, make them bloodshot, or make them a single solid color.
Cause the body to swell and bloat, or to look emaciated
Cause apparent bruises, blisters, and wounds to appear on the flesh, and make them disappear.
Cause words and symbols to appear as welts on the skin.
Cause the limbs and joints to contort in seemingly impossible ways.

Regeneration: A Demoniac regenerates at the rate of 1 hp per round, so long as anyone remains Scared by its Terrifying Visage.

Sound Imitation: A Demoniac can imitate sounds, and particularly voices, perfectly. Typical sounds emitted by Demoniacs include thunder, galloping horses, animal howls, loud crashes, and sharp banging noises. The creature will also be able to speak in the voice of anybody that a PC has ever met. The Demoniac does not necessarily have any special knowledge about the people whose voices it imitates, however. Therefore, it is likely to make glaring mistakes in characterization and word choice.

Personality Resurgence: A demoniacally possessed person receives a Charisma Saving throw each day, with a Challenge Level equal to the Hit Dice of the Demon who controls their body. Upon success, the person regains control

Subject To Turning: Like all Demons, Demoniacs can be turned by Good and Lawful Clerics as if they were Unique Undead.

Holy Water Vulnerability: Holy Water burns Demoniacs like acid, for 1d8 points of damage per vial.

Spell-like Abilities: One per round: Augury, Detect Thoughts , Levitate, Sending, Telekinesis. Like Demons, a Demoniac can speak and understand all languages, see perfectly regardless of illumination, cause Darkness, perform feats of Prestidigitation, and instantly Know Alignment. Although Possessor Demons in their natural forms can potentially open a Gate to the Outer Darkness, Demoniacs cannot.

Cold Immunity: A Demoniac is completely immune to cold based attacks. The physical body of a Demoniac can be burnt by acid, however.

DEMONIAC BEAST
An animal twisted by a possessing Demon

NO. ENCOUNTERED: 1-6
SIZE: Small-Large
HD: 3-5 (d8)
MOVE: As host
AC: 13, or host’s AC if better
ATTACKS: 2 Claw (1d4+4), 1 Bite (1d6) or host’s attacks if better
SPECIAL: Cold Resistance (Full), Immune to Poison and Emotion-affecting Magic, Demonic Strength, Terrifying Visage, Regeneration, sound and Voice Imitation, Subject To Turning, Holy Water Vulnerability, Spell Resistance 5, Deepvision, Spell-like Abilities
SAVES: M+P
INT: Average
ALIGNMENT: Chaotic Evil
TYPE: Extraplaner
TREASURE: 5
XP: 3 HD: 230+3 | 4 HD: 440+4 | 5 HD: 880+5

Sometimes, a Possessor Demon will elect to inhabit the body of an animal or beast, instead of a human. The Demons prefer the bodies of such things as pigs, black cats, owls, black horses, goats, wolves and black dogs, but can actually steal the flesh of any available beast. Once transformed, the Demoniac Beast is wholly taken over by the Demon inside. The Demon can make the animal speak, or contort its flesh, in a manner identical to a human Demoniac.

Only animals and beasts with the same or fewer Hit Dice than the Possessor Demon can become Demoniac Beasts. The Demoniac Beast can attack either with the beast’s natural attacks, or with the claws and fangs that can be created by the possessing Demon. The Demoniac Beast’s Armor Class is either 13, or the original one of the host body. As is the case with all Demoniacs, all damage inflicted upon the host body is also inflicted upon the Possessor Demon.

Combat: Demoniac Beasts have the choice of using the natural attacks of their host body, or twisting its flesh to create demonic fangs and claws to attack with. Like human Demoniacs, Demoniac Beasts will try to attack with surprise, and in ways that create the most disruption and confusion amongst their enemies. They will use their spell-like abilities in a manner similar to Demoniacs.

Demonic Strength: A Demoniac Beast possesses a Strength score of at least 20, adding a +4 bonus on melee to-hit and damage rolls, as well as all relevant Saving Throws and attribute checks. If the original host body had a greater equivalent strength than 20, however, it retains that strength.

Terrifying Visage: The Possessor Demon inhabiting a Demoniac Beast can twist and contort its host’s flesh in horrible ways. Characters who first behold such a Terrifying Visage must save versus Charisma or be affected as by Scare spell. The effective caster level is the same as the Demoniac’s HD. Clerics, Elves, and those with 6 or more character levels are unaffected.

While it cannot change the beast’s size or gender, the Demon can do such things as:
Change their host body’s skin color.
Cause the fur to become patchy or sparse.
Cause the teeth and nails to lengthen into fangs and claws, even if the beast doesn’t normally possess them.
Cause the face to look oddly human.
Cause the vomiting of blood, slime, or even small inorganic objects.
Change the eyes to those of a human, make them bloodshot, or make them a single solid color.
Cause the body to swell and bloat, or to look emaciated
Cause apparent bruises, blisters, and wounds to appear on the flesh, and make them disappear.
Cause words and symbols to appear as welts on the skin.
Cause the limbs and joints to contort in seemingly impossible ways.

Regeneration: A Demoniac Beast regenerates at the rate of 1 hp per round, so long as anyone remains Scared by its Terrifying Visage.

Sound Imitation: A Demoniac Beast can imitate sounds, and particularly voices, perfectly. Typical sounds emitted by Demoniac Beasts include thunder, galloping horses, loud crashes, and sharp banging noises. The creature will also be able to speak in the voice of anybody that a PC has ever met. The Demoniac Beast does not necessarily have any special knowledge about the people whose voices it imitates, however. Therefore, it is likely to make glaring mistakes in characterization and word choice.

Subject To Turning: Like all Demons, Demoniac Beasts can be turned by Good and Lawful Clerics as if they were Unique Undead.

Holy Water Vulnerability: Holy Water burns Demoniac Beasts like acid, for 1d8 points of damage per vial.

Spell-like Abilities: One per round: Augury, Detect Thoughts , Levitate, Sending, Telekinesis. Like Demons, a Demoniac Beast can speak and understand all languages, see perfectly regardless of illumination, cause Darkness, perform feats of Prestidigitation, and instantly Know Alignment. Although Possessor Demons in their natural forms can potentially open a Gate to the Outer Darkness, Demoniac Beasts cannot.

Cold Immunity: A Demoniac Beast is completely immune to cold based attacks. The physical body of a Demoniac can be burnt by acid, however.

In most other respects a Demoniac Beast is much the same as a Demoniac.

DEMONIAC CORPSE
A dead body inhabited and animated by a Demonic power

NO. ENCOUNTERED: 1-6
SIZE: Medium
HD: 3-5 (d8)
MOVE: 30′
AC: 15
ATTACKS: 2 Slam (1d3+4) or 2 Claw (1d3+4), 1 Bite (1d4); or 1 Grapple
SPECIAL: Cold Resistance (Full), Immune to Poison and Emotion-affecting Magic, Terrifying Visage, Dual-Type, Enhanced Grapple, Cold Presence, Drink Blood, Consume Flesh, Voice of the Dead, Subject To Turning, Holy Water Vulnerability, Spell Resistance 5, Deepvision, Spell-like Abilities, Vulnerable To Fire
SAVES: M+P
INT: Average
ALIGNMENT: Chaotic Evil
TYPE: Extraplaner-Undead
TREASURE: 5
XP: 3 HD: 230+3 | 4 HD: 440+4 | 5 HD: 880+5

Not even the dead are safe from the Possessor Demons. Any corpse, fresh or decayed, that still has majority of its body intact is subject to possession by such a Demon.

The Demon inside of a Demoniac Corpse can twist its flesh into a Terrifying Visage, in the same manner as a Demoniac person, or Demoniac Beast. The one thing the Demon cannot do with with own power alone, is reverse the decay of its body.

Demoniac Corpses continue to rot at the natural rate, unless they feed upon the living. For every living person killed and eaten, the process of decay is arrested for another night. The Demoniac Corpse can elect to subsist on blood, flesh, or both.

Combat: A Demoniac Corpse’s usual object in combat is the consumption of living flesh or blood. Therefore, it usually prefers to grapple opponents, rather than use other attacks. If the Demoniac Corpse has already fed that night, however, it may wish to attack mercilessly with tooth and claw, for the dark joy of killing.

Enhanced Grapple: A Demoniac Corpse can forgo its normal attacks and elect to grapple an opponent. The Demoniac Corpse gains a +4 bonus to the roll due to its great strength. Once a Demoniac Corpse has successfully grappled and opponent, it will begin to either Drink Blood or Consume Flesh on the next round.

Drink Blood: If a Demoniac Corpse has a grappled opponent in its grasp, it can automatically bite and drain blood at the rate of 1d8 hp per round. These hit points are added to the Demoniac Corpse’s own, to the maximum amount allowed by its Hit Dice. If the Demoniac Corpse drains enough blood to kill its victim, it will not decay any further that night.

Consume Flesh: If the Demoniac Corpse elects to Consume Flesh, instead of Drink Blood, it inflicts 1d8 points of damage, plus 1 point of Constitution damage, per round. If a victim is killed in this way, the Demoniac Corpse’s rot is arrested for the night. The Demoniac Corpse receives no other special benefit from Consuming Flesh, but will often elect to do it simply because it is far more grisly and unsettling than Drinking Blood.

Dual Type: Demoniac Corpses have all the powers and debilities of both the Extraplaner and Undead types. They are affected by all spells and magical effects that benefit or target both Extraplaner creatures and Undead creatures.

Cold Presence: Like Possessor Demons (but unlike other kinds of Demoniacs), Demoniac Corpses suck the heat out of any space they inhabit. Anyone coming with 30′ of a Demoniac Corpse will instantly notice a chill in the air. Although not severe enough to cause damage, this Cold Presence can alert people to the proximity of a hidden Demoniac Corpse

Voice of the Dead: A Demoniac Corpse can speak with the same voice its body possessed while alive, with a scratchy wheeze that reflects its rotted vocal cords, or with the deep and unsettling voice of the Possessor Demon. Unlike Demoniacs and Demoniac Beasts, Demoniac Corpses cannot imitate other sounds or voices.

Subject To Turning: Like all Demons, Demoniac Corpses can be turned by Good and Lawful Clerics as if they were Unique Undead.

Holy Water Vulnerability: Holy Water burns Demoniac Corpses like acid, for 1d8 points of damage per vial.

Spell-like Abilities: One per round: Augury, Detect Thoughts , Levitate, Sending, Telekinesis. Like Demons, a Demoniac Corpse can speak and understand all languages, see perfectly regardless of illumination, cause Darkness, perform feats of Prestidigitation, and instantly Know Alignment. Although Possessor Demons in their natural forms can potentially open a Gate to the Outer Darkness, Demoniac Corpses cannot.

Cold Immunity: A Demoniac Corpse is completely immune to cold based attacks. The physical body of a Demoniac Corpse can be burnt by acid, however.

Vulnerable To Fire: Fire-based attacks inflict an additional 1 hp of damage per die to Demoniac Corpses. A Demoniac Corpses automatically fail any saving throw against fire-based attacks.

DEMONIAC FETISH
An object inhabited by a Demon

NO. ENCOUNTERED: 1
SIZE: Small-Large
HD: 3-5 (d8)
MOVE: 30′ (Walk) or 10′ (Creep) or 20′ (Slither) or 60′ (Roll) or 15′ (Sail), 20′ (Fly [if under 100 lbs])
AC: 14 (immune to weapons of softer materials)
ATTACKS: 1 Slam (1d6) or 1 Smother (1d6) or 1 Strangle (1d6) or By Weapon Type +1
SPECIAL: Cold Resistance (Full), Immune to Poison and Emotion-affecting Magic, Weapon Immunities, Empathic Communication, Phantom Messages, Subject To Turning, Holy Water Vulnerability, Spell Resistance 5, Deepvision, Spell-like Abilities
SAVES: M+P
INT: Average
ALIGNMENT: Chaotic Evil
TYPE: Extraplaner
TREASURE: 5 (a Demoniac Fetish is often valuable in itself)
XP: 3 HD: 230+3 | 4 HD: 440+4 | 5 HD: 880+5

On rare occasions, a Possessor Demon will inhabit an object instead of flesh. Such possessed objects are known as Demoniac Fetishes. The Demon’s usual desire in such a possession is to cause the object to be bathed, splashed, or spattered with blood, either by its own efforts, or by those of the Fetish’s would-be possessors. Any blood that contacts a Demoniac Fetish will seem to disappear, consumed by the Demon inside.

Dolls, statues, ropes, rugs, wagons, boats, are all common forms of Demoniac Fetishes. Altars are another common choice, because although they cannot move or attack (except through Levitation), they are frequently covered in the blood the Demon desperately craves. Most of all, the Possessor Demons love to inhabit weapons that will be frequently bathed in gore. The maximum size object that can be turned into a Demonic Fetish is equal to a large stone altar (about 4′ x 7′ x 4), or a large carriage.

Although the physical form of a Demoniac Fetish generally lacks obvious sensory organs, the Demon inside the Fetish nonetheless retains its senses. It loses the ability to audibly vocalize, however, being restricted to empathic communication, and causing brief phantom messages to appear. Of course, the Possessor Demon could always decide to temporarily posses a nearby creature in order to speak!

A Demoniac Fetish moves in way consistent with its shape. A rug will creep, a rope will slither, and a wagon will roll. The inhabiting Demon can also use Telekinesis to cause the object to fly, if it weighs under 100 lbs.

The Demon that inhabits the Demoniac Fetish can cause the object to twist and contort, but the Demon cannot change the essential shape of the Fetish, or create new appendages. For example, a statue can me made to move as if alive, but it cannot grow new arms. A spear could twist and attack its holder, but not change into a sword.

A weapon inhabited by a Possessor Demon and turned into a Demoniac Fetish is equivalent to a +1 enchanted weapon in all ways, including adding its bonus on to-hit and damage rolls. Since the inhabiting Demon retains its spell-like abilities, such a weapon may become famous and valued. It remains enchanted only so long as it pleases the Demon, however.

A Demoniac Fetish’s hit points represent damage taken by the Possessor Demon inside, and do not necessarily represent destruction of the object. Likewise, a weapon turned into a Demoniac Fetish is not damaged by ordinary use – only by deliberate attacks to the weapon itself.

Demoniac Fetishes are unnaturally cold to the touch, but they do not radiate cold like a Possessor Demon or Demoniac Corpse. Of course, actually touching the Fetish puts one in empathic contact with the inhabiting Demon.

Combat: A Demoniac Fetish will use whatever attacks are possible for its shape. A statue will slam with a fist, a rug will smother, a rope will try to constrict and strangle, or a pillar might fall upon a victim. In most cases, a Demoniac Object’s attack will do 1d6 points of damage. In the case of weapons, the damage is by weapon type +1. The possessing Demon will use Telekinesis to attack with any weapon it inhabits. In all cases, a Demoniac Fetish wants to have fresh blood splashed or poured on it, and those who willingly perform such a sacrifice can sometimes cause the Fetish to end combat.

Weapon Immunities: Naturally, it is impossible to damage a Demoniac Fetish with a weapon that is less hard than the material of the Fetish itself. For example, a stone statue could be damaged by a steel mace, or a thrown stone, but not a wooden staff or leather whip.

Empathic Communication: Since it lacks a true mouth and vocal cords, a Demoniac Fetish cannot speak. The inhabiting Demon, however, can transmit its feelings and desires to anyone who touches the object.

Phantom Messages: In addition to Empathic Communication, the Demon inhabiting a Demoniac Fetish can make words and symbols briefly appear on the surface of the object. Such messages will be limited to a single sentence, and may be as short as a single word. “They are all against you”, “Feed me,” “You should be the leader”, and “Kill” are typical messages.

Repair: For every ounce of blood absorbed by a Demonic Fetish, it can repair itself of 1 point of inflicted damage.

Subject To Turning: Like all Demons, Demoniac Fetishes can be turned by Good and Lawful Clerics as if they were Unique Undead. If the Fetish is essentially non-mobile, then the inhabiting Possessor Demon is actually expelled from it on a successful Turning.

Holy Water Vulnerability: Regardless of their constituent materials, Holy Water burns Demoniac Fetishes like acid, for 1d8 points of damage per vial.

Spell-like Abilities: One per round: Augury, Detect Thoughts , Levitate, Sending, Telekinesis. Like Demons, a Demoniac Fetish can understand all languages, see perfectly regardless of illumination, cause Darkness, perform feats of Prestidigitation, and instantly Know Alignment. Although Possessor Demons in their natural forms can potentially open a Gate to the Outer Darkness, Demoniac Fetishes cannot.

Cold Immunity: A Demoniac Fetish of whatever construction is completely immune to cold based attacks. The physical body of a Demoniac Fetish is affected by any other attacks that would damage its material, however.

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Possession By Multiple Demons

Sometimes a Demoniac is possessed by many Demons simultaneously. Usually, only a few different Possessor Demons will inhabit one host, but tales tell of extreme cases were up to 2,000 (!) Demons infested a single body. In cases where several Demons have decided to take up residence in a single Demoniac body (whether a person, beast, corpse or object), the resulting Demoniac has the Hit Dice and hit points of the single strongest Demon inside of it. Damage suffered by the Demoniac is still applied equally to all of the inhabiting Demons. The individual Possessor Demons can come and go as they please, although it still takes a full round for a Demon to leave a host, during which time the Demoniac body can take no other action. Multiple Demons can leave a host in single round, however. Demoniacs possessed by multiple Demons can sometimes be seen to apparently argue with themselves in different voices. Of course, it is simply the different Demons squabbling as to the best use of their body.

The Possessor Demon

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Today’s Monster for Castles & Crusades is the Possessor Demon. In the coming days I will also post writeups for the various forms of Demoniacs (demonically possessed people, animals, corpses, and objects).

I’ve tried to stay pretty close to the lore with these monsters. Although minor and common by demonic standards, even a single Possessor Demon can strike fear into a party of low-level adventurers. Watch the PCs freak out as their allies, their mounts, the corpses of defeated enemies, and then even their own equipment, become in turn possessed by Demons! Just the things to inject a little horror into your fantasy. Also, the Demonic Fetishes allow the CK to introduce ersatz magical weapons whose use comes with a horrible price, and constant risk.

Remember that an encounter with a Possessor Demon, or any form of Demoniac, can quickly become an encounter with the monster in ALL its forms, as it jumps from one form of host to another.

POSSESSOR DEMON

NO. ENCOUNTERED: 1-6
SIZE: Medium
HD: 3-5 (d8)
MOVE: 90′ (fly)
AC: 13 (see below)
ATTACKS: 1 Slam (1d6) or 1 Slash (1d6)
SPECIAL: Iron or Magic Weapons To Hit, Deepvision, Cold Resistance (Full), Acid Resistance (Full), Immune to Poison and Emotion-affecting Magic, Invisible, Incorporeal, Cold Presence, Possession, Subject To Turning, Holy Water Vulnerability, Spell Resistance 5, Spell-like Abilities
SAVES: M+P
INT: Average
ALIGNMENT: Chaotic Evil
TYPE: Extraplaner
TREASURE: 5
XP: 3 HD: 230+3 | 4 HD: 440+4 | 5 HD: 880+5

One of the most common forms of Demon, the terrible Possessor Demon is an incorporeal abomination that hungers to clothe itself in flesh. Although not especially powerful compared to other spirits, Possessor Demons infest the mundane world in vast numbers. There they cause endless chaos and suffering.

A Possessor Demon is naturally Invisible. Those who can perceive Invisible things (through True Seeing, for example) will see the Possessor Demon as a vaguely manlike shadow. Most creatures, however, will sense the presence of a Possessor Demon only by a distinct and otherwise inexplicable chill in the air.

The origin of these beings is unclear. Many seem to have once been the Lost Souls of twisted mortals whose time in the Outer Darkness has transformed them into Demons. Others appear to have always been Demons, swirling forth from dark Chaos itself.

Like all Demons, Possessor Demons delight in ruining the plans of both men and spirits. They will especially direct their attention to those who have been selected for greatness by the Cosmic Archons, virtuous people beloved by the Angels, or the subjects of Hell’s most intricate schemes. They strike without warning, or any seeming agenda other than causing confusion and catastrophe.

Possessor Demons dislike sunlight, but are not actually harmed by it. Like all Demons, they love to haunt ruins and wastelands, or any other place where the harmony and order of the Cosmos seems to have broken down.

Combat: Although it is naturally incorporeal, a Possessor Demon can physically attack in a number of ways. Commonly, it first uses Telekinesis to throw objects at its victims. If an opponent is within melee range, the Demon is capable of physically manifesting enough to attack either with a punch, or by causing myriad small cuts to appear on a victim’s flesh. Always, however, the Demon’s goal will be possession of an actual physical body.

Invisible: Possessor Demons are naturally Invisible, causing any being who is unable to perceive them to suffer a -4 penalty on to-hit rolls. Possessor Demons remain invisible while moving, attacking, or using their special abilities.

Incorporeal: Since they lack physical bodies, it is extremely hard to fight Possessor Demons in their natural forms. Only weapons that are magically enchanted, or crafted of pure, unalloyed iron, can harm them. Even then, all physical attacks inflict only half damage. A Demoniac being inhabited by a Possessor Demon, however, is affected by normal weapons.

Cold Presence: Like all Demons, Possessor Demons suck the heat out of any space they inhabit. Anyone coming with 30′ of a Possessor Demon will instantly notice a chill in the air. Although not severe enough to cause damage, this Cold Presence can alert people to the proximity of a Possessor Demon.

Possession: Once a round, in place of its normal action, a Possessor Demon may attempt to possess a creature, corpse, or object. If successful, the Demon joins with the subject, forming a Demoniac, Demoniac Beast, Demoniac Corpse, or Demoniac Fetish. Each form of Demoniac has unique characteristics.

Living victims who are targeted for Possession must save versus Charisma, with a Challenge Level equal to the Demon’s Hit Dice. Failure indicates that the Demon now inhabits and controls the creature’s body, turning it into either a Demoniac or Demoniac Beast. Only living creatures whose Hit Dice (or Levels) are equal to, or lesser than, the Demon’s own can be possessed.

The Demon can possess a corpse if it can succeed at a Challenge Level 3 Charisma Check. Upon success, the corpse is transformed into a Demoniac Corpse.

In order to possess an object the Demon must succeed at a CL 3 Charisma Check. A Demoniac Fetish will thus be created.

A Demoniac (whether person, beast, corpse, or fetish) has the Hit Point of the Possessor Demon within it. Damage to the Demoniac is also suffered by the Possessor Demon.

If a Demoniac is slain, the Possessor Demon inside is cast back into the Outer Darkness. Therefore, the Demon will almost always try to flee any possessed body before it is destroyed. Leaving a possessed body takes a full round, during which neither the Demoniac body, or the fleeing Possessor Demon, can take any other actions.

Subject To Turning: Like all Demons, Possessor Demons can be turned by Good and Lawful Clerics as if they were Unique Undead.

Holy Water Vulnerability: Holy Water burns Possessor Demons like acid, for 1d8 points of damage per vial.

Spell-like Abilities: One per round: Augury, Detect Thoughts, Sending, Telekinesis. In common with other Demons, a Possessor Demon can speak and understand all languages, see perfectly regardless of illumination, cause Darkness, perform feats of Prestidigitation, and instantly Know Alignment. A Possessor Demon can attempt to Gate in another Possessor Demon, with a 30% chance of success. All spell-like Abilities have an effective caster Level equal to the Demon’s Hit Dice.

Cold and Acid Immunity: A Possessor Demon is completely immune to cold or acid based attacks.

The Spiritual Geography of Heaven

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Note: Everything I’ve previously stated in my Overview of the Angels for the Castles & Crusades RPG applies here as well. The following is a work of gaming fiction, and is neither an endorsement, nor a criticism, of any particular real-world religion. While inspired by much real-life lore, I’ve taken some artistic liberties in the presentation, in order to set-up interesting gaming scenarios. Enjoy.

Heaven and the Empyrean

Beyond the Cosmos lies a realm of pure light and spiritual fire, called the Empyrean. The Empyrean is the polar opposite of the Outer Darkness, burning with transcendent flame of ineffable truth. No mundane being can enter the Empyrean without surrendering their individuality to it, and dissolving their being into the liquid light of perfect harmony. Proceeding from the Empyrean, however, are Seven Heavens of perfect Virtue, where Righteousness and Mercy are manifest without blemish. These Heavens, or Gardens of the Blessed, form the home of both of the holy Angels and the Blessed Souls of the virtuous dead. The Heavens, and those who dwell within it, shine with the light of the Empyrean, a visible sign of Virtue whose ultimate source is that wholly transcendent realm of incomprehensible purity.

Usually, only the recently deceased who are destined to dwell in Heaven as Blessed Souls can perceive the entrances to Paradise. There are said to exist certain spells, however, that will allow living mortals to access a portal to Heaven. Heaven’s treasures so far exceed anything in the mundane world, that many mortals are willing to risk everything for the chance to obtain them, even for the briefest of times. The Saints insist, however, that whatever the Angels withhold from humanity is done for its own protection.

The Ladder To Heaven

Portals to Heaven often manifest in the mundane world as long ladders or staircases leading into a glowing cloud. Various Angels will usually be seen climbing up or down the ladder. Living mortals who encounter such a ladder may be challenged to wrestle with one or more Warrior Angels for the right to learn Heaven’s secrets. Anyone who successfully climbs up the ladder will eventually enter the cloud. After wandering in the cloud for a time, the mists will part, and the traveler will find themselves before the walls of Heaven.

The Tunnel of Light

Sometimes, the portal to Heaven takes the form of a vast tunnel of light, instead of a ladder. Inside the tunnel will move images of deceased loved ones. Each observer will behold different figures in the light. The souls of a recently deceased mortal will be guided through the light by an Angel, usually an Angel of Death, but sometimes a Warrior Angel, or Guardian Angel. Those who attempt to visit Heaven while alive (through Astral projection) will not be escorted by an Angel, but will still perceive the images of dead loved ones in the tunnel of light. The images within the Tunnel of Light will whisper words of reassurance to those escorted by an Angel. Living mortals who travel in the Tunnel, however, will be confronted with the unsolved puzzles and challenges of their life, as the dead take the traveler back through their own history.

The Road To Heaven

A third form that the portal to Heaven may take is that of a long road through a wilderness. Unfortunately, the powers of Evil and Chaos become aware whenever the Road appears. Therefore travelers on the Road are targeted for temptation and intimidation. Devils, Demons, the restless dead, and other monstrous things may appear on the sides of the Road, threatening and wooing those who would reach Heaven. The abominations cannot actually enter the Road, but they can project illusions onto it. Those who travel the Road to Heaven with Heaven’s permission are accompanied by a Guardian Angel. Those who boldly attempt to find Heaven through their own initiative must travel the lonely road alone. At the end of the Road is a wall of mists. If entered, the mists eventually clear and reveal Paradise.

The Gates of Pearl

When first beheld, Heaven itself appears to be a walled garden or town of vast dimension, manifesting from a cloud or mist. From the outside, the sky above the walls appears to be an infinite expanse of pure light, which is the Empyrean itself. The walls of the city are high and seemingly made of glowing, pale blue jasper. Punctuating the walls are numerous vast gates whose frames and doors are made of pearl. Before each gates is a host of black-winged beings whose bodies are covered with eyes, and whose heads are obscured by shining halos. These are the Angels of Death.

At the center of each Host of Angels before the Gates of Pearl is a Cherub with a flaming sword, as well as a lone, white-robed figure like an elderly man. The man holds an enormous book in one hand, and a large golden key in the other. This is the Gatekeeper of Heaven, and the same figure simultaneously stands before all the gates of Heaven. Some tales say he is a Saint who was exemplary in his Righteousness when he was alive. Other stories suggest that the Gatekeeper is none other than the Archangel of Death himself. The book in his hand is the Book of Life, and it contains the names of all those who are entitled to enter Heaven, and the date and conditions upon which they shall enter. No mortal whose name is not in that book is entitled to enter past the Gates of Pearl. If a mortal’s name is found in the book, the gatekeeper will unlock the gate with the golden key. Anything so wicked and foolish as to try to storm the gate shall have to deal with an entire Host of Angels.

Furtively whispered tales speak of a strange spell that allows even a wicked man to sneak past the Gatekeeper and enter Heaven, at least for a time. If such magic exists, it is a well-guarded secret. Conceivably, the Accuser Devils (who by compact may enter Heaven’s courts) might be able to teach such a spell, but it is generally contrary to their interests for any wicked person to know the joy that awaits the Blessed in Heaven.

The Gardens of the Blessed

There are seven different Gardens that the Gates of Pearl can open onto, depending upon each soul’s heart’s desire. Two different souls who enter Heaven simultaneously may see two different Gardens beyond the Gate. All of the Gardens contains paths that lead to all of the others, and Blessed Souls are permitted to roam as they will. Those parts of Heaven which contain Celestial secrets, however, can only be reached by the Angels themselves (or those in possession of certain eldritch sorceries).

First Heaven: The Garden of Kindness
The Angels of Death waits outside the Gates of Pearl, and almost never actually enter the First Heaven. Instead, the Guardian Angels tend to the souls here. In the Garden of Kindness the Blessed have their childhoods returned to them. They are free to pursue their favorite pastimes for eternity, across landscapes that precisely recreate their favorite places of the mundane world. They are fed whatever food they loved best in life, and can eat nothing but sweets forever if they want. In some places, buildings are even made of candy and cake, and toys are alive. In other places, the blessed can relive their most loved memories of youth. All innocent dreams come true in the Garden of Kindness.

Second Heaven: The Garden of Charity
The Garden of Charity is a landscape of immaculately-kept orchards and fields. In the Garden, everything that could be desired actually grows on trees – even money! There are trees whose fruits are richly cured meats, and others that bear beautiful clothing. The dice, card, and money trees allow the Blessed of Charity to joyously game and gamble all day and all night. Every morning, all of the fruit on the trees is completely replenished. The Blessed in the Garden of Charity enjoy the company of the Herald Angels, who know games yet to be invented. Living in the trees are prophetic dreams, which take the shape of doves. The Herald Angels lovingly tend to these dreams, until each is ready to fly from Heaven to their intended recipient. Abducting one of these dreams is a dark desire of the wicked.

Third Heaven: The Garden of Chastity
The Garden of Chastity is a series of jeweled palaces and parks that contain the most perfect examples of every form of artistic expression. There the Blessed souls who loved Chastity can dwell in perfect aesthetic enjoyment, in the company of the Cherubim. Souls in the Third Heaven are made flawlessly beautiful, dressed in exquisite robes and rich jewels, and sat upon thrones. They can contemplate and discuss the pure forms of every art, and learn the secrets of perfect beauty. To visit and return from the Garden of Chastity, having beheld perfection, is the dream of many mortal artists.

Fourth Heaven: The Garden of Patience
The Fourth Heaven consists of numerous lovely castles set amidst fair, rolling hills. Inside these castles patient souls can find perfect rest, if they want it. The same castles, however, are the armories and marshaling grounds of Heaven, each one overseen by a Power of the Warrior Angels. Thus, the castles are also inhabited by the souls of those who in life militantly defended the cause of Good. Surrounding the hills and castles is a seemingly endless forest, stocked with the simulacrums of beasts and monsters. The Blessed Souls of righteous warriors can sally forth to eternally hunt game, and defeat the images of evil. In this way, they prepare for the day when they will aid the Angels in the Final Battle against the forces of Evil and Chaos.

Fifth Heaven: The Garden of Mercy
The Garden of Mercy takes the form of a pleasant field of grass and wild flowers, through which flow streams of wine, milk, and pure water. There, Blessed Souls feast all day at outdoor banquet tables and in silk pavilions. Separated lovers are reunited in the Garden of Mercy. There is said by some to be a secret place in the Garden of Mercy, an abandoned field where the Angels of Mercy come to mourn the loss of those who fell from Heaven. It is said that if one was to overhear the Angels as they mourn, one would learn the True Name of every spirit outside of Heaven.

Sixth Heaven: The Garden of Diligence
The Sixth Heaven is a perfectly orderly city filled with workshops and laboratories, interspersed with formal gardens. There every discovery is possible, and the wildest inventions are made real. The Blessed Souls of the diligent enjoy the company of the Chariot Angels, who reveal secrets of nature undreamed by mortal minds. Many a living inventor has endeavored to somehow spy upon the Garden of Diligence.

Seventh Heaven: The Garden of Humility
The Seventh Heaven take the form of a Holy Mountain, which is visible on the horizon from every other Garden. From the slopes of the Mountain one can look down upon all the other Gardens, and also see that the peak seems to touch the Empyrean itself. The Blessed Souls of the humble dwell in simple cottages and grottoes on the side of the Holy Mountain, and are dressed in the plainest of robes. The air resounds with the chanting of the Seraphim, eternally singing the praise of the Lord of Hosts. To climb the Holy Mountain is to confront one’s own pride, and to learn selfless compassion and humility. There are said to be tests along the way, purifying the soul. At the summit, where manifest existence blends into the purity of the Empyrean, is the court of the Lord of Hosts and the Queen of the Angels.

Time In Heaven

Time flows differently in Heaven, both in rate relative to the mundane world, and direction. Those who enter Heaven find that for every year that seems to pass, only a day has gone by in the mundane world. Therefore, after an entire adventure in Heaven, a mortal may awaken in their body to discover that only a few minutes have transpired. Likewise, time in Heaven is not linear. In a certain sense, both The Fall, and the Final Battle against evil, are both happening currently, and have already happened there. It is possible in Heaven to meet the souls of people not yet born, and to discuss histories not yet made.

An Overview of the Angels

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Since so much of my recent game writing has been on dark subjects, I’ve decided some more light was in order. The following is an Overview meant to tie together my previous writeups of the Angels for the Castles & Crusades RPG. It is intended solely as gaming material, not a serious work of theology. It is definitely not a commentary on anybody’s religious views, merely an approach to implementing medieval folklore and mythology in a gaming context. Feel free to use the Angels as you wish, without reference to this Overview. For example, if you want the Warrior Angels to be servants of your campaign’s God of Protection, and not utilize the Lord of Hosts or Queen of the Angels, do so. Obviously, you could also rename the Lord of Hosts or Queen of the Angels to fit your campaign, or make them identical to existing divinities in your campaign’s pantheon.

Coming very soon is a breakdown of the individual Heavens, or Gardens of the Blessed.

Concerning The Angels

At the zenith of the Cosmos are seven realms of pure benevolence, known collectively as Heaven, Paradise, or the Gardens of the Blessed. Inhabiting these Heavens are the Blessed Souls of those who lived lives of Virtue and goodness. Protecting and tending to the souls of the Blessed are the beings of light called Angels.

Each type of Angel is a perfect exemplar of a benevolent Virtue: Kindness, Charity, Chastity, Patience, Mercy, Diligence, Humility, or Faith. So strong is an angel’s devotion to Virtue that it visibly shines, sometimes emanating from the head as a halo of light, other times surrounding the being as a burning nimbus. Virtue provides the meaning and direction of an Angel’s existence, and they experience joy when they lead others to perfect happiness through its practice.

Angels embody the two complimentary strains of goodness: Righteousness and Mercy. Righteousness consists of strict devotion to the lawful forms of a well-ordered society, and willingness to take positive action to protect good and eliminate evil. Mercy consists of wholly benevolent intentions, commitment to help the less fortunate, and compassionate understanding and forgiveness of the limitations of imperfect creatures. Certain Angels, by reason of their associated Virtue, lean more towards either Righteousness or Mercy. Cherubim, for example, are so Righteous that merely being near one will burn non-Angelic beings with the fire of holiness. The aptly-named Angels of Mercy, however, are so Merciful that they will even intercede on behalf of Devils, asking that they be spared and given the chance to redeem themselves. While the Angels may even disagree amongst themselves about the best way to promote goodness, they never fail to cooperate for the greater good. Accordingly, in mortal terms the Angels are of Lawful Good alignment.

The Angels claim to have been created by, and to faithfully serve, a divinity known as the Lord of Hosts. Many sages state that the Lord of Hosts is the most likely candidate to be the actual Ultimate God – the actual First Cause of existence, and a power who wholly transcends lesser divinities. Other sages speculate that while the Lord of Hosts is not actually the Ultimate God, he is the most powerful emissary of the Ultimate God in the Cosmos, and the only divine power whose will is identical to that of the Ultimate God. Some account say that the natural shape of the Lord of Hosts is that of an enormous being like a man, whose upper body seems to made of bright metal, whose lower body is made of fire, and whose whole being radiates searing white light that breaks into prismatic bands. The light from his body is supposed to shine so strongly that no mundane being can safely look at him for more than a moment. The Lord of Hosts is pictured as sitting upon a throne seemingly made of glowing sapphire, but which is actually the Archangel of the Chariot Angels. Also said to surround the Lord of Hosts at all times are four of the mightiest Chariot Angels, like whirling wheels of chrysolite filled with eyes, as well as the Four Archangels of the Cherubim.

The Angels are also said to have a Queen. She considered by some sages to be the spouse of the Lord of Hosts, and to have once been the only mortal to have ever been without Vice, and perfect in every Virtue. Others propose that the Queen of the Angels is actually the feminine form of the lord of Hosts himself, taken when he wishes for non-angelic beings to be graced with his Presence. Some sages speculate that the The Lord of Hosts and the Queen of the Angels are actually the embodiments of Righteousness and Mercy, respectively. When she appears to mortals, the Queen of the Angels is said to resemble a young woman of perfect loveliness, beautifully but modestly dressed, whose body radiates soft light like that of a summer day, and who is almost always attended by numerous Angels of Mercy. Angels who are asked about the true nature of the Lord of Hosts and the Queen of the Angels generally reply that mortal beings should apply themselves to works of Righteousness and Mercy, and not confuse themselves with questions whose actual answers mere men can never comprehend.

The mission of the Angels in the Cosmos is to serve the Lord of Hosts and the Queen of the Angels in their plan to bring save the Cosmos and its inhabitants from evil and Chaos, and restore it to perfect goodness. They work tirelessly to guide mortals towards benevolent acts, to defend innocents from evil, and maintain the sanctity of holy places. In this work they come into constant conflict with the other kind of spirits. The Planetary Archons try to impose destinies upon humanity, without regard for the moral qualities of their subjects. The Devils endlessly seek to corrupt souls and claim them for Hell. The Demons want to undo all of existence, and turn everything to mad Chaos. The Fairy Folk wish to enjoy and express themselves without moral considerations. While there is no doubt that the Angels represent the single most powerful class of extra-planer beings, both individually and as a whole, it is also true that they are set against vast numbers of other spirits who constantly try to undermine the work of Virtue, Righteousness, and Mercy.

Above all else, Angels love humanity. It is said that the Angels were commanded form their creation to regard human beings as their special concern. No other class of extra-planer beings will aid human beings as quickly, or without obvious reward. An Angel will willingly allow its material form to be destroyed in order to save a human life. Certain Angels will even go so far as to enter Hell in order to reclaim human souls whose vices dragged them to the infernal pits, but whose good actions in life ultimately merit Heaven’s reward.

Angels are organized into groups called Choirs. There are seven regular Choirs, each corresponding to a Virtue and a particular Garden of Heaven, plus an eighth Choir consisting of the Guardian Angels that inhabit the whole of Paradise. Each Choir consists of common members, as well as more powerful nobles who are even stronger in their Virtues.

The Noble Angels of Death are titled: Dominions.
Noble Angels of Mercy are titled: Virtues (not to be confused with Virtue in general).
Noble Chariot Angels are titled: Thrones.
Noble Cherubim are titled: Holy Living Ones.
Noble Herald Angels are titled: Principalities.
Noble Seraphim are titled: Shining Ones.
Noble Warrior Angels are titled: Powers.
Noble Guardian Angels are titled: Lords.

Each of the seven regular Choirs is headed by an Archangel (except for the Cherubim, who have four), beings utterly committed to serving the Lord of Hosts and and promoting perfect Virtue. So strong is the Virtue of the more powerful Angels that they are almost pinned to Heaven by it, unable to bear the evil and corruption in the mundane world for long. Angelic nobles will usually only appear in the mundane world when acts of great benevolence have been committed, on the anniversaries of such events, or on other days of holy significance. Without a direct command from the Lord of Hosts, the awesome Archangels usually require difficult and exhausting rites, performed by the most virtuous of clergy, in order to come to the mundane world.

The Angels of Death are ruled by: The Archangel of Death.
The Angels of Mercy are ruled by: The Archangel of Mercy.
The Chariot Angels are ruled by: The Archangel of Secrets.
The Cherubim are rule by: The Archangels of the North, South, East, and West.
The Herald Angels are ruled by: The Archangel of the Annunciation.
The Seraphim are ruled by: The One Before The Throne.
The Warrior Angels are ruled by: The Warrior Archangel.
The Guardian Angels have no single Archangel.

Fundamental to the way Angels see the Cosmos is the event that they term “The Fall”. According to the Angels, all spirits were originally Angels. Because Virtue is meaningless unless freely chosen, the Lord of Host had granted the Angels free will. The most powerful of their kind, seeing that he was better in every quantifiable way than all other beings, lost the Virtue of Humility. He thereafter decided that he deserved to rule the Cosmos. He corrupted many other Angels, promising to make them even more splendid and powerful if they followed him. Finally, he led the rebel Angels against the Lord of Hosts. The rebels failed, and their lack of Virtue cause them to lose hold of Heaven. The worst fell with their leader into the Pit of Vice called Hell and became Devils, or else were lost to the madness of Chaos, and became Demons. Many of the Angels who had been involved in the creation of the Cosmos had lost their commitment to benevolence and joined the rebellion, hungering to exercise total control over mundane creatures. Those Angels fell to the Planetary Spheres, and became the Archons. Finally, the Angels who had tried to remain neutral in the conflict lost their Righteousness, and thus fell from Paradise and became the Fairy Folk. Similarly, according to the Angels, humans were meant to be a perfectly virtuous creation and automatically enjoy eternity in Heaven. By the malice of the other spirits, particularly the Devils, humanity was corrupted and turned from its intended destiny. Naturally, the other varieties of spirits generally deny the Angel’s account of their origins, with the notable exception of the Luminous Devils.

Angels in general take a dim view of magic. They have seen too many innocent souls corrupted by the lure of sorcery to trust it. Nonetheless, there are indeed virtuous Theurgists and benevolent White Witches who endeavor to serve the will of Heaven. Such mortals must constantly resist the temptation to use their powers for selfish ends, however. Angels do not grant supernatural powers without very good reason, and careful consideration of the possible outcome. Although, like all spirits, Angels are theoretically capable of teaching the arcane spells that correspond to their special abilities, they almost never do so.

Angelic Characteristics

All Angels share the following characteristics:

Extraplaner Type: Angels are native to Heaven, and can be affected by magic that targets extra-planer creatures. Wicked sorcerers who are so bold as to attempt to command Angels should be prepared to attract the notice of beings whose mere presence can burn a mortal man to cinders.

Halo: All Angels emit light as the visible sign of their Virtue. This can range from a simple halo surrounding the head, to a burning cloud of pure sanctity that covers the whole body, and renders the Angel extremely hazardous to all mundane creatures.

Odor of Sanctity: All Angels continually emit a lovely smell like the finest incense. An Angel can suppress this Odor of Sanctity if she wishes to be unrecognized.

Magic Weapons to Hit: The material forms of Angels can only be damaged by means of magic spells, or enchanted weapons. Unlike most other kinds of spirits, there is no mundane material that allows ordinary beings to damage Angels without the use of some kind of magic.

Covenant of Virtue: Each type of Angel can bestow certain powers and immunities upon humans, in return for a total commitment to practice and promote the Angel’s favored Virtue. Such Covenants are never easy to uphold, and the Angels will expect extraordinary service in return for extraordinary power.

Darkvision: Angels can see perfectly regardless of illumination.

Spell Resistance: Like most spirits, all Angels have some measure of resistance to magic.

Spell-Like Abilities: All Angels can use Improved Invisibility, Know Alignment, create Light, Polymorph Self, perform feats of Prestidigitation, and Teleport Without Error, all at will. Only one such ability will ever be usable per round, however. Angels can also roam the Ethereal and Astral planes, and speak, write and and understand all forms of communication. Individual Angels will also possess other spell-like abilities, many of which are quite fearsome.

Summoning: Each type of Angel is able to Summon other Angels to come to their aid. Like all Summoned beings, Summoned Angels cannot themselves Summon others until after they have first returned to Heaven.

Angelic Immunities: Angels are immune to all diseases (magical or mundane), all poisons, and all magic that influences minds or perceptions.

Immune to Electricity: All Angels are completely immune to attacks of an electrical nature.

The Therianthrope – A Hybrid PC Race For Castles & Crusades

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Inspired by the plentiful legends and folklore concerning human-animal hybrids, and in particular certain stories related in Francesco Maria Guazzo’s “Compendium Maleficarum”, I present a new PC race: the Therianthrope. The list of legendary figures who were said to be descended from a beast (or a god or wizard transformed into one) includes Helen of Troy, Alexander the Great, King Merovech, and even (in some heretical traditions) Cain. Legendary tribes like the Ophiogenies (“Serpent-born”) of Greek mythology, as well as certain Norse, Mongol, and Native American tribes were said to have originated from the union of a beast and a person. The Minotaur of mythology was such a hybrid, albeit of a monstrous and deformed kind not suitable for use as a player character.

THERIANTHROPE (BEAST-BORN)
A hybrid of man and beast.

Legends tell of people born from the strange mingling of humans and beasts. Most offspring so made are little more than savage abominations, incapable of speech and monstrous in appearance. Sometimes, however, such a person is almost wholly human in form and intellect, inheriting from their animal parent only a vaguely bestial appearance, and certain talents indicative of their strange ancestry. Known as Therianthropes, such people are alternately objects of fear, disgust, pity, and wonder.

The process by which the qualities of man and beast can mix are debated by sages. Most maintain that such cross-borning is not naturally possible, and the agency of some mad wizard or evil power are necessary for fertilization to occur. Some theologians posit that Therianthropes are actually a species of Cambion, either begotten upon human women by Incubi while in animal form, or else formed from human semen placed within a bestial womb by such a Devil. In a similar manner, if a child is conceived while either of the parents is magically changed into an animal form, the offspring will be a Therianthrope. A small number of sages believe that, while unlikely to occur, it remains possible for beast and man to produce hybrid offspring without obvious supernatural aid. Lastly, there are those who claim that a Therianthrope can be produced even without any unnatural contact between human and animal. If a pregnant woman becomes obsessed by mental images of a particular beast, or is subject to a mental shock involving a beast (such as being physically attacked while pregnant, or witnessing a predatory animal feeding on a person), then the image of the beast may be impressed upon the developing fetus in her womb, producing a Therianthrope.

Because Therianthropes exist in many different varieties, it is common to refer to a particular type by a compound name consisting firstly of the species of the animal parent, followed by a hyphen and the word “born”. Thus, a Therianthrope who shares both human and ursine natures will be called a Bear-born. The term is both singular and plural. The name of a type of Therianthrope applies regardless of whether the birth mother is human or animal.

Physical Description:

A Therianthrope’s physical appearance, while wholly human, will nonetheless suggest that of their animal parent. A Therianthrope born of a she-wolf may possess oddly enlarged canine teeth, as well as fierce eyes and slightly pointed ears. The by-blow of a bull may be thickly built, with a wide face and large hands. On the other hand, the child of a panther may be preternaturally lithe and graceful. The daughters of swans are said to be particularly beautiful and charming. Consequentially, Therianthropes inherit certain physical and mental advantages and disabilities, based upon their animal parent.

Biology:

One way in which Therianthropes tend to manifest their bestial natures in in their choice of diet. Those who owe their nature to a predatory animal will prefer raw flesh and spurn vegetables, while the products of cud-chewing beasts may well prefer to eat grass.

Therianthropes will often prefer to follow the typical activity of their non-human parent, whether nocturnal or diurnal. Therianthropes with nocturnal predilections can sometimes be confused with Lycanthropes.

If two Therianthropes of the same variety mate, then their children will be Therianthropes like themselves. Unconfirmed legends tell of entire tribes of Therianthropes engendered in that way. It is extraordinarily rare that two Therianthropes of the same kind actually meet, however. Generally, Therianthropes born with ordinary people. The children of such unions will be normal humans.

Psychology & Behavior:

The behavior of Thernathropes blends their human and bestial natures. They possess the full range of human emotions, but their behavior nonetheless tends towards the legendary characteristics of their animal parent. The Wolf-born tend to be bloodthirsty, while the Eagle-born will be chivalrous (but also arrogant). Many Therianthropes are somewhat dim-witted or impulsive when compared to ordinary humans, but certain kinds (notably the Serpent-born) actually tend to be smarter than average people.

Society:

Therianthropes who are born to human mothers are often despised by human society, but not always. Tales speak of royal lineages sired by a bear or wolf. In any event, Therianthropes will be most comfortable living in situations that their animal parent would have enjoyed. For example, an Eagle-born will want to live in a high, airy tower, or on a mountainside. Theranthopes will want to have the opportunity to roam freely in wild places. If she had been forced to grow up in an environment foreign to her nature, an adult Therianthrope might be very ill-adjusted, or even insane.

It is not unusual for a Therianthrope to be an orphan. Certain societies will execute any person or animal known to be involved in the production of a Therianthrope. The hybrid children may be left in the wilderness to die, or sometimes sent to be raised by a religious order in hope that their human soul may be saved.

Some Therianthropes actually thrive in human society. The Serpent-born, for instance, often insinuate themselves into positions as sages, or court magicians. Those with an avian parent are noted for their charisma and artistic gifts, leading to careers as poets, bards, or even courtesans.

Therianthropes are rare to the point that each one is the subject of stories and gossip. A Therianthrope may find that tales of his birth are well-known in villages he has never visited, even if his actual appearance is so human as to allow him to pass unrecognized.

Relations With Other Races:

Known Therianthropes will often be shunned and despised as abominations by most civilized races, with the exception of Elves and Half-Orcs. Elves will judge Therianthropes on a case-by-case basis, and may well be attracted to certain Therianthropes because of their nature. Half-Orcs will sympathize and identify with Therianthropes, particularly those descended form savage or predatory animals. Humans have been known to make exceptions to their general feeling about Therianthropes, however, particularly in cases where the result is more beautiful than an ordinary person (as often happens with the Swan-born). In certain rare situations, Humans may even come to worship as particular Therianthrope as a divine figure.

Therianthropes have differing relationships with actual Lycanthropes, depending upon how they view themselves. A Therianthrope who consider herself to be a human with an animal nature will probably shun Lycanthropes, like any other normal person. A Therianthrope who considers himself to be a beast in human form, however, will probably embrace Lycanthropes. Lycanthropy is a disease, but Theranthropy is a condition of birth. Therianthropes are subject to infection with Lycanthropy, with truly fearsome results.

Special Abilities:

Dual Type: For purposes of spells and other effects, Therianthropes posses both the Humanoid and Animal types. They can benefit from any magic that intended for either humans or animals, including such spells as Animal Growth.

Duskvision: Under full moonlight, Therianthropes can see as if it was still dusk. They retain the ability to determine color and detail while outdoors in moonlight and starlight, but have no special ability to see underground, or in conditions of total darkness.

Special Weaknesses:

Subject to Animal Magic: A Therianthrope can be targeted by spells and magical effects that normally affect only animals and beasts, such as Invisibility to Animals. For such purposes, the Therianthrope is treated as if they were fully an animal. An Animal Friendship spell affects a Therianthrope in a manner identical to Charm Person.

Other Abilities By Parentage:

Ape-born ( also Monkey-born, and Humanazee )
Preferred Class: Rogue
Attribute Adjustment: +2 Strength, +2 Dexterity, -4 Wisdom
Rogue Modifier: +1 on Climb
Size: Medium
Movement: 30 feet
Starting Languages: Common. An Ape-born can also instinctively understand and speak the language of apes and monkeys.
Ape-born tend to be of Chaotic Alignment.

Bear-born
Preferred Class: Barbarian, Ranger
Attribute Adjustment: +2 Strength, +2 Constitution, -2 Wisdom, -2 Charisma
Barbarian Modifier: +1 bonus on all Primal Fury benefits
Ranger Modifier: +1 hp damage inflicted via Combat Marauder
Size: Medium
Movement: 30 feet
Starting Languages: Common. A Bear-born can also instinctively understand and speak the language of bears.

Bull-born
Preferred Class: Fighter, Barbarian
Attribute Adjustment: +2 Strength, +2 Constitution, -2 Intelligence, -2 Dexterity
Fighter Modifier: +1 natural AC
Barbarian Modifier: +1 bonus on all Primal Fury benefits
Size: Medium
Movement: 30 feet
Starting Languages: Common. A Bull-born can also instinctively understand and speak the language of cattle.

Lion-born ( also Leopard-born, Panther-born, etc. )
Preferred Classes: Knight, Fighter, Ranger, Rogue
Attribute Adjustment: +1 Strength, +2 Dexterity, +1 Charisma, -4 Wisdom
Knight Modifier: Benefits of Embolden increased by +1, penalties inflicted on enemies by Demoralize increased by 1
Fighter Modifier: +1 natural AC bonus
Ranger Modifier: +1 on Scale, +1 Move Silently
Rogue Modifier: +1 on Climb, +1 on Move Silently
Size: Medium
Movement: 30 feet
Starting Languages: Common. A Lion-born can also instinctively understand and speak the language of cats.

Serpent-born
Preferred Class: Wizard, Illusionist, Assassin, Cleric
Attribute Adjustment: +1 Intelligence, +1 Wisdom, -2 Constitution.
Wizard/Illusionist Modifier: Charm spells cast as if 1 level higher for effects and saving throws.
Assassin Modifier: +1 on Poisons (including the making of antitoxins)
Size: Medium
Movement: 30 feet
Starting Languages: Common. A Serpent-born can also instinctively understand and speak the language of snakes.
Serpent-born tend to be of Evil Alignment.

Swan-born ( also Eagle-born, Hawk-born, etc. )
Preferred Class: Bard, Knight
Attribute Adjustment: +2 Charisma, -2 Wisdom
Bard Modifier: +1 on Exalt
Knight Modifier: +50% bonus on numbers affected by Inspire
Size: Medium
Movement: 30 feet
Starting Languages: Common. A Swan-born can also instinctively understand and speak the language of birds.

Wolf-born ( also Dog-born )
Preferred Classes: Fighter, Ranger
Attribute Adjustment: +2 Strength, -1 Wisdom, -1 Charisma
Ranger Modifier: +4 on Track
Size: Medium
Movement: 30 feet
Starting Languages: Common. A Wolf-born can also instinctively understand and speak the language of wolves and dogs.
Wolf-born tend to be of Lawful alignment.

Speaking the language of an animal does not automatically confer friendship. Naturally, only very basic information can be communicated by most animals.

An Overview of Demons

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Compared to my essentially Gothic and Medieval Christian treatment of the Devils (with a notable side-journey into Hoodoo- land for the Pact Devil), my take on the Demons incorporates more ancient Near-Eastern lore, with just a touch of modern Cosmic Horror for flavor. Enjoy!

Concerning The Demons of the Outer Darkness

Outside the orderly realms of the Cosmos lie vast spiritual wastelands, where the catastrophes of Chaos are manifest in all their terrible power. Known by such names as the Outer Darkness, the Abyss, the Cosmic Gulfs, and the Wastes of Chaos, these domains of ruin are inhabited by the Lost Souls of the mad, and the emissaries of disaster called Demons.

The Demons are the most numerous of spirits, existing in vast Hordes that would certainly overrun the mundane word if they ever worked in harmony with each other. Thankfully, Demons almost never do. Each type of Demon embodies some kind of catastrophe, fearsome event, or breakdown of harmony. Known types include the Strangler Demons who murder sleeping mortals, as well as the Demons of Plague, Night, Slaughter, Famine, Storms, and Death. Some Demons are relatively benign, such as the mercurial Mischief Demons. Most common of all are the Possessor Demons whose sole aim seems to be the destruction of hope. In some cultures, every calamity is attributed to the actions of Demons. Such an attitude may overstating the case – but not by much.

Each Waste of Chaos is a spatial representation of a particular calamity. For example, the Waste of Slaughter is an endless plain whose surface is completely covered with eviscerated corpses, and the rain is blood that falls from rust-brown clouds. Similarly, the bodies of Demons reflect the disaster they bring. Plague Demons, for example, resemble amalgams of disease-ridden humans and various pestilence-carrying animals.

The origin of the Outer Darkness itself is a matter of grave dispute. The Demons are known to claim that Chaos is the primal and true state of things, and that the creation of the Cosmos was an act of violence upon its body. The Outer Darkness is then simply a series of abattoirs maintained by the children of Chaos, butchering a Cosmic order that should never have been. The Astrologers who speak for the Cosmic Archons, on the other hand, claim the Wastes of Chaos are simply the slag heap of Creation, full of material that will eventually be reclaimed and put to use, but which is meanwhile infested with spiritual vermin. The Saints of Heaven speak of the Demons as fallen angels who, unlike the Devils who became consumed by Vice, were instead overcome by madness. The Devils and their damned flock regard the Outer Darkness as simply the wilderness of Hell, and the Demons as akin to wild animals who can be useful if tamed and directed. The Fairy Folk regard the Cosmic Gulfs as the necessary counterpoints to the orderly Planetary Spheres of the Archons, the inevitable side-effect of arrogantly trying to impose absolute order upon existence. One thing is certain: while those who consciously pursued their Vices at the expense of others consign themselves to Hell, the various Wastes of the Outer Darkness are inhabited by the most twisted of the dead, whose actions in life transcended mere evil into the realm of utter insanity.

Demons love gifts, sacrifices, and worship. They can often be bribed, although the person offering the bribe should expect the Demon to return looking for more. Unlike Devils, who are always engaged in some scheme to collect souls for Hell, Demons spread catastrophe and confusion as simple expressions of their own nature. They don’t care whether or not any particular person suffers, nor are they concerned with increasing the ranks of Lost Souls. Thus, Demons will happily fight each other for bribes. Some Demons have even gained a reputation for protecting people against other Demons, if they are sufficiently pleased with the bribe they are offered. Similarly, Demons love to set up bizarre and fraudulent cults that compete with legitimate religions, going so far as to grant seeming miracles to their devotees. Demonic cults will always end in tragedy, however, either by mass suicide or inevitable persecution by other religions.

Demons are obsessed with mortal blood and bodily fluids, and regards these as the most pleasing sacrifices. If the substances are gained through illicit, illegal, or morally transgressive means, it pleases the Demons even more. Demons are also fond of bodies of water, particularly foul, polluted, or dirty ones. Demons prefer the left side of anything, and will insist that anything given to them be passed from the left hand. All Demons are themselves left-handed, a fact which can be used to detect mortals who have become demoniacally possessed.

Demons are well known for their ability to influence the behavior of mortals. Whereas the Devils usually tempt and trick mortals into damning themselves, Demons will spiritually oppress them into becoming agents of destruction. Certain Demons (especially the eponymous Possessor Demons), can actually spiritually inhabit a mortal (or even dead) body, completely usurping the previous personality. Unlike a Devil who may carefully groom viable candidates for damnation, a Demon typically selects a victim for oppression or possession at random.

Most Demons are nocturnal, but only a few are actually damaged by exposure to sunlight. The others simply prefer the hours of darkness, but are perfectly capable of appearing in broad daylight,

Most Demons regard magic as a powerful tool for destabilizing and eventually destroying the Cosmos. They are happy to put magical secrets in the hands of anyone who asks. Demons are able to teach spells, and are often summoned for this purpose. A summoned Demon may demand nothing but a token sacrifice in return for imparting the most powerful magical secrets. In fact, the more undeserving and inexperienced the magician, the more likely the Demons are to freely cooperate with him! Demons have even been known to give unsolicited gifts of powerful enchanted items, particularly to immature or ignorant people who will inevitably abuse them. On the other hand, a summoned Demon may randomly decide to demand a difficult service from its summoner, ranging from the commission of some illegal or taboo act to the destruction of an entire community.

Demons are of Chaotic Evil Alignment. The Demons are more concerned with Chaos than moral Evil, however. Many are even known for a seemingly benevolent disposition. This is particularly true when the Demon in question decides to target an oppressive regime. The Demons are just as happy to ruin the plans of tyrants as saints. Many a Diabolist has had their malevolent schemes thwarted by Demons and their agents! It can be disconcerting for a Paladin to learn that the secret patron who helped them bring down an evil tyrant was actually a disguised Demon, hoping to bring about mass political confusion.

Above all, the Demons hate the Cosmic Archons. The regard the Archons’ ruler, the Demiurge, as the great enemy who committed the original and unpardonable sin of torturing pure Chaos into the Cosmos. If the Demons have an overall goal it is the destruction of the Demiurge, and the return of all existence to Chaos. The Demons are seemingly hampered in this pursuit by their refusal to follow any kind of overall plan, and the frequency with which they work at cross-purposes to each other. Nonetheless, the Demons believe that to do otherwise would be to submit to the disgusting Order that the Archons try to impose upon reality. The Demons regard their own unpredictability as their greatest strength, and they may even be right.

Not all Demons have corporeal bodies. Those that do are able to change their shape, and often amuse themselves by impersonating other types of spirits. A Demon may choose to impersonate a Pact Devil, for example, spoiling the Devil’s plans to harvest another soul by freely giving away all the magic that the Devil had planned to offer in his final contract. Likewise, a Demon may impersonate an Angel of Mercy, and give a sudden kick in the head to a pathetic cripple hoping for a miraculous cure.

There exist Greater Demons, which are simply more powerful versions of the common types. Even more powerful are the unique Princes and Princesses, who are mighty enough to force other Demons into service. A Prince’s rule extends only as far as his reach on his home Waste, however, and rebellion is naturally frequent.

The more powerful and devoted to Chaos the Demon, the more it is repulsed by the order and predictability of the mundane world. The most powerful Princes, for example, can only enter ordinary reality after the performance of strange rites, and must return to the Outer Darkness shortly thereafter.

All Demons seem to ultimately serve a pair of mighty suzerains, the formless Dweller on the Threshold, and the abominable Mother of Monsters . These two beings also go by many other names, and may even be the same being. They are said to inhabit an endless labyrinthine city, where every dream of madness is real, and Lost Souls howl and gibber into eternity. Variously called the City of Night, Pandaemonium, or the Temple of Confusion, this city is said to contain doors that open not only onto all the different Wastes of Chaos, but also onto every door and portal everywhere in existence.

All Demons share the following characteristics:

Extraplaner Type: As natives of the Outer Darkness, Demons are subject to all magic that targets Extraplaner creatures. In fact, there exists an especially large body of spells designed to summon and control Demons.

Cold Body: A Demon’s body is always cold and clammy to the touch, even if the Demon appears to be wreathed in flames. Additionally, Demons suck the warmth from the area around themselves, creating a discernible chill in a 30′ radius. A Demon must employ some magical means if they wish to suppress this chill. While it is insufficient to cause any damage, the chill will alert wary people to a Demonic presence.

Iron or Magic Weapons To Hit: Iron, the symbolic embodiment of inflexibility and resolve, is anathema to Demons. All Demons, no matter how powerful, can be damaged by weapons crafted of pure, unalloyed Iron (but not necessarily alloyed steel). Otherwise, only enchanted weapons can harm Demons.

Aversion To Salt: Demons will not willingly touch pure crystalline salt. Salt thrown at a Demon does not actually damage it, but will disgust the creature and may cause it to leave the area. Spells designed to ward off Demons often employ salt (and iron).

Weakness To Holy Water: Like Devils, Demons are burned by Holy Water as if it was acid. They take 1d8 damage for every full phial they are doused with.

Subject To Turning: Just as Devils are subject to Good Clerics, Demons can be turned by the faith of sufficiently powerful Lawful Clerics. Treat Demons as Unique Undead for turning purposes.

Demonic Oppression: All Demons have some kind of ability to influence the thoughts and actions of others. This can range in power from the ability to Daze victims, to complete bodily Possession.

Conditional Regeneration: A Demon can regenerate when in the presence of its associated calamity. For example, A Plague Demon regenerates in the presence of diseased people or animals, while a Death Demon regenerates in the presence of corpses. Conditional Regeneration occurs even if the Demon itself caused the calamity. Such regeneration is usually at the rate of 1 hp per round, for common Demons.

Darkvision: Demons can see perfectly regardless of illumination.

Spell Resistance: Like most spirits, all Demons have some measure of resistance to magic.

Spell-Like Abilities: All Demons can speak and understand all languages, become Invisible, cause Darkness, perform feats of Prestidigitation, Polymorph Self, and instantly Know Alignment. They can also roam the Ethereal and Astral Planes. Most Demons have additional Spell-Like Abilities, related to their associated Calamity. When Demons Polymorph into animal forms, they are particularly fond of the shapes of toads, bats, jackals, wolves, wildcats, foxes, sharks, spiders, snakes, owls, pigs, and swarms of flies.

Gate: If hard pressed, every Demon can open a Gate back to the Outer Darkness. There is a small chance that one or more Demons of the same type as the opener may decide to come through the Gate, if they think there is some benefit in it for themselves. Note that unlike the Summoning abilities of Angels and Devils, Demons who come through another Demon’s Gate don’t lose their own ability to likewise open a Gate.

Demonic Immunities: Demons are immune to all diseases (magical or mundane), all poisons, and all magic that influences minds or perceptions.

Cold and Acid Immunity: Demons are completely immune to cold or acid based attacks.

Even More Magic Items From Western Folklore

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Fairy Ointment

When rubbed into the eyes, this ointment grants True Seeing (as the Illusionist spell). Each application of ointment is effective for one day.

Fairy Ointment is commonly given by the Fairy Folk to mortals who do them some great service. The favored mortal decedents of Fairy Folk are also sometimes provided with Fairy Ointment, so they can interact with their Fairy ancestors without the Good Folk needing to manifest in front of ordinary people. Some few mortal Wizards and Druids also know how to concoct Fairy Ointment, although the Good Folk do not look kindly upon the substance being created or used without their permission.

Adventure Seed: For their service to the Fairy Queen of the Seelie Court, the adventurers are given Fairy Ointment. No sooner do they use it than they realize that the local Count, and his entire Court, are actually Devils in disguise. Now they must decide whether to try to bring down the popular Count (who is known for his public piety and good works), or try to otherwise profit from their knowledge. Perhaps the adventurers are so bold as to try to extort titles and grants of land in return for their silence…

Value: 5,000gp Experience: 500

Horseshoe of Protection

This enchanted horseshoe can either bring luck to a household, or protect it from evil spirits. It must first be nailed on, or next to, the front door of a home. If the horseshoe is affixed with its ends upwards, all occupants of a dwelling will receive a +1 bonus on all saving throws, for as long as they are inside the house. If the horseshoe is nailed with the ends downwards, it creates a zone of Protection From Evil within a 30′ diameter area of itself. Once a Horseshoe of Protection is affixed to a particular dwelling, it can only have the influence that was originally decided for it. The Horseshoe can be removed and affixed in a different manner on a different house, however.

Adventure Seed: A renowned Paladin and his faithful warhorse have not returned from their last battle against the forces of darkness. Now the quest for holy relics is on, and opportunists are competing to find the bodies so they can chop them up and sell the pieces to temples and alchemists. The most valuable find, however, are the warhorse’s shoes – they will function as Horseshoes of Protection if hung up.

Value: 8,500gp Experience: 1,000

Knotted Winds

Much desired by ship captains, knotted winds make possible speedy sailing whatever the weather. When acquired, Knotted Winds will appear to be a length of cord with 2-12 knots tied in it. Each knot binds a wind of a particular direction and intensity (determined randomly if the knotted wind is found as part of a treasure). When a knot is untied, the prevailing wind is changed for a period of 12 hours. Obviously, such an item can also be used to protect shorelines from unwanted vessels.

The direction of the wind contained in the knots can be determined with a d8:
1 – North
2 – Northeast
3 – East
4 – Southeast
5 – South
6 – Southwest
7 – West
8 – Northwest

The intensity of the wind can be determined with a d4:
1 – Slight
2 – Breezy
3 – Strong
4 – Gale

Adventure Seed: The adventurers set out on a long journey, for which the captain had purchased some Knotted Winds. When mutineers take control of the ship, however, they stupidly release the wrong winds. The ship is blown off course and wrecked on a strange island dominated by the ruins of a lost civilization. If the party can survive, acquire the remaining Knotted Wind from the mutineers, and somehow repair the ship (or make a new boat), they may be able to at least get home.

Value: 5,000 per knot Experience: 300 per knot

Ring of the Sovereign Mage (Artifact)

In ancient times, the legendary wizard-king known as the Sovereign Mage crafted a ring of unparalleled power. Renowned for his wisdom and learning, he was also an accomplished poet who numbered his lovers in the hundreds. Using the magic of his ring he forced an army of demons to build his capitol, and reduced mighty lords of the infernal realms to his personal servants. At length he was brought down by his pride, and through trickery a demon deprived him of his magic ring. The great Sovereign Mage lost his empire, and wandered the earth disguised as a simple laborer, while the demon reigned in his stead.

The Ring of the Sovereign Mage is reported to be crafted of iron and brass, and set with four gems. A pentagram is inscribed on its face, along with runes that are said to spell out the true name of the Lord of Hosts.

The Ring raises its owner’s Charisma to 20 for as long as it remains on his finger. Any Extraplaner creature (up to an including such things as elemental rulers, Demon Princes, and Arch-devils) that sees the ring must save versus Charisma or be effectively Charmed (as the spell). Even if they succeed, they must keep making saving throws each round for as long as they see the ring. If the Ring’s possessor manages to actually touch an Extraplaner creature with the ring, the subject is automatically Charmed without the benefit of a saving throw. In addition, when worn the Ring confers constant Protection From Evil, the ability to Speak with Animals, and the power to Charm Animals at will. Once per day the user can Summon a 12 HD Elemental of any type. All powers have an effective caster level of 30.

The Ring exacts a heavy price for its power. The user must spend an hour of each day in prayer and meditation, and make weekly sacrifices to the Lord of Hosts (or a the campaign’s equivalent deity of Lawful Good) totaling at least 10,000 gp worth of valuables and beasts. The user is prohibited from ever befitting from miracles (including healing magic, or magical items) created by the clerics of other deities, or druids. The user must also ensure that any spouse does not make offerings to a deity other than the Lord of Hosts. Failure to adhere to the Ring’s taboos, even once, will cause the artifact to seek its freedom from its master. The possessor may find that the ring becomes severed from his finger in a freak accident, or flies off in combat, or is lost when his hand is bitten off by a monster. If the ring is so lost, any creatures charmed by it will turn on their former master and seek his destruction.

Adventure Seed: Mad cultists have set loose the demonic Plague Lord that once slumbered in magical bondage beneath the Temple of the Lord of Hosts. Now the sole hope for the city (and the surrounding domains ruled by the player characters) is the recovery of the fabled Ring of the Sovereign Mage. Only its power can command the uncontrollable Plague Lord. Unfortunately, the Ring is said to be currently stuck inside the body of an ancient and enormous sea monster that ate the item’s former possessor .

Sleeping Potion

This odorless and tasteless poison is sometimes employed by thieves, assassins and kidnappers. A single drop placed in food or drink will cause a person who consumes it to save versus Constitution (Challenge Level 10) or fall into a deep slumber from which they cannot be awakened for a full 8 hours. A typical phial will contain 4-8 drops. A full drop must be used per person to be affected. If multiple drops are used against one person, they must make a separate save for each drop.

Naturally, making, selling, or using a Sleeping Potion is a capital offense in most nations. Legend speaks of even more powerful versions of Sleeping Potion, capable of inducing slumber that lasts for years, decades, or even centuries. Potions of such extreme power should be treated as artifacts.

Adventure Seed: The Baron’s daughter has been kidnapped, after someone slipped Sleeping Potion into the food at a castle banquet. The entire kitchen staff has subsequently been tortured and put to death, but the head cook has disappeared. Naturally he is now the only suspect. The adventurers are hired to capture or kill him, and bring the young lady back. In actuality, the Baron’s daughter arraigned her own kidnapping, so she could elope with the cook. She was smuggled out of the castle using a secret escape route that even the guards didn’t know about. Both the cook and the daughter have assumed new identities in a nearby city. If the party lets them go, the cook (who dabbles in simple alchemy) will teach the adventurers how to make Sleeping Potion. The daughter will also offer the party money to assassinate her father, in revenge for the constant beatings she suffered at his hands.

Value: 1,000gp Experience: 500

More Magic Items From Western Folklore

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Bell of Repulsion

A bell of this nature can vary in size from a small hand bell to massive examples to be mounted in a tower. When rung, a Bell of Repulsion creates creates a zone of Protection From Evil everywhere within earshot. The zone only last for as long as the bell is being rung, however. The bell must be rung intentionally, and ringing it is the only action a character can perform in a round.

Adventure Seed: The adventurers must race against time to obtain the final ingredient needed to finish the enchantment of a large Bell of Repulsion for the Lord’s castle. Otherwise, everyone inside will certainly be killed by the army of demons sent by the Lord’s disinherited brother, who is now a warlock.

Value:10,000 Experience: 5,000

Bell of Necromancy

Once per night this enchanted bell can be rung over a grave or corpse in order to summon a Wraith. The Wraith is not automatically under the control of the Bell’s user, however, and some other means of influence must be employed to prevent the Wraith from instantly attacking.

Adventure Seed: the adventurers have been paid to steal a precious ring from the tomb of a prominent local family. Unfortunately, the local necropolis has become too dangerous to enter, due to the sudden appearance of three fearsome wraiths. The three wraiths are actually the spirits of a local butcher, and a pair of young lovers who used the necropolis for assignations. The young man had unknowingly stolen a Bell of Necromancy, and rang it so his lover could find him in the dark. That summoned the wraith of the butcher, who proceeded to slay the lovers and trap them in undeath. The party must somehow deal with the wraiths in order to steal the ring.

Value: 8,000 Experience: 3,000

Black Pullet

A living magic item, the Black Pullet is created by an intricate ritual involving a black hen made to incubate one of her own eggs in conditions of perfect darkness. The magical chick that emerges is completely black in color, with skin, feathers, eyes, and talons of the same ebon hue. The Black Pullet grows and eats like a normal fowl, but is not subject to spells or magical effects which target animals or magical beasts.

The Black Pullet can detect gold of any quantity within 300 feet of itself, regardless of any intervening objects. The owner need merely put the Pullet on the ground and the beast will walk in the direction of the gold, scratching and pecking at solid obstructions to indicate where its owner should look. The Pullet cannot locate gold magically hidden from detection, however.

A Black Pullet is only usable for the lifespan of a normal chicken, 10-16 years. If it is attacked in combat, it is AC 5 and has 1 hit point. It is as noisy as a normal chicken, and thus is of limited use to most thieves. Nonetheless, a owner who publicly admits to possessing a Black Pullet can expect to attract the attention of speculators, burglars, harlots, and tax collectors.

Adventure Seed: For their faultless service as enforcers, a wizard gifts the adventurers with a Black Pullet. The creature quickly turns out to be more of a curse than a blessing, as the local Thieves Guild decides that the PCs must be holding excess wealth that is in need of being liberated.

Value: 8,500gp Experience: 1000

Book of Spirits

A Book of Spirits is an item of extreme power that allows a wizard to instantly summon one or more Extraplaner creatures. It usually takes the form of a large volume bound in strange hides, edged in exotic metals, and encrusted with gems. Only a wizard can employ a Book of Spirits.

A wizard who wishes to use a Book of Spirits must first convince or coerce (by magic or threats) one or more extraplaner creatures to magically imprint their true names and special symbols into the pages of the book. Once a particular creature has signed the Book of Spirits (voluntarily or involuntarily), the items’ possessor can thereafter summon that creature once a day. Such summoning requires that the Wizard speak the name signed in the book, and trace the creature’s symbol with a finger or other pointed object. The process takes 1 minute per hit die of the creature.

Summoned creatures are not automatically under any kind of control. Evil beings summoned by the Book will almost certainly try to destroy their summoner, unless proper precautions and magical protections are used, or the being has a previous pact with the summoner. A Book of Spirits is thus extremely hazardous for any but the most advanced and powerful magicians to employ. Many tales tell of apprentice wizards who gained access to their master’s Book of Spirits, only to be dragged off to awful torment by uncontrollable demons.

A Book of Spirits will contain anywhere from 20-80 pages. Each creature’s symbol and true name takes up 1 page per hit die it possesses. Under no circumstances are filled books of this kind ever available for sale. It is usual for a Book of Spirits to be guarded by additional magical protections, such as Antipathy and Fire Trap spells.

Adventure Seed: A wizard’s nephew somehow gained access to the wizard’s Book of Spirits, accidentally summoning a powerful extraplaner creature that fled back to its home plane with both the boy and the book. The wizard hires the adventurers to penetrate the creature’s strange fortress, and return with his nephew and Book of Spirits. Naturally, the adventurers will find that the creature they are sent after has started using the magic of the Book himself…

Value: 10,000 per page if blank* Experience: 20,000

* An inscribed Book of Spirits is effectively an artifact, and priceless.

Imp Bottle

This strange item can take various forms, from a small ball of crystal, to a large gem (sometimes set in a ring or sword), to a crudely-wrought bottle of stoppered glass. In all cases, the item’s function is identical. Upon command (or upon opening, in the case of an actual bottle), an actual Imp will be released from the container. The Imp will obey any commands given to it, but will always seek to perform its tasks in the most malevolent way possible. The Imp will likewise constantly tempt its possessor to acts of evil. The Imp will never directly disobey it’s owner, however. The Imp can be commanded back into its bottle at will. If the Imp is slain the bottle becomes an ordinary item.

Adventure Seed: A local card shark seems to be unbeatable. After losing a considerable sum to the shark while gambling, the local priest asks the adventurers to investigate. The card shark is actually the possessor of an Imp Bottle. The imp hides, spies on his master’s opponents, and sends his master coded messages indicating their cards.

Value: 10,000gp Experience: 2,000

Dowsing Rod

This forked branch of enchanted hazel wood is shaped like the letter “Y”. The rod is used by holding the branched arms of the rod loosely in the hands, with the central projection in front. By concentrating on a desired substance (water, gold, etc.) the user of a Dowsing Rod can often detect its presence within 100 feet. Every time the rod is used, the CK should secretly roll a d6. On a 1-3, the rod functions correctly. A roll of 4-5 indicates that the user of the rod cannot detect anything. On a 6, it gives a false positive reading. The Dowsing Rod can be used up to 12 times a day.

Adventure Seed: After a prolonged drought, a dowser comes to town promising to find hidden water, and he is unusually successful. He starts bedding the women of the town, however, and the men want him gone. The adventurers are paid to get rid of him and take his dowsing rod, in whatever way is most convenient. Unknown to all, the dowser is actually a disguised angel, sent to test the town’s virtue.

Value: 4,500gp Experience: 1000

Egg of Curse Removal

This strange item appears to be an ordinary egg from a chicken or duck. When rubbed over a character’s body, however, the Egg will function like a Remove Curse spell from a 9th Level caster. The Egg can only be used once. If it is broken after removing a curse, the white and yolk will be revealed to have turned a disgusting greenish black color.

An unused Egg of Curse Removal may be mistakenly eaten. No ill effects will occur if this happens.

Should anyone be insane enough to eat a used Egg of Curse removal, they will immediately be inflicted with whatever Curse was removed by the Egg.

Adventure Seed: After offending a local fortune teller, a PC is inflicted with the Curse of Three Hundred and Seven Gluttonous Worms. Since none of the local priests is strong enough in his faith to remove the curse, the adventurers must find the ritual that enchants the Egg of Curse Removal.

Value: 500gp Experience: 300

Hag Stone

This unusual item appears to be a flattish stone with a hole in the center. Possession of such an enchanted stone protects a character from all attacks by the various Hags (including the Annis, the Greenhag, and the Nighthag). Hags are unable to physically touch the protected person, or use any magic in their presence. Any magic currently being used by a Hag when they encounter such a stone will be instantly deactivated. If a Hag Stone is hung up in an enclosed room of a house, it will prevent a Hag from entering that room at all.

Adventure Seed: A new brothel has opened up, licensed by the town but without the sanction of the local Thieves’ Guild. The ladies are so beautiful that all of the brothels controlled by the Thieves’ Guild are losing business. Every enforcer sent to put pressure on the madam has either disappeared, turned coat, or been found mutilated the next morning. In desperation the Guild hires the adventurers to close down the new brothel. In actuality, the brothel is a covey of Hags. The adventurers will be overwhelmed by the Hags’ powers unless they can find the Hag Stone rumored to lost at the bottom of a local lake. Naturally, the lake is inhabited by its own monsters.

Value: 17,000gp Experience: 4,000

Magic Items From Western Folklore

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The magic items that follow are inspired by actual Western folklore. Many are made of materials that that can charitably be described as “vile”. Some have no use but to be instruments of malice. Traditionally, the methods to create such items are taught by Demons and Devils in order to spread misery. Such items are often very hazardous even to their users. Many are intended to tempt their users into evil acts, and sometimes even eventually kill them (so the powers of Hell can claim the soul). Such items are definitely not for every campaign, but will add a certain authenticity to suitably dark milieus.

I have written the items for use with Castles & Crusades, but they should be easily adaptable for use with most OGL simulacrum and retro-clone games.

In describing these items in game terms, I have tried to err on the side of the folklore itself. In Western folklore magic is dangerous, unbalanced, and often evil. Many CKs will no doubt feel that some items (such as the Poppet of Suffering) are unbalanced and unfair. Such items are best used as plot devices, rather than as randomly placed treasure.

Castle Keepers may arrange for player characters who acquire certain of these items to be approached by a Pact Devil offering a contract of continued aid, in return for the character’s soul. Any character who signs such a contract should get what they deserve.


Elf Shot

Created by Fairy Folk, dark fae, and elves allied with demonic powers, Elf Shot resembles a small triangular piece of stone or glass. Anyone proficient with darts can throw a piece of Elf Shot. Alternately, Elf Shot can be mounted on an arrow shaft and shot from a bow. Upon a successful hit, the victim must save versus Constitution or be Paralyzed for 1-10 turns, sickened and incapacitated for 1 day, or be killed instantly (equal chance for each effect). The victim will take no other apparent damage, and the used piece of Elf Shot itself will disappear.

There will be from 1-8 pieces of Elf Shot when found.

Adventure Seed: There has been a rash of healthy people dying or becoming paralyzed in the village, without any seeming reason. They have been felled with Elf Shot used by an evil Ranger in love with a princess of the Unseelie Court. As part of her challenge to her suitor, she gave him Elf Shot and demanded he use it to spread panic and chaos for her amusement.

Value: 5,000 per piece Experience: 1,000


Flying Ointment

A mainstay of evil witchcraft, Flying Ointment is a thick salve that grants its user the ability to Fly (as the spell) for 8 hours. The user must apply the ointment to their entire body. After 10 minutes, the magical effect will begin.

Flying Ointment is highly illegal in most civilized nations. It is much cheaper to create than an alchemical Potion of Flying, requiring neither sophisticated equipment nor rare ingredients. It is spiritually and physically perilous to make and use, however. The recipe require the fat of a humanoid, the skins of toads, and several common but extremely poisonous herbs. Any Paladin who encounters Flying Ointment must immediately destroy it, and arrest or kill anybody seen making, using, or possessing it. A Paladin or good-aligned Cleric who willingly uses Flying Ointment will be instantly stripped of all special abilities.

Due to the extreme toxicity of its ingredients, there is 5% chance that any batch of Flying Ointment created is a virulent poison that will instantly incapacitate its user and cause death after 1-6 turns of delirious agony. There is no saving throw against this effect. The creator or would-be user of Flying Ointment has no way of knowing (short of magical divination) whether or not a batch is poisonous.

Adventure Seed: Fresh graves are being opened and the bodies desecrated. The fat from the bodies is being stolen by servants of the local Baroness, who is secretly a witch. She is making Flying Ointment that enables her to covertly visit her lover, who is her husband’s political rival.

Value: 150gp Experience: 500


Hand of Glory

This mummified humanoid hand is coated with wax, with a wick projecting from the wax at the end of each finger. Alternately, a hand of glory is sometimes found in the form of a pickled hand with 4 candles positioned between the fingers. Either way, if a finger or candle is lit, it will burn for ½ hour. During that time, all within 30′ of the wielder will be affected by a Sleep spell. Once a finger or candle is lit, it can never be used again. Obviously, once all the fingers or candles are lit the hand is exhausted and useless.

Hands of Glory are beloved by thieves and Assassins, and consequently possession of one is a capital offense in most areas.

Adventure Seed: An assassin is killed before he can enter a wealthy merchant’s home. When his body is examined, he is found to be carrying a Hand of Glory, originally cut from the corpse of an executed criminal hung up outside the city gates. The adventurers are paid to track down the maker of the hand, and bring him to justice.

Value: 600 or 750gp Experience: 400 or 500


Ointment of Transformation

Similar to Flying Ointment in composition, an Ointment of Transformation changes its user’s form into that of an animal for a period of 8 hours. The exact animal form bestowed is fixed at the time of the Ointment’s manufacture. Typical forms include wolf, black cat, crow, horse, toad, or owl. Like other magical Ointments, an Ointment of Transformation must be rubbed over a person’s entire body to be effective. Evil witches will sometimes use an Ointment of Transformation to change an unsuspecting or unwilling victim into another shape. Unwilling subjects receive a Wisdom saving throw (with a Challenge Level equal to the level of the witch who made the ointment) to avoid transformation.

An Ointment of Transformation is made in a base of humanoid fat, with various inexpensive but highly toxic herbs. In addition, it also requires some part of the animal whose shape the Ointment bestows. Naturally, Ointment of Transformation is illegal in most civilized realms, and good-aligned clerics will try to eradicate its manufacture and use.

A person under the influence of an Ointment of Transformation, willingly or not, is trapped in animal form for the full 8 hours of the Ointment’s effect. There is a 5% chance per use that a transformed person will assume the mentality of their assumed shape, and be stuck in it even after they transform back into their natural body.

Adventure Seed: The mayor’s wife has disappeared, and her relatives are sponsoring a search. In actuality, the mayor’s new horse is his wife, kept in horse form by constant applications of an Ointment of Transformation. The Mayor is secretly a demon worshiper, and he bargained for the recipe so he could punish his wife for being such a nag.

Value: 4,000 Experience: 500


Poppet of Suffering

This small, loosely-sewn cloth doll contains a potent and malevolent enchantment. In order to use a Poppet of Suffering a witch must first gain access to some part of their intended victim, such as hair or blood. They must thereafter combine the piece of the victim with the poppet in some way, such stuffing it with the hair or a cloth stained with the blood. The Poppet then becomes a tool of pure evil.

By manipulating the Poppet, a witch can cause corresponding damage to their victim. Sticking the Poppet with a pin will cause the victim to suffer 1d4 points of damage. Twisting the Poppet’s limbs (which can be done once per limb) will cause the corresponding limb of the victim to break. Subjecting the Poppet to extreme heat or cold will cause 1d8 points of damage to the victim. Finally, the witch can decide to cast a single spell upon the Poppet, which will affect the victim as if the spell had been cast directly upon them.

A victim receives a Wisdom saving throw each time a witch attempts to affect them with the Poppet of Suffering, with a Challenge Level equal to the user’s Level. Success means that the attack has no effect, and the victim is immune to all further attacks from that Poppet. In the case of a spell cast through the poppet, the victim gains the benefit of both the Wisdom save and any save allowed for the effect.

Whatever effect a witch decides to inflict with it, a Poppet of Suffering can only be used 5 times, and only against a single victim. It has a range of 1 mile. Victims who survive the assault will know the identity and location of the witch who attacked them.

A Poppet of Suffering is defeated by such spells as Protection from Evil, Sanctuary, Mind Blank, or any other spell or effect that protects against skrying, possession, or mental influence.

Possession of a Poppet of Suffering is often punishable by being burnt alive in the town square.

Adventure Seed: A month after a drunken night with a wench, a PC is attacked by a witch employing a Poppet of Suffering. Surviving and learning her identity and location, he realizes that the witch is the mother of the wench. The wench is now pregnant, and had asked her mother to punish the PC for skipping town .

Value: 34,000 Experience: 5,000 (also awarded to surviving victims)


Skin of Shifting

If this enchanted wolf skin is worn during the hours of night, the wearer will be physically transformed into a Dire Wolf. The transformed character retains his hit points and intelligence, but otherwise the character assumes the characteristics of a Dire Wolf (including attacks, armor class, etc.). Once transformed, a character cannot revert to their normal form and remove the skin until daylight.

Every time the Skin of Shifting is used there is a 1% cumulative chance that the user’s Alignment will permanently change to Chaotic Evil.

Any armor of clothing (other than the skin itself) worn at the time of transformation is ruined. The Skin of Shifting is sometimes encountered as a belt or girdle of wolf fur, rather than a whole skin. The properties of the item are the same in any case.

Adventure Seed: The beast who had been killing local livestock has moved on to attacking clergy. The beast is actually an ex-Paladin returned from the Holy Crusade, driven mad by the atrocities he was told to commit in the name of the God of Mercy. Given a Skin of Shifting by a disguised demon, the former Paladin has recently developed a taste for clerical flesh while in his wolf form.

Value: 8,500 Experience: 800


Witch Ball

A Witch Ball appears to be a multi-colored glass globe approximately 3-4 inches in diameter. Further examination will reveal that the interior of the globe is filled with criss-crossing strands of glass. The object is very fragile, and must be either hung up or else carefully carried to avoid breakage.

A Witch Ball creates a 30 foot diameter zone of Protection From Evil (as the spell) around itself. This zone cannot be destroyed or dispelled without breaking the Ball itself. Attempts to use items such as a Poppet of Suffering against anyone in a Witch Ball’s protected area will automatically fail. Any astral or ethereal creature (including partially ethereal creatures such as incorporeal undead) entering the protected zone must also save versus wisdom each round or become trapped within the Witch Ball. Similarly, any attempt to use Magic Jar or similar effects within the protected zone will automatically fail, and the would-be possessor must save versus Wisdom or have their soul permanently imprisoned within the Ball. The Witch Ball itself is completely immune to magical attacks of any kind or Level.

Naturally, even the smallest hit upon a Witch Ball will automatically destroy it, releasing any souls or creatures trapped inside.

Adventure Seed: The local wizard wants to assassinate a rival by sending him a trio of succubi, but the rival appears to be protected from such attacks by several Witch Balls. Since the rival wizard is far too powerful for the PCs to confront directly, they are paid handsomely to instead gain access to his hidden mansion and destroy the items protecting him.

Value: 25,500gp Experience: 3,000

The Isles of the Otherworld

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Concerning The Isles of the Otherworld

The separate realms of the Otherworld are termed Isles, and mostly lie in a great sea that seems to touch all the waterways of the mundane world. Usually mortals arrive in an Otherworld Isle by land, however, through portals located within ancient earthworks, or deep in lovely wild places. Countless stories tell of some hapless fellow who descended into the depths of an ancient barrow, only to find himself in a strange and wondrous landscape. From time-to time an Isle will even manifest in the seas of mundane world, to be accidentally discovered by unsuspecting mortals.

Like everything else connected to the Fairy Folk, the geography of the Isles is uncertain. Although it seems possible to circumnavigate an Isle, anyone landing ashore will find more territory than seems possible. Likewise, sailing around a Isle in a different direction will reveal a completely different shoreline. Since the Isles of the Otherworld lie in no definite place in ordinary space and time, navigating from one to another usually requires following bizarre and seemingly impossible directions. Likewise, there are paths on every Isle that lead to all the other Isles.

Each Isle of the Otherworld has its own King and Queen, and may also be home to the Kings and Queen of other Fairy Courts. For example, the Western Isle is home not only to the King and Queen of the Dead, but also the royalty of the Unseelie Court. In addition to the Fairy Folk themselves, the Isles are inhabited by the souls of the Honored Ancestors, and those mortals who the Good People have carried away.

Time follows a different course in the Isles of the Otherworld. Although a visitor may feel only a single day elapse, a year will have gone by in the mundane world. Likewise, the visitor may meet fellow mortals from many different epochs of the mundane world, as well as the souls of Honored Ancestors who have not yet died. It is not impossible that a visitor will meet their own soul!

Known Isles of the Otherworld include:

The Isle of Youth

The Isle of Youth is the favored retreat of the Kings and Queens of the Good Folk. Every Fairy noble maintains at least one pleasure palace there, where they ensconce their mortal lovers. All who step foot onto the Isle enjoy perpetual youth and good health, losing all physical imperfections and debilities of old age. Food is plentiful, and the forests are thick with game. In the center of the Isle is the great Plain of Joy, where the Honored Ancestors engage in sports and music. Anyone who seems to die on the Isle of Youth is instantly restored to life, and there is no such things as sickness, worry, or fear.

The Isle of Apples

The Isle of Apples is a fair realm of bountiful orchards, and grand castles made of colored glass. Delicious fruit is always in season, the weather is always balmy, and the sky is always a deep, clear blue. On account of the fantastical strongholds the land is also called The Isle of Glass. There beautiful Fairy women tend to fallen mortal warriors who were friends of the Good Folk in life. Fairy Warriors in gleaming silver mail duel in grand tournaments, and ride through the countryside in spectacular processions. Fairy Workmen craft enchanted weapons and armor, to be granted to mortal heroes. A mighty human king is said to dwell in the Isle of Apples, awaiting the time when he can return to the mundane world and reestablish his realm.

The Isle of Cakes

The Isle of Cakes is a realm of pure indulgence, where everything is made of delicious food that never spoils, and everyone is free is do as they please. Houses are made of gingerbread, and the ponds are beer and wine. It rains grated cheese onto hills of buttered noodles, and the wild flowers are made of sugar. There are no social distinctions in the Isle of Cakes, and even the King and Queen of the realm wander about without pomp or ceremony.

The Phantom Isle

The Phantom Isle seems to have strange sense of humor, taunting anyone who wishes to step onto it. It will suddenly appear out of mists, and just as quickly sink beneath the waves. It may keep itself always on the horizon, never drawing closer even if a ship sails directly towards it. If a visitor actually steps foot on the Phantom Isle, he will find that everything on it shares the tendency to suddenly appear and disappear, or to change shape. Naturally, the Isle is inhabited primarily by the Tricker Fairies, who will lose no opportunity to work mischief upon visitors. Those who laugh along with the jokes may find themselves eventually granted boons; those who try to harm the Good People will be subjected to horrible torments.

The Isle of the Warrior Queen

This beautiful Isle is inhabited by Fairy Warriors that take the forms of lovely, dark-skinned women. All the metal on the Isle of the Warrior Queen is gold, which there can occurs in a form as hard as steel. The amorous warrior-women decorate themselves with jewelry made from this gold, as well as with perfect pearls of every hue. The Isle of the Warrior Queen is tropically warm, and covered with palm trees and riotously colorful flowers. Most men (and some women) who go there do not return.

The City of the Golden Man

The City of the Golden Man is unique among the Isles of the Otherworld in that it always manifests within a lake, rather than on the sea. The City appears to be an island town of exotic architecture, made completely of gold, and inhabited by folk whose bodies are covered in golden powder and paint. The City of the Golden Man is said to only appear in the warmer regions of the mundane world, and finding it is an obsession of many mortal treasure hunters.

The Isle in the Sky

Unlike the other Isles of the Otherworld, the strange Isle in the Sky floats above the surface of the land and sea, often moving into the heavens above the mundane world. The Good Folk who inhabit the Isle in the Sky build strange contraptions to visit the lands below. These flying machines sometimes resemble the ocean-going ships of the mundane world, but just as often they take the form of gigantic air-bladders from which ornate cabins hang, or round metal chariots that move without any visible means of propulsion. Those who inhabit the Isle in the Sky seem to be particularly fond of absconding with things from the mundane world, whether people, livestock, or crops. Likewise, they often create strange circles of flattened plants in grasslands or crop fields, for reasons comprehensible only to themselves. Stories say that the inhabitants of the Isle in the Sky are skilled in controlling the weather, and can be bribed by mortal magicians to create storms, or clear unwanted clouds.

The Western Isle

The Western Isle, also known as the Land of the Dead, is the home of the frightful Fairy Bugaboos. Commonly reached through gates located in ancient burial grounds, it is a shocking place for most mortal visitors. At first the Western Isle appears to be a dark nether realm of graves and tombs, filled with grotesque monsters and grisly walking corpses. The Western Isle is not a place or torment or fear, however. Here the most terrifying monsters play like puppies under the full moon. The dead sing ribald songs and joyously dance among their graves, reveling in their rotted and gruesome  bodies. At grand banquets the dead gleefully feast on worms and slime as if they were fine delicacies, and debate the merits of various vintages of pus. Sometimes someone’s eyeball or viscera is flung across the table, starting a rollicking flesh-fight. In the Western Isle all the fears and restrictions of the mundane world are gone, and the dead can freely indulge themselves. Living visitors should beware of meeting of deceased former lovers…

There are, of course, many other Isles of the Otherworld beside the ones outlined above. Not all Isles are directly accessible from all times in the mundane world, however.

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