Showing posts with label air. Show all posts
Showing posts with label air. Show all posts

Saturday, October 10, 2020

Elemental, Mephit

 Think of every hammy and cheesy sidekick to the villain from your favourite childhood cartoon. Now channel them all into a little imp with delusions of grandeur, and you got yourself a mephit. While all are true neutral, they are most often used by minions by other elementals and casters - and a good chunk of those your players will be encountering are certain to be evil. Bestiary 1 brings us four flavours - air, earth, fire, and water.

Ser Georgio D'Anunnzio the Third, Slayer of Beasts Large and small, is a brave air mephit knight. While he claims to be recruiting squires to help him slay a mighty cyclops, he has no real chance against the giant. Despite cooking for, cleaning after, and generally being subservient to his squires, he will still claim to be the leader of the band. If the cyclops is slain, he will also claim the kill - going so far as to challenge any false claims with a duel, although if the duel is accepted he is sure to flee.

Dirty Douglas is an earth mephit known in mage circles for being a highly effective assassin. The tiny murderer's method of operation is gliding through the earth to ambush the victim, tripping them to the ground, and then using a garrote to finish the job. Adventurers who slight the (easy to slight) Guild of Mages Supreme might end up having to deal with him.

The Song of Waves and Pyres is an annual event held in the neutral astral plane city of Foreverspyre. The ancient tradition dates back to when the planes of Water and Earth were in open conflict - but nowadays, a symbolic arena battle for prestige takes place instead. The only participants on both side are respective planes' mephits - and both groups are notoriously good at cheating. Fire mephits usually resort to hidden evocation scrolls and an occasional infernal pact, while water mephits' favourite tactic is to recruit other outsiders and even mortals, using magic to disguise them.

Wednesday, October 7, 2020

Elemental, Air

 And so, our week of elementals begins, with the air elementals - including the elemental hurricane, invisible stalker, living whirlwind, the mighty storm lord, and the zephyr hawk.

Griefholme, the city of light and magic, is a place where magic is so commonplace that day-to-day life of most citizens relies on it. One of the many unconventional uses of conjuration is a bounded elemental hurricane that is let out into the streets at night - doing a job of hundreds of servants with brooms within mere minutes. While the creature is under strict orders never to initiate a fight unprovoked, it has taken to its duty very seriously, and will aggressively defend the hygiene of the city.

Whisper is an invisible stalker with a vendetta. Having been called to perform terrible deeds by a rogue necromancer one too many times, he plans to execute the mage. To that end, he has given the necromancer the location of some ancient treasure, hidden on a solitary, faraway mountaintop - but also failed to mention that said mountaintop is an elemental vortex point, notable for being the spawning grounds of large numbers of aggressive young living whirlwinds. However, Ol' Joe the Necromancer wouldn't risk his own life - instead sending naive young adventurers after the treasure, with promises of rewards sure to be broken.

Hush Featherstep is an ancient storm lord noble. In his youth, hush was an avid falconer in his home plane of air - and even in his old days, his trustiest companion, a zephyr hawk named Swyft, had been at his side. Unfortunately, these days Hush's sight has grown weak - and when Swyft goes missing while on a hunt on the material plane, Hush must turn to some mortals for help. All of the signs point towards the bird-like elemental flying straight into a massive storm brewing on the horizon.

Sunday, September 20, 2020

Djinni

The friendliest and most sociable of geniekind, the djinni make for phenomenal social encounters that push forward the point that you're not in Kansas anymore.

A deaf djinni is disaster engine, as the residents of New Dervishire recently found out. A venerable and gentle-natured being, Angharadd promised each resident of the newly founded colony three wishes - and he has been hard at work making them come true. Unfortunately, his hearing is damaged - and his will is literal. After several mishaps, the least of which is a man who became incredibly good at overcoming large turtles, a group of emissaries are sent to the old genie to beg him to ask twice. However, the noble elemental refuses to admit he has made a mistake - and if pushed, can become violent.

A group of bounty hunters have been hunting for their nemesis for ages. Their hunt, a legendary quest that has been sang about in taverns across the entire world, has taken them across the elemental planes. Finally, they catch up to their quarry in the Netherworld. As they draw to a close, a djinni vizier appears. Out of sheer need for amusement, he offers to fulfill up to seven wishes - but for every wish that someone in the group is granted, one will be given to their nemesis as well.

A sad looking djinni found sitting by the road offers a group of adventurers a wish fulfilled if they get him back the platinum ring he is bound to. The ring, he says, was stolen by a master thief then sold, and is now in the possession of a mighty noble of the Svalyaki line.
In truth, the djinni is not able to grant wishes to mortal, and was never bound to the ring - instead, it is a mighty artifact capable of visiting great harm upon one of the efreeti. The djinni has a plane shift ready to go as soon as the adventurers bring him the ring - but if they see through his lies, or try to one-up him in any way, he will haunt them for the rest of their lives.

Friday, September 4, 2020

Cloud giant

There's just something so folktale-ish about cloud giants. These aren't creatures that just randomly exist in the world, these are creatures multiple surrounding villages have wildly differing local legends about. They aren't an "appropriately leveled challenge for the player characters to face", they are a story unfolding itself as you witness it. Their divergent alignments also hint at yet even greater mysteries in the background.

A standoff of (literally) gigantic proportions is taking place at the mouth of Durgil's deeps. Two delegations of previously unseen giants have set up camps, and appear to be constantly arguing and bickering. So far, no physical violence has erupted, but if it does, the nearby townships are sure to be the one to suffer. 
If the local mayor's emissaries manage to sneak past the giants and their random bursts of magic, and delve deep into the treacherous caves, what awaits them at the very bottom is another giant, chained to a monolith. The prisoner looks much like his arguing kin above, but appears ancient beyond measure. At his feet, a plaque stands, an engraving in ancient valhallan on it. "The last one who did not choose a side", the text says.
The old giant, if awakened, pleads his finders "not to let the childer find him, for it shall start the war anew".

In the lands of Ledenya, the brothers who dwell above are treated as deities. The two cloud giants - one kind, benevolent and gregarious, the other cruel, sadistic and petty, come and go with the seasons. As summer draws to a close, Dvoryak's castle, a thing of white and gold sitting on soft clouds, sails beyond the horizon, as Kuryak's castle, with its sharp edges and tall spires appears, riding on a storm.
One winter, though, Dvoryak's castle crashes from the skies. With the last remnants of life, the benevolent giant awakens the seed of greatness within four youths of the tribe, and urges them to find a new home for their people, beyond the Shardspire mountains - but time is short, and they must go before Kuryak comes for them.

For ages, it has been common belief that some cloud giants are good and some evil. The truth, however, is that they go through two psychological and physiological phases in their life. Juveniles tend to be more physically imposing, highly territorial and yearn for violence. As they mature, they settle down, become builders, develop the need for humanoid contact, and essentially reinvent their entire personalities.
A group of mercenaries is shocked when a giant, who nearly murdered them early in their careers by trying to feed them to his pet hydra, congratulates them on their latest escapade and calls them for a feast in their honour. While the patriarch himself is bound to be civil, some of his teenage sons might also be present...