(Praxis) Haldren Thul - Species Glossary
From Black Country Role Playing Society
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Notes on Encountered Creatures
Werewolves
- Seem to follow the same characteristics as those found in Eberron.
- If bitten take steps to guard against Lycanthropy
- Use of silver advised
Vampiric Werewolf
- Theoretically impossible... on Eberron. Here, who knows?
- No firm evidence if this creatue is what I beleive it to be... yet
- My guess is it would have all the advantages of both species.
- I hope it also has the weaknesses of both.
- Extremely strong. Would advise taking it down from a distance.
- Would not recommend mind-affecting spells.
- Possibly immune to highly accurate attacks.
- Use of fire and magical silver heavily advised.
Carcass Eaters
- Similar to those used in the Ministry of the Dead in Atur.
- My companions report that they are a horrific sight, not sure if this is an enhanced breed or just because they are not used to them.
- Easily dispatched with standard weaponry.
Zombies
- Similar to the most common types found in Eberron. May have a rudimentary intellegence or is being controlled from a distance.
- This variety seems tougher than I was expecting but not unheard of.
- This variety also seems to be rotting more than normal, may be disease ridden.
- Turning not very effective, would recommend engaging with large slashing weaponry in a defensive manner.
- Seems that they are more agile than your standard zombie.
Mystic Zombie
- Unknown at this time the local name for the creature.
- Seems to be an animated corpse similar to a zombie with a white colouration.
- Stealthy in the mists.
- Ability to paralyze a living target and use an ability similar to the spell vampiric touch.
- Possibly has innate spell-like abilities or is a true spell caster.
- Should be considered very dangerous and should be neutralized quickly.
- Standard tactics for dealing with zombies seem to work with these too.
- More study required!
Giant Maggots
- Vermin similar to normal maggots but of a larger size
- Can be found hiding among corpses
- Diet not limited to rotting substances, quite willing to feast on the living
- No apparent resistances or vulnerabilities
Vargouille
- Seem almost identical to those that have been encountered in Eberron
- Can produce a paralysing shriek
- Their kiss can cause diease that will kill it's victim and turn them into a Vargouille
- No resistances or vulnerabilities.
- Physically quite weak.
Shrunken Zombie
- Appearance that of a short squat zombie
- Tougher than the zombies of Eberron and the standard ones encountered here so far.
- Extraordinarily strong
- Almost certain this creature was intelligent
- Tough skin resistant to normal and magical weapons. Requires good aligned weaponry.
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Other Items of Note
Planar Gate
- My guess is it was magically created by some entity
- The alignment of the three planes of Kythri, Daanvi and Thelanis seem to enhance the portal magic making the gate creation possible. I would guess that outside of this alignment the gate would not be possible of even sustainable.
- Seems blocked from the non-Eberron side. Maybe keyed to a specific object, person or local astral alignments.
- More study required
- May be possible to seal with a well executed dispel magic. I would guess unlikely and am not willing to try from this side.
Planar Traits
- Seems to be a prime material plane.
- Unknown name. Inhabitants refer to it as, the world.
- Local town called Barovia
- Yet to encounter any intelligent native species apart from werewolves.
- Would guess at a human populace considering the appearance of zombies. Unknown if this populace is still living.
- Some link with the word Strahd. Maybe a name. Used in Karnath as a curse.
- Due to some knowledge of this place being found in Eberron I have I believe this is not the first time that our planes have been connected. The last time must have been around 1000 years ago or more.
- Town of Barovia seems to have a curse that causes all those who die to rise again as the undead
- Deities different to that of Eberron as expected. One Identified as Pelor, the sun god
Local Religions
- Pelor, the light bringer. Sun god. Good. Has an order of Paladins.
(back to (Praxis) Haldren Thul - Journal)
