(Praxis) Haldren Thul - Species Glossary

From Black Country Role Playing Society

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.


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.



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