the earth does not want you

hey guys. it’s certainly been a while. i’ve been thinking about a weird fantasy florida, recently, out in the palm scrub, where everything is mean and sharp and unfriendly and unnavigable and really kind of beautiful in a careless sort of way.

sinner
her flesh moves like fire on her bones, her hair roils like a plume of smoke from her head, her feet barely touch the water as she strides across it and you smell the black magic in the air: hot metal and raw meat and ozone.

  • Each sinner knows a random cleric spell with a level equal to their HD. They can cast it at will.
  • Sinners cannot cross lines of salt or enter holy ground or consecrated buildings like churches, and they must flee the sounds of church bells and calls to prayer as if they had failed a Morale check.
  • Sinners can walk on water, walls, and ceilings; they are supernaturally light when it suits them, and any surface or structure that can support the weight of a crow will also support a sinner.

corpse
they are pale, luxuriously dressed in black veils and black lace, they move in groups of two or three, they dart about close to the ground in the edges of your vision. they never seem to be what they should, seeming to be very large and very far away, or else very small and very close; you always have to reach farther than you think to strike them with your weapon, but they can just raise their hand and touch you all the same.

  • Each corpse can cast a random magic-user spell with a level equal to their HD. They can cast it at will.
  • If a corpse sees an open grave (dug for the purposes of burying someone, at least 6 feet deep, a burial marker at the head of the grave), it must climb inside and lie down. If it hears properly recited funeral rites (INT check and a round of effort), it must make a Morale check. Corpses cannot cross lines of salt.
  • As long as nobody can see its point of departure or arrival, a corpse can teleport to any location in 120′.

palm devil
a figure standing at the edge of the pines, a little too tall to be human, the contours of its body beneath its ragged coat too long and slender, it’s holding a palmetto frond in front of its face, and when it turns to you, all the leaves on all the trees as far as you can see rattle, malicious and filled with volition

  • a palm devil’s face is indescribable; should anyone see it they must Save vs Magic or become Feebleminded. They will transform into a sinner by midnight of the following Sunday unless restored by Remove Curse.
  • Can cast Gust of Wind, Move Earth, and Plant Growth twice each per fight.
  • Can fly by riding its palm frond.
  • In a palm devil’s hands, a palm frond functions as a vorpal axe and can easily cut through any mundane substance.

venomous augury
someone has nailed a huge rattlesnake to the trunk of a dead pine tree at regular intervals, tied lengths of red silk to each nail head. it looks at you with wet human eyes and tells you something horrible.

  • the venomous augury knows everything, probably. A player can ask it anything and it will give them the true answer. This can amount to a wish–ask it where the elixir of eternal life it, and it will tell you, whether or not there was an elixir before you asked. However, every answer introduces an evil equal in influence or power to the wealth or knowledge being sought. Ask “where is the woman who will save the world?” and the augury is liable to answer “in the house of the man who will one day destroy it”
  • once someone has asked the augury a question, it forevermore appears to them as a stinking dead rattlesnake grotesquely nailed to a tree.

prophet of mud
a huge hairless face emerges from the muck in front of you. it does not bother to turn its head, but swivels its bulging yellow eyes towards you as it begins to hum a hymn

  • the prophet of mud is a third level cleric and knows Bless, Command, and Augury and can cast spells from its head or its hands.
  • the prophet can emerge from any body of mud. it can reach its hands up from any body of mud or murky water that is contiguous with the mud it head is in.
  • the prophet’s head and two hands get their own turn in the initiative order. it can only see what its head sees, naturally, but will feel things out with one hand to help the other.
  • the prophet can spend a round singing hymns to cast Rock To Mud at will.

mother
there is a mother deep beneath the earth, she once had a shell of many hard plates and swam with many sharp legs and saw with a constellation of many watchful eyes. she died long ago, when this land was still a sea, but she is still here, she is a hollow in the bedrock far below, a long spiral in the dark. sometimes she tells the land what it used to be, and when she does it listens.

photos by me

    lamentation final fantasy

    that stupid tonberry shanked your summoner before she got all the words out, and now whatever it was she was trying to call up is coming out wrong.

    from final fantasy tactics a2

    How Is Your Summoner Ruining Ivalice? 

    1. RAMUH. He’s gnarled arms and twisted hands, with skin like lightning-blackened bark, braided into concentric rings. They spin like a confused gyroscope around a lone eye, brilliant with the spiteful white flare of a lightning strike.
    2. SHIVA. She’s a storm of pale blue flower petals, each frozen stone-hard and razor-sharp. They ring like crystal when they strike each other, producing a beautiful, piercing tone that hurts the roots of your teeth and makes your nose bleed.
    3. IFRIT. He’s a creeping patch of consumption, a heaving mass of cinder and charcoal that burns without flame or light everything it touches. Sly yellow eyes well up out of IFRIT as he slides forward, quickly boiling away to nothing from the heat of his internal flame.
    4. MADEEN. She is an endless rotting blossom of wings: swan wings, bat wings, insect wings unfurling, growing, and putrescing off of her shoulders. They twitch and flap, but do not allow for flight; she uses them to drag her limp body on the ground, leaving a trail of black ichor behind.
    5. FAMFRIT. He is a silhouette in the distance of a rainstorm, a shadowy figure seen only in the reflection on the lake’s surface, he is slender black hands rising up from the waters, dozens of them, dragging in fishing lines and nets and boats and swimmers, he is a great slick bulk resting at the bottom, where it is too dark to see.
    6. CARBUNCLE. She is a strange and contagious growth, painful cysts filled with crystallized pus, garnet buboes and diamond teratomas that tear at the flesh around them, epidemics of priceless corpses and hospital massacres.

    pyromancer class

    A simple shooty-blasty magic class suitable for old school games. Intended to approximate Dark Souls pyromancy without getting too caught up in the specific mechanics of it.

    Pyromancer
    HP, XP, Saving Throws, and Combat Abilities as a Cleric.

    from dark souls

    Also called Fire Witches, Children of Chaos

    Every pyromancer has a piece of Fire in them. Not fire, but primordial Fire, the bright, smokeless flame from which the djinn were made, a spark of the flame that ignited the Sun.

    Pyromancers are invulnerable to ordinary fire and receive a +2 bonus to saving throws versus magical fire and dragon breath. When they do take fire damage, they subtract 1 from each die of damage. they take.

    Pyromancers have a number of Fire dice equal to half their level, rounded up. This represents the size of their internal Fire.

    Level 1: (1d6) torchflame: can fit in the palm of their hand.
    Level 3: (2d6) campfire: can fit in a bucket
    Level 5: (3d6) bonfire: can fit in the bed of a pickup truck, requires two hands to hold
    Level 7: (4d6) pyre: can fit in a bedroom, requires two hands to hold
    Level 9: (5d6) conflagration: can fit in a barn, requires two hands to hold

    Pyromancer can use pyromancy to do the following within 40 ft/sling range:

    • conjure a flame the size of their Fire or smaller in the palm of their hand for 1 Turn.
    • hurl a flame the size of their Fire or smaller.
    • extinguish a flame the size of their Fire or smaller.
    • move an existing flame the size of their Fire or smaller to any other spot in range

    When a pyromancer uses pyromancy, they roll a number of Fire dice corresponding with the size of the flame they are creating or manipulating (e.g. if you are conjuring a torchflame in your hand, roll 1d6. If you are hurling a bonfire-sized flame at a monster, roll 3d6). If any of the dice come up 6, the pyromancer removes them from their pool of Fire dice, and note that their internal Fire has shrunk by a corresponding amount. If their are using fire as a weapon, they also use this roll to determine damage. Enemies may Save vs Breath for half damage.

    A pyromancer can recover 1 Fire die by drinking a flask of oil. Pyromancers recover all of their Fire dice by resting in a warm, safe place. They can never have more Fire dice than the limit indicated by their level.

    But What About Fireball?
    Magic as practiced by wizards is fundamentally antithetical to fire. Spells like Fireball, Wall of Fire, and so on produces actinic wer-light that burns without heat and smells like burning metal. There is a piece of forbidden war magic known as False Sun that can create true fire, but only the most unsavory of sorcerers speak of it, and even then quietly.

    you’ve met with a terrible fate

    You were all on a ship headed to the continent of El Sur. You didn’t make it there.

    Instead, you have woken up on a strange beach of black sand and dark water, the sun too large and too red on the western horizon. You have nothing but the salt-crusted clothes on your back, and the following items that washed up with you. You can take as much or as little as you want, but you can only take what you can carry and you have to share with everybody else. Assume you have as many bags, packs, and pouches as you need to haul this stuff around.

    We are using this encumbrance system. You do not know the next opportunity you will have resupply.

    Weapons

    1. The sword: d8 damage, +1 damage if wielded with 2 hands
    2. The spear: d6 damage, 2 handed, a reach weapon
    3. The bow: d6 damage, 120′ range, two handed, comes with 18 arrows
    4. The sling: d4 damage, 60′ range, one handed, you can always find ammunition
    5. The stave: d4 damage, lets you cast a random 5e cantrip (nothing that sheds light, all damage dice are reduced by 1 step) one every 10 minutes (1 Turn)
    6. The daggers: d4 damage, can make two attacks if you’re wielding both
    7. The axe: 1d10 damage, two handed
    8. The bomb: 40′ range, everything within 20′ takes 4d6 damage when it goes off

    Armor

    1. The yellow baldric: +1 AC, +1 to saves vs poison
    2. The patched hide: +1 AC
    3. The rusted chain: +2 AC, encumbers
    4. The piecemeal plate: +3 AC, encumbers moderately
    5. The shield: +1 AC, requires a free hand
    6. The black, fur-trimmed robe: +2 to saving throws versus magic
    7. The blue silk robe: +1 to all saving throws
    8. The red vestments: +3 AC vs Chaotic creatures

    Equipment

    1. Book: The Seraphic Atlas (+1 to Metaphysics checks)
    2. Book: A Child’s Guide to the Wild (+1 to Nature checks)
    3. Book: A Catalogue of Human Failure (+1 to History checks)
    4. A holy rite (Turn Chaos as a 2nd level cleric 1/day)
    5. lockpicks (required to make Pick Locks)
    6. pot of ointment (heal 1d4 HP. Has 1d10 doses)
    7. 100′ of rope
    8. grappling hook and 25′ of rope
    9. Doctor’s bag (required to make Medicine checks)
    10. Poisoner’s pack (required to make Poison-making checks)
    11. Disguise kit (required to make Disguise checks)
    12. 10 hard biscuits
    13. 10 full waterskins
    14. a lantern
    15. 6 flasks of oil
    16. 6 torches
    17. ghost food (can be used as a medium offering to any god)
    18. a 1 pound block of lard
    19. a flute
    20. a dozen metal spikes
    21. A lighter
    22. A pack of cigarettes
    23. a bottle of rum
    24. a flare gun 
    25. a pouch with 6 strange coins
    26. A beautiful ruby ring
    27. A cloth doll

      a god is a kind of monster

      This blog is slowly turning into an extended and not very good meditation on how clerics work, so bear with me while I get it out of my system. I’m working on some dice drop tables that could actually be of use to someone for next post. I recently did a reread of the Games With Others archives, so this post leans on Pearce’s work here.

      SO:
      Fighters solve problems with violence.
      Thieves solve problems with trickery.
      Magic-users solve problems by knowing things, or, depending on how you see it, breaking the rules.
      Clerics tend to exist in this space between  fighters and magic-users: they have okay spells and an okay capacity for violence. This is perfectly fine, but when I crunch clerics down to the aesthetic core that actually appeals to me, I get:

      Clerics solve problems by getting someone else to do it for them.

      Reading over the Original Dungeons and Dragons rules, the 2d6 reaction check was originally used to determine the outcome of transactions, rather than a more general way to figure out an NPC’s attitude towards the players. This meshes well with the idea of clerics doing things by proxy, but I think there is a better, easier, and more satisfying way to do that then my old warlock class.

      From Monstress 1. written by Marjorie Liu,, art by Sana Takeda
      Spirit Medium

      Progression
      HP, XP, attack bonus, saving throws as Cleric. Equipment restrictions as magic-user.

      Commune
      You understand and can be understood by any monster, even if you do not share a language.

      Bargain
      Influence a monster or band of allied monsters. You can do this to soothe hostile creatures or extract services from neutral to friendly ones. To Bargain, you must offer the monsters some form of payment and then make a reaction check. Mediums can only do this once per band of allied monsters per encounter. 

           2: The monster becomes hostile and attacks. If it was already hostile, it attacks the medium.
           3-5: The monster refuses the offer, or continues its current course of action.
           6-8: The monster refuses the offer, but will reconsider if the medium gives better terms.
           9-11: The monster accepts the offer.
           12: The monster accepts the offer and gives the medium its name.

      by Bertha Lum

      This is predicated on the medium offering suitable terms. Monsters pretty universally accept fresh blood (d6 HP worth for something simple like getting them to cast a 1st level spell, help in a fight, give information on the locals, or settle down if they have only a few HD, but a major secret, protection for a whole adventure, or calming a dragon could require quite a bit more); however, if the medium has an item appropriate for the monster (rare incense for a mummy, or a flower for a dryad, for example), they can use it as payment instead. These items are quite probably expensive, but they also encumber as at least 1 significant item each. Mediums can also offer to kill rivals, track down treasure, restore shrines, observe a taboo, whatever. Referees should feel free to have monsters make suggestions.

      Summon
      When you knows a monster’s true name, you can call it forth whenever you wish. Chant its name, carve its name into the ground, burn a paper doll with its name on it, whatever. A Turn later, it shows up, stepping out of a shadow, welling up out of the earth, or scuttling down from the ceiling. You can then Bargain with it.

      Miracle
      If a monster knows a spell, you can Bargain for the ability to cast it once.

      Mitsukuni Defying the Skeleton Spectre Invoked by Princess Takiyasha by Utagawa Kuniyoshi

      The way I use “monster” here presupposed a Princess Mononoke-esque animist universe where animals, gods, and monsters all sort of exist on the same spectrum. Mediums shouldn’t be able to use Bargain on a bandit (though it would be fun to put otherwise human magic-users in the monster category, now that I think about it). If you’re going for a more naturalist feel, you could limit Bargain to only explicitly supernatural critters (ghosts, djinni, elementals, etc).

      beneath the teeming heavens

      Here’s a big ole generator that makes monsters/gods that are suitable as retainers. Got the idea from this and this.

      there are a handful of gods of middling power scattered across the island of San Serafín (the Red and Gold Rebel, Dreaming Beast Al-Mi’raj, YV YN YR, but starting shamans must call out into the void and take whatever minor spirit answers.

      from persona

      GENERATING A GOD

      1. Roll 1d20 to determine the god’s stat block. All gods start with 2 HD.
      2. Roll 1d20 to determine the god’s shape
      3. Roll 1d20 to determine the god’s domain
        • A god can use its Major Power 1/day and its minor power at will.
        • Minor powers in parentheses are movement types
        • Gods can cast spells with a range of Self as Touch spells if they target their shaman
        • A god’s Aspect affects its appearance
      click to make it bigger

      GENERATING A GOD’S NAME

      1. Roll 1d4 to determine how many syllables compose the god’s name.
      2. Roll 1d100 to determine which syllables compose the god’s name.
       
       
      from final fantasy 12 revenant wings

      that old time religion

      “Later he saw Jesus move from tree to tree in the back of his mind, a wild ragged figure motioning him to turn around and come off into the dark where he was not sure of his footing, where he might be walking on water and not know it and then suddenly know it and drown.”
       from Flannery O’Connor’s Wise Blood

      Thinking about this post. Also thinking about Mononoke. The standard old school D&D cleric worships an impersonal, benevolent god. That’s an okay model, but I like the idea of deities as more present, dangerous, and visceral. A little more animist, I guess. Clerics can befriend gods, or form grudging alliances with them, or press them into service. Sometimes, clerics have to kill them. In this model, gods are NPCs and spells and adventures in one, and they influence clerics (shamans really, I guess) in direct ways.

      Anyways, here’s a sketch of what this would look like:

      She rebelled against her masters, so they tied her to a tree out in the scrub and left her there to die. When she finally became too tired to kick away the coyotes, when she had nothing but three days of hunger and three days of thirst, when her will to live exceeded anything her body could do, she swore by the blood in her mouth and then sun in her eyes that there would be a reckoning.

      There is a tree in courtyard of the mayor’s house in the village of Segundo. It grows the most remarkable red flowers and draws the most remarkable red butterflies. The mayor ignores them, but every morning he pours a bottle of excellent red wine on the tree’s roots, and girdles its trunk with another red sash. He is a fine man, the nephew of the old lord, so the Segunderos ignore these eccentricities, but they wonder why he would lavish so much attention on a tree while ignoring the fruits of his labor, or why he would grow so fearful when he found out the merchant wouldn’t be bringing any shipments of wine for the second season in a row.

      La Dama Roja, Goddess of Blood and Sunshine
      AC 16 HD 3+1 MV 90’ (30′) ATK Spear DMG 1d8+1 ST Fighter 3 AL Chaotic
      Spells, at will: Light, Command, Cure/Inflict Light Wounds

      The true name of La Dama, the one that will let a shaman make a pact with her, is carved into the trunk of the tree in the mayor’s courtyard, beneath the dozens of tattered red sashes. If the shaman botches the pact-making ritual, she will do her best to brutally murder the mayor, who was the man who tied her to the tree all those years ago. If the shaman helps her kill the mayor, her Loyalty will increase by d4. 

      If a shaman wishes to extract a favor from a god without making a Loyalty check, they can make it an offering. La Dama accepts only blood. A small task, like casting a 1st level spell, participating in a fight tipped in the Goddess’ advantage, or translating the words of a creature that can’t communicate with humans, might require d6 HP. Major favors, like casting a 5th+ level spell, joining a fight with desperate odds, or revealing a powerful and ancient secret, might require 5d6 HP.

      The Goddess of Blood and Sunshine makes a Loyalty check or requires an offering when the shaman violates one her her taboos in front of her, or when the shaman asks her to violate one of her taboos:

      • BEG NO PARDONS
      • SHOW NO MERCY
      • BOW TO NO ONE

      call you up

      Spirits that a level 1 summoner can choose from. 

      Ursa Minor

      from etrian odyssey

      A lesser bear deity who lost all of her worshipers to a single landslide. She is polite, lugubrious, and faintly maternal. While in her youth Ursa was a goddess of war and wild, she has become domesticated over the last few centuries, preferring the slow pleasures of novels and teatime to the rush of the hunt. Nevertheless, she is always keeping an eye out for potential worshipers, who would put her on a path to becoming the ferocious Ursa Major once again. 

      • Stats as a 3 HD black bear
      • If fed three rations, she can Enlarge herself as a 3rd level magic-user.
      • A talented cook and a passable patissier
      The Darker The Hour
      by Patrick Feller, released under Creative Commons

      A wayward young demon taking the form of a small, black cat. Its relative youth and the fact that it has been separated from its siblings has left it afraid and impressionable, if no less malicious. The Darker The Hour craves approval and authority. It loves things that are cool and hates things that are lame. It will cause the greatest amount of chaos possible if left to its own devices.

      • Stats as goblin
      • Can force itself into the mouth of any creature in melee range, though they can Save vs Paralysis to resist. Once in their body, it can make them Charmed by any human in line of sight, though the host can save to resist. Moreover, it can place insert thoughts into its host’s mind. These must be short enough to be said with a single breath, and the host is under no compunction to act upon them–they simply believe the thought to be their own. Hosts do not remember being possessed.
      • Hosts will respond with confusion or hostility if summoners start barking orders at The Darker The Hour while it is possessing them.
      The Damascene Spider
      screenshot from Bloodborne

      Something like a spider, something like a man, born in a crypt as a simple spider, but has grown fat on dead saints. It has acquired something of their benevolence and all of their wisdom, and is the size of a large dog. The Damascene, on one hand, wants to aid the sick, comfort the dying, and give to the poor, while on the other, it wants to wind everything up in silk and slurp them up when they’ve gone all runny. It has given up anthropophagy for now, but views lapses on this front as more venal than mortal.

      • Stats as crab spider. It does not have fatal venom.
      • The Damascene’s bite is not venomous, but it can drool some venom onto a wounded creature, healing them for 1d6+1 HP. This is exhausting for the spider–it must rest 1 Turn and consume 1 ration before it can repeat the procedure.
      • The Damascene can extrude 10 ft of silk (as strong as a rope) per exploration turn.

          una isla

          Working on the region surrounding San Serafín. I want there to be more to do than just this one, giant dungeon. I think my players are chafing against having to dungeon crawl every session. I also want to develop a Morrowind/Tekumel-ish setting, a kind of Mozarab Latin America, or a Colombian Exchange with Al-Andalus instead of re-Christianized Spain. 

          Anywhere, here are six locations. 
          I

          Twin creatures of mysterious nature and sumptuous dress sell strange wares beneath a red silk canopy on the side of the road.

          • Arre has the grinning head of a coyote, tongue lolling, eyes a dull red. She is polite, accommodating, and will not insist on anything but a price. She sells magic-user and cleric scrolls (all spells with a level of 6 or higher). She does not take money, but requires a live captive with HD double the level of the scroll’s spell.She fights as a gargoyle (AC 5 HD 4 MV 90 ATK 2 claws/1 bite/1 horn DMG 1d3/1d3/1d6/1d4 ST Fighter 8 ML 11 TT C AL C, Immune to non-magical weapons)
          • Erre has the head of a monkey, expression neutral, eyes a lambent red. He is profane, deceitful, and delights in insult. He sells magic items (three random magic items in stock, changes out each midnight). He accepts only ancient coinage, and each item costs 500+d1000 gp. He fights as a wraith (AC 3 HD 4 MV 120′ (FLY 240′) ATK 1 DMG 1d6+Energy Drain ST Fighter 4 ML 11 TT E AL C, Immune to non-silver and non-magical weapons)

          II
          A small and unpleasant village. The well has been spoiled recently and a spirit haunts the village chief, a man called Nazario.

          • The well was spoiled by the brother of Nazario’s dead wife, who wants to be chief and is sabotaging Nazario’s rule.
          • Nazario is haunted by the spirit Búho because he murdered his wife, the daughter of the last chief, five years ago. He rules the village benevolently, but will kill again to maintain his secret.
          • The villagers blame the haunting and the spoiled well on the nearby encampment of half-djinn. They would have driven away or killed them by now if not for the efforts of the village chief.

          III
          An encampment of half-djinn outcasts. They have thus far maintained a measure of peace and prosperity through the power and guidance of the great djinni Al-Ra’ad al-Kasif, but he has been missing for over a month.

          • A band of slavers has been kidnapping djinni across the Isle. The leader of the encampment, Fátima, wants the slavers killed and her fellows freed.
          • Shams, the great-grandson of al-Kasif, maintains his ancestor’s house, buried beneath the encampment. It contains immense wealth, but its guardians are vigilant and powerful.
          • Befriending the encampment allows players to create half-djinn characters.
          • The half-djinn fight as elves (AC 5 HD 1+1 MV 120’ ATK 1 DMG 1d8 ST Elf 1 ML 8 TT E AL Neutral, Know a random 1st level magic-user spell)

          IV
          A decaying monastery occupied by a society of necromancers. A small shantytown has sprung up around the monastery’s walls, full of indentured servants paying off the necromancer’s services.

          • The necromancers can raise any human from the dead, as long as a corpse and their true name is provided. The dead raised this way have the mental attributes, knowledge, and abilities they had in life, but the physical characteristics of their new body. This service costs a number of gold pieces equal to the experience total of the one to be resurrected. Anyone raised this way cannot gain XP.
          • The indentured servants despise the necromancers for their abuse and cupidity, but each is desperate to bring someone back to life.
          • The necromancers know the secret of summoning Las Muertas, but will not teach it to anyone outside of their ranks. A summoner must enroll in the society or else just steal the ritual.

          V
          A band of hunters makes their camp here, hidden inside a thicket. Several of their children have gone missing, and in the weeks since their search started, something has begun to mutilate the horses.

          • The children have been stolen by the spirit Angroda, who maintains her lair in the bole of an immense black tree in the same hex as the camp.
          • The horse-killer is one of the hunters, cursed with lycanthropy. He killed an ancient jaguar while searching for the missing children, and it bit him as it died. He is too frightened to set off on his own and even more afraid of being killed by his friends and family, so he has been satisfying his new hunger with the band’s horses. He fights as a weretiger (AC 3 HD 5 MV 150’ ATK 2 claws/1 bite DMG 1d6/1d6/2d6 ST Fighter 5 ML 9 TT C AL N, Immune to non-magical or non-silver weapons, can summon 1d2 jaguars 1/day)

          VI
          An abandoned hacienda. Withered cattle, untouched by insects, lay dead in locked barns, and the silos are filled with rotted grain. In the manor, the two dozen bodies hang from the rafters.

          • The hanged were once the hacienda’s household. In life, they sacrificed humans to an Old God in return for bountiful crops. When the Saint-king sent an agent to investigate the disappearances, they killed themselves when discovery seemed inevitable.
          • The dead are restless in this house. The bodies will reanimate and attempt to kill anyone who enters the manor. They will do their best to keep anyone from entering the basement, where they kept the remains of their victims.
          • The basement contains the remains of the sacrificial victims, as well as the body of the Saint-king’s agent. Unbeknownst to the murderers, he tripped down the stairs and broke his neck while investigating. He is an immobile skeleton, but is quite friendly and rather voluble.
          • The murderers fight as wights (AC 5 HD 3 MV 90 ATK 1 DMG Energy Drain ST Fighter 3 ML 12 TT B AL C, Immune to non-silver and non-magical weapons). As long as they are still tied to a rafter and nothing living can see them or their destination, they can teleport to any other rafter in the house. If cut from the roof, they cannot teleport, but can move freely.

          the happy dead

          Another revision of my summoner class, along with two more spirits.


          Las Muertas
          If a summoner learns the True Name of a dead human, they can call their spirit forth from the Lands of the Dead. These ghosts are invisible to all but their summoner (or those with the means to see magic) and care utterly incapable of interacting with the physical world. However, if their summoner commands them to possess a corpse, they can use it as an intermediary to interfere with the living. Las Muertas retain all of their knowledge, mental capacity, and abilities from life, but acquire all of the physical capabilities and limitations of their host. When a host is destroyed, its possessor is banished back to the Lands of the Dead and cannot be summoned until the following midnight.

          While the personalities and motivations of Las Muertas vary as much as the living, they are uniformly incapable of boredom, though they may enjoy some activities more than others. One of the dead can spend a decade at the bottom of a well unphased. Moreover, leaving the stultifying Lands of the Dead makes them labile and manic–Las Muertas have a notorious taste for rich food, liquor, and tobacco. 

          There are rumors of a town in the northernmost reaches of Las Taifas where summoners call up the dead and willingly release them into the Lands of the Living. The sheikhs denies such speculation.

          Búho  
          Búho is a spirit consisting of 12 porcelain owl dolls.

          • Their heads turn to face the most powerful Chaotic creature in the immediate vicinity
          • Their bodies rattle in the presence of magic. 
          • Each time someone lies in Búho’s presence, one of the dolls breaks. 

          The dolls must remain within 12 feet of each other. They can move as fast as a human, but only when nobody can see them. While unobserved, they can carry small objects. As long as an area has an egress accessible to a normal human, they can leave, even if they aren’t large or strong enough normally (so if Búho is in a room with a closed door, the dolls can leave if nobody can see them. If the door’s locked or actually a heavy portcullis, they’re stuck) If all the dolls break, Búho is banished. Búho cannot speak.

          Búho always tries to reveal secrets and uncover the truth, regardless of the consequences. The older and darker the secret, the more Búho tries to reveal it. It most commonly comes into conflict with humans when it comes across a powerful secret–murder, infidelity, falsified noble lineages. It haunts those it believes to be responsible, hoping that observers can figure out the rules of its abilities to put together the truth.