Inside Pyre Cities, Old Opal Kings and Old Opal Wraiths Possess Pilgrims Shepherded by Wish-Granting Ifirit

Before Heaven was burned, every lodge-city was ruled by an Opal King. They were named for their armor and weapons, which were gifts given to them by Huitzallah's wife to prove their sovereignty.

When armageddon came, those that survived the initial wave of destruction threw themselves into fires to become immortal. These profane flames scorched black their cities and incinerated their people. Now they are all but wraiths of opal flame that haunt Pyre Cities.

When a Gatherer lights a bonfire and summons these wraiths, there is a 1-in-6 chance of summoning an Old Opal King and a 2-in-6 chance of summoning an Old Opal Wraith. They are hostile on sight, and will seek to kill the Gatherer, immolate their corpse, and chain their soul to the Pyre City as a Soot Shadow to forever serve them in their ineffectual war against dragon-kind.

If neither a King nor Wratih is summoned, a ghost is summoned instead, and it will answer 1d4 questions about the Pyre City before disappearing.

Corpses are sought out by Old Opal spirits who have not manifested via flame in too long a time. They will possess the body of any non-draconic creature they can find. This shambling corpse, called a Pilgrim, will search out the spirit's pyre so that it can be laid to rest. A Pilgrim has limbs three feet too long and is covered in embers.

Pilgrims congregate and are shepherded by Ifriti--ancient wish-granting demons of fire that once served the Old Opal Kings. They were the ones that guided their masters in their desire to become fire. They serve Pilgrims now out of honor for the era-old pact to grant their master's wishes.

Related image
Ifrit are cool man.
SHARED CHARACTERISTICS OF THESE CREATURES
  • Turn undead works on all of these creatures, including the Ifrit.
  • Each of these creatures is immune to fire.
  • Damage dealt by these creatures has a 2-in-6 chance of lighting the target on fire.
  • Attempts to resurrect any of these creatures will always fail, and result in the resurrector being immolated in flame for 1d12 damage per round until the flames are put out.


OLD OPAL KING
HD: 8
AC: Plate + Shield
SPEED: x1/2 that of man
MORAL: 12
ATTACKS:

  • Flaming Zweihander: +10 to hit for 2d6 damage. Attacks 3 times

SPECIAL
  • The Old Opal King can summon 1d4 Old Opal Wraiths once during his manifestation.
  • If the bonfire the Old Opal King is summoned too is put out, he is temporarily destroyed.
  • if the bonfire is not put out, the Old Opal King regenerates 1d6 hit points every turn.
  • A target killed by an Old Opal King is burned down to soot and turned into a Soot Shadow.
  • The Old Opal King attempts to possess a target if reduced to 0 hit points without the bonfire being destroyed. Save vs magic or seek out its pyre so that it can be laid to rest and reincarnate swiftly.

OLD OPAL WRAITH
HD: 3
AC: Chainmail
SPEED: x1/2 that of man
MORAL: 12
ATTACKS:

  • Flaming Macahuitl: +4 to hit for 1d10 damage.

SPECIAL

  • If the bonfire the Old Opal Wraith is summoned too is put out, it is temporarily destroyed.
  • If the bonfire is not put out, the Old Opal Wraith regenerates 1d4 hit points every turn.
  • The Old Opal Wraith attempts to possess a target if reduced to 0 hit points without its bonfire being destroyed. Save vs magic or seek out is pyre of destruction so that it can be laid to rest.

When possessed by one of these two undead, roll a d6 and gain the following personality trait.
  1. The gods betrayed you and cannot be trusted. Shun the religious and recieve no miracles or blessings from them.
  2. Dragons must be slain at all cost. Become immedietly hostile to any draconic creature, including Dragon Wives.
  3. Fire is power, and power is life. Light a blaze and sacrifice your arm to it. In exchange, deal max damage with any weapons you fight with.
  4. Radiance is a lying light. By setting human flesh on fire, the released smoke will choke the radiance and temporarily destroy it--but it is a friend you must immolate, not an enemy.
  5. Opal is needed for this journey. Drop everything you are doing and travel to the Shattered Crowns to mine opal to forge weapons and armor.
  6. Crown yourself in regrets so that you may bear the burdens of people. Everytime you meet someone new, ask them deep and invasive questions about their past.


PILGRIM
HD: 1
AC: None
SPEED: x1/2 that of man
MORAL: 12
ATTACKS:

  • Embered Breath: Save vs breath weapon or catch on flame, dealing 1d4 damage per round until put out.

SPECIAL

  • A Pilgrim can pray for a wish from its Ifrit shepherd, allowing it to cast 1 Cleric spell of its choice during the following round.



IFRIT
HD: 10
AC: Half-Plate
SPEED: x3 that of man
MORAL: 12
ATTACKS:

  • Cursed Kopesh: +10 to hit for d6 damage. Save vs magic or be cursed. Everytime you fall asleep, burst into flames, unless you pray to the Ifrit for mercy and sacrifice to it 100sp worth of treasure. Attacks 2 times.
  • Pyroclastic Soul Flow: The Ifrit summons forth the spirits of Old Opal Wraiths to immolate its target. Everyone it sees must save vs magic or combust into flame, suffering 1d12 damage every turn until the fires are put out.

SPECIAL

  • The Ifriti can grant 1d6 wishes a day. A wish can grant a creature a 1 casting of any Cleric or Wizard spell from any source as long as the spell is not a wish spell; any non-magical material object it wants; or the exact location of anything it desires. Each wish has a 5-in-6 chance of leading to a certain death trap of the Referee's choice upon attaining what they are looking for.
  • The Ifrit flies above the ground by 20 feet.
  • The Ifrit can turn into smoke or embers and reform in a location of its choosing as long as it has been to that location before.
  • If an Ifrit's congregation of pilgrims is destroyed, it will serve the creatures who destroyed the congregation as long as they are not draconic in nature.

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