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    Default Mythic Aberdeenshire content thread [3.5/MV]

    Please do not post opinions in this thread. Opinions may be posted here (This is a link)

    Mythic Aberdeenshire is a mini setting written by Thom Clegg and aided by the denizens of Giant in the Playground.



    Between the haunted peaks of the Cairngorms and the icy chill of the North Sea sits a pleasant little shire, named for the sea-port of Aberdeen. The region has long been the seat of habitation, archaeology having revealed such ancient peoples as the Beaker Peoples, who called the region home some five thousand years ago.

    In modern times, the incorporated city of Aberdeen is a rich place, moving timber and processed cloth out of Scotland while moving vast quantities of raw cotton and silk into the port. Strife between the local clergy, several traditional lairds and some of the most powerful industrialists of the city have brought the tensions of the locals to boiling point, not to mention the disappearance of a number of idle fishermen and beachcombers in the Dee estuary of late.

    Behind the norm, however, lies another world; a world of beasts and hunters. Normal people are not just unaware of it, they are apart from it. In the hills and forgotten places of the county, strange things are abroad, though they keep to themselves in a vague attempt to keep humanity as a whole from paying them too much notice; they are the færie.

    Whole cultures and courts of the fæ exist in Aberdeenshire and they threaten war. The hunters roam the hills, destroying anything that makes itself evident but the centuries of hiding have taught the fæ to keep their wars to themselves. If the war escalates, however, the whole shire could be engulfed...


    Materials:
    A number of outside materials are linked throughout this setting writeup. A core archive is kept here:
    • Fæ-o-matic will be repeatedly referenced for creature stats.
    • The Planeswalker by Hawk7915 is recommended as a means of getting groups to and from the Mythic Aberdeen setting.


    Table of Contents:
    1. Overview Map
    2. Ben MacDui
      1. The world behind Ben MacDui
      2. The king of Ben MacDui


    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    Any material presented as flavour or inside Spoilers listed as "MV Versions", along with all pictures used in this thread, are Copyright under the Creative Commons Attribution NonCommercial License to Thomas Clegg. All other game materials are free to use under the terms of the OGL and are designated Open Content.
    Last edited by Mulletmanalive; 2011-05-21 at 03:29 PM.
    Mine is not so much a Peter Pan Complex as a Peter Pan Doom Fortress and Underground LairTM!
    Fae-o-matic Want a fae from folklore stated? Give me the lore and I'll do it for you!
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    Default Re: Mythic Aberdeenshire content thread [3.5/MV]

    1: Overview Map:
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    Scale: The map is almost exactly 60 miles wide. Work from there.

    Map Key:

    Mountains:

    1 – Ben MacDui
    2 – Cairngorm
    3 – Beinn-a-Bhuirn
    4 – Cairn Bhac
    5 – Ben Uarit Mhor
    6 – Ben Avon
    7 – Cairn Toul
    8 – An Sgarsoch
    9 – Carn a Bhacain
    10 – Lachnabar


    Lakes:
    11 – Loch Muick
    12 – Loch Dhu
    13 – Loch Ceandor
    14 – Loch Daven
    15 – Loch Skene
    16 – Loch Calater
    17 – Lock Etichan



    Towns/Villages:

    1 – Aberdeen
    2 – Kingswell
    3 – Skene
    4 – Midmar w/Woodlands
    5 – Banchory
    6 – Kincardine o'Neil
    7 – Ballogie
    8 – Birse
    9 – Aboyne
    10 – Ordie
    11 – Tarland
    12 – Ballater
    13 – Bridge of Gairn
    14 – Abergeldie
    15 – Crathie
    16 – Balmoral
    17 – Braemar
    Last edited by Mulletmanalive; 2011-05-16 at 02:20 PM.
    Mine is not so much a Peter Pan Complex as a Peter Pan Doom Fortress and Underground LairTM!
    Fae-o-matic Want a fae from folklore stated? Give me the lore and I'll do it for you!
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    Default Re: Mythic Aberdeenshire content thread [3.5/MV]

    2: Mountain 1: Ben MacDui

    As far as anyone knows, Ben MacDui is the tallest mountain in Scotland and stands in the west of the Cairngorm range of mountains. The mountain rises rapidly out of the ground when approached from the south, casting a silhouette on the skyline as if it were a great wall. The peak is in the south of a long plateau that sweeps off to the north and joins with the mountain Cairngorm about two miles distant.

    The mountain is touched by a number of streams, along with two lakes; the smaller Loch Etichan and Loch Avon further north [Loch Avon is not included on the region map because it is actually part of a different river system].

    Thos brave or foolish souls who dare to climb Ben MacDui, and why they would is anyone's guess as it's a lump of valueless granite that's usually shrouded in mist, report shadows and shades haunting their footsteps, great thumping footsteps following them and crushing feelings of dread. Most rational folk just think the reputation of the mountain and the sun are getting to them.



    The main uses of Ben MacDui are grazing and sport for those who do not choose to believe the local legends. Sheep and hardy cattle are grazed all along the lower slopes, especially Glen Dee and around the banks of Loch Avon.

    Small stands of trees and shepherds' huts can be found scattered regularly below 2,400 ft and gorse rises to within 400 ft of the summit on the south face. The notherly slopes are gripped by snow and ice most of the year round.

    Quarrying was attempted early on in the century, but was put to halt by the gilly [groundskeeper/gamekeeper] of the Balmoral estates down river.
    Last edited by Mulletmanalive; 2011-05-17 at 07:56 PM.
    Mine is not so much a Peter Pan Complex as a Peter Pan Doom Fortress and Underground LairTM!
    Fae-o-matic Want a fae from folklore stated? Give me the lore and I'll do it for you!
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    Default Re: Mythic Aberdeenshire content thread [3.5/MV]

    2: Mountain 1: The Grey and Snowy Realm

    The Story:
    When a person attempts to climb the peak of Ben MacDui, they do so after hearing the stories of the local ale houses warning that there are ghosts and ghouls and a giant hairy man on the mountain that will chase you away.

    They begin to climb and, inevitably, the mist rises, choking out all the sounds the can hear from the distance. The wind changes or stops and they catch an echo of their own footsteps, ringing out some time later as a dull rumble. They become convinced they are being followed, look behind them and see a vast, shaggy shape, turn and flee. This shape is just their shadow caught on the mist but they see it as a monster chasing them and panic.

    This presence can be felt all the way down the mountain, supposedly, but this is surely just paranoia and embellishment.


    The Truth:
    The territory around the mountain is fairly devoid of churches and so forth, making it prime territory for a fairy to set up court and have itself a nice, defensible set of holdings. The world being what it is, the territory is not only occupied but viewed with envy and vied for by as many as five larger empires of fæ; it is only the powerful and skilled rule of the territory's king that has kept them neutral, combined with his services as a banker to each of these courts, something that has not gone unnoticed.

    The haunting is a result of the king's, at best, unfriendly, and at worst xenophobic, outlook on life. Those who do not specifically ask for permission to be on his mountain are driven off; his magics and skills are those of the manipulator and he can play with the fears of a mere human like a cat plays with string.

    The kingdom of Greyice, as it is known by those who have dealings with it, is composed of four individually potent magical holdings that exist behind the dislocated barrier known as the Hedge, along with the Hedge territory that goes with it and a number of small, contractor holdings controlled by private fæ individuals. The majority of the creatures that are thought of as subjects by the king live in the real world most of the time; these are the normal sprites, troop-whisps, Fir Chlis and goblins that make up most of humanity's encounters with the fæ.

    The True Kingdom:


    The above map shows the locations and effective displacements of the various holdings of the Am Fear Laith Mor, the Greyman, the Grey King. These are only their relative positions, as shown on the Hedge map in post #2, the world is somewhat topsy turvy when you are in the Hedge.

    Haunted Ruins:
    The largest holding in the Greyman's kingdom is the haunted ruins that rest in the valley mouth that leads down to the shores of Loch Avon. This square mile of territory is home to very few fæ but the mostly empty windswept moors beyond the Hedge are spotted with ruins in various stages of disrepair and from different times. At the moment, they consist of the remainder of one wing of a regency period house, the burned out shell of a circular tower and the half collapsed remnants of a set of tunnel linked stone huts.

    This realm is home to a total of seven fairly malicious but tradition bound fæ of breeds that favour fear and brutality; at last count, they were a redcap, three dunters, two buggebears and a particularly malicious hobgoblin. Of these, only Tarquin, the hobgoblin, holds any sway in the politics of the nation, though the redcap and dunters serve as a sort of police force for the mountain if the king is called away on business. There are a number of incidental residents to this area and Shellycoat supposedly makes his home here for part of the year in a little dry stone cabin that isn't here when he isn't…

    All four of the gates into this realm are "port-styles," a pair of little stacks of rocks that resemble a knocked down archway. If crossed, unprotected humans are transported into the holding, much to their regret.

    Lonesome Marsh:
    The lonesome marsh looks small on the map but covers more than seventy acres. The place is a stinking, lonely mass of rotting weed, shallow looking puddles and forlorn trees with only one structure; a single cairn that opens into a mysteriously dry underground area that is used by the resident ankous as a sort of recreation room and meeting hall. The two greater ankou of the group preside over a mocking kangaroo court whenever they are able to find sport for it and attend the king's court when meetings are called.

    Of the ankou, the major players are Jacques and Morgaine, the two greater ankou, along with a lesser ankou named Jean-Luc. Jacques is a proponent of defence, though he has a malicious streak a mile wide and would like to see the territory expanded to include at least one human village to add sport, or perhaps for the king to appropriate a hunting lodge holding and allow the ankou to join in a wild hunt. Morgaine, on the other hand, is a hunter. He simply wishes to be allowed to lead occasional forays out into other lands, preferably those of the Kween if Highwaters, whom he has a previous disagreement with, to hunt human and fæ alike. Presently, the two are balancing each other's voices out, with a little help from Robert Kamden, one of the king's bodyguards, though that may change a little thanks to Jean-Luc. His support has actually been making a little headway with the king due to his above average knack for discussion.

    All two of the gates are located where game trails meet stream fords and the other two are located in out of the way spots along the riverside [see below for why].

    Baille Sidhe [Fairy City]:
    The city that sits beneath the peak of Ben MacDui could easily be mistaken for a mountain fastness of some size by those who know a little about fairies. Instead, rather than a spread out, shallow complex of caves and barrows, the settlement is an inverse conical shape of underground halls and relatively wide spaces. The population is a bizarre and cosmopolitan mix of under goblins, dwarfs, trow, Ælfar and a number of other types of shee ["higher fairies"].

    The city is fairly small compared to a human city but it looks after its own affairs via a small council of elders presided over by Atholl, the most popular of the king's bodyguards. Commerce and life in the city are similar to those of human life, though obviously altered somewhat by the lack of machines and the presence of magic in the population. With a population of a little over nine hundred, the market is a bustling place where even a few humans can be seen on occasion.

    All of the gates to the city are located in deep cracks in the granite of the mountain, though all are located within 100ft of the base, except for one that portions out in the crevice just beneath the king's lonely throne.

    The Donjon:
    Despite the name, the king's "tower" is a sequence of stacked circular chambers at a great depth beneath the mountain. The structure has eight circular chambers one on top of another; the structure is wrapped in magical stone making it impenetrable to burrowing creature and to all forms of teleportation or gate magic. It cannot be breached via the Grand Seam or any other means. The king uses this structure as a set of bank-vaults at present; the middle four floors are dedicated to storage and are filled with carefully warded chests containing the possessions of the various kings and queens of neighbouring and far flung kingdoms.

    The lowest floor of the donjon has been converted to a prison of sorts, used to keep the most dangerous hostages of the border skirmishes and those few humans that aren't driven off by the scare tactics of the mountain's guardians. The treatment of the prisoners is somewhat dependant on the jailer at the time, though they all obey the king's rule that those who they feed or water must be unharmed.

    The donjon itself is home to nothing but a large number of fairy birds and one of three bodyguards who take turns in serving as custodian and jailer.

    There are only two gates that are usable by conventional fæ creatures; the first is a narrow shaft that descends from the lowest level of the baille sidhe and the other is a passage that leads to the crevice that holds the Am Fear's throne. The other two points of access are accessible only by the birds of the donjon's guard. These passages, barring the throne route lead to the top floor of the donjon; the king's passage leads to the second floor from the bottom which holds the king's chambers. Less than opulent, the king's chambers are surprisingly comfortable for such a rough entity.

    The Lonely Throne:
    A standard piece of all fairly kingdoms, the throne of the Am Fear Laith Mor is a heavy construction of roughly hewn stone with a big arched back and two vast armrests made from twisted sheets of stone. The throne is too big to be recognisable as such to a human or even some fæ, given that they expect their chairs to be made of wood or at least shrouded in reed matting.

    The throne's truly lonely location allows the Greyman to hold court in the open, arbitrating on matters that are sufficient to force him to become involved personally, despite his willingness to allow his bodyguards to look after the majority of day to day tasks in his lands. The throne is also a place of constant vigil; the Greyman sits there, scanning the slopes of the mountain in search of any foolish enough to break his borders without his permission. He moves swiftly to confront those who are.

    Important Figures:
    The following are individuals of great importance to the realm of the Greyman:
    Angus, Bodyguard: A large brute, almost the size of the king, the hairy and stoic Angus is the king's right hand and chief guardian. He is rarely more than a handful of feet from his lord and has absorbed more than a few blows for him. His hallmark is the heavy oaken armour that he rarely hides. While the king is within the city or his donjon, Angus sits upon the lonely throne and watches the borders.

    Atholl, Bodyguard: Atholl presides over the council that rules the Baille Sidhe. He is a hansom and well balanced creature that greatly resembles a human, he is the best liked and generally kindest of the king's men. He doesn't favour war and would be happy to remain in the defence of the king's realm and effective governor of his city for the foreseeable future.

    Brandubh, the Black Raven, Bodyguard: Apparently a Jotun, Brandubh's [Brandow's] origins are unknown to all but himself and presumably the king. At best sadistic, he takes his tasks as the king's jailer rather seriously and has been known to earn the king's ire by employing torture on those whom he has given his protection by feeding. Brandubh is not well liked by the other bodyguards because of his temper, though few will refuse his company when ale is involved.

    Douglas, the Black Stream, Bodyguard: Of the warriors, Douglas is by far the most human, if less than humane. His chosen role is to patrol the borders directly and aggressively, making him the first thing that most enemy fæ encounter within the realm. He has fought Caille MacDee on several occasions and seeks to challenge him whenever possible. While he has no love of the Kween's forces, war isn't really on his agenda because he would rather keep it as small scale tests of skill between knights rather than an open conflict.

    Fionnlaoch, the White Warrior, Bodyguard: The white warrior is a dutiful and efficient warrior, more than capable of slaying his enemies but not inclined to consider that an option if not ordered to do so. Unlike most of the others, his abilities are fairly focused on healing and disabling, making him an efficient peacekeeper within the city. He does not favour war and has a direct personal dislike of Brandubh, meaning that he disagrees with most of what the warrior says on principal.

    Mordakai, Bodyguard: An ogre-like creature in the king's service, Mordakai seems like he would be a cruel beast and sometimes lives up to that reputation. One of the three keepers of the donjon and a strict jailer, he presses for war almost because he is bored with his tasks. Mordakai can be reasoned with as long as you have not drawn his blood, at which point, he is basically a beast.

    Ruaidhri, the Red King, Bodyguard: Known mostly by the translation of his name, the Red King is supposedly a subordinated lord from the Unseelie who serves the Greyman because of his subjugation. While there is far more to the story than this, the Red King does visibly chaffe against his lord's rule, instead spending his time tending to the affairs of those more brutal subjects of the king such as the Ankou or the Dunters. His opinions of the neighbouring kingdoms are unclear to the other guards, making him seem dangerously unpredictable at times.


    ...more to come.
    Last edited by Mulletmanalive; 2011-05-21 at 01:43 PM.
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    Default Re: Mythic Aberdeenshire content thread [3.5/MV]

    The Face of the King:


    Am Fear Laith Mor by Mulletmanalive (Thom Clegg)

    Am Fear Liath Mòr:
    The Big Grey Man of Ben MacDui is a fairly recent addition to the hills and glens of Aberdeenshire but has made something of a mark for himself. His territory spreads across and around Ben MacDui, with his throne, for he is a king amongst the fæ stands in a crevasse near the summit, his realm includes a set of ruins beside Loch Etichin and a set of twisted, lonely marshes along the Dee's headwaters. The crown jewel of his little kingdom is a fairly extensive town of fairies living beneath the mountain itself, home to many rock dwellers and guarding a large access to the Grand Seam. This town includes a heavily fortressed bank of sorts, in which others can hold their goods; a shrewd investment on the Grey Man's part as it gives him a measure of neutrality.

    The Grey Man himself is a vast creature, standing more than twenty feet tall when fully erect. Unlike most giants or the like, his build is almost exactly like that of a tall, slender human with a tall head. His fur is short and close to his skin, though it hangs down in matted, protective folds around his neck and surrounds his eyes in such a way that it can be dropped into place to protect him from blizzards with a mere wrinkling of the forehead. The hands and feet of the Grey Man are of the most interest to observers as both are huge and exceptionally wide. His footprints, are more than nineteen inches long and fourteen wide, while his hands are sufficient to wrap around a full grown man's waist. Great lantern-like eyes observe the world and seem to be able to see through the ever-present mists of Ben MacDui.

    Thanks to a mix of hugely intimidating bodyguards and his central position, the Grey Man has been successful in securing contract alliances with four of the larger neighbouring realms. He possesses nominal alliances with the Seelie and Winter courts to the north, holds most of the wealth of the Unseelie to the south [as they're willing to trust him more than each other] and engages in commerce with the Dark Water empire of the Mither o'the Sea.

    His ongoing antagonism with his nearest neighbour, the petty realm of the Kween If Highwaters, is mostly related to his annexation of the marshes he claims from her mortal territory some years ago, when he first established his realm. Her forces have mounted more than a few raids on his territory and he has assaulted her Trouping Circles on more than one occasion, though they remain in a state of truce most of the time, either avoiding the gaze of the local human settlements or weathering the vagaries of the larger courts.

    Setting foot on the mountain of the Grey Man is not wise unless you know what you are doing; the vast majority of those who don't are either never heard from again or, more likely, scared off and so terrified that they are forever unwilling to set foot on the mountain again. Being of the barrens, the Grey Man responds to most mortal intruders himself and his form looming from the mists is fast becoming a legend.

    D&D Version:
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    Huge Humanoid [Fae] Fighter 3, Faerie King 3
    Hit Dice: 8d8 + 6d10 + 126 (195 hp)
    Initiative: +3
    Speed: 50ft (10 squares), Climb 30ft
    Armor Class: 25 (+3 Dexterity, -2 Size, +14 Natural Armour), touch 11, flat-footed 22
    Base Attack/Grapple: +12/+33
    Attack: Slam +19 melee (3d6+9 plus Snatch) or Rock +10 ranged (3d6+9, range 60ft)
    Full Attack: 2 Slams +19 melee (3d6+9 plus Snatch) or Rock +10/+5 ranged (3d6+9, range 60ft)
    Space/Reach: 15ft/15ft
    Special Attacks:
    Special Qualities: Decapitation, Dissolve, Fast Healing 15, For the King, Hardness 14, Holdings, Tweening
    Saves: Fort +, Ref +, Will +
    Abilities: Str: 28/+9 Dex: 17/+3 Con: 29/+9 Int: 14/+2 Wis: 14/+2 Cha: 18/+4
    Skills: Balance +20, Climb +19, Diplomacy +23, Knowldge [Nature] +19, Intimidate +28, Sense Motive +19, Spot +19
    Feats: Combat Expertise, Fling Enemy, Fæcraft ItemB, Færie Fief, Hurl Rock, Power Attack, Snatch
    Environment: Ben MacDui
    Organization: Solitary, Parade [1 plus 1-8 Bodyguards]
    Challenge Rating: 14
    Treasure: Standard
    Alignment: Lawful Neutral [very unfriendly, however]
    Advancement: by class

    Combat
    The Greyman, unless actually wounded, doesn't care whether you leave to tell of him, so long as you leave and are sufficiently scared that you're unlikely to come back. He seperates his foes as much as he can and afflicts each with as many fear effects as possible, before driving them from the mountain, sometimes by the simple expident of throwing them. Few choose to return for a second try at scaling the mountain.

    Ankou Bells [Su]: Thanks to his holdings, the Greyman has learned many of the secrets of the Ankou; he possesses their bells and uses them to inflict terrible fear on his opponents. Whenever he moves or as a Swift action, he rings his bells. They can be heard by any creature within 30ft of him [on either side of the Hedge], but appear to be coming from another randomly selected point within 30ft of the listener. All who hear these bells become gripped with fear and become Shaken for one round [no save], unless they begin their turn by moving at least 10ft towards a friendly character. Characters who are adjacent to a friendly character is immune to this effect but suffers a different fate.

    Those who hear the bells while adjacent to a friendly character become paranoid that their friends are going to strike them in the back. Each such character must make a Will save, DC 14 + 1 per creature within 15ft or suffer a penalty to hit equal to the number of creatures within 15ft of it. If a character who has failed such a save becomes afflicted with Confusion, he will lash out at an ally rather than any other possible target. The save DC is Charisma based.

    Blasted Court: The Greyman is of the blasted court, though how exactly is not recorded and he hasn't said. Obviously he was the subject of a Blasted Court somewhere before relocating; he doesn't possess a Queen's realm so that overrules the idea that he may have slain a previous queen. As a result of his allegiance, the Greyman's DR is replaced by a Hardness rating, gains the Grow Spikes power and he may create a pavilion, complete with food and water for up to 70 people, once per day, as a ten minute action.

    Decapitation:
    The only real vulnerability that Bran-kin suffer from is the fact that they cannot regenerate when below 0 hit points [though they recover one hit point per day if undisturbed]. When in such a situation, they may be slain by removing the head using a Coup de Grace action. Doing so renders them permanently dead.

    Dissolve: If slain, the Greyman breaks up into poorly cured, still furry pelts from a number of different creatures. This does not necessarily mean that he is truly dead, at least as long as the Ring Unbroken remains intact.

    Grow Spikes [Sp]: As a Swift action, the Greyman is able to grow four inch spikes all over his body, making him intensely dangerous in melee and grappling. All slam or grapple attacks he makes deal +2d6 damage from thanks to the spikes. Retracting these spikes is also a Swift action.

    Holdings: The Greyman possesses four holdings spread over the surface of the mountain of Ben MacDui. They grant the following benefits:
    • Baille Sidhe: Thanks to the large population of the fairy city, the Greyman possesses a total of eight bodyguards. See below for more information. Population 800
    • Donjon: The inaccessible fortress of the greyman is located at the lowest point of his Baille Sidhe, a unique variant on the norm. It can be accessed only via the Grand Seam or a set of secret passages in the otherwise unburrowable granite of the mountain. Because of the location of the fortress, his birds possess the unique ability to teleport to the surface of his mountain to a point within 100ft of his throne.
    • Haunted Ruins: Along the north east face of Ben MacDui are several entrances to a field of ruins, each resembling a different time period of noble houses. These ruins grant the Greyman and his bodyguards sufficient training to be able to be gain a +7 bonus on Intimidate checks and they are able to make themselves heard from inside the Hedge if they wish it, allowing them to intimidate others from inside the Hedge. 24 ruins over 1 square mile, 24 creatures [27 878 400 square feet]
    • Lonesome Marsh: The Greyman's marsh is accessed via one of the watery outflows that leads into the Dee via some damp glens on the east side of the mountain. Thanks to this, he and his bodyguards gain their Ankou Bells and Paranoia abilities and there are several Ankou in the realm. 7 acres, 27 Ankou +2 Greater Ankou [3 049 200 square feet]


    Insidious Fear [Ex]: Thanks to years of practice, the Greyman can get under the skin of virtually anyone and trinkets aren't going to help at all. Any magical means that would prevent a character from being affected by a Fear effect the Greyman produces is ignored. This includes save bonuses, immunity granted by items and effects such as Rings of Mettle.

    Invader [Su]: If he were to successfully invade the holding of another fæ, the Greyman would be in a position to claim it as a spoil of war, should he defeat the true Laird. At present, however, he has no ability to hold further territory. Currently, the only way in which he could claim territory would be to sacrifice his hold on one of his current territories [probably his Donjon in exchange for the holdings of a Queen; very little else would be worth the loss of his tactical advantage from the holdings he currently possesses.

    Lonely Throne [Su]:
    Near the peak of Ben MacDui stands the throne of the Greyman, a massive sequence of cracked stones and folded shelves of granite that looks like an oversized chair. If he sits in this throne, he becomes instantly aware of anyone who breaks the soil within 10 miles of one of his holdings or speaks his name within the area. As a Swift action, he may open telepathic communications with any being he is aware of inside his territory and as a move action, he may view and hear any location within 100ft of a target point within his guarded territory.

    From the throne, as a Full action, the Greyman can seal off all of the gates into his holdings and revoke the Rights of the Passage in his warded area, making the Hedge count as Difficult Terrain for all fæ trying to cross it and Very Difficult Terrain for mortals. Optionally, the entirety of his warded area is filled with a thick fog, limiting vision to 15ft and granting Concealment to everyone that is actually visible in the fog; additionally, all terrain within the fog becomes one grade more difficult to navigate [clear terrain becoming difficult etc.]. The Greyman and his bodyguards are immune to these effects; they can see clearly, do not suffer from the miss chance from concealment on their attacks and move as normal.

    Misty Shroud [Su]: The area around the Greyman is constantly filled with a cold, slightly minty smelling mist that stings they eyes slightly. This cloud serves like a cloud of fog in a 30ft radius around the Greyman. The mists form at the beginning of the Greyman's turn and disperses five rounds later; moderate or strong winds reduce this to one round and anything faster prevents the cloud forming.

    While the cloud is intact, the Greyman's position is constantly masked by the fumes and various visual effects, causing him to appear to be located at another point within his threatened area, granting him constant, Total Concealment from all attacks.

    Powerful Build [Ex]: The Greyman is treated as being Gargantuan for all purposes where it would be beneficial to him, whereas he remains Huge side for purposes of detrimental effects of size.

    Shatter the Will [Sp]: Those who are gripped by the depression that is the Greyman's calling card are often then pushed too far by the mental attacks they suffer. Some flee without understanding why, others throw themselves off cliffs and still others have shot themselves. As a Swift action, the Greyman may speak [range 90ft] to a target, that is both under the effects of Crushing Despair and suffering a Fear effect, to attempt to drive them over the edge. Those who fail a DC 21 Will save roll on the following table, though as this is a Confusion effect, all attack based options are overridden by the Paranoia ability's effects:
    {table]1d10 |Behavior
    1 |Attack Greyman with melee or ranged weapons (or close if attack is not possible).
    2 |Act normally.
    3-5 |Do nothing but collapse, babbling incoherently.
    6-7 |Flee away from caster at top possible speed. Will 24 to stop at hazard.
    8-0 |Deliver Coup de Grace to self[/table]

    Spell-like Abilities [Sp]: CL 14, At Will: Cause Fear [DC 15], Crushing Despair [DC 18], Fear [DC 18], Fog Cloud, Scare [DC 16], Solid Fog

    The Ring Unbroken [Item]: A simple gold arm ring in the form of a three cord rope, the Ring Unbroken is a simple but powerfully enchanted item of complex fæcraft that makes the Greyman very difficult to slay. If the Greyman is slain while wearing the ring, his mind and memories are "backed up" into the ring, which is left with his detritus. When a new Greyman forms, it feels a strong pull towards the item and should it regain the item, the memroies of the previous Greyman are added to those of the current, effectively resurrecting the previous Greyman and allowing him to seek revenge if he desires. To be clear, the Greyman regains his class levels and feats when restored in this manner.

    Preventing this requires the destruction of the ring or washing it in holy water to cleanse the memories from it. Donning the ring as a crown implants a strong desire to return to Den MacDui which surfaces every time a destination is being discussed. For simplicity, you may treat this as a Lich's Phylactery, if you prefer.

    Tweening: The Greyman is a truly powerful fæ, able to tween through Abstract Boundaries, Physical Boundaries and Shadows, meaning that he prefers the sheltered side of the mountain. During times of dusk and dawn, he can also tween as part of a Shift action.

    MV Version:
    Spoiler
    Show
    Huge Fæ Giant Humanoid 8, Trooper 3, Færie King 3 CP 14
    Init: + 4 , Senses: Listen 12 , Observation 19
    Languages: Gælic, English, Beaker
    3
    Defence: 22 Flatfooted: 8 Uncanny Dodge
    Hardness: 18 [t]
    HD: 8d8 + 6d10 + 126 + 28 + 16 Hp: 240 Regeneration: 15 (No antigen)
    Massive Damage: 31
    Thresholds: Green, [ 120 ] Yellow, [ 60 ] Orange, [ 24 ] Red
    Resist:
    Fort: + 19 Reflex: + 4 Will: + 10 Psyche: 32 Tussle: 41
    3
    Speed: 50ft, Climb 30ft Space: 15 ft Reach: 15 ft
    Ranged: +10 [+5/+5] Rock (3d6+9, range 30ft)

    Melee: +19/+19 Slam (3d6+9)

    BAB: + 12 Grapple: +33
    Special Actions:
    • Crush Hope [Standard; target one foe suffering fear within 120ft. Target becomes Hopeless, Will 21/Neg]
    • Fling Enemy [Attack; throw grappled foe at a target within 100ft [range category 20ft]. Struck targets are knocked prone.]
    • Ghosts in the Mist [Swift; Vocal 90ft, create spectre and inflict Frightened on single target within the mists, Will 21/Shaken.]
    • Grow Spikes [Swift; the Greyman's Slam and Grapple damage increases by +2d6 damage.]
    • Shatter the Will [Swift; one target with the hopeless condition within 120ft rolls on the Shatter the Will table, Will 21/Neg]
    • Snatch [Attack hits medium creature; begin grapple automatically, no roll, no secondary effect]

    3
    Abilities: Str: 28/+9 Dex: 10/- Con: 29/+9 Int: 14/+2 Wis: 14/+2 Cha: 18/+4
    SQ: Dissolve, Loom 22, Tweening (Observation 22)

    Feats:
    Combat Expertise, Fling Enemy, Fæcraft Item, Færie Fief, Hurl Rock, Power Attack, Snatch, Toughness

    Skills:
    Athletics +10 (Climb, Steady Stance), Diplomacy +19, Hide +2, Intimidate +45, Knowledge [Europe, Scotland] +15, Manipulate +19, Observation +9

    Possessions: The Ring Unbroken
    3
    Special Abilities:

    Ankou Bells [Su]: Thanks to his holdings, the Greyman has learned many of the secrets of the Ankou; he possesses their bells and uses them to inflict terrible fear on his opponents. Whenever he moves or as a Swift action, he rings his bells. They can be heard by any creature within 30ft of him [on either side of the Hedge], but appear to be coming from another randomly selected point within 30ft of the listener. All who hear these bells become gripped with fear and become Shaken for one round [no save], unless they begin their turn by moving at least 10ft towards a friendly character. Characters who are adjacent to a friendly character is immune to this effect but suffers a different fate.

    Those who hear the bells while adjacent to a friendly character become paranoid that their friends are going to strike them in the back. Each such character must make a Will save, DC 14 + 1 per creature within 15ft or suffer a penalty to hit equal to the number of creatures within 15ft of it. If a character who has failed such a save becomes afflicted with Confusion, he will lash out at an ally rather than any other possible target. The save DC is Charisma based.

    Blasted Court: The Greyman is of the blasted court, though how exactly is not recorded and he hasn't said. Obviously he was the subject of a Blasted Court somewhere before relocating; he doesn't possess a Queen's realm so that overrules the idea that he may have slain a previous queen. As a result of his allegiance, the Greyman's DR is replaced by a Hardness rating, gains the Grow Spikes power and he may create a pavilion, complete with food and water for up to 70 people, once per day, as a ten minute action.

    Decapitation:
    The only real vulnerability that Bran-kin suffer from is the fact that they cannot regenerate when below 0 hit points [though they recover one hit point per day if undisturbed]. When in such a situation, they may be slain by removing the head using a Coup de Grace action. Doing so renders them permanently dead.

    Dissolve: If slain, the Greyman breaks up into poorly cured, still furry pelts from a number of different creatures. This does not necessarily mean that he is truly dead, at least as long as the Ring Unbroken remains intact.

    Holdings: The Greyman possesses four holdings spread over the surface of the mountain of Ben MacDui. They grant the following benefits:
    • Baille Sidhe: Thanks to the large population of the fairy city, the Greyman possesses a total of eight bodyguards. See below for more information. Population 800
    • Donjon: The inaccessible fortress of the greyman is located at the lowest point of his Baille Sidhe, a unique variant on the norm. It can be accessed only via the Grand Seam or a set of secret passages in the otherwise unburrowable granite of the mountain. Because of the location of the fortress, his birds possess the unique ability to teleport to the surface of his mountain to a point within 100ft of his throne.
    • Haunted Ruins: Along the north east face of Ben MacDui are several entrances to a field of ruins, each resembling a different time period of noble houses. These ruins grant the Greyman and his bodyguards sufficient training to be able to be gain a +7 bonus on Intimidate checks and they are able to make themselves heard from inside the Hedge if they wish it, allowing them to intimidate others from inside the Hedge. 24 ruins over 1 square mile, 24 creatures [27 878 400 square feet]
    • Lonesome Marsh: The Greyman's marsh is accessed via one of the watery outflows that leads into the Dee via some damp glens on the east side of the mountain. Thanks to this, he and his bodyguards gain their Ankou Bells and Paranoia abilities and there are several Ankou in the realm. 7 acres, 27 Ankou +2 Greater Ankou [3 049 200 square feet]


    Invader [Su]: If he were to successfully invade the holding of another fæ, the Greyman would be in a position to claim it as a spoil of war, should he defeat the true Laird. At present, however, he has no ability to hold further territory. Currently, the only way in which he could claim territory would be to sacrifice his hold on one of his current territories [probably his Donjon in exchange for the holdings of a Queen; very little else would be worth the loss of his tactical advantage from the holdings he currently possesses.

    Lonely Throne [Su]:
    Near the peak of Ben MacDui stands the throne of the Greyman, a massive sequence of cracked stones and folded shelves of granite that looks like an oversized chair. If he sits in this throne, he becomes instantly aware of anyone who breaks the soil within 10 miles of one of his holdings or speaks his name within the area. As a Swift action, he may open telepathic communications with any being he is aware of inside his territory and as a move action, he may view and hear any location within 100ft of a target point within his guarded territory.

    From the throne, as a Full action, the Greyman can seal off all of the gates into his holdings and revoke the Rights of the Passage in his warded area, making the Hedge count as Difficult Terrain for all fæ trying to cross it and Very Difficult Terrain for mortals. Optionally, the entirety of his warded area is filled with a thick fog, limiting vision to 15ft and granting Concealment to everyone that is actually visible in the fog; additionally, all terrain within the fog becomes one grade more difficult to navigate [clear terrain becoming difficult etc.]. The Greyman and his bodyguards are immune to these effects; they can see clearly, do not suffer from the miss chance from concealment on their attacks and move as normal.

    Misty Shroud [Su]: The area around the Greyman is constantly filled with a cold, slightly minty smelling mist that stings they eyes slightly. This cloud serves like a cloud of fog in a 30ft radius around the Greyman. The mists form at the beginning of the Greyman's turn and disperses five rounds later; moderate or strong winds reduce this to one round and anything faster prevents the cloud forming.

    While the cloud is intact, the Greyman's position is constantly masked by the fumes and various visual effects, causing him to appear to be located at another point within his threatened area, granting him constant, Total Concealment from all attacks.

    Powerful Build [Ex]: The Greyman is treated as being Gargantuan for all purposes where it would be beneficial to him, whereas he remains Huge side for purposes of detrimental effects of size.

    Shatter the Will [Su]: Those who are gripped by the depression that is the Greyman's calling card are often then pushed too far by the mental attacks they suffer. Some flee without understanding why, others throw themselves off cliffs and still others have shot themselves. As a Swift action, the Greyman may speak [range 90ft] to a target that is both Hopeless and Fearful [at least Shaken] to attempt to drive them over the edge. Those who fail a DC 21 Will save roll on the following table, though as this is a Confusion effect, all attack based options are overridden by the Paranoia ability's effects:
    {table]1d10 |Behavior
    1 |Attack Greyman with melee or ranged weapons (or close if attack is not possible).
    2 |Act normally.
    3-5 |Do nothing but collapse, babbling incoherently.
    6-7 |Flee away from caster at top possible speed. Will 24 to stop at hazard.
    8-0 |Deliver Coup de Grace to self[/table]

    The Ring Unbroken [Item]: A simple gold arm ring in the form of a three cord rope, the Ring Unbroken is a simple but powerfully enchanted item of complex fæcraft that makes the Greyman very difficult to slay. If the Greyman is slain while wearing the ring, his mind and memories are "backed up" into the ring, which is left with his detritus. When a new Greyman forms, it feels a strong pull towards the item and should it regain the item, the memroies of the previous Greyman are added to those of the current, effectively resurrecting the previous Greyman and allowing him to seek revenge if he desires. To be clear, the Greyman regains his class levels and feats when restored in this manner.

    Preventing this requires the destruction of the ring or washing it in holy water to cleanse the memories from it. Donning the ring as a crown implants a strong desire to return to Den MacDui which surfaces every time a destination is being discussed.

    Tweening: The Greyman is a truly powerful fæ, able to tween through Abstract Boundaries, Physical Boundaries and Shadows, meaning that he prefers the sheltered side of the mountain. During times of dusk and dawn, he can also tween as part of a Shift action.


    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    Lore:
    {table]DC|Information

    14|The Am Fear Laith Mor is a story told by drunk highlanders and climbers who couldn't be bothered to reach the top of the mountain.

    19|It is currently accepted that the Greyman is actually a hairy hominid, similar to the Yeti or Sasquatch, if larger

    24|The Greyman lives on his lonely mountain and brooks no visitors. The fogs on the mountain have some strange effects on the mind, causing fear and depression. Few successfully climb Ben MacDui.

    29|The origins of the Greyman are unclear, though his skin is like stone and it's difficult to find him in the fogs, even when he's coming for you. Most of the normal methods of protecting yourself from fae don't seem to work on him, though asking politely for permission to climb his mountain tends to work well...

    34|Actually damaging the Greyman is a challenge and a half because of his skin. Anti-armour weapons tend to work well enough, though. The only way to keep his kind down is decapitation after the fact, otherwise, he'll keep regenerating and just get back up.

    39|Carry sea shells, at least five, and a holy text with you on the mountain. These aren't magical but grant a +2 bonus each vs the Am Fear Laith Mor's abilities. A brand of burning bracken will keep the vapours 15ft from you as long as it remain burning, though keeping it that way will prove tricky.[/table]
    Last edited by Mulletmanalive; 2011-11-09 at 06:23 PM.
    Mine is not so much a Peter Pan Complex as a Peter Pan Doom Fortress and Underground LairTM!
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