Post by Head Moderator on Jun 23, 2014 7:18:21 GMT -5
The Scarred
Ash Reavers: These loathsome beings appear as emaciated humanoids (mostly elves), covered in blackest soot, and are purported to breathe clouds of suffocating ash from their mouths.
Brohg: Four armed mutated giants.
Night Runners: They are the twisted husks of the Avariel Elves. Their wings, once vibrant and luxurious now a tattered mess of veins and membranes, any feathers remaining resembling a laughable attempt at plumage. They are creatures of shadow, nightmare and chaos, predators of both the land and the sky. Surviving the cataclysm that brought about the Scarred Lands has left them with more than just physical scars. They are no longer immune to sleep, instead becoming immune to mind-affecting spells/psionics, as their psyche is something too far gone to be able to succumb to such tricks. Should they fall asleep, the caster/poisoner that put them to sleep must make a save, failure resulting in the first step towards insanity as the true form of the creature is revealed(literally the stuff of nightmares, your biggest fear emanates and it's all you can see whenever you look upon the frame of the one you put to sleep and those in the same area as the sleep target).
Typically found in roving groups of 5-10, they have no visible means of speech, relying on telepathy to communicate amongst themselves, and any prey they come upon. The term Doom Seekers referring to the desire to spread doom, fear and insanity wherever they go.
They take only half damage from magic, their minds and bodies too shattered by the event which transformed them to be affected by the un-scarred machinations of spellcasters (psionics work normally, save for mind-affecting spells as mentioned above). Any physical attack without the phantom/spirit strike enchant/skill will only do half damage as well(they are beings of chaos, existing in both the material and ethereal planes of existence).
Special attacks:
Lullaby(Dream-state/a.k.a. asleep) - When put to sleep by any means, they radiate an aura of drowsiness. Saves required to avoid falling asleep. Any who fail and fall asleep become subject to the next attack, Nightmare Fuel.
Nightmare Fuel - when a Night Runner is asleep at the same time as any un-scarred creature, they do a free 2d5 damage to all creatures in their radius, no DEF. Any damage they deal heals them for half the amount of damage done, rounded down.
Sand Bride: Fey creatures that use illusion to lure creatures to them.
The Undead
Ash Ghouls: Semi-corporeal creatures made of ash bound together by an evil spirit.
Beastwraith: A malevolent, incorporeal spirit that forms when a large number of animals are killed and left to rot. Each beastwraith is a composite being formed of the spectral remains of many such animals, although its form is incorporeal its shape seems to change between those animals that created it, such as wolves, vipers and hawks. They long for retribution for their deaths. They are white in color including their eyes. [Neutral Evil]
Bound One: These shambling horrors appear to be several dead bodies, bloated with rot, bound together with clinging sheets of dead vine and ivy. They aggressively stagger forward on their numerous legs, swinging clumsily with the weapons clutched by their numerous arms. Those adjacent to these revolting things will discover that their undead flesh has melded together; rather than several of the walking dead bound together, they are actually one creature.
If damaged, these things can meld new bodies into their undead forms, casting out the torn flesh of the most damaged corpses. In minutes, a Bound One with access to fresh bodies can rebuild itself into a new and terrifyingly intact nightmare. The dead vines that bind it together will eerily creep around the new corpses as the old, damaged bodies fall to the ground.
Bloodmote Cloud: A swarm of undead mosquitos with a blood thirst.
Cinderspawn: This tall, gaunt, coal-black humanoid flickers with a blue-white flame. Its bright yellow eyes gleam with menace. They hate living creatures for their warmth and seek to destroy all such beings.
Cinder Zombies: Their charred bodies rain ash and blackened flesh. They smell of roasted meat rather than rotted flesh.
Deadwood Revenant: Ghostlike beings who arise when a dryad's sacred oak is among the trees that are destroyed in some way. Nature itself is the source of the dark energies that give the restless soul of the dryad unlife; it's very existence is an act of retribution against mankind. A deadwood revenant resembles a dryad with fine and elflike features and skin like treated wood but she is translucent and her form lit by an eerie green glow. Cold white light shines from her eyes and her hands burn with an opaque black fire. She appears as leafless and bald as a dead tree. They are capable of weaving curses that cannot be easily lifted by the devout.
Deathlocks: Skeletally thin, this fi gure wears a dramatic cloak fringed with
magical sigils. Its cadaverous eyes sizzle with cursed power, and deadly spells dance on its fingertips. Deathlocks are undead born of the corpses of powerful spellcasters whose remains are so charged with magic that they are unable to lie quiet in the grave. Animate, but shorn of the spirit that once ruled their forms, deathlocks seek to bring all those they meet into an intimate embrace with death. Only their knowledge of spellcasting remains, though twisted and changed.
Drought: Bay horse, infused during death with a fire elemental
Fiery Skeleton: A fiery skeleton burns with unquenchable flame. They are immune to fire.
Thrax: Water vampires. Insatiable thirst drives them, and they extract the fluids from their victim's skins leaving them dessicated.
Fauna
Ash Elemental
Cinder Wolf: This wolf-like beast has a charred and blackened hide, its flesh split in places and seeping a fiery red ooze. The slaving creature stalks closer, snarling gutturally as cinders flicker from its maw.
Oil Elemental
Djarka-Dar: These creatures are related to flame salamanders. The Djarka-Dar is the size of a small monitor lizard, with thousands of scales, blinding, ruby-red motes, each one aflame. The lizards scales are said to be so blistering hot, as to ignite all flammable materials and matter, within five feet of the creature.
Waste Spiders:
Soarers: strolen.com/viewing/Soarers
Crawlers: These eight legged creatures slide along the land. They have a small head with wide spaced eyes and long tentacle legs. Each tentacle has a few suction cups to hold tight to rocks or prey, so their beak can tear into it. Their most important aspect is that they are chameleons: able to change their skin to look like the soil and rock around them. They normally hunt small creatures, usually rats, from surprise.
Crawlers are becoming most prized by the Scarred for the dyes they keep in their gland sacks. They are edible, if all glands and organs are carefully removed. Their meat is tasty, but is so chewy as to be nearly inedible. Some people keep the somewhat intelligent creatures as pets.
Flies: They are everywhere in the Scarred lands. There are hundreds of kinds in a wide variety of sizes and shapes (some of which are not fly-like at all).
Scarred Rats: There are various types of rats in the Scarred Lands such as-
1) The long and lean Leaping Rat is the most common. This rat has long strong, hare/ rabbit like legs. They also have tiny horns.
2) Six Legs are just that, six legged rats. They have four eyes. They like to climb and can be found anywhere in the Scarred Lands.
3) Scalies are rats with reptile like scales. This seems to protect them from the worst of the acidic soil as they will swim and burrow in the soil.
4) Flashers are small rats that have two wavy tentacles. These tentacles can emit small bursts of light. They can also generate quite an electric shock to those stupid enough to touch them.
5) Sprayers are medium sized, bright yellow rats that spit acidic venom like a cobra.
6) Twitchers: These scrawny rats have been poisoned by The Scarred Lands and are on the verge of death, though unfortunately they can exist for quite some time in this state of 'half death'. They are not true undead, but very nearly.
Sand Stalker: Scurrying from the sands rises a monstrously-sized spider. Standing taller than a horse, its lean frame rocks gently and its pale hair bristles in agitation.
Shell Deer: These small and lithe animals live in the Scarred Lands. Unlike other animals which are furred to keep warm, the deer have mutated and developed a carpace much like an armadillos across their back and flank (and along their snouts). This does provide protection. The carpace is black and tan, allowing them camouflage in most areas of the Scarred Lands. The Deer of both genders have horns, though males have larger racks of horns.
Scarlen: This is one of the oddest creatures in the lands. It is this one animal that truly shows the mutations. It appears to be a trout with a birdlike beak that flies on wings that seem to be expanded fins. It has a main wing pair and a secondary wing pair. They have four small stumpy legs as well. These creatures normally hunt flies that they capture in mid air.
Silt Horrors: Huge sized tentacled creatures that live in the silt lakes.
Wasteland Lice: Desert lice cause their host to feel generally unhealthy, uncoordinated, and dizzy. The
victims suffer a -3 penalty on all saves.
Flora
Drooping Trees: These trees used to be beautiful weeping willows, and still resemble them. They have spread out roots and limbs to try and anchor themselves to the less than ideal soil of the Scarred Lands. Their wood is soft and full of smokey resin that unleashes an obnoxious smell. So Drooping Trees are useful for little but a bit of shade.
Glowvine: Exceptionally fast growing vine, it grows a foot every two weeks. It resembles morning glories, but it blooms at night. They give off as much light as a torch when blooming. It clings to walls and ruins with ease.
Salamander Orchids: The stalks and leaves of a salamander orchid is formed of red-hot brass, which support blossoms of gold and crimson flame. It's flame is completely smokeless. It emits the same amount of light and heat as a torch. Touching these orchids without protection (such as a blacksmith might use) does fire damage.
Thorn Rolls: These bushes have become round thickets filled with thorns. The thorns ooze some toxins that get into what ever they scratch. Depending on the subspecies, it can be itchy, or neurotoxin or acidic. It blows across the wastes of the Scarred Lands.
Zombie Berries: Berry bushes that have been turned undead by some crazy act of Scarring, these zombie berries of various types are often eaten by other undead creatures.
Environment
These environments can be found all over the Scarred Lands.
Ash Dunes: Like sand dunes, the wind heaps the ash and sand into dunes of various shapes that are even more difficult to cross than normal desert dunes.
Ashen Clouds: With the intense destruction that nearly decimated the land unnatural clouds of ash have been known to rise up with the briefest of winds and remain hanging in the air for hours or even days. The Ashen Clouds are thick and cloying and they can be in range from a few hundred meters up to even 5 miles thick. Those who get stuck in the clouds often suffer from claustrophobia, intense weariness and depression for no apparent reason. It is easy to get turned around within the Ashen Clouds, especially the larger ones. Those who get caught in the Ashen Clouds or those who foolishly venture in often find themselves going in circles until their supplies run out or they run into some mutant prowling about.
Backdraft: Balls of semi-intelligent lava that float in the air, willing and ready to strike at unsuspecting travellers. Created with a mixture of magic and the element of fire, they are an abomination of the pure element of fire. No one knows their true origin.
Badlands Tremor: A sudden shudder and snap of the ground, usually knocking those standing in the area prone. A groaning noise is heard moments before the tremor.
Chokedust Clouds: Very powdery ash and sand create clouds that choke and cling.
Dead Magic: Areas of null magic exist all over the Scarred Lands.
Dust Funnel: A shrieking maelstrom of dust descends from the sky, skitters across the land, bowling over and seizing creatures in its path.
Glass Sheets: Areas that were so superheated that the sand turned to shimmering glass. It is slippery, and most have broken areas that are sharp and cut flesh with ease.
Glimmering Mirages: Heat mirages.
Lightning Pillar: A monolith of humming electrical power.
Sickening Heat: In some areas, especially in the Badlands, Brighteye burns with such intensity that it sickens those in the area.
Silt Lakes: All the lakes in the area dried up and are now filled with silt. It can appear as an area of pearly powder.
Slipsand: The heat from the Scarring has created areas where the sand has turned into glass particles, making it treacherous.
Stony Barrens: One of the most common terrain type in the Scarred Lands. These barrens consist of large sheets of exposed bedrock, mostly orange-red sandstone. Exposed to the wind and sun, the barrens are littered with stones of all sizes, from tiny pebbles to massive boulders. A thick layer of red dirt covers some areas, and in places drifts of orange sand and yellow dust pile at least waist high.
Other
Blood Crystal: Solar radiation beat down upon the Scarred Lands, warping once-ordinary quartz into a bloodcraving stone. If an attack with a piercing or slashing blood crystal weapon hits a target, the blood crystal drains blood from the wound. For every attack that feeds the weapon, you gain a +1 to damage, up to +5 damage during one combat. Unfed blood crystal has a pale pink hue, darkening toward deep crimson as it becomes saturated with blood. Piercing or slashing weapons normally composed entirely or partially of metal can be made from blood crystal. [See Weapon Page for Costs]
Grimrock: Sulphurish Rock, slightly warm to the touch. Can be ground up and used for alchemy, uused to provide heat to a forge, and firearms. It was discovered recently in the Scarred Lands, and the rock apparently can absorb some ambient magical vibrations granting it some near magical powers. It can be set afire and will burn long and hot. Grimrock dust is explosive.
Plaguewood: Plaguewood is a unusual material found in the Scarred Lands where lakes, rivers and oceans once existed, it always looks drenching wet and has a greenish hue. It smells faintly of rot and flies seem attracted to it. Polished plaguewood can be used as a material to make weapons and shields that would normally be made of wood, and although it seem to be rotting, it is in fact harder than most types of wood. Plaguewood is harvested in the Scarred Lands, and is the equivalent of a undead plant, thus positive energy deals damage to plaguewood while negative energy repairs it. Plaguewood weapons are naturally "venomous". Plaguewood shields crawl with bugs and other nasty vermin, and if you have a skill that allows you to use your shield as a weapon, striking a creature with a plaguewood shield inflicts poison damage as in the "venomous" enchantment for weapons.
[See Weapon Page for Costs]
Spellshocked Wood: Harvested from the Scarred Lands, Spellshocked Wood weapons have the properties of wood, and are very effective at channeling supernatural abilities. The weapon counts as magic, allowing it to bypass DR/magic and interact with incorporeal creatures. The spellshocked wood weapon always emits light if it is magically enchanted with any type of enchantment. Spellshocked wood looks like normal wood often with thin dimly glowing veins in the grain of the wood, which on closer inspection take on the appearance of actual magical runes. Spellshocked wood can be added to any weapon normally made of wood. Weapons of spellshocked wood act as if it is enchanted with "ghost ward" allowing it's defense to count against incorporeal attacks.
[See Weapon Page for Costs]
Ash Reavers: These loathsome beings appear as emaciated humanoids (mostly elves), covered in blackest soot, and are purported to breathe clouds of suffocating ash from their mouths.
Brohg: Four armed mutated giants.
Night Runners: They are the twisted husks of the Avariel Elves. Their wings, once vibrant and luxurious now a tattered mess of veins and membranes, any feathers remaining resembling a laughable attempt at plumage. They are creatures of shadow, nightmare and chaos, predators of both the land and the sky. Surviving the cataclysm that brought about the Scarred Lands has left them with more than just physical scars. They are no longer immune to sleep, instead becoming immune to mind-affecting spells/psionics, as their psyche is something too far gone to be able to succumb to such tricks. Should they fall asleep, the caster/poisoner that put them to sleep must make a save, failure resulting in the first step towards insanity as the true form of the creature is revealed(literally the stuff of nightmares, your biggest fear emanates and it's all you can see whenever you look upon the frame of the one you put to sleep and those in the same area as the sleep target).
Typically found in roving groups of 5-10, they have no visible means of speech, relying on telepathy to communicate amongst themselves, and any prey they come upon. The term Doom Seekers referring to the desire to spread doom, fear and insanity wherever they go.
They take only half damage from magic, their minds and bodies too shattered by the event which transformed them to be affected by the un-scarred machinations of spellcasters (psionics work normally, save for mind-affecting spells as mentioned above). Any physical attack without the phantom/spirit strike enchant/skill will only do half damage as well(they are beings of chaos, existing in both the material and ethereal planes of existence).
Special attacks:
Lullaby(Dream-state/a.k.a. asleep) - When put to sleep by any means, they radiate an aura of drowsiness. Saves required to avoid falling asleep. Any who fail and fall asleep become subject to the next attack, Nightmare Fuel.
Nightmare Fuel - when a Night Runner is asleep at the same time as any un-scarred creature, they do a free 2d5 damage to all creatures in their radius, no DEF. Any damage they deal heals them for half the amount of damage done, rounded down.
Sand Bride: Fey creatures that use illusion to lure creatures to them.
The Undead
Ash Ghouls: Semi-corporeal creatures made of ash bound together by an evil spirit.
Beastwraith: A malevolent, incorporeal spirit that forms when a large number of animals are killed and left to rot. Each beastwraith is a composite being formed of the spectral remains of many such animals, although its form is incorporeal its shape seems to change between those animals that created it, such as wolves, vipers and hawks. They long for retribution for their deaths. They are white in color including their eyes. [Neutral Evil]
Bound One: These shambling horrors appear to be several dead bodies, bloated with rot, bound together with clinging sheets of dead vine and ivy. They aggressively stagger forward on their numerous legs, swinging clumsily with the weapons clutched by their numerous arms. Those adjacent to these revolting things will discover that their undead flesh has melded together; rather than several of the walking dead bound together, they are actually one creature.
If damaged, these things can meld new bodies into their undead forms, casting out the torn flesh of the most damaged corpses. In minutes, a Bound One with access to fresh bodies can rebuild itself into a new and terrifyingly intact nightmare. The dead vines that bind it together will eerily creep around the new corpses as the old, damaged bodies fall to the ground.
Bloodmote Cloud: A swarm of undead mosquitos with a blood thirst.
Cinderspawn: This tall, gaunt, coal-black humanoid flickers with a blue-white flame. Its bright yellow eyes gleam with menace. They hate living creatures for their warmth and seek to destroy all such beings.
Cinder Zombies: Their charred bodies rain ash and blackened flesh. They smell of roasted meat rather than rotted flesh.
Deadwood Revenant: Ghostlike beings who arise when a dryad's sacred oak is among the trees that are destroyed in some way. Nature itself is the source of the dark energies that give the restless soul of the dryad unlife; it's very existence is an act of retribution against mankind. A deadwood revenant resembles a dryad with fine and elflike features and skin like treated wood but she is translucent and her form lit by an eerie green glow. Cold white light shines from her eyes and her hands burn with an opaque black fire. She appears as leafless and bald as a dead tree. They are capable of weaving curses that cannot be easily lifted by the devout.
Deathlocks: Skeletally thin, this fi gure wears a dramatic cloak fringed with
magical sigils. Its cadaverous eyes sizzle with cursed power, and deadly spells dance on its fingertips. Deathlocks are undead born of the corpses of powerful spellcasters whose remains are so charged with magic that they are unable to lie quiet in the grave. Animate, but shorn of the spirit that once ruled their forms, deathlocks seek to bring all those they meet into an intimate embrace with death. Only their knowledge of spellcasting remains, though twisted and changed.
Drought: Bay horse, infused during death with a fire elemental
Fiery Skeleton: A fiery skeleton burns with unquenchable flame. They are immune to fire.
Thrax: Water vampires. Insatiable thirst drives them, and they extract the fluids from their victim's skins leaving them dessicated.
Fauna
Ash Elemental
Cinder Wolf: This wolf-like beast has a charred and blackened hide, its flesh split in places and seeping a fiery red ooze. The slaving creature stalks closer, snarling gutturally as cinders flicker from its maw.
Oil Elemental
Djarka-Dar: These creatures are related to flame salamanders. The Djarka-Dar is the size of a small monitor lizard, with thousands of scales, blinding, ruby-red motes, each one aflame. The lizards scales are said to be so blistering hot, as to ignite all flammable materials and matter, within five feet of the creature.
Waste Spiders:
Soarers: strolen.com/viewing/Soarers
Crawlers: These eight legged creatures slide along the land. They have a small head with wide spaced eyes and long tentacle legs. Each tentacle has a few suction cups to hold tight to rocks or prey, so their beak can tear into it. Their most important aspect is that they are chameleons: able to change their skin to look like the soil and rock around them. They normally hunt small creatures, usually rats, from surprise.
Crawlers are becoming most prized by the Scarred for the dyes they keep in their gland sacks. They are edible, if all glands and organs are carefully removed. Their meat is tasty, but is so chewy as to be nearly inedible. Some people keep the somewhat intelligent creatures as pets.
Flies: They are everywhere in the Scarred lands. There are hundreds of kinds in a wide variety of sizes and shapes (some of which are not fly-like at all).
Scarred Rats: There are various types of rats in the Scarred Lands such as-
1) The long and lean Leaping Rat is the most common. This rat has long strong, hare/ rabbit like legs. They also have tiny horns.
2) Six Legs are just that, six legged rats. They have four eyes. They like to climb and can be found anywhere in the Scarred Lands.
3) Scalies are rats with reptile like scales. This seems to protect them from the worst of the acidic soil as they will swim and burrow in the soil.
4) Flashers are small rats that have two wavy tentacles. These tentacles can emit small bursts of light. They can also generate quite an electric shock to those stupid enough to touch them.
5) Sprayers are medium sized, bright yellow rats that spit acidic venom like a cobra.
6) Twitchers: These scrawny rats have been poisoned by The Scarred Lands and are on the verge of death, though unfortunately they can exist for quite some time in this state of 'half death'. They are not true undead, but very nearly.
Sand Stalker: Scurrying from the sands rises a monstrously-sized spider. Standing taller than a horse, its lean frame rocks gently and its pale hair bristles in agitation.
Shell Deer: These small and lithe animals live in the Scarred Lands. Unlike other animals which are furred to keep warm, the deer have mutated and developed a carpace much like an armadillos across their back and flank (and along their snouts). This does provide protection. The carpace is black and tan, allowing them camouflage in most areas of the Scarred Lands. The Deer of both genders have horns, though males have larger racks of horns.
Scarlen: This is one of the oddest creatures in the lands. It is this one animal that truly shows the mutations. It appears to be a trout with a birdlike beak that flies on wings that seem to be expanded fins. It has a main wing pair and a secondary wing pair. They have four small stumpy legs as well. These creatures normally hunt flies that they capture in mid air.
Silt Horrors: Huge sized tentacled creatures that live in the silt lakes.
Wasteland Lice: Desert lice cause their host to feel generally unhealthy, uncoordinated, and dizzy. The
victims suffer a -3 penalty on all saves.
Flora
Drooping Trees: These trees used to be beautiful weeping willows, and still resemble them. They have spread out roots and limbs to try and anchor themselves to the less than ideal soil of the Scarred Lands. Their wood is soft and full of smokey resin that unleashes an obnoxious smell. So Drooping Trees are useful for little but a bit of shade.
Glowvine: Exceptionally fast growing vine, it grows a foot every two weeks. It resembles morning glories, but it blooms at night. They give off as much light as a torch when blooming. It clings to walls and ruins with ease.
Salamander Orchids: The stalks and leaves of a salamander orchid is formed of red-hot brass, which support blossoms of gold and crimson flame. It's flame is completely smokeless. It emits the same amount of light and heat as a torch. Touching these orchids without protection (such as a blacksmith might use) does fire damage.
Thorn Rolls: These bushes have become round thickets filled with thorns. The thorns ooze some toxins that get into what ever they scratch. Depending on the subspecies, it can be itchy, or neurotoxin or acidic. It blows across the wastes of the Scarred Lands.
Zombie Berries: Berry bushes that have been turned undead by some crazy act of Scarring, these zombie berries of various types are often eaten by other undead creatures.
Environment
These environments can be found all over the Scarred Lands.
Ash Dunes: Like sand dunes, the wind heaps the ash and sand into dunes of various shapes that are even more difficult to cross than normal desert dunes.
Ashen Clouds: With the intense destruction that nearly decimated the land unnatural clouds of ash have been known to rise up with the briefest of winds and remain hanging in the air for hours or even days. The Ashen Clouds are thick and cloying and they can be in range from a few hundred meters up to even 5 miles thick. Those who get stuck in the clouds often suffer from claustrophobia, intense weariness and depression for no apparent reason. It is easy to get turned around within the Ashen Clouds, especially the larger ones. Those who get caught in the Ashen Clouds or those who foolishly venture in often find themselves going in circles until their supplies run out or they run into some mutant prowling about.
Backdraft: Balls of semi-intelligent lava that float in the air, willing and ready to strike at unsuspecting travellers. Created with a mixture of magic and the element of fire, they are an abomination of the pure element of fire. No one knows their true origin.
Badlands Tremor: A sudden shudder and snap of the ground, usually knocking those standing in the area prone. A groaning noise is heard moments before the tremor.
Chokedust Clouds: Very powdery ash and sand create clouds that choke and cling.
Dead Magic: Areas of null magic exist all over the Scarred Lands.
Dust Funnel: A shrieking maelstrom of dust descends from the sky, skitters across the land, bowling over and seizing creatures in its path.
Glass Sheets: Areas that were so superheated that the sand turned to shimmering glass. It is slippery, and most have broken areas that are sharp and cut flesh with ease.
Glimmering Mirages: Heat mirages.
Lightning Pillar: A monolith of humming electrical power.
Sickening Heat: In some areas, especially in the Badlands, Brighteye burns with such intensity that it sickens those in the area.
Silt Lakes: All the lakes in the area dried up and are now filled with silt. It can appear as an area of pearly powder.
Slipsand: The heat from the Scarring has created areas where the sand has turned into glass particles, making it treacherous.
Stony Barrens: One of the most common terrain type in the Scarred Lands. These barrens consist of large sheets of exposed bedrock, mostly orange-red sandstone. Exposed to the wind and sun, the barrens are littered with stones of all sizes, from tiny pebbles to massive boulders. A thick layer of red dirt covers some areas, and in places drifts of orange sand and yellow dust pile at least waist high.
Other
Blood Crystal: Solar radiation beat down upon the Scarred Lands, warping once-ordinary quartz into a bloodcraving stone. If an attack with a piercing or slashing blood crystal weapon hits a target, the blood crystal drains blood from the wound. For every attack that feeds the weapon, you gain a +1 to damage, up to +5 damage during one combat. Unfed blood crystal has a pale pink hue, darkening toward deep crimson as it becomes saturated with blood. Piercing or slashing weapons normally composed entirely or partially of metal can be made from blood crystal. [See Weapon Page for Costs]
Grimrock: Sulphurish Rock, slightly warm to the touch. Can be ground up and used for alchemy, uused to provide heat to a forge, and firearms. It was discovered recently in the Scarred Lands, and the rock apparently can absorb some ambient magical vibrations granting it some near magical powers. It can be set afire and will burn long and hot. Grimrock dust is explosive.
Plaguewood: Plaguewood is a unusual material found in the Scarred Lands where lakes, rivers and oceans once existed, it always looks drenching wet and has a greenish hue. It smells faintly of rot and flies seem attracted to it. Polished plaguewood can be used as a material to make weapons and shields that would normally be made of wood, and although it seem to be rotting, it is in fact harder than most types of wood. Plaguewood is harvested in the Scarred Lands, and is the equivalent of a undead plant, thus positive energy deals damage to plaguewood while negative energy repairs it. Plaguewood weapons are naturally "venomous". Plaguewood shields crawl with bugs and other nasty vermin, and if you have a skill that allows you to use your shield as a weapon, striking a creature with a plaguewood shield inflicts poison damage as in the "venomous" enchantment for weapons.
[See Weapon Page for Costs]
Spellshocked Wood: Harvested from the Scarred Lands, Spellshocked Wood weapons have the properties of wood, and are very effective at channeling supernatural abilities. The weapon counts as magic, allowing it to bypass DR/magic and interact with incorporeal creatures. The spellshocked wood weapon always emits light if it is magically enchanted with any type of enchantment. Spellshocked wood looks like normal wood often with thin dimly glowing veins in the grain of the wood, which on closer inspection take on the appearance of actual magical runes. Spellshocked wood can be added to any weapon normally made of wood. Weapons of spellshocked wood act as if it is enchanted with "ghost ward" allowing it's defense to count against incorporeal attacks.
[See Weapon Page for Costs]