VOHRQUA ("THE DEAD")
|
|
|
|
|
|
| CLIMATE/TERRAIN: |
|
|||
| FREQUENCY: |
|
|||
| ORGANIZATION: |
|
|
|
|
| ACTIVITY CYCLE: |
|
|||
| DIET: |
|
|||
| INTELLIGENCE: |
|
|||
| TREASURE: |
|
|||
| ALIGNMENT: |
|
|||
| NO. APPEARING: |
|
|
|
|
| ARMOR CLASS: |
|
|
|
|
| MOVEMENT: |
|
|||
| HIT DICE: |
|
|
|
|
| THAC0: |
|
|
|
|
| NO. OF ATTACKS: |
|
|||
| DAMAGE/ATTACK: |
|
|
|
|
| SPECIAL ATTACKS: |
|
|||
| SPECIAL DEFENSES: |
|
|||
| MAGIC RESISTANCE: |
|
|
|
|
| SIZE: |
|
|||
| MORALE: |
|
|
|
|
| X.P. VALUE: |
|
|
10 HD: 9,000 |
12 HD: 13,000 |
No mortal being is compelled to become a Vohrqua upon their death. Rather, they are given the choice by some Power of the House of Light and decide to remaineven without the promise of special considerations in the hereafter.
In life, all of the Vohrqua (or, in common parlance, "the Dead") were exceptional in some way. Some were members of character classes, while others were outstanding members of their communities, noted for their unshakable virtue, genuine civic-mindedness, and/or virtually irreplaceable knowledge, wisdom, or skills.
The Dead assume the form of semi-solid spectres, easily recognizable by anyone who knew these beings in life. Each Vohrqua is fringed by a bright, shimmering aura that reveals the nature of their goodness: those of lawful bent are fringed by a white aura; neutral Dead bear a golden aura, and chaotics sport a sky-blue aura. All this, of course, applies when a Vohrqua actually wishes to be seen; many of the Dead prefer to remain invisible, a state they can enter at will and sustain indefinitely. They do not, however, fight invisibly.
Despite their incorporeal nature, Vohrqua are able to manipulate material objects as if they were still flesh and blood. They can never constitute a "solid" form, however, even through magical effects.
In keeping with their status as valuable members of the community, all Vohrqua are able to perform the following functions at will: know alignment, detect evil, detect lie, detect magic, detect invisible, and detect illusion (all at the 11th level of use). As spirits, the Vohrqua move in perfect silence, and leave no physical mark of their passing. Though all Vohrqua can speak aloud, many are taciturn almost to the point of shyness.
The Dead are invulnerable to most forms of physical attack; in general, only magical spells and enchanted weapons can harm them. Spells that affect the mind or will have no effect upon the Dead. Vohrqua are never surprised.
Even though Vohrqua can never be compelled to serve Evil, they can be turned by evil clerics of sufficient level. Similarly, Vohrqua are repelled by unholy artifacts and relics.
Clerics of the House of Light can call upon the more powerful types of Vohrqua by casting the 5th-level spell, summon Vohrqua. Those Vohrqua so summoned are in no way bound to the will of the caster.
The stature of the Dead in Minarran folklore is wholly disproportionate to their numbers and sometimes to their real achievements. As is often the case with legends, all manner of miraculous deeds are attributed to the Vohrqua, crusting over their true accomplishments like so many barnacles. In those cases where truth is actually more wondrous than fiction, the tales are often spectacular.
Reitch [raytch] are the most common of the Dead, and generally the most transitory. Most were common folk in life, but with some talent that only they possessed or a duty that only they could perform. Examples might include a barge master who knew every sandbar and rapid on the river, or the lone trained warrior in a hamlet on the very fringe of civilization. While the vast majority of Reitch remain in the world just long enough to train a replacement among the living, a few have remained at their "posts" for years and even decades.
On rare occasion, a Reitch may have been a 1st or 2nd level fighter, ranger, or Knight in life.
Reitch cannot be summoned.
Combat: If molested, a Reitch will not hesitate to defend itself and its post. If unarmed (as is usually the case), its two-fisted attack inflicts 2d4 points of damage per hit. Some Reitch possess simple weapons, usually a knife, dagger, short bow, sling, quarterstaff, and possibly short sword. If armed with a melee weapon, a Reitch will inflict +5 damage on a hit.
If backed into a corner or overwhelmed by evil, a Reitch has a deadly weapon of last resort. If it feels it must, the Reitch will immolate itself in an explosive blast, inflicting 10-30 (4d6+6) of damage to all within a 30 radius, no saving throw. In the aftermath, the Reitch's post is often rendered totally useless (90% chance) and damaged beyond repair (75% chance). This final sacrifice instantly releases the Reitch's spirit to its final rest.
Treat Reitch as spectres as regards to clerical turning.
Habitat/Society: Reitch are tied to the place where they perform their tasks, and may not stray more than 100 yards from this location unless under attack. For the barge master above, the Dead is bound to his craft, while the warrior is confined to the edge of the village.
Reitch tend to remain invisible until mortals call upon them for assistance.
Vyngliri [vin-glir-ee] tend to be the spirits of local leaders or other notable figures in their quiet corner of the world: tribal elders, skilled healers in locales without a true cleric, or the only person in town who could read and write.
Their reasons for remaining in the world tend to be more varied and less easy to fulfill: the healer might not depart until a cleric comes to stay, nor will the literate fellow until someone builds a permanent schoolhouse in the area.
On rare occasion, a Vyngliri may have been a 1st or 2nd level mage or cleric in life. If so, all spellcasting ability possessed in life will be lost.
Vyngliri can employ all of the following powers at will once per day: one 6-die fireball, one 7-die lightning bolt, cure serious wounds, cure disease, and slow poison.
Vyngliri cannot be summoned.
Combat: Vyngliri are no cowards. While most Vyngliri use their fists for 2d6 points of damage on a hit, 30% will be armed with a weapon type useable by the Reitch. If armed with a melee weapon, a Vyngliri will inflict +6 damage on a hit. Note that there is a 5% chance of an armed Vyngliri possessing a magical weapon, and a 3% chance of having some other useful magical item. If destroyed in combat, Vyngliri will retire to their final rest.
Treat Vyngliri as vampires as regards to clerical turning.
Habitat/Society: Vyngliri have a peculiar habit of residing in empty places such as caves or vacant buildings, or in public places such as taverns and inns. Unlike the Reitch, Vyngliri have no compunctions about being seen in public. Most people accept a Vyngliri readily enough, and many resume their old places in society with little rancor.
Vyngliri have a wider range of movement than the Reitch, able to wander up to 10 miles from their "lairs" if need be.
Teresyn are the Dead who had attained a character class in life, somewhere between the 3rd to 8th level of experience. These unfortunate souls perished with some critical task left undone, or else came to an end that was especially vain, capricious, or meaningless.
Those Teresyn that could cast spells in life can do so in death, based upon their former class and level. (Note that Wisdom bonuses for former clerics do not apply.) All such spells are cast at the 8th level of use.
In addition, all Teresyn can use all of the following once per day, at will: cure critical wounds, cure disease, cure blindness, speak with dead (at 10th level use), contact other plane, and neutralize poison. They may also use a power word: stun once per week.
Teresyn have no one place they call "home", though they occasionally visit the place where they died. The Teresyn are silent wanderers, performing their good deeds from the shadows. Indeed, few mortals whom the Teresyn have protected and served ever see the faces of their benefactors. Unlike Reitch and Vyngliri, Teresyn sometimes travel together in groups of two or three.
Teresyn are the most common form of Vohrqua called upon by the fifth-level clerical spell, summon Vohrqua. This spell must be cast in the place where the Teresyn had met its earthly demise. If the spell manages to summon a Teresyn who travels with companions, the others might accompany their summoned comrade, mostly out of curiosity.
There is a 20%-50% chance that any given Teresyn will possess a useful magic item aside from weapons.
If the Teresyn is destroyed in combat, it will go to its final rest.
Combat: Unlike most Reitch and Vyngliri, Teresyn are almost always armedand with magical weapons of +1 or +2 enchantment. Further, the Teresyn's weapons can be of any type, and any hit with a melee weapon will inflict an additional +7 damage. Teresyn who find themselves disarmed can still strike with both fists for 3d4 points of damage on a hit.
Treat Teresyn as ghosts as regards to clerical turning.
Habitat/Society: As already stated, Teresyn are wanderers. They are also the most secretive of all the Dead, remaining invisible for weeks and even months at a time. But even Teresyn feel the need for company, and most eventually make a number of mortal acquaintances scattered throughout the land. Most of the Teresyn's associates are themselves reclusive.
The most powerful of all the Dead, the Bandirov are wanderers, free to roam wherever they will. Unlike other types of Vohrqua, Bandirov tend to travel in groups of three to six members. With rare exception, the Bandirov were all NPC adventurers in life of no less than 9th level of experience. About half were Knights, a quarter more clerics, and the remainder being wizards, fighters, rangers, and the odd bard or monk. The circumstances of their demise usually parallel those of Teresyn.
These are the Dead of Legend, the ones who most often figure in mythic tales and epic poems. Due to their relative longevity and high profile, more is known about the Bandirov than any other Vohrqua. The sense of duty towards the living that binds all Vohrqua is by far the strongestand "purest"in the Bandirov.
Those Bandirov that could cast spells in life can do so in death, based upon their former class and level. (Note that Wisdom bonuses for former clerics do not apply.) All such spells are cast at the Bandirov's level of use in life.
Bandirov possess the same spell-like abilities as the Teresyn, and can also use all the following (at 15th level use) once per week: power word: blind, resurrection, and gate. Once per month, a Bandirov may also utter a holy word.
Bandirov can be summoned by good clerics just as Teresyn can. When calling upon a Bandirov, the summon Vohrqua spell can be cast from any convenient and untainted locale. If the spell manages to summon a single Bandirov, the others in its band are likely to follow.
There is a 40%-70% chance that any given Bandirov will possess a useful magic item aside from weapons.
If destroyed in combat, an individual Bandirov will return to Minarra after a year and a day and be reunited with its fellows. For reasons known only to the House of Light, Bandirov are only "retired" in groups, and usually after decades or even centuries of service.
Combat: Without exception, all Bandirov are armed with at least one magical weapon of +2 or better enchantment. A Bandirov's weapon can be of any type, and any hit with a melee weapon will inflict an additional +8 damage. Disarmed Bandirov strike with both fists for 3-18 points of damage on a hit.
Treat Bandirov as liches as regards to clerical turning.
Habitat/Society: Bandirov are the most "gregarious" of their kind, if one could apply the term to any of the Dead. If they have no urgent business to tend to, Bandirov bands tend to travel openly, stopping to offer aid to any who might need it. Bandirov are wise enough to hide themselves after dark whenever possible, lest they be mistaken for "true undead". They use their innate invisibility primarily for tactical advantage.
|
|
|