|
|
|
|
|
|
Posted: Tue May 30, 2006 10:16 am
Summoner
(Az, Lab.) A summoner is a person who is an extension of the material plane. He taps into the mana stream, or life stream, of the plane to summon denizens of the planar system. His magic is limited to this craft, as personal mana, the mana of wizards, the mana of clerics, psionic energy, or any other mystical power or energy drain would weaken his connection with the universe. Each summoned creature represents one aspect of the universal will, be it destructive or curative. The summoned creatures have entities, souls, and physical beings. The creatures have emotions and temperments, as well as morals and personalities. Some creatures do not get along with other creatures, and often will attack each other if present at the same time. It is rare for the opponents to work together, but occassionally circumstance dictates that they must. A creature is summoned through a gate, the gate being the summoner. The material plane provides the essance of the creature, which mean that the creature is not considered to be an 'outsider'. Summoners are sometimes considered prophets of the plane, or Missionaries of the planar will. There is no evidence to support these claims. Summoners occassionally go insane, but it is not clear why. There are currently 8 summoners in Labyrinth.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Tue May 30, 2006 10:56 am
Moon Elves
(Az, Lab.) A branch of the elvish genology that is physically more pale in complection than high elves, and have slightly more prominant arches in their brow. They almost have exclusively black hair, with the occassional exception. They usually have green or grey eyes, but the other colours occur frequently. They often use War Paint to decorate themselves for battle or cerimonies. They use a clan system to organise the base of their society, and have a ruling elite that consists of three families. The leading family is selected through deed. They hold a greater connection with natural world, and have a tendancy to worship moon gods. There culture isolates them from most non-moon elves, and they hold a distinct hatred of the races that ignorantly destroy the natural world. They have a special relationship with many magical beasts, and often live in close contact with cratures like pixies and unicorns. The Moon Elves of South Western Labyrinth have an artificial sun, which creates a twenty four hour day cycle, by rising a 6 AM and setting at 9 PM. They have a large variety of plant and animal life, most of which has gone exitinct except in the forests these Moon Elves zealously protect from outsiders. They were amoung the first races to venture to the underdark in order to preserve their way of life, and the lives of the creatures and animals they hold dear. The majority of the population is apt at spellcasting of some sort, though there are many proficient fighters as well. They favour slender swords and bows to most other weapons, and only use a form of elvish chain mail as armour. They have many types of cavalry, including dragon riders. A gold dragon has formed a bond with this colony, and protects it with his life. Some of the most powerful druids in Labyrinth reside in the Moon Elf community, even though most of them are not Moon Elves.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Wed May 31, 2006 9:19 am
God Pantheon (Used in Lab) Number of deities in Labyrinth: Last census reported 300. There may be some missed/unknown/not born. Who is the most powerful: The Earth Mother, creator of all. Why: The only being with the power to create something from nothing most other deities must manipulate already existing matter in some way/shape/ form. (Matter can also consist but is not limited to: energies, magics, physical matter, surreal matter, etc) Balance of power: While the earth mother is the most 'powerful' of the gods, she is not the 'strongest.' In the plane of Labyrinth, the amount of a god's influence is dictated by its number of followers. Prayer, sacrifice, converting, blessing, placement of holy relics or blessed objects can all be used to enhance this influence. The sheer amount of gods and population of different species makes it impossible for any one or two gods to hold supreme reign. However, the plane the gods reside in fully is suseptible to very minute changes in number. There is never ONE god born, they are always birthed in pairs. If one god dies this plane is set into chaos, taking many eons to restore balance with the birth of another god. Most gods will not sacrifice themselves to remedy this. If two deities are to perish, there is reativly no change within the Pantheon. Discrod is only caused through the loss of influence from the physical followers. War, civil or other, while directly related to the fall of said god/gods, is not caused by said fall. During a time of chaos, many god's powers are dulled to mere trickles or nothing at all. This is a natural phenomenon that prevents any one deity from ceasing control over the entire plane. The physical plane is thus also thrown into chaos, being suddenly deprived of all godly help. In the event that a deity has physical children, (i.e.demi-gods, descendants of demi-gods, or possibly even highly favored priests/priestess/other)It is possible, though not utterly certain, that one or more of these children may develope a state of deitism. This would replace the god who had previously fallen. Keep in mind that this also happens in pairs. Carrying a god from one plane to another does NOT work. It simply cannot be done. Here is the reason: all gods have access to all planes. Some choose to simply not interfer with other planes, or can't gain favor with followers. There is no replacing one god on Labyrinth with another god from another plane, because both deities already exist together in the godly realm. *Note: an individual who has already been touched by a god (i.e. not a demi-god, someone who has recieved a unique/special gift, talent, or power) has very little no chance of transcending. We are the god's play things.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Tue Jul 25, 2006 1:23 pm
Creatures of the Underdark: Part 1 BeholdersA floating eye with many eye stalks, it shots rays of magical energy which often kill whatever they hit, or polymorph or charm those creatures. Beholders are on of the most feared creatures in the underdark because they can use their main eye, or the big eye in the middle, to create a zone of anti-magic, which prevents the use of any magical property. They have a single large mouth at the bottom of their body/head, and use a natural methan gas to keep themselves floating. They eat anything. Carrion CrawlersLarge caterpillar-like creatures that resemble a giant catterpillar but the head has four tenticles stretching out from around the mouth. These tendrils can sting creatures with a paralytic poison. They generally only eat carrion, but if starved they will go after living creatures. Rather docile if left alone. Deep SpawnA bulbous pulp of flesh which appears to be a gaint, ofter reaching fifteen feet in diameter, ball of flesh with several tenticles and long necked heads. It uses these limbs to attack any crature that comes into reach, to literally pull them into itself, where the Deep Spawn creates a dublicate of the original that he can control through some magical means. Flamable. Displacer BeastsA large hunting cat that can get to about 1200 lbs in size. They have six legs, and two tenticles that reach out from the formost shoulders. They generally eat anything that moves. These creatures can alter the space around them to make their presence spread through a larger area ((often reffered to as a displacement spell)). The cat can sense movement through contact with the ground (tremer sense), and have keen noses. If you are within a few miles of this cat, he knows. DridersFormer drow citizens blessed with spider-like forms usually for being disrepectful or merely annoying some woman. They resemble centaurs in the sense that they have the body of a drow with the legs and torso of a spider. They have spiners and web, as well as often wield two magical axes. They are venomous. GargoyalsA rare creaturethat often is the result of a wizard trying to protect his domain through animated stone. Sometimes, those wizards die, and the gargoyals go off on their own. They usually have wings and can fly rather clumsby. Resistant to magic and melee weapons, as they are animated stone. The magic in the creation causes the stone to adopt harder qualities. They are often used to ambush people by placing other statues in an area that houses them. If a gargoyal remains still, it does not look or feel alive at all. Giant BeetlesLike a normal bettle, but 8 534 times the size. Eats living tissue. GoblinoidsThe most common form of living creature in the underdark simply because they breed more often than they eat. They come in many varieties, but the smaller species are usually more common because they need considerably less food. Often small gobliniods are the primary food for larger gobliniod species. PecksAn earth fey (faerie species) that look like small beardless gnomes that only wear pants and a vest, and always have one pick axe. They love the earth. They are friendly, but dangerous if you piss them off because they have many earth based spells and powers, such as conjouring earth elementals or creating avalanches or cave ins. Purple WormsThe largest creature in the underdark, surpasing even dragons in size. They can be miles long, and generally are accepted as the ones responsible for the many maze like cavrens that dot the planes. They are very fierce, and can swollow creatures whole, where they are promptly crushed by the jowls or gizzard into oblivion, should you survive that, you can attempt to survive the escreation process. Rust MonstersAn insectiod that eats iron ore, by using two of its head tendrils to cause oxydisation in tte raw material or objects which contain iron. They look like roaches, but have two giant flowing tendrils, and a tail that is similar to what one would find on a dolphin. It is convered by a hard outer shell which can protected it from many pounds of pressure. Umber HulksA biped bettle-like creature that has two great arms that can cut through stone like butter. It is a tunneling creature which lives in family units, and claims a territory it is not willing to share with any creature or other family of Umber Hulks. Occassionally Umber Hulks become solitary and venture out on their own until they find a new family to join, possibly hundreds of years after leaving their primary nest. They have two great jaws as well, probably capable of cuting down a fully grown English Oat tree with one bite. UndeadSurprising rare in the underdark, because they are often preyed upon by carrion crawlers. They often take the form of skeletons because zombified flesh seems to rot much quicker in the dark than on the surface. Few areas contain a large number of these creatures. XornsA type of earth elemental that travels to material planes to live life as a stalagtite/mite. They sit on cavern ceilings, and fall on fleshy creatures that pass underneath them. They eat because they enjoy the sensations of crushing things with their jaws. VampiresVery, very rare in the underdark, despite the fact that they have little to fear. (Fire and sunlight are extremely rare). Most vampires starve to death. Some make homes amongst the goblins or other 'intellegent' life in the dark, often living as they traditionally do on the surface. Since places where they can thrive like that are relatively rare, they tend to be small in number. Most species in the Dark are paranoid due to the extreme number of dangers, and tend to uncover and kill vampires quickly.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Wed Jul 26, 2006 5:51 pm
Races Mentioned in NGTE. page 9 Azaireal Lizark FolkOne of the most common demihumans in the multiverse, Lizardfolk combine the stature of a human with the armour claws and regenerative powers of a lizard. They are often amphibious in nature, but sometimes they are also purely not. They live in a wide variety of habits ranging from coastal mountains to subtropical forests. Due to the nature of their blood, only rare and semi-magical species of artic and antartic lizardmen exist. They commonly fight using their natural weapons, but will sometime develop their own metal working or similar tools. They are usaully theocracies or mageocracies, being fairly primitive on most worlds they find that magical powers are only given to those worthy to lead. Some societies realy on a strong man to rule, but he often has magical powers or extreme strength. Sstrl is a lizardfolk from Labyrinth. He was trained in martial combat by his tribe in an ancient and methodical Tradition, that focuses the energies of the body, ki, into a power to enhance their natural weapons. This training has given him some supernatural abilities, but he cannot use magic. Azaireal MinotaurAnother common demihuman from the multiverse, though this one usually lives as a solo hunter in some type of labyrinth, seeking out human flesh to consume and fill his appetite. They sometimes are found roaming about on open plains as masters of the herds or champions of the wild. Rarely, they are found building their own civilizations and empires but it does occure from time to time. Like all demihumans, they vary in alignment. Some are malicious devils seeking pleasure from the hurt of others, while others are gentle giants roaming about hoping to help those in need. One thing all minotaurs hold in common is there emense strength. Sometimes they sacrifice their intellignece to build it, other times they are simply too cumbersome to gain any dexterous edge. Warhammer, *grunts*, is a minotaur High Priest of the Earth Mother. He uses her favour to manipulate his surroundings to help his friends or allies against their enemies. He does not hold personal grudges and finds little time in wasting energy brooding over power. He is protective by nature and is willing to sacrifice everything for his beloved. Azaireal KoboldsA type of goblin that is small and usually breeds like crazy. They have little knowledge of anything, and rarely amount to anything. They are considered vermin by many of the intelligent races, and are usually pitied by the pious. Though stupid and rather dumb in general, they are cunning. They can build elaborite traps to weaken a foe before launching an all out attack on him or her. They can be vicious and often use the dirtiest tactics imaginable in combat. There are few known kingdoms of Kobolds that are actually mapped by other races. They can be orginized to march in armies, and do have the discepline necessary for prolonged campains, but usually due to poor leadership or disasterous results, kobold armies tend to be crushed by most other armies. Many larger creatures, which is practically everything, use kobolds as cannon fauder for their armies. It is a common tactic of drow to use kobolds to set off traps and absorb the majority of an enemies munitions before moving the real army into battle. Tames is a special kobold. He possesses the berserker spirit, and can increase his strength by tenfold by simply emotionally raging. He has few ambitions beyond fighting and often becomes almost 'pet' like if not in battle for prolonged periods of time. He is capable of lifting most humans and throwing them about thirty feet if he feels the need to. Sometimes he fights with a weapon, but these often break in his hands. Enjoys eating human flesh raw, or cooked.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Tue Aug 22, 2006 11:16 pm
Jedi (As Compromised by Az) A few gifted individuals are force attuned. They can sense some things, unexplicably. Even more rare are masters of this unexplainable yet completely explainable force. These masters are called Jedi, or if evil, Sith. Jedi can use the force. Sith can use the force. As such, they are banned from using any other form of magic. Any jedi to tamper with other forms of magic automatically loses all force connection and power, as one must trust his entire being to the force, or the force will cease to be with him. You cannot be a partial Jedi/Sith. If you lose all your powers and want them back, you must forsake and stop using your non-force related powers. Only by truly believing in the force will it come to your aid. Why? Because magical energy robs the universe of power by either manifesting human will as physical pressence or manipulating others to believe it . This damages the force, or more accurately, discredits and abuses the force. The force is a very jealous mistress and will only accompany those who only love and use her. Why? Magic and Psionics don't mix, as they are different means to the same end. Magic cannot increase psionics (psychic power) and psionics cannot increase magical power as they are counter-productive. ((similar to how waves interfere with eachother if they are of certain valiences)) Why? Balance in the force. Why? Yoda said so.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Tue Sep 26, 2006 11:25 pm
Desciple Of Chaos RequirementsBase Attack Bonus +6 Alignment: Any Chaotic Skills: Bluff 3 Ranks, Diplomacy 3 Ranks, Sense Motive 3 Ranks Feats: Duel Weapon Fighting, Two Weapon Fighting, Weapon Focus: Scimitar Special: Must be ordained by a Representative of Chaos Class Skills:The Desciple of Chaos' class skills (and the key ability for each skill are Balance (Dex), Bluff (Cha), Climb (Str) Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Jump (Str), Knowledge (All Skills, Taken individually), Profession (Wis), Listen (Wis), Spot (Wis), Search (Int), Tumble (Dex) Skill Points at Each Level: 4 + Int modifier Class FeaturesAll of the following are Class Features of the Disciple of Chaos class. Weapons and Armor Proficiency: Disciples of Chaos gain martial weapon proficiency and Light, medium, and heavy armour proficiency. They do not gain Shield proficiency. Master of Scimitars: For each level of Disciple of Chaos, the character deals +1 damage when equiped with a Scimitar. This bonus applies to only Scimitars wielded in hand (Dancing weapons are not effected). This damage is applied after calculating critical hits, and is subject to creatures that are immune to critical damage. This damage is a supernatural ability. Tragic Past: A level 2 Disciple of Chaos can make use of Charm Person once per day. This is a supernatural ability, and is not cast like a spell. Silver Tongue: A level 3 Disciple of Chaos gains a +2 bonus to all Charisma checks and charisma based skills. Chosen by God: Once per day, a level 4 Disciple of Chaos may reroll any die cast, even if it is not his own. Tyrrants Gift: Disciple of Chaos attracts one NPC adventurer class follower when he is level 5. This follower is tied to the Disciple through means of tyrrany. For example, a Fighter who must serve the Disciple until he is able to repay the debt that he has encured. This follower begins at Half the Disciples level, and gains experiance normally. A Disciple may dismiss a follower at any time, but is subject to having a new follower take his place. Unspeakable Devil A level 6 Disciple attracks a second follower who is of a random Prestige class. This follower cannot be dismissed, and must be paid for his services. IF thsi follower dies, he is ressurected and returned to the Disicple along with sanctions from the Order of Chaos. Captain amongst Captains: A level 7 Disciple has a +10 bonus to all diplomacy checks made with any form of leader. Chaos is a Curse: A level 8 Disciple cannot reside in a stationary building or construct. He may stay no longer than three days and two nights, before he is transported to a random spot within five hundred miles via Teleport Spell. He gains the uncanny ability to find shelter where ever he is, but this shelter is delapidated. He always finds a structure large enough for his entire party (or army). Champion of Battle: A level 9 Disciple who engages in combat gains a +2 enhancement bonus to all his stats. This stacks with any other bonuses he may have above and beyond any regular rules of statistic bonuses. But, the Disciple suffers a curse that does not allow him to rest fully until he has engaged in at least ten rounds of combat. He is considered fatigued and suffers all of the normal penelties. King of Chaos: A level 10 Disciple of Chaos gains the ability to draw from the Deck of Many Things once per week. This is a supernatural ability and may result in the Disciples demisse.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Thu Nov 09, 2006 3:47 pm
Draithix Labyrinth Species: Draithix
Size: Ranging from one foot to two feet with ears erect height wise, and from two feet to three feet with tail straight. Wingspan is roughly its body length (twice when both wings included) when fully splayed, secondary wings are half the primary wingspan.
Hide: Fur and scales, near infinite color variations and mixes. Fur has a soft down feathery feel to it, scales are extremely hard, but smooth.
Markings: Scales always present on underside, spine, tail, ears, around the eyes and top of the snout and head, and on the tops of the shoulders and knees. Ridging/sailing/membrane structures can vary.
Traits: Slit pupil eyes, whiskers, non-retractable claws, quad-winged –semi transparent membrane, spurs on wing joints and back of paws.
Abilities: Flight, near impenetrable hide, adaptable breathing, stasis ability, dual vision modes, venom production and administration via paws.
Vocals: Varied among barks, yips, chitters, mewling, purring, growls, roars, trills, whistles, and clicks.
A fairly intelligent creature that seems to be a mix of the common species of a dragon, canine, and feline. It is inventive to an extent and shows the ability of rather situational thinking and analyzing. Temperament in this creature seems to be at a rather easy going and mellow level.
Initially hatched from eggs that are eighteen inches in circumference, they are considered mammals and are omnivores, their teeth and jaws strong enough to bite into and in some cases through practically anything. Their environment mostly consists of rocky areas and cavernous regions, though they can survive in most any environment. Study indicates that their vision is double based dependant upon light. In fairly well lit conditions their vision is on the normal levels on any creature, but they can only detect primary colors while all others are in blacks, whites and shades of gray. In dark conditions, the eyes take on a sheen and switch to a heat detecting based vision in a wide spectrum of colors that represent cold and warmth. Their hearing and sense of smell is also highly developed.
Physically they have a body structure that pertains to a feline, the hind legs perhaps slightly larger in the hip region, their back legs rather powerful for pouncing. The head takes on more canine like features, the snout elongated and jaw very canine like. In respect to their dragonic looks, they bear four wings that have semi transparent membranes, and hard scales as well as a dragonic like tail. Their paws are digigrade, consisting of only three toes of which they walk upon.
The wings which seem a tad small in contrast to their bodies are used in a specific way to achieve flight. The smaller secondary wings use their spurs to hook onto the bottom spurs of the primary wings and interlocking the sets, effectively creating a broader surface area. During flight they can unlock their wing sets to control altitude, speed, as well as the secondary wings acting as rudders to control direction.
Their main form of attack is their claws and paws. In times of distress or when riled into a state of aggression, the pads of their paws secrete a venom that causes a burning sensation upon contact followed by numbness in the affected area. Along with this mode of attack, they are known to head-butt their foes, the hard scales on the tops of their heads and ears acting much like rams’ horns may in that respect. 
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Sun Nov 12, 2006 1:50 pm
Zephyr/Nightmare Crossbreeds Labyrinth -Night Zephyrs, Zephmares
-Nightmare genes tend to dominate, some visible trait always present in every crossbreed.
-Always have some black coloring in their hides. Hides can change in look (via Zephyr genes) but any natural occurring black coloring/markings from Nightmare genes are unchangeable.
Variation in Styles (Name and power dominance)
-Ebony Gale (Zephyr Dominate) -Distinguishing Trait: “Shadow wind” produced from Ebony Gales is black in color and also heated. Temperature and transparency of wind can be manipulated
Flame Tempest (Nightmare Dominate) -Distinguishing Trait: “Tendril Flames” produced from horses hooves. The fire moves about like wind in a way.
Melt (Equal Distribution) -Distinguishing Trait: Always has a black stocking pattern and snout. Mane/tail are always fire tipped, fire on hooves. Eyes are always either dual colored or one color ringed in red.
Armor (Equal Distribution) -Distinguishing Trait: Black coloring on the head and back that looks like war horse armor, rest of the horse is colored as it may choose; no fires on hooves, but mane/tail are fire tipped. Eyes are always red.
Taint (Either Zephyr Dominate or Nightmare Dominate) -Distinguishing Trait: Horse is either Zephyr dominate in look with a star/stripe/other spot of black coloring and has normal eyes, or Nightmare dominate in look (flames as well) with red eyes and a star/stripe/other spot of changeable color.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Fri Jan 19, 2007 6:13 pm
Hydra Hydras are generally accepted to originate in Greek (Helen) Mythology. They are known for having many snake-like heads with monkey faces attached to a central bulbous body, often with feet and a single tail (sometimes ending with a stinger). These creatures are known for regenerative properties, and multi-growing heads (each head severed grows two more to replace it). It is believed that they served on the side of Zeus in the war against Chronos. Heracles/Hercules is famous for defeating one as part of his Twelve Trials, or to save Thebes in Disney's animated motion picture. Because it would be boring if every hydra was the same, there are some interesting sub-species of hydra. Chyrohydra: Same creature as a hydra, but can use an ice-breath weapon. Pyrohydra: Breathes fire.
|
 |
 |
|
|
|
|
|
|
|
 |
|
|
|
|
|