TEMPORIONS
The
neutral planes are home to creatures and beings
of every type however most indigenous creatures of neutrality abstain
from involvement. That said some neutrals are more dynamic in their
neutrality than others. One of these types is called the temporions.
Temporions are sometimes known as “twilight men” or by the curse
“twilight traitors”. This latter epithet is because of their
unique neutrality.
Their
home in the Concordant Opposition is
Tsaca Tsadin
Dalt,
“The
Ad
Hoc Clamoring Field of
the Forest”.
This
area appears
from a great distance to be a “forest” of dark brown, bent and
lattice-like structures. All
of this is
connected in a mobius strip with small branches to strongholds of
gods, interplanar gates and dead ends. Here
the “Random Dead”, those who lived a very specific life (Put
simply: Certainty to be care free as long they were active.),
come
for their final “restlessness” of
sporadic behaviors.
Temporions
are not originated from these
dead and generate from the plane itself emerging into existence from
brown pillars when the shadow of Acyfer (cf. Part 1) appears above in
the dark clouds of the spectral sky of the plane.
Here
in Tsaca
Tsadin Dalt,
when
gazing
upon a temporion up
close, they
appear to be a taupe shade of brown in color similar to the coloring
of the fur of a mole. Here
they serve various gods and godlings
of the purest neutrality exclusively but all are associated with Acyfer the Anti-Demon.
If
summoned away from this neutral ideal, by powerful magicks to a Prime
Material Plane, then they follow
a neutral “clock” which is determined at random from the outer
lying circle
of alignments
Chaotic
Neutral,
Neutral
Evil,
Neutral
Good,
Lawful
Neutral,
Lawful
Good,
Lawful
Evil,
Chaotic
Good
and Chaotic
Evil.
The
temporion’s
alignment
“clock” in
a Prime Material
Plane
(use
d8 for initial alignment):
1=Chaotic
Good
2=
Chaotic
Neutral
3=,
Chaotic
Evil
4=
Neutral
Evil
5=
Lawful
Evil
6=
Lawful
Neutral
7=
Lawful
Good
8=
Neutral
Good
This
changes
every 3 hours and follows a clockwise or counter-clockwise pattern of
change (use d6 for pattern = clockwise 1-3, counter-clockwise 4-6)
for 24 hours once the initial alignment is determined.
For
example, initial roll of “3” on a d8 is Chaotic
Neutral
and
the pattern roll of “4” on a d6 is counter-clockwise so the
temporion is initially Chaotic
Neutral
for
3 hours, when that time has elapsed they will Chaotic
Good
for 3 hours, after that “good”, then “lawful good”, then
“lawful”, then “lawful evil”, then “evil”, then “chaotic
evil” and then after 24 hours a new initial alignment is determined
all over again.).
Secondary
characteristics arise when temporions change their alignment:
Chaos:
Blackish grey skin tone with rubbery features.
Law:
Diamond skin tone and definition of features is angled with unnatural
sharpness.
Good:
Opalescent coloring and a bright light behind their head.
Evil:
Pale grey skin tone with rusted streaks and horns.
Chaotic
evil: Reddish amethyst skin tone with deformed features and blunt
thick horns.
Chaotic
good: Dark sapphire-like skin tone with rugged features and an
greenish blue aurora like glow over their head.
Lawful
evil: Ruby red skin tone with sharp and pointy features and
thin-horned.
Lawful
good: Golden skin tone with softly angular features and crowned by a
circular aura of light.
This
also brings powers associated with the alignment change which they
may use once during that aligned “period“:
Chaos:
Confusion
Law:
Charm monster
Good:
Cure serious wounds
Evil:
Cause serious wounds
Chaotic
evil: Fear
Chaotic
good: Polymorph other
Lawful
evil: Wall of fire
Lawful
good: Wall of ice
The
chief abilities of these beings are the literal neutralization of
opponents through deception and subdual.
Every
temporion has the following powers: At will they can cast darkness,
hold person, hold monster, improved phantasmal force, invisibility
and
light.
Once every three hours they can use interposing
hand.
Another
primary aspect of these beings is that each has no permanent
individuality and they will merge or separate into various
combinations described under each entry. This merging/separation
process takes a full turn and disruption will immediately undo the
process. However those that disrupt the transmogrification are in
danger of their alignment being changed to the temporion’s current
alignment (base chance 10% with 10% increments added for each of the
character’s recent alignment transgressions in the past month if
any.)
Note: Their
armor is made of a glassteel like metal that floats in iceberg-like pieces down lime green rivers on their area of the Concordant
Opposition. Only the smiths here amongst the "Random Dead" can produce their armor and weapons. Their secret techniques are only known to themselves and certain elemental beings. Sometimes elementals randomly appear in their realm and act in a "temporion way".
Type
I (Humanoid)
FREQUENCY:
Common
NO. APPEARING: 3-6 or 10-30
ARMOR CLASS: 5 (7 without shield)
NO. APPEARING: 3-6 or 10-30
ARMOR CLASS: 5 (7 without shield)
MOVE:
12 feet
HIT DICE: 4
% IN LAIR: 15%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
SPECIAL ATTACKS: See above
SPECIAL DEFENCES: See above
MAGIC RESISTANCE: 20%
DAMAGE/ATTACK: By weapon
INTELLIGENCE: Average
ALIGNMENT: Determined (see the above)
SIZE: M
PSlONIC ABILITY: Nil
X.P. VALUE: 495 + 4 /hp
HIT DICE: 4
% IN LAIR: 15%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
SPECIAL ATTACKS: See above
SPECIAL DEFENCES: See above
MAGIC RESISTANCE: 20%
DAMAGE/ATTACK: By weapon
INTELLIGENCE: Average
ALIGNMENT: Determined (see the above)
SIZE: M
PSlONIC ABILITY: Nil
X.P. VALUE: 495 + 4 /hp
These
beings are hairless humanoids carrying glass-like spears (1d6+3
damage) and shields (+2 AC). They have no real identity or former
lives and only appear that way as coincidence.
Two
humanoids combine to create a type II centaur temporion (see below).
Type
II (Centaur)
FREQUENCY:
Common
NO. APPEARING: 2-3 or 7-12
ARMOR CLASS: 2 (6 without barding)
NO. APPEARING: 2-3 or 7-12
ARMOR CLASS: 2 (6 without barding)
MOVE:
18 feet
HIT DICE: 5
% IN LAIR: 15%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
SPECIAL ATTACKS: See above
SPECIAL DEFENCES: See above
MAGIC RESISTANCE: 30%
DAMAGE/ATTACK: By weapon
INTELLIGENCE: Average
ALIGNMENT: Determined (see the above)
SIZE: L
PSlONIC ABILITY: Nil
X.P. VALUE: 515 + 5/hp
HIT DICE: 5
% IN LAIR: 15%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
SPECIAL ATTACKS: See above
SPECIAL DEFENCES: See above
MAGIC RESISTANCE: 30%
DAMAGE/ATTACK: By weapon
INTELLIGENCE: Average
ALIGNMENT: Determined (see the above)
SIZE: L
PSlONIC ABILITY: Nil
X.P. VALUE: 515 + 5/hp
The
type II centaur temporion is a product of the merging of two type I
humanoid temporions. With the merging, their puissance is increased
as noted above. Their weaponry changes as well: their spears fuse
into a +3 glass-like heavy horse lance (6-12/6-22 damage) and their
shields become glass-like horse barding equivalent to +2 leather
barding. A “centaur” and a “humanoid” can combine to form a
type III winged humanoid temporion (see below).
Type
III (Winged humanoid)
FREQUENCY:
Common
NO. APPEARING: 1-2 or 4-5
ARMOR CLASS: 1 (5 without armor)
NO. APPEARING: 1-2 or 4-5
ARMOR CLASS: 1 (5 without armor)
MOVE:
15 feet/40 feet (MC: B)
HIT DICE: 6
% IN LAIR: 15%
TREASURE TYPE Nil
NO. OF ATTACKS: 3
SPECIAL ATTACKS: See above
SPECIAL DEFENCES: See above
MAGIC RESISTANCE: 40%
DAMAGE/ATTACK: By weapon
INTELLIGENCE: very
ALIGNMENT: determined (see the above)
SIZE: L (8 feet tall)
PSlONIC ABILITY: Nil
X.P. VALUE: 900 + 6/hp
HIT DICE: 6
% IN LAIR: 15%
TREASURE TYPE Nil
NO. OF ATTACKS: 3
SPECIAL ATTACKS: See above
SPECIAL DEFENCES: See above
MAGIC RESISTANCE: 40%
DAMAGE/ATTACK: By weapon
INTELLIGENCE: very
ALIGNMENT: determined (see the above)
SIZE: L (8 feet tall)
PSlONIC ABILITY: Nil
X.P. VALUE: 900 + 6/hp
This
amalgamation appears as an large winged being. It contains either 3
type I temporions or 1 type I temporion and a type II temporion. It
carries a +3 glass-like bow with a glass-like quiver full of 40 +1
glass-like arrows (metamorphed from the premerged types’ weaponry)
and glass-like armor equal to +3 studded leather. It has a 20’
wingspan of amorphous wings (evil = bat, good = dove, chaos = dragon
fly, law = bee, lawful evil = raven, lawful good = swan, chaotic evil
= locust and chaotic good = eagle).
Type
IV (Multi-limbed humanoid)
FREQUENCY:
Uncommon
NO. APPEARING: 1-2 or 3-4
ARMOR CLASS: 0 (4 without armor)
NO. APPEARING: 1-2 or 3-4
ARMOR CLASS: 0 (4 without armor)
MOVE:
15 feet
HIT DICE: 7
% IN LAIR: 15%
TREASURE TYPE: Nil
NO. OF ATTACKS: 2 or 4
SPECIAL ATTACKS: See above
SPECIAL DEFENCES: See above
MAGIC RESISTANCE: 50%
DAMAGE/ATTACK: By weapon
INTELLIGENCE: Very
ALIGNMENT: Determined (see above)
SIZE: L (9 feet tall)
PSlONIC ABILITY: Nil
X.P. VALUE: 1975 + 8/hp
HIT DICE: 7
% IN LAIR: 15%
TREASURE TYPE: Nil
NO. OF ATTACKS: 2 or 4
SPECIAL ATTACKS: See above
SPECIAL DEFENCES: See above
MAGIC RESISTANCE: 50%
DAMAGE/ATTACK: By weapon
INTELLIGENCE: Very
ALIGNMENT: Determined (see above)
SIZE: L (9 feet tall)
PSlONIC ABILITY: Nil
X.P. VALUE: 1975 + 8/hp
This
form is a four-armed giant who carries two +3 bows (with 2 quivers
full of +1 arrows) and four +3 broad swords (5-11/5-10 damage) and
the strength of an ogre (18/00: +3 hit/+6 damage). It wears
glass-like +3 scale mail armor. This is an amalgamation of either 4
type I, 2 type II, 2 type I and 1 type II or 1 type I and 1 type III.
Type
V (Insect-shaped centaur)
MOVE:
12 feet (or burrowing 6 feet)
HIT DICE: 8
% IN LAIR: 15%
TREASURE TYPE: Nil
NO. OF ATTACKS: 3
SPECIAL ATTACKS: See above
SPECIAL DEFENCES: See above
MAGIC RESISTANCE: 60%
DAMAGE/ATTACK: By weapon and/or 2-8/2-8
INTELLIGENCE: Highly
ALIGNMENT: Determined (see above)
SIZE: L (12 feet at shoulder)
PSlONIC ABILITY: Nil
X.P. VALUE: 2425 + 10/hp
HIT DICE: 8
% IN LAIR: 15%
TREASURE TYPE: Nil
NO. OF ATTACKS: 3
SPECIAL ATTACKS: See above
SPECIAL DEFENCES: See above
MAGIC RESISTANCE: 60%
DAMAGE/ATTACK: By weapon and/or 2-8/2-8
INTELLIGENCE: Highly
ALIGNMENT: Determined (see above)
SIZE: L (12 feet at shoulder)
PSlONIC ABILITY: Nil
X.P. VALUE: 2425 + 10/hp
This
appears as a six-insect legged centaur with a glass-like +3 giant
sword (7-27 damage) and covered in glass-like +3 chain mail. It can
burrow into the earth with its forelegs as well as claw with them.
This is an amalgamation of 5 type I, 3 type II and 1 type 2,
etc.,etc.)
Type
VI (Giant)
FREQUENCY:
Common
NO. APPEARING: 1
ARMOR CLASS: -1 (2 without armor)
NO. APPEARING: 1
ARMOR CLASS: -1 (2 without armor)
MOVE:
12 feet
HIT DICE: 9
% IN LAIR: 15%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
SPECIAL ATTACKS : See above
SPECIAL DEFENCES: See above
MAGIC RESISTANCE: 70%
DAMAGE/ATTACK: 5-23 damage
INTELLIGENCE: Highly
ALIGNMENT: Determined (see above)
SIZE: L (13 feet tall)
PSlONIC ABILITY: Nil
X.P. VALUE: 3600 + 12/hp
HIT DICE: 9
% IN LAIR: 15%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
SPECIAL ATTACKS : See above
SPECIAL DEFENCES: See above
MAGIC RESISTANCE: 70%
DAMAGE/ATTACK: 5-23 damage
INTELLIGENCE: Highly
ALIGNMENT: Determined (see above)
SIZE: L (13 feet tall)
PSlONIC ABILITY: Nil
X.P. VALUE: 3600 + 12/hp
This
temporion appears similar to be a true giant but with the above
mentioned secondary characteristics it is easily discerned. The type
VI carries a glass-like +3 “stone put” (4 foot diameter) complete
with a glass-like chain link “thong” of 20 feet length. The
temporion can whip the stone around on the chain for 5-23 damage or
hurl it 10-200 feet. It wears glass-like +3 banded mail armor. This
an amalgamation of 6 type I, 4 I and a II, 3 II, etc., etc..
Type
VII (Giant centaur)
MOVE:
24 feet
HIT DICE: 10
% IN LAIR: 15%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
SPECIAL ATTACKS: See above
SPECIAL DEFENCES: See above
MAGIC RESISTANCE: 80%
DAMAGE/ATTACK: By weapon
INTELLIGENCE: Exceptionally
ALIGNMENT: determined (see above)
SIZE: L (15 feet tall at shoulder)
PSlONIC ABILITY: Nil
X.P. VALUE: 5700 + 14/hp
HIT DICE: 10
% IN LAIR: 15%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
SPECIAL ATTACKS: See above
SPECIAL DEFENCES: See above
MAGIC RESISTANCE: 80%
DAMAGE/ATTACK: By weapon
INTELLIGENCE: Exceptionally
ALIGNMENT: determined (see above)
SIZE: L (15 feet tall at shoulder)
PSlONIC ABILITY: Nil
X.P. VALUE: 5700 + 14/hp
These
temporions are combination of 7 type I, etc.. They carry a +3
glass-like giant-sized lance (8-33 damage) and are covered in
glass-like horse barding equivalent to +4 platemail barding.
Type
VIII (Giant winged humanoid)
FREQUENCY:
Common
NO. APPEARING: 1
ARMOR CLASS: -10 (0 without armor)
NO. APPEARING: 1
ARMOR CLASS: -10 (0 without armor)
MOVE:
15 feet/30 feet
HIT DICE: 11
% IN LAIR: 15%
TREASURE TYPE: Nil
NO. OF ATTACKS: 3
SPECIAL ATTACKS: See above
SPECIAL DEFENCES: See above
MAGIC RESISTANCE: 85%
DAMAGE/ATTACK: By weapon
INTELLIGENCE: Exceptionally
ALIGNMENT: Determined (see above)
SIZE: L (18 feet)
PSlONIC ABILITY: Nil
X.P. VALUE: 8150 + 16/hp
HIT DICE: 11
% IN LAIR: 15%
TREASURE TYPE: Nil
NO. OF ATTACKS: 3
SPECIAL ATTACKS: See above
SPECIAL DEFENCES: See above
MAGIC RESISTANCE: 85%
DAMAGE/ATTACK: By weapon
INTELLIGENCE: Exceptionally
ALIGNMENT: Determined (see above)
SIZE: L (18 feet)
PSlONIC ABILITY: Nil
X.P. VALUE: 8150 + 16/hp
This
amalgamation appears as a large winged being. It contains 8 type I
temporions, etc. It carries a +3 glass-like giant bow with a
glass-like quiver full of 40 +2 glass-like giant arrows (4-16/7-22
damage) and glass-like armor equal to +3 field plate. Like the type
III it has amorphous wings (evil = bat, good = dove, chaos = dragon
fly, law = bee, lawful evil = raven, lawful good = swan, chaotic evil
= locust and chaotic good = eagle) but its wingspan is 30 feet.
Type
IX (Giant multi-limbed humanoid)
MOVE:
15 feet
HIT DICE: 12
% IN LAIR: 15%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
SPECIAL ATTACKS: See above
SPECIAL DEFENCES: See above
MAGIC RESISTANCE: 90%
DAMAGE/ATTACK:
INTELLIGENCE: Exceptionally
ALIGNMENT: Determined (see above)
SIZE: L (20 feet)
PSlONIC ABILITY: Nil
X.P. VALUE: 8900 + 16/hp
HIT DICE: 12
% IN LAIR: 15%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
SPECIAL ATTACKS: See above
SPECIAL DEFENCES: See above
MAGIC RESISTANCE: 90%
DAMAGE/ATTACK:
INTELLIGENCE: Exceptionally
ALIGNMENT: Determined (see above)
SIZE: L (20 feet)
PSlONIC ABILITY: Nil
X.P. VALUE: 8900 + 16/hp
This
form is a six-armed giant who carries three +3 bows (with 2 quivers
full of +2 arrows) and six +3 giant swords (9-39 damage each) and the
strength of cloud giant (24: +5 hit/+11 damage). It wears glass-like
+3 full plate armor. This is an amalgamation of 9 type I, etc..
Type
X (Giant spider-shaped centaur)
FREQUENCY:
Common
NO. APPEARING: 1
ARMOR CLASS: -10 (-2 without armor)
NO. APPEARING: 1
ARMOR CLASS: -10 (-2 without armor)
MOVE:
20 feet
HIT DICE: 13
% IN LAIR: 15%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
SPECIAL ATTACKS: See above
SPECIAL DEFENCES: See above
MAGIC RESISTANCE: 95%
DAMAGE/ATTACK:
INTELLIGENCE: Exceptionally
ALIGNMENT: Determined (see above)
SIZE: L (20 feet)
PSlONIC ABILITY: Nil
X.P. VALUE: 11300 + 18/hp
HIT DICE: 13
% IN LAIR: 15%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
SPECIAL ATTACKS: See above
SPECIAL DEFENCES: See above
MAGIC RESISTANCE: 95%
DAMAGE/ATTACK:
INTELLIGENCE: Exceptionally
ALIGNMENT: Determined (see above)
SIZE: L (20 feet)
PSlONIC ABILITY: Nil
X.P. VALUE: 11300 + 18/hp
These
temporions are combination of 10 type I, etc.. They carry a +3
glass-like giant-sized lance (10-45 damage) and are covered in
glass-like horse barding equivalent to +4 full plate barding.
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