Sikkanos Strangler

(Generated 12 times)
Namelist None
Tags
Desert
Glorantha
Nargan desert
Rank Veteran
Race Spirit
Cult rank None
Notes __Rpg Into the Heart of Darkness - Campaign 311 sources These sources provide a collection of tabletop role-playing supplements designed to help game masters enhance their fantasy campaigns with pre-generated content. The Raging Swan Press materials introduce the concept of "eventures," which are narrative scenarios that prioritize social interaction and role-playing over traditional combat. These modules include detailed urban settings like the city of Languard, featuring a traveling circus, public executions, and atmospheric taverns. Another source offers a player history detailing a treacherous expedition through a manor's basement filled with supernatural doll-like threats and chaotic magic. Finally, the Wilderness Encounters text provides a random generator for diverse environmental landscapes, ranging from tropical rain forests to the astral plane. Together, these documents serve as a creative toolkit for building immersive worlds and managing complex non-combat encounters. What is an eventure and how do I use them? Tell me about the monthly executions at Traitor's Gate. Explain the mystery of the dollhouse in the Ukam mansion. Sunday, March 22 create five interesting spirits suitably evocative for Nargan desert and for Artmali Ghost Fleet using a clever combination of Spirit Abilities and if necessary Spirit Curse and Passion spirit abilities. At least one should be fiery fire elemental spirit Here are five unique spirits designed for the scorching, toxic wastes of the Nargan Desert and the haunting, extra-dimensional Artmali Ghost Fleet. They utilize Mythras spirit abilities to create terrifying, thematic encounters. 1. The Ember of the Tipped Sky (Fiery Elemental/Bane Spirit) Lore: When the sky dome tipped during the Gods War and poured cosmic fire onto the Artmali Empire, it created the lifeless alkali wastes of the Nargan Desert. The Embers are the sentient, localized remnants of that apocalyptic "Firefall." They are cousins to the Promalti (men made of fire), but they possess no human shape—they are pure, malicious conflagrations of burning ash and spite. Mechanics & Abilities: Animate (Fire/Ash): The spirit embodies the scorching alkali dust and residual cosmic heat, manifesting physically as a swirling, superheated vortex of burning ash. Miasma: It projects a crushing aura of dread in a radius around it, mimicking the apocalyptic terror the Artmali felt when the sky fell. Those who fail to resist must flee in abject terror. Passion (Hate - Blue Folk/Water): If the spirit manages to covertly possess a victim (or if it infects an area), it instills a murderous, overwhelming Hatred toward anything related to the Artmali, the Blue Moon, or water. Possessed victims will sabotage the party's waterskins or violently attack blue-skinned Veldang companions. 2. The Navigator of the Azure Mirage (Wraith/Haunt) Lore: As the phantom Artmali Infinite Fleet sails across the shimmering, illusory ocean known as the Azure Mirage [Conversation History], these spectral helmsmen are tasked with charting the course. They are utterly insane, refusing to acknowledge that their empire is dead and that their ocean is now a desert of poison. Mechanics & Abilities: Glamour: The spirit projects massive mental illusions across the dunes, making the searing desert sands appear as a cool, inviting blue ocean. This masks deadly ash-pits and sinkholes. Demesne: The spirit claims a radius of the desert as the "deck" of its phantom ship. Within this zone, it manipulates the environment to mimic a ship tossing on high seas (causing physical disorientation). Curse (Navigation & Survival): To trap intruders in the mirage, the spirit afflicts them with a Curse that drastically lowers their Navigate and Survival skills. Victims lose all sense of direction, wandering aimlessly in the mirage until they die of thirst. 3. The Sikkanos Strangler (Curse/Sickness Spirit) Lore: The Nargan Desert is infamous for the Sikkanos winds, which carry searing dust, ashes, and poison gas. The Stranglers are invisible, malicious wind spirits that ride the Sikkanos, seeking to suffocate the life out of travelers who dare enter the wastes. Mechanics & Abilities: Covert: The spirit uses its Stealth skill to hide seamlessly within the natural howling of the wind and the blinding dust storms, making it almost impossible to detect until it attacks. Curse (Action Points): Upon passive possession, the spirit coats the victim's lungs in phantom ash. It lowers the victim's Action Points, simulating the suffocating, exhausting effects of breathing poison gas, leaving them sluggish and unable to fight effectively. Passion (Grief): To ensure its victims simply give up and die in the sands, the spirit weaponizes the lingering sorrow of the destroyed empire. It instills an overwhelming Passion of Grief. The victim becomes passively suicidal, dropping their weapons and refusing to seek shelter or drink water as the storm consumes them.
Creatorhkokko
Stats
INT 3d6
POW 18+1d6
CHA 3d6
D20Hit locationArmor
Attributes
Movement 6
Natural armor No

Non-random features

ListFeature
Spirit Ability Covert - Spirit gains the Stealth skill at 50%+INT+CHA. It can hide from active magical or spiritual observation, by opposing the Perception skill of the observer.
Spirit Ability Curse - The spirit can lower one Attribute or Skill of a victim it passively or covertly possesses. The amount reduced depends on the Intensity of the spirit and the specific type of curse. See page 143
Curse Spirit Ability Reduce Attribute - Action points by 1 point per three full points of Intensity. A possessed victim can be rendered helpless if reduced to zero Action Points
Passion Spirit Intensity 3 ** Grief ** Instils a sense of loss so great that the host becomes passively suicidal. They do not actively seek dangerous situations, but will only half-heartedly protect themselves if one occurs. Whenever asked to parry, evade or make an opposed test, to resist hostile magic for instance, the victim must reverse the number rolled on the dice if it would generate a worse result.

Standard skills

Spectral combat POW+CHA+50 Stealth INT+CHA+50 Willpower POW+POW+50