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    Postfest XVI(Needfest 2011): Psychic Phenomena of the Flanaess
    Posted on Wed, December 28, 2011 by LordCeb
    Argon writes "When we think of psychics many see mystic guru's or followers of Zuoken from the baklunish lands. Many of us never think of haunted locales or psychic impressions . . .


     . . . left behind by those whom walked the Oerth before us.In this treatise you will be exposed to such psychic impressions and their affects on those who fall prey to them.


    Psychic Phenomena of the Flanaess

     

    What we know of psychic traditions on Oerth comes mostly from the baklunish peoples. They are the only race with a deity devoted to psychic mastery. Their society seems to have a long standing tradition of psychic influences, and is well known for its schools which teach these traditions. However psychics have existed for a long time and evidence of psychics or psychic impressions amongst the flan natives are also evident.

    What is a psychic impression? You may ask. Nothing more than strong emotional, mental, and spiritual essences left behind by some great deed or tragedy. You may hear some people talk about haunted places or objects. Though how many tell you what brought about the change, or what was the cause of such an unfortunate supernatural phenomena? Below are three such known places of psychic impressions, so strong even the most talented psychic would be hard pressed to tackle it alone.   

    The Waters of Woe

    The waters of the Nyr Dyv are haunted by psychic remnants, where the isles of woe once resided. The souls of the dead here are so scarred, their screams and pain echo along the waters of this area. Rumors say it is one of the reasons, the islands of this area where known as the isles of woe. Many psychic impressions are present along this waterway and it would take more than one psychic to erase or disperse the lingering impressions here. Strong empathic projections of fear, despair, hatred, and rage line the area where the isle’s once stood. Drowned ones amongst other undead creatures are drawn to the isles remains. It is believed the lingering psychic energies of the isles former residents have caused this activity. Who knows what psychic horrors dwell beneath the depths of the Nyr Dyv. View the sample impressions below.

    CR 3; Empathic Projection (Fear), (Despair), (Hatred), or (Rage) 9th level; Will save (DC 16) avoids; Psychic Sense (DC 19); Search (DC 28); Disable Device (DC 28); XP 150. Anyone passing by one of these areas may be afflicted by one of these psychic impressions. Note: as an optional rule rouges may temporarily disable a psychic impression. Fear causes the character to flee the area much like a fear spell. Despair causes a character to suffer a -2 morale penalty to all saving throws attacks and damage. Hatred causes the character to make a will save or hate and even attack the closet individual to him. Rage the character gains a +2 bonus to strength and constitution scores, a +1 morale bonus on will saves and a -1 penalty to AC. They are prone to fight heedless of danger. Note: this Rage does not stack with a barbarian rage or with itself. Rage dispels the effects of fear.

    Mental Contact, 3rd level; Psychic Sense (DC 13); XP 50. Anyone within 35 feet of thee isle or in certain spots of the city will hear crying or screams of terror. A Will save (DC 13) is needed to block out the noises, which repeat themselves endlessly.

     

    Fields of Anguish

    An ancient field of Ur-flan ritual sacrifices rumored to be within the old Occluded Empire of Vecna. Many flan and other peoples were sacrificed to decadent powers and foul denizens of the lower planes. Some of the sacrifices were so horrific the tortured souls left imprints of their pain and lingering empathic impressions of fear and despair. It is also rumored that an altar made of abyssal obsidian resides in this field and sometimes one can hear the fabric of Oerth being pulled open. Whether something is sucked in or worse if something comes out is a mystery.

    CR 4; Empathic Projection (Fear), or (Despair) 12th level; Will save (DC 19) avoids; Psychic Sense (DC 22); Search (DC 37); Disable Device (DC 37); XP 400. Anyone passing by one of these areas may be afflicted by one of these psychic impressions. See above for effects of fear and Despair.

    CR 3; Psychic Blast, 3d6 damage, 9th level; Will save (DC 17) avoids; Psychic Sense (DC 19); Search (DC 28); Disable Device (DC 28); XP 200. Some areas have been permanently stained with their sacrifices remains. Leaving a warded imprint of the pain left they suffered causes damage to anyone who touches the warded area. Note: Damage reduction is bypassed by a psychic blast.

    CR 7; Banishment, 21st level; Will save (DC 25) avoids; Psychic Sense (DC 31); Search (DC 64); Disable Device (DC 64); XP 3,200. Anyone wounded near the altar within 25 feet are pulled into a pocket dimension. There is a 10% chance that there is another prisoner or devil in the same space. Note: Once trapped only forms of teleportation or removal of the psychic impression will free its captives.

    Remnants of Myrsyrna

    Sages suggest this place resides in the former Caerdiralor Empire. Though many foul magic’s brought about the end of this once great kingdom. Psychic impressions of the fall of Myrsyrna are embedded amongst many ruins of the Caerdiralor capital. Some of these ancient ruins have made their way amongst the natives of Onnwal. Unfortunately many of these relics have been embedded by dangerous psychic impressions. As such one who comes into possession of these remnants of Caerdiralors’ past has experienced nightmares, possession, or mysteriously disappeared. All that is known for sure the horrors of Myrsyrna are seeking resurgence of its flan origins.

     Dominate, 12th level; Will save (DC 17); Empathic Projection (Rage) 12th level; Psychic Sense (22); XP 450. Anyone passing by one of these areas may be afflicted by one of these psychic impressions. See above for effects of fear and Despair. Angry souls looking to rid the world of followers of the old faith will try and control someone to do their will. Anyone within 30 yards of one of these objects is susceptible to falling prey to their influence and will slay followers of the old faith onsite.

    Control Body, 10th level; Will save (DC 15); Psychic Sense (DC 20); XP 533. Characters that fall to the effects of one of these relics will be forced to march in search of Myrsyrna. It is believed that these impressions where left behind by natives only wishing to return home.

    Insanity, 20th level; Will save (DC 23); Psychic Sense (DC 30); XP 2,666. While the target sleeps this relic seeks to drive them insane by using perverse, destructive dreams into their psyche. Slowly pulling away the strings of sanity from their minds and loosening their hold on reality.

     

    These are only a fraction of psychic phenomena present on Oerth. Perhaps some hapless adventurer’s will cross paths with more of these psychic impressions. Until the star breaks my fellow hawkers, be wary of what thoughts may do.

    ---Gauzelike of the Mind’s Eye--- 

     

    Much of the material produced here was both influenced or produced by Wizards of the Coast and Green Ronin Publishing.  For further reference see The Psychic’s Hhandbook, The Complete Psionics Handbook 2nd edition or the d20 SRD website for more information."
     
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    Re: Postfest XVI(Needfest 2011): Psychic Phenomena of the Flanaess (Score: 1)
    by SirXaris on Thu, December 29, 2011
    (User Info | Send a Message) http://https://www.facebook.com/SirXaris?ref=hl
    Well, those are some very interesting ideas, Argon.  Though I don't use psionics in my campaign, I think these areas can be adapted to non-psionic effects too.  Thanks for posting this! :)

    SirXaris




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