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<blockquote data-quote="Voadam" data-source="post: 8267542" data-attributes="member: 2209"><p><a href="https://www.drivethrurpg.com/product/274922/Into-the-Wyrd-and-Wild?affiliate_id=17596" target="_blank">Into the Wyrd and Wild</a></p><p>OSR</p><p><strong>Mire Ghost:</strong> A Mire ghost is a spectre of a dead mortal that haunts the fens and swamps of the Wilds.</p><p>Those who die unloved and uncared for in the cold dark of the Wilds can find themselves in a state of undead limbo, perpetually trapped in an icy prison of their last harrowing moments.</p><p><strong>Vampylf:</strong> Vampirism did not start with humans. The “ailment” or “curse” that birthed the decadent nocturnal blood-drinkers is much older than humans, dating back to the prehistoric era. It was in the time before written word that a creature evolved without the need to breed, instead seeding its murderous genetic code into other animals with a crushing bloody bite. The wounded animal would begin to change, slowly growing or shrinking, its bones and muscles contorting into new shapes while an insatiable lust for flesh grew within its primitive mind.</p><p>If a victim’s Charisma score drops to 0 [from feral vampirism] they flee into the wilds and mutate into a Vampylf over the course of 1d6 days.</p><p><strong>Vampire:</strong> What we call Vampires are just a strange genetic mutation of the true, original monster: the Vampylf.</p><p>If a victim’s Constitution score drops to 0 [from feral vampirism] they die, but rise again as a vampire in 1d6 days.</p><p><strong>Vermincaust:</strong> The ground is made of the dead. The soil we walk is a culmination of crushed stone and the decomposed remains of an infinitesimal tiny, meaningless deaths. To be a small creature in this world is to eventually be one of those countless meaningless deaths. No tears are shed for the vermin. The rats, the birds, the squirrels and voles, all of them die with the horror of their miniscule existence. It is from their countless tiny broken bones, all dreaming the same terrifying dream, that a flame of consciousness begins to grow. Fury and rage, against a world that cursed them to die.</p><p>A Vermincaust is made from the collective conscious of thousands of dead vermin, all united in their hatred of a cruel and unjust world.</p><p>Each skeleton that makes up its form has long since cast aside its individuality, instead joining a consciousness born of pure animalistic rage.</p><p>Vermincausts are thankfully very rare, typically only occurring in places with an extra high concentration of animal bones or arcane exposure. One can actually “feel” the places at risk of birthing a Vermincaust, always places that crack and snap underfoot with countless bones. Called “Spite Beds,” creatures walking over them are overcome with a dizzying sickness tainted with anger, while their mind rings with the faint screeches of rats. The birth of a Vermincaust is sudden and explosive, as thousands of skeletons burst up from the Spite Bed with a piercing chorus of shrieks and a whirlwind of bone, earth, and malice.</p><p><strong>Ghost:</strong> ?</p><p><strong>Lich:</strong> ?</p></blockquote><p></p>
[QUOTE="Voadam, post: 8267542, member: 2209"] [URL=https://www.drivethrurpg.com/product/274922/Into-the-Wyrd-and-Wild?affiliate_id=17596]Into the Wyrd and Wild[/URL] OSR [b]Mire Ghost:[/b] A Mire ghost is a spectre of a dead mortal that haunts the fens and swamps of the Wilds. Those who die unloved and uncared for in the cold dark of the Wilds can find themselves in a state of undead limbo, perpetually trapped in an icy prison of their last harrowing moments. [b]Vampylf:[/b] Vampirism did not start with humans. The “ailment” or “curse” that birthed the decadent nocturnal blood-drinkers is much older than humans, dating back to the prehistoric era. It was in the time before written word that a creature evolved without the need to breed, instead seeding its murderous genetic code into other animals with a crushing bloody bite. The wounded animal would begin to change, slowly growing or shrinking, its bones and muscles contorting into new shapes while an insatiable lust for flesh grew within its primitive mind. If a victim’s Charisma score drops to 0 [from feral vampirism] they flee into the wilds and mutate into a Vampylf over the course of 1d6 days. [b]Vampire:[/b] What we call Vampires are just a strange genetic mutation of the true, original monster: the Vampylf. If a victim’s Constitution score drops to 0 [from feral vampirism] they die, but rise again as a vampire in 1d6 days. [b]Vermincaust:[/b] The ground is made of the dead. The soil we walk is a culmination of crushed stone and the decomposed remains of an infinitesimal tiny, meaningless deaths. To be a small creature in this world is to eventually be one of those countless meaningless deaths. No tears are shed for the vermin. The rats, the birds, the squirrels and voles, all of them die with the horror of their miniscule existence. It is from their countless tiny broken bones, all dreaming the same terrifying dream, that a flame of consciousness begins to grow. Fury and rage, against a world that cursed them to die. A Vermincaust is made from the collective conscious of thousands of dead vermin, all united in their hatred of a cruel and unjust world. Each skeleton that makes up its form has long since cast aside its individuality, instead joining a consciousness born of pure animalistic rage. Vermincausts are thankfully very rare, typically only occurring in places with an extra high concentration of animal bones or arcane exposure. One can actually “feel” the places at risk of birthing a Vermincaust, always places that crack and snap underfoot with countless bones. Called “Spite Beds,” creatures walking over them are overcome with a dizzying sickness tainted with anger, while their mind rings with the faint screeches of rats. The birth of a Vermincaust is sudden and explosive, as thousands of skeletons burst up from the Spite Bed with a piercing chorus of shrieks and a whirlwind of bone, earth, and malice. [b]Ghost:[/b] ? [b]Lich:[/b] ? [/QUOTE]
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