MORE THAN FLESH
LIBRARY OF AGES
In the deserts of Al-thun, an ancient library
rests, covered by sand and dust. Within its
impossibly ancient halls lie passages that lead to
the Astral, Ethereal, and alternate Prime material
planes — and at its center walks the Librarian of
Al-thun, He is an ancient being, a lich whose
power is immense, and whose madness has
plunged him into an eternal task. He writes
down history as it happens, chronicling multiple
planes, telling the stories of heroes and heroines,
and writing down the last words of dying worlds.
He remembers stars that have not burned in the
sky for a thousand years, and he knows the very
day they winked out of existence.
The books of the ancient library are carefully
preserved, bound against decay and the ravages
of time. It is his purpose to keep this place safe
from any that would harm its vast knowledge.
His servitors, both ethereal and physical, spend
eternity archiving his writings and collecting the
wisdom of a hundred worlds to grace the shelves
of Al-thun.
But still, some disease breaks down the pages
of the library, turning its most precious works to
dust, The magnificent forest has become a desert
over the aeons of the Librarian's work, and the
dry death of the land rots the shelves and the
bindings. The Library of Al-thus is not safe, its
grand chronicles are in danger. The Librarian, in
his madness, has decided that the entire
structure must be moved.
Now his undead minions spread out from the
ruins, scouring the local countryside in search of,
a location suitable to house the great library. The
natives scream in terror as their world is
assaulted by the ghosts of the ancient past. In the
center of the desert the ancient structure rises
once more, lifted above the shifting sands by the
lich’s tremendous magic.
Ic will find a home once more.
Role-playing Tips: Playing @ ghostly advisor
character demands 80% role-play, and only 20%
roll-play. Ghost character's abilities are limited by
necessity, and the lack of a physical form on the
material plane causes significant problems toward
dealing with physical objects and enemies. Such
characters gather information, lending minor but
critical assistance (such as a distraction that allows
the players to sneak past a guard on duty) and
offering sage wisdom from the vaults of the past.
Most ghosts are frightened by, or forced to obey,
priests and icons of certain religions, The same
should be true for this PC. GMs and players should
build an entire character background, from
childhood through adventuring career (if any) and
up to the PC's death and rebirth as a ghost. With
this information in mind, a religion should be
chosen that is most appropriate to inspire fear and
command respect, and the player should be careful
to roleplay this at all times.
Ghosts can not freely walk though walls, search
labyrinths, or roam about. They are tied both
emotionally and literally to a PC or an item, and
must remain within a certain radius of that thing.
This allows the ghost only limited mobility (he has
to go where the PCs go) but does give him certain
abilities to keep an eye on his general surroundings
far better than the other PCs may be able to.
Further, by materializing, he can affect the physical
world for a short time
GUARDIAN MUMMY
Style: Playing a mummy is an interesting
challenge, seeped in the culture and background of
a nation. In the real world, mummies are primarily
the products of Egyptian funeral rites but mummies
have been found in the lands of the Celts, the
American Indians, and even as far west as China.
Their creation occurs after a (relatively) natural
death, when the embalmed body rises from its
palatial crypt and goes forth to gather gold or
precious treasures, increasing the horde within
their tomb and ultimately guarding their crypts
with their unlife.
Ba