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		<id>http://2d4chan.org/mediawiki/index.php?title=Hag&amp;diff=244392</id>
		<title>Hag</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Hag&amp;diff=244392"/>
		<updated>2020-12-16T21:14:12Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:F4BF:EC93:C576:73A: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hag MM 2e.png|thumb|right|300px|Because who can resist adding a cannibalistic old [[witch]] to their setting, right?]]&lt;br /&gt;
&lt;br /&gt;
Hags are a kind of monster from [[Dungeons &amp;amp; Dragons]]. At their root, they are based in the stereotypical Western beliefs about [[witch]]es - namely, that they are hideously ugly old women who use their dark magical skills to cause suffering amongst mortals for kicks -- mingled with assorted European mythology about ugly but powerful and magical female [[giant]]s and [[troll]]s, from the Nordic Jarnvidjar to British boogeywomen like the river-dwelling child-drowning Jenny Greenteeth and the iron-clawed man-flaying Black Annis.&lt;br /&gt;
&lt;br /&gt;
Because of this, they initially began as a kind of [[Giant]], or at least Monstrous Humanoid, only to be redesigned in fourth edition as being a kind of fae embodying nature&#039;s capacity for cruelty and ugliness.&lt;br /&gt;
&lt;br /&gt;
Hags come in many, &#039;&#039;many&#039;&#039; varieties, from water-dwelling sea hags to brutishly powerful annis hags to seductive green hags to the fiendish night hags and more besides. They all have a love for evil and specialize in using magic, most notably innate affinities for illusion spells and physically shapechanging, to interact with mortals undetected, when they don&#039;t just enslave armies of [[goblin]]s, [[ogre]]s, [[orc]]s and other evil humanoids and rule them openly.&lt;br /&gt;
&lt;br /&gt;
As an all-female race, hags need to mate with humanoid men in order to propagate. In older editions, in fact, hags grow up believing themselves to be normal human women, only transforming into hags when they reach about their 40s or 50s. The exception to these are Night Hags, at least according to [[Dragon Magazine]], whose children are normal (if often [[cambion]]s or [[Half-Fiend]]s, due to the night hag propensity for breeding with fiends), but must be deliberately transformed into new night hags before they hit puberty. In the [[Pathfinder]] setting, hags give birth to more human-like daughters called [[Changeling]]s, who they must &amp;quot;persuade&amp;quot; to be magically transformed into more of their own kind. In 5e Hags actually &#039;&#039;kidnap and eat babies&#039;&#039;, giving birth to a daughter a week later. They then ether raise the child or return it to its parents and watch her grow up. At her 13th birthday the girl transforms into a spitting image of her hag mother.&lt;br /&gt;
&lt;br /&gt;
It hasn&#039;t seemed to occur to WotC yet that an origin story explaining where hags came from, why they always look old no matter their age, and why they&#039;re all female would be warranted.&lt;br /&gt;
==Publication History==&lt;br /&gt;
In the original Dungeons &amp;amp; Dragons, the sea hag first appeared in the Blackmoor supplement by Dave Arneson (1975). The Dungeons &amp;amp; Dragons Basic Set included its own version of the hag. The sea hag and the black hag appeared in the Dungeons &amp;amp; Dragons Master Rules (1985), and the Dungeons &amp;amp; Dragons Rules Cyclopedia (1991).&lt;br /&gt;
&lt;br /&gt;
In Advanced Dungeons &amp;amp; Dragons 1st edition, the sea hag appears in the 1977 Monster Manual, where it is described as inhabiting thickly vegetated shallows, and hates beauty and is so ghastly in appearance that it makes other creatures weak with fright. The night hag also appears in the Monster Manual, where it is described as the ruler of the convoluted planes of Hades. The book states that night hags form larvae (the most selfishly evil of all souls who sink to lower planes after death) from evil persons they slay, and sell them to demons and devils. The Monster Manual was reviewed by Don Turnbull in the British magazine White Dwarf #8 (August/September 1978). As part of his review, Turnbull comments on several new monsters introduced in the book, referring to the night hag as &amp;quot;splendid&amp;quot; and notes that the illustration of the night hag is the best drawing in the book. The annis, a type of hag, first appeared in the module The Forgotten Temple of Tharizdun (1982). The annis appeared in the Monster Manual II (1983) along with the greenhag, which was detailed in Dragon #125 (September 1987), in &amp;quot;The Ecology of the Greenhag.&amp;quot; The fresh water sea hag appears in Dragon #68 (December 1982).&lt;br /&gt;
&lt;br /&gt;
In Advanced Dungeons &amp;amp; Dragons 2nd edition, the annis hag, the green hag, and the sea hag appear first in the Monstrous Compendium Volume Two (1989), while the night hag appears in the Monstrous Compendium Outer Planes Appendix (1991), and all are reprinted in the Monstrous Manual (1993),. The spectral annis, the spectral green hag, the spectral sea hag and the unique night hag Sytrix appeared in Ravenloft Monstrous Compendium Appendix III: Creatures of Darkness (1994). The night hag was further detailed in the first Planescape Monstrous Compendium Appendix (1994). The bheur hag for the Forgotten Realms setting first appears in Spellbound (1995), and then in Monstrous Compendium Annual Volume Three (1996). The article &amp;quot;Pox of the Planes&amp;quot; in Dragon Annual #2 (1997) described the night hags as the creators of the altraloths, powerful unique yugoloths.&lt;br /&gt;
&lt;br /&gt;
In Dungeons &amp;amp; Dragons Third Edition, the annis, the green hag, and the sea hag appear in the Monster Manual for this edition (2000). The bog hag appears in Oriental Adventures (2001). Savage Species (2003) presented the annis hag, the green hag, and the sea hag as both races and playable classes. The bheur hag, the shrieking hag, and the hagspawn for the Forgotten Realms appear in Unapproachable East (2003).&lt;br /&gt;
&lt;br /&gt;
In Dungeons &amp;amp; Dragons 3.5 edition, the annis, the green hag, the sea hag and the night hag appear in the revised Monster Manual for this edition (2003). The dusk hag for the Eberron campaign setting appears in the Eberron Campaign Setting book (2004). The Xtabay, a hag inspired by Mayan legend, appeared in Dragon issue 317. The dune hag appears in Sandstorm: Mastering the Perils of Fire and Sand (2005). The marzanna appears in Frostburn: Mastering the Perils of Ice and Snow (2005). The green hag is further detailed in Dragon #331 (May 2005), in &amp;quot;The Ecology of the Green Hag,&amp;quot;, and the annis hag is further detailed in Dragon #345 (July 2006), in &amp;quot;The Ecology of the Annis.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The hag appears in the 2008 Monster Manual for Dungeons &amp;amp; Dragons 4th edition, including the howling hag, the bog hag, the night hag and the death hag. The pact hag, the dream hag and the mist hag appeared in Monster Manual 3. The article &amp;quot;Realmslore: Auril&#039;s Hall&amp;quot; in Dragon #367 introduced the winter hag, an updated version of the Bhuer. The [[Book of Vile Darkness]] introduced the filth hag and her &amp;quot;son&amp;quot;. The Monster Vault featured expanded hag lore and revised stats for the bog hag, green hag and night hag.&lt;br /&gt;
&lt;br /&gt;
In 5th edition, the hag appears in the Monster Manual for Dungeons &amp;amp; Dragons 5th edition, consisting of the Night Hag, Green Hag and Sea Hag. The Annis Hag and Bheur Hag appeared in the subsequent Volo&#039;s Guide to Monsters&lt;br /&gt;
&lt;br /&gt;
==Subspecies==&lt;br /&gt;
{{dnd-stub}}&lt;br /&gt;
Hags in D&amp;amp;D come in many different species, as touched upon in their Publication History section above. But, as far as D&amp;amp;D is concerned, there are four species that are particular iconic; the Annis, the Green Hag, the Sea Hag, and the Night Hag.&lt;br /&gt;
&lt;br /&gt;
====Annis Hags====&lt;br /&gt;
Annis hags are the largest and strongest of their species. They tend to associate the most with [[giant]]-kin, such as [[ogre]]s and [[troll]]s. They may not be particularly magically adept, but they&#039;re hard to kill and well-suited for rending victims limb from limb.&lt;br /&gt;
&lt;br /&gt;
====Green Hags====&lt;br /&gt;
Green hags are the most &amp;quot;stereotypical&amp;quot; of the hags, with the general focus on spellcasting and shapeshifting. Their abilities often tend towards either the obvious [[enchanter]] route, or towards evil [[druid]]ism, and they have a particular focus on using their powers of shapechanging and illusions to make lives miserable.&lt;br /&gt;
&lt;br /&gt;
====Sea Hags====&lt;br /&gt;
Sea hags are the weakest of their ilk, antisocial fishy loners who live along coastlines. They&#039;re generally considered to be the most hideously ugly of their ilk, to the point of being able to scare people to death with their faces in AD&amp;amp;D.&lt;br /&gt;
&lt;br /&gt;
====Night Hags====&lt;br /&gt;
The [[fiend]]ish Night Hags are an extraplanar branch of the family tree, who specialize in harvesting the souls of evil humanoids and trading them in infernal markets.&lt;br /&gt;
&lt;br /&gt;
====Hannya====&lt;br /&gt;
The Hannya are a species of hag introduced in [[Oriental Adventures]], and are basically the hideously ugly bastard daughters of a hag and a [[lamia]].&lt;br /&gt;
&lt;br /&gt;
====Bheur Hags====&lt;br /&gt;
Bhuer Hags are native to the [[Forgotten Realms]] region of Rasheman, and not quite as evil as most hags. They are [[elementalist]]s with an affinity for ice, and considered by the natives to be spirits of winter. At the very least, they often worship [[Auril]]. A similar icy hag, the Marzanna, appears in the Frostburn sourcebook. They reappeared in 4e under the name of &amp;quot;Winter Hags&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Bog Hags====&lt;br /&gt;
Bog Hags are similar in many ways to Green Hags, but can&#039;t shapeshift; instead, they murder beautiful women and flay off their skins, which allows them to assume the form of their victims by wearing the hide. These hags are associated with the [[Oriental Adventures]] 3e sourcebook, and arguably are an immigrant from the [[Legend of the Five Rings]] game and its setting of [[Rokugan]].&lt;br /&gt;
&lt;br /&gt;
====Pact Hags====&lt;br /&gt;
Pact Hags are amongst the most diplomatic of the [[Feywild]] hags, specializing in using bargains and manipulation to corrupt and enslave others. They are often tutors for [[Warlock]]s.&lt;br /&gt;
&lt;br /&gt;
====Dream Hags====&lt;br /&gt;
Dream Hags have the power to manipulate and control the dreams of mortals, which they use to goad them into fulfilling schemes and plans of their own without ever being aware of the hag pulling their strings.&lt;br /&gt;
&lt;br /&gt;
====Mist Hags====&lt;br /&gt;
Mist Hags are amongst the most powerful of the [[Feywild]] hags; at a whopping level 27, a Mist Hag is mightier than some [[dragon]]s! They are renowned collectors and hoarders of powerful magical items, with a somewhat tenuous relationship with the [[Archdevil]]s; whilst the dukes and princes of the [[Nine Hells]] often recruit Mist Hags to watch over their more powerful magical items, the hags have a bad tendency to get sticky fingers and steal whatever they were supposed to be guarding.&lt;br /&gt;
&lt;br /&gt;
====Filth Hags====&lt;br /&gt;
Filth Hags are amongst the most depraved and vile of all hags. They are always attended to by one or more &amp;quot;sons&amp;quot;; [[golem]]-like abominations made of muck, filth and the hag&#039;s excrement, animated by the tormented souls of men seduced by the hag&#039;s illusory guise and then devoured. The Filth Hag can drain the life-force from her &amp;quot;Sons&amp;quot; to heal herself in combat.&lt;br /&gt;
&lt;br /&gt;
==Related Species==&lt;br /&gt;
* [[Hagspawn]]&lt;br /&gt;
* [[Changeling]]&lt;br /&gt;
* [[Bruja]]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
File:Hagbheur.gif|The original artwork for the Bhuer in AD&amp;amp;D... yeah, apparently, this is the face of voracious winter incarnate.&lt;br /&gt;
File:Hannya 2e.gif|The original artwork for the Hannya.&lt;br /&gt;
File:Hannya 3e.jpg|The Hannya as depicted in the 3e [[Oriental Adventures]].&lt;br /&gt;
File:Night Hag 3e.jpg|3e artwork for the Night Hag.&lt;br /&gt;
File:Bog_Hag.png|A bog hag; this art originates from the 3e [[Oriental Adventures]] sourcebook, and was later reused for its reappearance in 4e.&lt;br /&gt;
File:Dune Hag.jpg|This creature was called the Dune Hag in 3e and the Death Hag in 4e.&lt;br /&gt;
File:Realms Hags.jpg|3e artwork for the Bhuer and Shrieking Hag, with a [[Hagspawn]] in the center.&lt;br /&gt;
File:PF Annis Hag.jpg|Pathfinder&#039;s take on the Annis.&lt;br /&gt;
File:Winter Hag.jpg|The Winter Hag, a renamed Bhuer, appeared in [[Dragon Magazine]] #367 for 4e.&lt;br /&gt;
File:Sea Hag 5e.jpeg|The Sea Hag from 5e is... weirdly less a crone and more a fish-woman.&lt;br /&gt;
File:Green Hag 5e.png|5e went back to its roots for the Green Hag.&lt;br /&gt;
File:Night Hag 5e.png|You can see the resemblance in the Night Hags of 3e and 5e.&lt;br /&gt;
File:Bhuer Hag 5e.jpg|5e made the Bhuer a lot more monstrous-looking.&lt;br /&gt;
File:Annis Hag 5e.jpg|5e saw the Annis take a whole new level in Jesus-Christ-What-the-fuck!?&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{D&amp;amp;D-Outsiders}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ravenloft]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:F4BF:EC93:C576:73A</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Grim_Hollow&amp;diff=239527</id>
		<title>Grim Hollow</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Grim_Hollow&amp;diff=239527"/>
		<updated>2020-12-16T17:22:26Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:F4BF:EC93:C576:73A: /* Etharis Races */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{dnd-stub}}&lt;br /&gt;
{{NeedsImages}}&lt;br /&gt;
&#039;&#039;&#039;Grim Hollow&#039;&#039;&#039; is a 3rd party [[Dark Fantasy]] setting for [[Dungeons &amp;amp; Dragons 5th Edition]] published by Ghostfire Gaming. Currently, only a Campaign Setting exists, with a Player&#039;s Guide being crowdfunded for on Kickstarter.&lt;br /&gt;
&lt;br /&gt;
==The World of Etharis==&lt;br /&gt;
[[File:Damien-mammoliti-grimhollow-worldmap2-dm.jpg|300px|thumb|Lands of Etharis]]&lt;br /&gt;
Etharis, as the campaign setting&#039;s world is called, is a [[grimdark]] slant on the standard D&amp;amp;D 5e world. It takes place on a world where a brutal humanity rose up and almost annihilated the empires of [[dwarves]], [[elves]] and [[dragonborn]], then nearly annihilated itself in pointless internecine wars, allowing the oppressed remnants of those races to rise up and forcibly carve a place for themselves out of the ruins. Civilization exists in a [[Points of Light]] format; islands of light and hope surrounded by vast tracts of hostile, monster-infected wilderness. Some regions suffer supernatural or paranatural auras that shroud them in darkness, and plagues ravage the land - especially the dreaded Weeping Pox. The gods of Etharis annihilated each other in a brutal civil war, leaving behind only their lieutenants - the Arch Seraphs and Arch Daemons - to heed the prayers of mortal followers, and work to exploit the world as it exists for their own advantage. In many portions of the world, arcane magic is feared, and there is even a crusade, the Arcanist Inquisition, dedicated to destroying all who are even accused of dabbling with magic. &lt;br /&gt;
&lt;br /&gt;
But despite all this... Etharis is not a relentlessly bleak world, and there is some hope for it to get better. To quote the book itself:&lt;br /&gt;
::&#039;&#039;Etharis as a campaign setting is not meant to be relentlessly bleak and depressing, or to wallow in cruelty for its own sake. Small victories become heroic when they take heroic effort to achieve. No one in Etharis is safe by default, so any safety the characters win or give to others is a true blessing. No one in Etharis is good by default, so moments of genuine grace are worth celebrating – and can come from unexpected places. Amid profound darkness, even the smallest lights have value.&lt;br /&gt;
&lt;br /&gt;
There&#039;s even a chapter in the Campaign Guide that breaks down [[Dark Fantasy]] into its four major components: [[Grimdark]], Horror, Dark Fairy Tales, and [[Sword &amp;amp; Sorcery]], with advice to the DM on how to pick and mix these themes to make Etharis more their own.&lt;br /&gt;
&lt;br /&gt;
===Etharis Races===&lt;br /&gt;
Etharis is home to the following races:&lt;br /&gt;
&lt;br /&gt;
[[Human]]s: The most numerous race, who rose up from barbarism during the age of the dwarven and elven dominance over the world into a vast conquering horde that first almost annihilated the elves and dwarves, then nearly wiped themselves out. They technically are still the &amp;quot;dominant&amp;quot; race of Etharis, but their short lives have led to their old hatred fading... whilst the other races have not forgotten what humanity did to them...&lt;br /&gt;
&lt;br /&gt;
[[Elf|Elves]]: Formerly the masters of Etharis&#039; forests, their empires were burned to ashes during humanity&#039;s rise, and they spent decades as wandering nomads who were given magic by the forest spirits who survived as a way to avenge their loss.&lt;br /&gt;
&lt;br /&gt;
[[Dwarf|Dwarves]]: During humanity&#039;s expansion, the dwarves retreated to their two greatest strongholds. Grevenstein was ultimately breached and its people annihilated, but Stehlenwald dug deeper and armed its people with adamantine; although their population was halved, their superior arms and armor allowed them to push humanity back. Still, they agreed to become a vassal race of humanity in the name of survival.&lt;br /&gt;
&lt;br /&gt;
[[Half-Orc]]s: Pureblooded [[orc]]s are long gone in Etharis, but they remain figures of dark legends. Only half-orcs remain, and they are largely feared and distrusted, dwelling voluntarily amidst the harsh environment of the frozen north.&lt;br /&gt;
&lt;br /&gt;
[[Half-Elf|Half-Elves]]: Nomadic outcasts rejected by both sides of their parentage.&lt;br /&gt;
&lt;br /&gt;
[[Dragonborn]]: The small kingdom of the dragonborn fell when caught between warring humans and elves, but its people survived. They have abandoned their original gods, and instead embraced the new religion of the Divine Seraphs with fanatical zeal, winning a place in the Castinellan theocracy.&lt;br /&gt;
&lt;br /&gt;
[[Gnome]]s: Cousins of the dwarves, they retreated into Stehlenwald with their kin, and were instrumental in turning back the tides of humanity by inventing the first primitive gunpowder weapons.&lt;br /&gt;
&lt;br /&gt;
[[Halfling]]s: When humanity began its bloody Era of Expansion, the halflings surrendered rather than fight, voluntarily subsuming themselves into human culture as a race of servants.&lt;br /&gt;
&lt;br /&gt;
===Etharis Pantheon===&lt;br /&gt;
As stated above, Etharis&#039; gods have all been wiped out, leaving a handful of powerful [[Archangel|Arch Seraphs]] and [[Archdevil|Arch Daemons]] to take their place.&lt;br /&gt;
&lt;br /&gt;
The Arch Seraphs consist of:&lt;br /&gt;
* &#039;&#039;Miklas:&#039;&#039; Arch Seraph of Mercy, who wants to do the job of her former boss, the Goddess of Protection Aurelia, but just doesn&#039;t have the power.&lt;br /&gt;
* &#039;&#039;Empyreus:&#039;&#039; Arch Seraph of Valor, who seeks to take the place of the fallen war-god Maligant and champion good-aligned warriors to return Etharis to its Golden Age.&lt;br /&gt;
* &#039;&#039;Zabriel:&#039;&#039; Arch Seraph of Truth, who has abandoned the neutrality of her patron Typharia, God of Knowledge, to instead seek to weaponize knowledge and truth.&lt;br /&gt;
* &#039;&#039;Morael:&#039;&#039; Arch Seraph of Sacrifice, is a former aspect of the Vetara, Goddess of Love, and acts as the patron of heroes, martyrs and diplomats.&lt;br /&gt;
* &#039;&#039;Solyma:&#039;&#039; Arch Seraph of Justice and silent heir to the throne of the forgotten God of Justice, whose followers are straying from her ways due to her self-imposed vow of silence.&lt;br /&gt;
* &#039;&#039;Aphaeleon:&#039;&#039; Arch Seraph of Temperance, who has abandoned the way of the God of Joy, Myria, to instead champion those who seek freedom from worldly desires.&lt;br /&gt;
&lt;br /&gt;
The malevolent Arch Daemons, on the other hand, consist of:&lt;br /&gt;
* &#039;&#039;Venin:&#039;&#039; Arch Daemon of Deceit&lt;br /&gt;
* &#039;&#039;Tormach:&#039;&#039; Arch Daemon of Wrath, Empyreus&#039; bitter rival, who delights in killing and bloody violence.&lt;br /&gt;
* &#039;&#039;Gorodyn:&#039;&#039; Arch Daemon of Avarice, who has stolen the throne of the God of Commerce, Jezra, to spread his doctrine of naked greed and consumption.&lt;br /&gt;
* &#039;&#039;Sitri:&#039;&#039; Arch Daemon of Hedonism, who is basically [[Slaanesh]].&lt;br /&gt;
* &#039;&#039;Beleth:&#039;&#039; Arch Daemon of Fear, who revels in his ability to torment mortals.&lt;br /&gt;
* &#039;&#039;Malikir:&#039;&#039; Arch Daemon of Pride&lt;br /&gt;
&lt;br /&gt;
Other entities of cosmic significance in Etharis are the &#039;&#039;Primordials&#039;&#039;, which are basically Etharis&#039; [[Archomental]]s, and the &#039;&#039;Aether Kindred&#039;&#039;, which are [[Elder Evils]]-like god-tier [[aberration]]s who slew the original gods of Etharis.&lt;br /&gt;
&lt;br /&gt;
==New Mechanics==&lt;br /&gt;
Grim Hollow contains a number of new mechanics for 5e. These include expanded mechanical aspects and &amp;quot;subclasses&amp;quot; for Backgrounds, and its most iconic element, the &#039;&#039;Transformations&#039;&#039; mechanic; a kind of 4 level Prestige Class that allows a player to slowly become some kind of specific monster, gaining unique powers and flaws at each of the four levels. Transformations in the Campaign Guide consist of the Aberrant Horror, the Fiend, the Lich, the Lycanthrope, the Seraph and the Vampire. Yes, becoming an angel is treated as being as horrifying and dehumanizing as becoming a fiend.&lt;br /&gt;
&lt;br /&gt;
{{D&amp;amp;D-Settings}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Dungeons &amp;amp; Dragons]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:F4BF:EC93:C576:73A</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Grim_Hollow&amp;diff=239526</id>
		<title>Grim Hollow</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Grim_Hollow&amp;diff=239526"/>
		<updated>2020-12-16T17:20:31Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:F4BF:EC93:C576:73A: /* Etharis Races */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{dnd-stub}}&lt;br /&gt;
{{NeedsImages}}&lt;br /&gt;
&#039;&#039;&#039;Grim Hollow&#039;&#039;&#039; is a 3rd party [[Dark Fantasy]] setting for [[Dungeons &amp;amp; Dragons 5th Edition]] published by Ghostfire Gaming. Currently, only a Campaign Setting exists, with a Player&#039;s Guide being crowdfunded for on Kickstarter.&lt;br /&gt;
&lt;br /&gt;
==The World of Etharis==&lt;br /&gt;
[[File:Damien-mammoliti-grimhollow-worldmap2-dm.jpg|300px|thumb|Lands of Etharis]]&lt;br /&gt;
Etharis, as the campaign setting&#039;s world is called, is a [[grimdark]] slant on the standard D&amp;amp;D 5e world. It takes place on a world where a brutal humanity rose up and almost annihilated the empires of [[dwarves]], [[elves]] and [[dragonborn]], then nearly annihilated itself in pointless internecine wars, allowing the oppressed remnants of those races to rise up and forcibly carve a place for themselves out of the ruins. Civilization exists in a [[Points of Light]] format; islands of light and hope surrounded by vast tracts of hostile, monster-infected wilderness. Some regions suffer supernatural or paranatural auras that shroud them in darkness, and plagues ravage the land - especially the dreaded Weeping Pox. The gods of Etharis annihilated each other in a brutal civil war, leaving behind only their lieutenants - the Arch Seraphs and Arch Daemons - to heed the prayers of mortal followers, and work to exploit the world as it exists for their own advantage. In many portions of the world, arcane magic is feared, and there is even a crusade, the Arcanist Inquisition, dedicated to destroying all who are even accused of dabbling with magic. &lt;br /&gt;
&lt;br /&gt;
But despite all this... Etharis is not a relentlessly bleak world, and there is some hope for it to get better. To quote the book itself:&lt;br /&gt;
::&#039;&#039;Etharis as a campaign setting is not meant to be relentlessly bleak and depressing, or to wallow in cruelty for its own sake. Small victories become heroic when they take heroic effort to achieve. No one in Etharis is safe by default, so any safety the characters win or give to others is a true blessing. No one in Etharis is good by default, so moments of genuine grace are worth celebrating – and can come from unexpected places. Amid profound darkness, even the smallest lights have value.&lt;br /&gt;
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There&#039;s even a chapter in the Campaign Guide that breaks down [[Dark Fantasy]] into its four major components: [[Grimdark]], Horror, Dark Fairy Tales, and [[Sword &amp;amp; Sorcery]], with advice to the DM on how to pick and mix these themes to make Etharis more their own.&lt;br /&gt;
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===Etharis Races===&lt;br /&gt;
Etharis is home to the following races:&lt;br /&gt;
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[[Human]]s: The most numerous race, who rose up from barbarism during the age of the dwarven and elven dominance over the world into a vast conquering horde that first almost annihilated the elves and dwarves, then nearly wiped themselves out. They technically are still the &amp;quot;dominant&amp;quot; race of Etharis, but their short lives have led to their old hatred fading... whilst the other races have not forgotten what humanity did to them...&lt;br /&gt;
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[[Elf|Elves]]: Formerly the masters of Etharis&#039; forests, their empires were burned to ashes during humanity&#039;s rise, and they spent decades as wandering nomads who were given magic by the forest spirits who survived as a way to avenge their loss.&lt;br /&gt;
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[[Dwarf|Dwarves]]: During humanity&#039;s expansion, the dwarves retreated to their two greatest strongholds. Grevenstein was ultimately breached and its people annihilated, but Stehlenwald dug deeper and armed its people with adamantine; although their population was halved, their superior arms and armor allowed them to push humanity back. Still, they agreed to become a vassal race of humanity in the name of survival.&lt;br /&gt;
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[[Half-Orc]]s: Pureblooded [[orc]]s are long gone in Etharis, but they remain figures of dark legends. Only half-orcs remain, and they are largely feared and distrusted, dwelling voluntarily amidst the harsh environment of the frozen north.&lt;br /&gt;
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[[Half-Elf|Half-Elves]]: Nomadic outcasts rejected by both sides of their parentage.&lt;br /&gt;
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[[Dragonborn]]: The small kingdom of the dragonborn fell when caught between warring humans and elves, but its people survived. They have abandoned their original gods, and instead embraced the new religion of the Divine Seraphs with fanatical zeal, winning a place in the Castinellan theocracy.&lt;br /&gt;
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[[Gnome]]s: Cousins of the dwarves, they retreated into Stehlenwald with their kin, and were instrumental in turning back the tides of humanity by inventing the first primitve gunpowder weapons.&lt;br /&gt;
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[[Halfling]]s: When humanity began its bloody Era of Expansion, the halflings surrended rather than fight, voluntarily subsuming themselves into human culture as a race of servants.&lt;br /&gt;
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===Etharis Pantheon===&lt;br /&gt;
As stated above, Etharis&#039; gods have all been wiped out, leaving a handful of powerful [[Archangel|Arch Seraphs]] and [[Archdevil|Arch Daemons]] to take their place.&lt;br /&gt;
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The Arch Seraphs consist of:&lt;br /&gt;
* &#039;&#039;Miklas:&#039;&#039; Arch Seraph of Mercy, who wants to do the job of her former boss, the Goddess of Protection Aurelia, but just doesn&#039;t have the power.&lt;br /&gt;
* &#039;&#039;Empyreus:&#039;&#039; Arch Seraph of Valor, who seeks to take the place of the fallen war-god Maligant and champion good-aligned warriors to return Etharis to its Golden Age.&lt;br /&gt;
* &#039;&#039;Zabriel:&#039;&#039; Arch Seraph of Truth, who has abandoned the neutrality of her patron Typharia, God of Knowledge, to instead seek to weaponize knowledge and truth.&lt;br /&gt;
* &#039;&#039;Morael:&#039;&#039; Arch Seraph of Sacrifice, is a former aspect of the Vetara, Goddess of Love, and acts as the patron of heroes, martyrs and diplomats.&lt;br /&gt;
* &#039;&#039;Solyma:&#039;&#039; Arch Seraph of Justice and silent heir to the throne of the forgotten God of Justice, whose followers are straying from her ways due to her self-imposed vow of silence.&lt;br /&gt;
* &#039;&#039;Aphaeleon:&#039;&#039; Arch Seraph of Temperance, who has abandoned the way of the God of Joy, Myria, to instead champion those who seek freedom from worldly desires.&lt;br /&gt;
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The malevolent Arch Daemons, on the other hand, consist of:&lt;br /&gt;
* &#039;&#039;Venin:&#039;&#039; Arch Daemon of Deceit&lt;br /&gt;
* &#039;&#039;Tormach:&#039;&#039; Arch Daemon of Wrath, Empyreus&#039; bitter rival, who delights in killing and bloody violence.&lt;br /&gt;
* &#039;&#039;Gorodyn:&#039;&#039; Arch Daemon of Avarice, who has stolen the throne of the God of Commerce, Jezra, to spread his doctrine of naked greed and consumption.&lt;br /&gt;
* &#039;&#039;Sitri:&#039;&#039; Arch Daemon of Hedonism, who is basically [[Slaanesh]].&lt;br /&gt;
* &#039;&#039;Beleth:&#039;&#039; Arch Daemon of Fear, who revels in his ability to torment mortals.&lt;br /&gt;
* &#039;&#039;Malikir:&#039;&#039; Arch Daemon of Pride&lt;br /&gt;
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Other entities of cosmic significance in Etharis are the &#039;&#039;Primordials&#039;&#039;, which are basically Etharis&#039; [[Archomental]]s, and the &#039;&#039;Aether Kindred&#039;&#039;, which are [[Elder Evils]]-like god-tier [[aberration]]s who slew the original gods of Etharis.&lt;br /&gt;
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==New Mechanics==&lt;br /&gt;
Grim Hollow contains a number of new mechanics for 5e. These include expanded mechanical aspects and &amp;quot;subclasses&amp;quot; for Backgrounds, and its most iconic element, the &#039;&#039;Transformations&#039;&#039; mechanic; a kind of 4 level Prestige Class that allows a player to slowly become some kind of specific monster, gaining unique powers and flaws at each of the four levels. Transformations in the Campaign Guide consist of the Aberrant Horror, the Fiend, the Lich, the Lycanthrope, the Seraph and the Vampire. Yes, becoming an angel is treated as being as horrifying and dehumanizing as becoming a fiend.&lt;br /&gt;
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{{D&amp;amp;D-Settings}}&lt;br /&gt;
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[[Category: Dungeons &amp;amp; Dragons]]&lt;/div&gt;</summary>
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