* Yhtill Wastes & the shores of Lake Hali

The Yhtill Wastes & the shores of Lake Hali

Please note that much of what I use for the Yhtill Wastes in this campaign is taken from "The Road to Hali" from "The Unspeakable Oath"

website which can be found here: http://theunspeakableoath.com/home/2010/10/tuo-1-the-road-to-hali/

Description of the environment:

As one enters the Yhtill Wastes, if the Suns are in the sky, the sky will fast forward or reverse at the extreme speeds seen in hollywood effects, revealing a night sky. Any moon visible by day all reset across the sky to be as if they were rising upon the horizon, always behind the city of Carcosa, no matter which direction one enters the Yhtill Wastes from. All three of the moons

will appear full, yet stuck in position in the sky as if they had just risen above the horizon. As one approaches the City of Carcosa, one will notice that sometimes the moons will appear to overlap towers and other city structures that should be visible in front of the moons. This is always random and a simple blink of an eye or turning away for a moment can change this. There is always an alien feeling of unwelcome and haunting solitude, despite a presence of companions.

Always opposite of the rising moons will be the Twin Suns of Carcosa in an eternal setting position. Instead of the Red and Orange suns, here they are transformed into additional "Black Stars of the Hyades" shining an unnatural darkness, yet somehow impossibly visible, always in a cold rage. The closer one gets to the City of Carcosa, one begins to see the strange vortex, almost like a galaxy being consumed by a vast black hole in sky above the city, becoming most visible as one reaches the very shore of Hali. Distant flying creatures, in most cases Byakhee can be seen flying above the city. In the darkness such should not be the case and such strange visibility in this enshrouded environment should be noted. Essentially within the Yhtill Wastes all are considered to have

Night Vision, but any Sorcerous or other unnatural darkness will still impede vision, unless otherwise noted. In addition to the

Twin Sun's dark counterparts, the usual stars and constellations reside, but there is no twinkling and the position of the stars is thousands of years out of position from what any trained Astronomer may notice. In addition to such stale stellar cartography one will immediately notice the addition of "The Black Stars of the Hyades". Stars of an impossible blackness that shine with a darkness visible upon darkness. Almost as if each was a soul stealing abyss itself grasping for your spirit, attempting go claw into you via your vision itself.

Sorcery Note:

Moon related Sorcery:

Rituals that require one or more of such moons to be full to perform. If they have no specified location to be performed at, may be attempted within this area. Doing so risks a 25% of drawing a random encounter within the first ten minutes, increasing by 10% chance of a random encounter for each additional ten minutes that the ritual is being performed with up to a max of 95% each following ten minutes of any continued ritual.

Abilities that grant bonuses from a full moon. The character who would normally gain such abilities will feel ill at ease to call upon such powers while within the Yhtill Wastes, Shores of Lake Hali or within the City of Carcosa itself. They may choose not to gain

the usual benefits of the exposure to the light of these full moons, however if they do take advantage of this power while here, there are a number of possible side effects and consequences. Any character who's character class or cult is dedicated to The Unspeakable may ignore the negative effects of the "Prison Moons". Those who can "Walk the Chains of Prison Moons" may also ignore these ill effects.

Consequences of the Prison Moons: (Roll 1D20)

Modifiers for Sorcery/Miracles of the "The Unspeakable" and "The King in Yellow":

Sorcery and Miracles of "The Unspeakable" & "The King in Yellow" will have a +5 bonus to perform within the Yhtill Wastes, Shores of Lake Hali and within the City of Carcosa.

Miscast will be reduced by one for every three full levels of the caster and any miscast effects will be absolute minimum to caster.

Any critical fumble of such related Sorcery/Miracles can be avoided with a Will check of +5. If the characters is of a character class which is dedicated

to Hastur/The King in Yellow (such as Hyadian Knight) or is a cultist of fifth level or higher who has dedicated themselves to "The Unspeakable" may

ignore the critical fumble roll of such related sorcery/miracles and instead take the minimum miscast effects listed above.

Gaunt Men within the Yhtill Wastes:

Gaunt Men receive a plus one to all saving throws while within the area of the Yhtill Wastes, as long as they do not cross Lake Hali or enter the City of Carcosa. For every three full levels of the Gaunt Man, they receive an additional +1 to saves while within this area. In addition, they may make Fortitude saves (with such bonuses) to avoid taking double damage from crushing attacks.

Any Gaunt Men who approach within one subhex of the "Palace of Yhtill" may project a ghostly image of their former human form. If such individuals enter the "Palace of Yhtill" they will appear as their former human selves and no longer suffer the crushing attacks penalty while within it's walls. Though for every hour they reside within Palace, they must make a Will save or become one of the spirits trapped within the Palace for eternity. For more information on the Palace, please reference "The Road to Hali" link at top of the page in bold yellow.

Gaunt Men groups may attempt to inflict the "Gaunt Effect" upon large creatures, such as Dinosaurs while within the Yhtill Wastes and will find their power upon normal "humans" to be enhanced here as well.

Ghouls, knowing that Gaunt Men frequent the Yhtill Wastes, will roam these lands seeking tasty morsels (and memories) from such victims. They travel in packs knowing not to underestimate the Gaunt Men's augmented abilities within this realm.

Dying In the Yhtill Wastes:

In most cases when a sentient dies within the Wastes, their Soul leaves behind a Ghost Stone, that will form somewhere burried within 1D6 sub hexes away. If one dies on the Shores of Hali and is partially submerged in the water (or mist) of the lake, there is a 30% (+5% per level/HD) that a Soul Coin will rise from the corpse. Such is the currency of most domains of the City of Carcosa.

Humans and Half Humans whil die in "The Palace of Yhtill" have a 30% (+5% per level/HD) of reviving as a Gaunt Man/Woman,

transforming into one within 1D6 minutes. (Even if disintegrated or dissolved) Exception being if slain by a soul eating/destroying

type of weapon/sorcery. Those that do not turn into Gaunt Men when slain will become Ghosts in the palace with no memory of

their previous life, just vague associations with their former companions, believing themselves to have always been part of the

court or city of Yhtill.

Alchemical Properties of the Lake Hali Water: