You've read me sing songs of praise for Violet Dawn, the exotic campaign setting by Inner Circle. In this topic I focus on ways in which to fit the round and square pegs alike into the round Planescape holes.
WHAT VIOLET DAWN IS
Violet Dawn, as the authors admit themselves in the free primer, is inspired quite heavily from the Dark Sun campaign setting-- but with far heavier doses of HP Lovecraft.
However, there are some key differences between the two--
1. Avadnu is a civilizational post-apocalyptic world, rather than an ecoloically post-apocalyptic world.
2. The setting focuses far less on the struggle for survival. Instead, the two primary themes are societal recovery following war-torn civilizational collapse and the consequences for the mistakes of one's forefathers and the current generation-- largely in the form of pursuing forbidden knowledge and practices (such as eugenics and evil magic)
3. Unlike the Dark Sun setting, none of the standard D&D races (save humans) exist in the Violet Dawn campaign setting, though many play similar ecological roles, and a few of the standard monsters still exist here *for instance, aboleth, elementals, and mephits).
BOOKS YOU NEED TO PLAY
The only Violet Dawn books you actually need are the Player's Primer (free on the Inner Circle website), The Complete Book of Denizens, The Broken Isles Player's Guide, and the Broken Isles Lorebook. The rest of the books are just earlier incarnations of the monster books.
In addition, there is quite a bit of additional material available online, particularly on Obsidian Portal, where Inner Circle posted quite a bit of non-game fluff. The links are difficult to find via search or manual browsing however, so here they are:
RACES
http://www.obsidianportal.com/campaign/violetdawn/wikis/man
http://www.obsidianportal.com/campaign/violetdawn/wikis/mistji
http://www.obsidianportal.com/campaign/violetdawn/wikis/mithu
http://www.obsidianportal.com/campaign/violetdawn/wikis/ngakoi
http://www.obsidianportal.com/campaign/violetdawn/wikis/skarren
http://www.obsidianportal.com/campaign/violetdawn/wikis/sulwynarii
http://www.obsidianportal.com/campaign/violetdawn/wikis/vulnar
http://www.obsidianportal.com/campaign/violetdawn/wikis/xxyth
http://www.obsidianportal.com/campaign/violetdawn/wikis/zeidian
http://www.obsidianportal.com/campaign/violetdawn/wikis/kulvrak (word for scarren tribe)
POWERS
http://www.obsidianportal.com/campaign/violetdawn/wikis/eilethia
http://www.obsidianportal.com/campaign/violetdawn/wikis/irunean
http://www.obsidianportal.com/campaign/violetdawn/wikis/sidonius
http://www.obsidianportal.com/campaign/violetdawn/wikis/mnhill
http://www.obsidianportal.com/campaign/violetdawn/wikis/mrand%E2%80%99ith
http://www.obsidianportal.com/campaign/violetdawn/wikis/shanarr
http://www.obsidianportal.com/campaign/violetdawn/wikis/v%C3%A9rthax
PLANES
http://www.obsidianportal.com/campaign/violetdawn/wikis/the-plane-of-doors
http://www.obsidianportal.com/campaign/violetdawn/wikis/the-void
ANIMAL
http://www.obsidianportal.com/campaign/violetdawn/wikis/mokara
With that out of the way, here are some of the incorporations:
VIOLET DAWN POWERS
There are around 14 gods in the Violet Dawn campaign setting. Most of them fit fairly well into Planescape. The still-remaining Gods acquire most of their divine power from descendants of members of the races who escaped Avadnu prior to the Time of Chaos. They are as follows:
--Arshan: One of the twin sun gods, and patron deity of the Sulwynarii.
--Cylethil: The goddess of night, secrets, and knowledge; wife of the late Morindalien. I cannot determine her alignment, she is either NG or CN *I cannot determine her alignment because although she does a lot of good things much like Eilithea, she is also commonly worshipped by evil spellcasters who seek forbidden knowledge*
--Eilithea: The remaining of the twin moon gods; she is the goddess of moon, wisdom, and hope and married to Karnn. NG. She shares a realm with Karnn and Narudra on the Outlands, but sometimes hangs out with Selune on her realm on Ysgard, and Selune has even provided her with her own personal area within the Gates of the Moon.
--Karnn: The god of wilderness, plants, and animals. Probably CN, but may have CG leanings. He possesses two realms-- one on the Outlands, and the other on the Beastlands.
--Krüg: Vestige; he was a deity of war, battle, and savagery, probably CN, and brother of Karnn.
--Irunean: True neutral diety of time, balance, and lorekeeping who dwells on the Outlands; has taken Temulea's place as leader of the Avadnian pantheon, and his divine realm is the reformed realm of Temulea's, where he and the other Avadnian deities once resided .
--Mnhill: God of earth and vegetation; probably an Avadnian appellation of Grumbar.
--Morindalien: Vestige. One of the twin moon gods; god of moon, vigilance, and courage, and patron deity of the Zeidian.
--Mrand'ith: Goddess of air and the sky; probably an Avadnian appellation of Akadi.
--Narudra: Jeff Visgaitis answered with the following about her: We were reworking the creation myth and we felt a goddess of nature was missing. Her information is below:
Narudra, Mistress of Nature
The Green Mistress, Daughter of the Wild, The Verdant Lady
Narudra is ever-evolving hand of nature’s design. She breathes life into all things that spring from the soil, and by her very touch does she guide the flow of the natural world. She is seen a patient and giving mother to the living world, but though she is caring she is not without a vengeful side.
She would be True Neutral, with possible slight good-leanings. She shares the two realms with Karnn on the Outlands and (with Eilithea) the Beastlands.
--Shanarr: One of the NG twin sun gods, and patron deity of the Sulwynarii.
--Sidoneus: Neutral god of the sea. He is probably an Avadnian appellation of Istishia.
--Sha-Ul: Neutral goddess of fire. She is probably an Avadnian appellation of Kossuth.
--Temulea: Asleep/Dying. The creator god and father of the Avadnian pantheon. When he learned of the forbidden creation of the Sulwynarii and the imprisonment of a Mithu *noble/ascended mistji* by his children, he went into a rage. Only Krug was crazy enough to challenge him in this state, and was slain. This experience changed Temulea's alignment from CN to CE and he went into a deep slumber (much like Ulutiu) to escape his pain. However, even in this state, he continued to exert his will on his children and the inhabitants of Violetspace. His nightmares created The Void, a slightly Far-Realm-esque demiplane full of Far-Realm-like Xxyth, a race created by Temulea to undo his creation entirely. This led to the Xxyth Wars and the fall of Sulwynarii civilization. Temulea is currently in the Astral, slowly withering away. His divine realm was most likely on the Outlands, and at the time housed the other 13 gods minus Vérthax, Mnhill, Mrand'ith, Sha-Ul, and Sidoneous. This divine realm would have been badly damaged during the fight between Temulea and his children, anfd long-since repaired (but nowhere near as splendorous) by Irunean. Temulea's remaining children have long since scattered across the Outer Planes to carve out a divine realm of their own on a plane that better suits their alignment.
It is also worth mentioning that in the Planescape and regular D&D world, Temulea's origins stem from the Far Realm, but he was far more naturalized to the multiverse than most of the other Far-Realm powers who escaped during that time (such as Tharizdun, Ghaunadaur, The Patient One, and The Great Mother)
--Vérthax: The god of death and darkness; he is NE and dwells on the Gray Waste, probably on the first layer. Despite being NE, he despises the undead and deathless in the same way that Kelemvor does. As the only evil member of the Avadnian pantheon, he is often considered separate. In the Violet Dawn setting, Vérthax seeks vengeance on any who attempt to 'cheat' death-- namely the undead, deathless, and those brought back by resurrection magic *as well as the one who cast the spell*. Though not an issue within the Violet Dawn setting, in the PS setting he would also, by extension, be equally opposed to cyberization or any other means of greatly prolonging the lifespan of a mortal creature by altering its physiology or age.
I decided that the Avadnian Elemental Lords should simply be Avadnian aspects of the Faerunian/Planescape Elemental Lords, since that would be far easier than trying to fit them on the Elemental Planes with their own realm and power struggle. This of course would mean that four of the abovementioned powers are not literally children of Temulea. And no, the Avadnian version of Kossuth being female is not a problem, since the Hordelands version of Akadi is a male.
VIOLETSPACE
Very little info is given on Violetspace's planetology. All that I can determine is that Violetspace is a geocentric crystal sphere with Avadnu at the center, orbited by twin suns and (originally) twin moons *one of them was destroyed*. Violetspace also contains a little-described celestial object called the Ulwynaarl (not to be confused with the Sulwynarii's personal amulets by the same name, which means 'spirit stone' in their language), which is the source of all magic on Avadnu, with one facet for each of the elements *and possibly for each school of magic as well*. As far as I can tell, there is no indication as to whether or not Spelljamming into or out of the sphere is possible, and it's possible that the authors intentionally left that unaddressed.
It should be noted that there are scattered mentions that Temulea defeated someone or something that previously inhabited or owned Violetspace before he began his creations.
VIOLET DAWN DEMIPLANES AND COSMOLOGY
Violetspace was sealed off from the rest of the Multiverse beyond the Border Ethereal following the Time of Chaos (Xxyth Wars). This was done via joint effort between Irunean, Ptah, and Celestian via the creation of the Demiplane of Doors, a plane very similar in concept to the Infinite Staircase. The Demiplane of Doors serves three purposes:
1. It separates The Void from Violetspace
2. It separates Violetspace (and thus The Void) from the rest of the Multiverse
3. It allows some vestige of divine energy exchange between Violetspace and the Planes. (clerics have to take a feat in order to gain spells, though)
4. It makes it nearly impossible for Tharizdun and other destruction-loving powers from making contact with the inhabitants of Avadnu, thus protecting the delicate seal on The Void.
The Void is a demiplane coterminous within the crystal sphere of Violetspace. I already mentioned its origin and purpose when discussing Temulea. Celestian and Ptah worked in conjunction with Irunean to seal it off from the rest of the Multiverse.
Initially they attempted to seal it off from the Multiverse completely, but Temulea's will prevents the conduit between The Void and Violetspace from being sealed permanently. Today, owing in part to Temulea's will and in part to permanent damage dealt to reality within Violetspace, the combined seals of Irunean's, Ptah's, and Celestia's divine energies are barely enough to keep condiut between Violetspace and The Void sealed. Should Tharizdun somehow manage to corrupt or weaken this seal (which is indeed a goal of his), the seal would fail, and the voidspawn would pour out into Violetspace once again.
This threat, combined with the failure of Avadnu's morals to completely annihilate ALL of the voidspawn that flooded the planet during The Time of Chaos, lead to the painful decision of sealing the Crystal Sphere off from the rest of the multiverse.
Like the Demiplane of Dread, Violetspace is (oddly enough) also coterminous with a number of dream curtains/dreamscapes. Also, it appears that not only can Inner Planar creatures be summoned by casters, but they can planeshift to and from Avadnu on their own, as well. Though interestingly enough, Elemental Primals are unable to enter Avadnu and are stuck inside the Ulwynaarl until they planeshift back.
However, the Great Wheel appears to be entirely cut off from Violetspace, with the only conduit linking the two together being the Demiplane of Doors. It's likely that the Demiplane of Doors connects to the Infinite Staircase rather than to sites on the Great Wheel directly.
Violetspace, like all crystal spheres, is coterminous with the Border Ethereal, but Violetspace's Border Ethereal is surrounded by a mysterious, completely impenetrable barrier made from some unknown substance or energy *one who observes or divines the substance cannot determine which*, erected long ago by Ptah. This barrier cannot be destroyed, penetrated, passed, or altered by anything less than an Intermediate power.
QUICK GLOSSARY OF VIOLET DAWN TERMS
The links use these terms extensively, and I'll probably use some of them when discussing the races. (They're also used extensively in the books. Sadly, the Violet Dawn setting is not entirely complete-- that is, the game is quite playable and complete in that respect, but there are fluffy bits and the like which are casually mentioned but never described in fuller detail)
--Arc: A unit of time in the Violet Dawn setting, which appears to be equivalent to a century.
--Children of the Suns: This is the term used in Broken Isles human oral history for the Sulwynaari.
--Cycle: A unit of time in the Violet Dawn setting, which appears to be equivalent to a year.
--Daegir: The Daegir was a powerful artifact created by Temulea's 13 children by imprisoning a powerful Mistji inside and siphoning its essence to tap Temulea's creative powers-- power which was far beyond anything the 13 children could match. This power was used, among other things, to create the Sulwynarii race.
When Temulea learned of this betrayal, he flew into a rage and wrought destruction across the heavens. Temulea's 13 children cast the daegir to Avadnu in a desperate attempt to halt any further destruction. However, in their hastiness, they failed to notice that Morindalien, the twin moon god of vigilance, was unable to move out of the way in time-- the daegir tore through him, destroying the celestial body and thus slaying the god. (note: that is prettymuch non-verbatim to what the book says; I don't know how to explain that in Planescape terms.)
--The Deep: The Avadnian term for their Underdark.
--The Sealing: Term I have coined for when Avadnu was sealed away from the planes by Irunean, Ptah, and Celestian.
--Stormkin: This is the term used in Broken Isles human oral history for the Mistji.
--Time of Chaos: The war with the Voidspawn, incarnations of Temulea's wrath. It ended 5000 years ago with the sealing away of Violetspace and the collapse of all civilizations on Avadnu.
--Ulwynaarl: Jeff Visgaitis (creative director) gave the following answer in his email:
The Ulwynaarl is the core of the planet Avadnu. It's a solid crystal and the first object that Temulea made which gave the universe light. The crystals that the sulwynarri use are pieces of the core that work there way up to the surface of the planet. I realized there was some confusion with this, so in the new creation myth I renamed the core Gir and got rid of Ulwynaarl altogether. So then Daegir makes more sense as it means "lesser" Gir. I'll send you the updated creation myth once it's done. On other Violet Dawn sources (such as IIRC the website page with the taint rules), it is stated that the crystalline core is made from Nysaril crystal (a special type of crystal capable of absorbing and purifying taint)
--War of the Daegir: When the Daegir fell, the nations and races of Avadnu rushed to claim it, and went to war with one another to claim it as a spoil. The Time of Chaos interrupted the war, as the Voidspawn crawled out of Avadnu's oceans to make war with all creation.
VIOLET DAWN RACES
These are some short notes on how to encorporate them into the Planescape setting, plus a short definition of what they are. I've added corrections to some of the racial traits since Inner Circle's ability mods + 0LA for several races is a bit loopy.
--Agraukith: A usually N race of insectile monstrous humanoids who combine physical traits of many real-world insects (including bees, spiders, and beetles). Their behavior and outlook is extremely similar to that of lizardfolk, though they are not religious.
--Arageld: A race of often N, mechanically *clockwork* inclined aquatic avians who "fell from grace" and were punished by Mrand'iith *Akadi* and Arshan *twin sun god* by being stripped of their feathers and cast into the sea. Aragelds worship both gods along with Sidoneus *Istishia*.
--Dark Wanderer: A LE race of gypsy/caravan-like nomadic monstrous humanoids with an unbelievable level of gender dimorphism (that is, the males and females look REALLY different). The males are 10-15 ft. tall reptilian humanoids while the females look almost human *they can also switch gender*. Females use their seductive qualities *including exotic danging* to lure travelers into their camps, where they are mesmerized, killed, and then dined upon by the tribe. Though little is known about the race, it is known that the predominant religion on Gehenna is the cult of the General of Gehenna, *with the domains of Evil, Trickery, Knowledge, and War available to clerics* while on Stygia it is, of course, the cult of Levistus.
Colonies of Dark Wanderers can be found in the more hospitable areas of Gehenna; tiny scattered colonies can also be found on Stygia. In the Planescape setting, Dark Wanderers speak infernal and common.
--Igran-Krider: A usually N mysterious race of Underdark-indigenous lorekeeping humanoids with natural bioluminescence. They communicate through pulses of colored light, a secret ceremonial language of "living sound", and understand *but do not normally speak* undercommon. They lack a written language and consider it culturally taboo. PC Igran-Kriders are capable of speaking normal languages. Small colonies exist on the Elemental Plane of Earth as well as large underground complex layers and regions on the Outer Planes. The largest colonies are found on Earth and within Underdark caverns on the Outlands.
The original Igran Krider colonies arrived on the Inner and Outer planes accompanying the Zeidian.
--Mistji: A race of usually LN humanoids *and one of the main 4 races of the Violet Dawn setting*, who were the first sentient mortal race born on Avadnu, created by Temulea himself as he dreamed of the perfect being. They are masters of magic (much like gold/high elves), lovers of nature, and coldly self-sufficient. *note: racial adjustments should be +2 rather than +4 Int. Despite possessing spell-like abilities similar to a Drow's, they retain a +0 LA due to racial penalties for physical combat and weapon familiarity.* Most Mistji colonies live on Arcadia, the Beastlands, or Celestia, and migrated shortly after the fall of the Daegir.
--Naralskin: Essentially, a race of usually N furries (anthropomorphs) who fill the ecological niche of lycanthrope on Avadnu. Creations of Karnn and Eilithea, they are found mostly on the Outlands and Beastlands.
--Ngakoi: A race of usually N, green-skinned, hairless, 3-eyed semi-nomadic humanoids. One of the 4 main races in the Violet Dawn setting, they are more amicable towards aberrations *including Xxyth and Far-Realm ones, which they treat no differently from natural creatures* than other races, and likely owe their origins to the Time of Chaos (see Other Terms below), though they appear to be mostly naturalized. Many races, particularly those that revere nature (such as elves, sulwynarii, and mistji) shun the Ngakoi due to their propensity to delve into "forbidden" power sources, such as The Void and the Far Realm.
In the Planescape setting, Ngakoi colonies are almost entirely limited to Bytopia, where they spend 6 months of each year on one layer.
--Skarren: A usually N red-skinned race created from Krug's spilled blood when he was slain by Temulea. Colonies are likely to be found in decent number on Ysgard and the Outlands, and participate WILLINGLY in the Blood War for sport. The behavior of Skarren colonies among the planes is slightly different-- as such worlds necessitate, the planar Skarren are more cautious about who and what they fight, knowing that they must pick their battles wisely. For this reason, planar Skarren are much more given to parleying with races and groups who share similar goals to theirs rather than outright challenging anything that moves to a duel to the death or to the blood. Skarren are found in greatest numbers on Ysgard and Acheron, with other common sightings on lower planar layers most often used as battlefields in the Blood War such as Oinos on the Gray Waste.
The fiendish races generally avoid conscripting the Skarren, knowing that doing so would only cause them to turn on their conscriptors, besides that, the Skarren hardly need incentives to join the Blood War. However, the fiendish races do take measures to ensure that the Skarren are discouraged from turning on their employers before their contract is up.
Skarren-- or at least those of the Ysgard colony, tend to be on decent to grudging terms with Bariaur. Though most Skarren do not care for the Baraiaur's pursuit of good, and the Baraiaur view the Skarren as somewhat evil and too savage, both respect one another's love for battle and travel.
Like their Avadnian cousins, the planar Skarren are usually neutral, though most gravitate towards chaos (even those with True Neutral alignment gravitate towards chaos), and quite a few gravitate towards good or evil (most native-born Skarren on Ysgard gravitate towards good)
--Sulwynarii: I covered this entirely (and extensively) in the "Let's Brainstorm" topic.
--Urgelds: A land-dwelling subrace of aragelds. They are bandits who live on islands and coastal caverns.
--Vanthiir: A degenerate CE race of former Sulwynaari transformed into bloodthirsty savages through an unholy ritual cast long ago. Vanthiir can be found on the chaotically-aligned lower planes, particularly the Abyss and Carceri. Few are encountered in Sigil due to their aversion to civilization.
--Xiir: A usually N race of powerful but hideous-looking lamia-like psionicists in severe decline due to the Time of Chaos followed by a self-destructive eugenics program that resulted in severe inbreeding.
They were originally created by a power known as the Great Wyrm Gynnuroth, who is a member of the Draconic pantheon, naturally. The decline in their civilization began when Temulea's children marred the faces of the race in order to limit Gynnuroth's influence on their creations. This led the Xiir to their disastrous eugenics program.
Their numbers are few even in Planescape, where the majority are derranged inbreds *usually CN or CE*. Only a few hundred non-derranged Xiir exist in the Planescape setting.
--Xiir, Ginnean: The Xiir individuals who escaped the punishment of the gods by hiding in the Demiplane of Ectoplasm. Their bodies have been greatly altered by the millenia spent on the demiplane. (note: the actual book does not specify the name of the demiplane, but the Demiplane of Ectoplasm is very much assumed-- for the unaware, the crunch on the Demiplane of Ectoplasm can be found on Wizards's website)
--Zeidian: A chaotic-good leaning race of protectors who worship Eilithea and (formerly) Morindalien. They play a similar ecological role to dwarves on Avadnu, though they do not match the crafting abilities the dwarves are famous for, and are not short in stature. In the Planescape Setting, descendents of planewalking Zeidian colonies are most often found on Arborea, Ysgard, and the Elemental Plane of Earth. On Arborea, they are allied with the Eladrin. The two races don't always get along, since the Eladrin view liberation and freedom as the most important thing, while the Zeidian view protection, vigilance, and security as the most important thing. On Ysgard they tend to work with the Bariaur, who also tend to argue over whether destroying evil or protecting the innocent from it is more important. At the same time, both Eladrin and Bariaur respect the Zeidian. The Eladrin realize that the Zeidian are fierce protectors of freedom (oppression is one of the things the Arborean Zeidian seek to protect the innocent from), and the Bariaur recognize the Zeidian's savagery against wickedness in its many forms.
--Zha'lari: Lizardmen of the desert, the Zha'lari, like their better-known counterparts, focus on survival, but are NE. Nonetheless, most in the Planescape setting are likely to worship Set.
VIOLET DAWN MONSTERS
The following monsters are usable in a Planescape setting.
--Alaihar: Good aligned bird-like dragons. Some alaihar can be found on Elysium and Celestia.
--Crystal Reflector: An animal native to the Forest of Waethe which acquires nourishment by absorbing sunlight into its crystalline carapace. The original Sulwynaari colonies took these with them to the Quasielemental Plane of Mineral and some of the upper planes. Reflectors on these planes possess whatever immunities to the environment are needed (e.g. positive energy resistance and petrification immunity on Mineral).
--Argill: Aquatic humanoids with black, amphibian-like skin. They steal the breath from air-breathing swimmers from a distance. Some of these can likely be found in Carceri.
--Aszevara: This template can be encountered among sentient mortal creatures on any non-good aligned plane, non-sentient mortal creatures on the lower planes, and is particularly suited for the Ravenloft campaign setting (Demiplane of Dread).
--Beasthound: These can be found on the Grey Waste, and are a favored minion of Verthax.
--Bhorloth: As an animal, they can be found on the Beastlands. As a beast of burden, they are available in Sigil. On Violet Dawn, they are associated with humans.
--Black Water Slough: These creatures are from a bygone era of Elder Evils; they arose shortly after the Aboleth, and may or may not be one of their creations *probably not*
--Boil Spore: Mundane oozes found on fire-dominant Inner Planes *esp. Fire and Magma*, Gehenna, etc.
--Braershoot: Floating trees with massive bioluminescent float-bladders. Likely to be found in small colonies in particularly exotic areas of the Beastlands, Arborea, the Elemental Plane of Air, and the Quasielemental Plane of Steam. Braershoots are one of the most common Vivacious Creature plants; Radiant and Lightning creature Braershoots are also among the more common plants of those respective templates.
As you might expect, braershoots on Avadnu are a rare species in rapid decline since they're popular targets for archers to practice on, and their luminescent air bladders make them easy to spot.
--Bygone Creature template: Spirits of extinct creatures, particularly of species that were wiped out as a result of genocide or a natural, supernatural, or man-made cataclysm. They are mere 'shadows' of the species, so they're actually much weaker than would be a ghost of such creatures. Though it was designed with the Avadnian God-Beasts in mind *epic level monsters fairly similar to Monsters of Legend* it's actually pretty generic, so it can be found absolutely anywhere, including on any Prime.
--Carcaetan: Associated with Verthax, obviously, so they'd be found primarily on Oinos. The concept of this monster (gaining a quality of creatures it's eaten a lot of upon advancing with enough HD) is actually pretty cool.
--Centioch: As a mundane vermin (animal), of course they'd be found on the Beastlands, and Elemental creature versions can be found on Earth-dominant Inner Planes.
--Dreadspire: These aberrations are awesome and defy description. Specimens-- even colonies can be found within the divine realms of some evil sea + storm deities, such as Umberlee.
--Droth'yar: These animals sound as though they are related to the cynodonts and other proto-mammals. Obviously they'd be found on the Beastlands, and probably in regions associated with extinct Permian-analogue creatures.
--Duogoth: Another animal used as a beast of burden, but also found wild and hunted by hunter-gatherer societies. Like the Droth'yar, it appears to be a proto-mammal, thus should have the same ecology.
--Glamwing: These beautiful creatures are likely to be found on the Beastlands as well as Arborea.
--Goldencrest: These oozes can be found on the Positive Energy Plane and on Quasielemental Steam. They can also be found in the River Oceanus and other large water bodies on the upper planes.
--Elemental Swarm: For the most part, these creatures are obsoleted by elementite swarms.
--Hexachaela: Mundane animals (vermin), the hexachaela can naturally be found on the Beastlands.
--Kehtor: A feline closely related to the smilodon. Beastlands, clearly.
--Kei-Ehri: The original colonies of Sulwynaari brought these with them to the Quasielemental Plane of Mineral and some of the upper planes. On mineral, they adapted quickly, and the current descendents possess the Positive Energy subtype and are immune to petrification (+1 to CR)
--Khalor: A small number of them can be found on Carceri.
--Kormes: (Violet Fungus adapted for Violet Dawn) A close relative of the Violet Fungus which glows phosphorescent green and is far less aggressive. It's possible that Kormes exists on other prime worlds and planes where Violet Fungus has not taken over, but it's probably extinct on any world where its mutated cousin is widespread. Perhaps kormes is, in fact, the natural ancestor to the violet fungus.
--Kulumar: Tentacle-covered blue-skinned humanoid aberrations native to the Plane of Shadow.
--Lumina: A subtype of creature native to one of the planes of the Far Realm multiverse. They play the role of celestials in the Violet Dawn campaign setting, even though they are mysterious, and their concept of good somewhat alien to ours. Lumina rarely enter our multiverse willingly or intentionally, and those who end up doing so live lives wracked in agony.
--Mokara: Animals who fill the ecological niche of horses. Of course they're found on the Beastlands and for sale in Sigil, and probably on other planes as well.
--Necromercer: An outsider race native to the Gray Waste. They display Nighthag-like behavior, and are divine servants of Verthax.
--Planar Grimalkin: These creatures would be indigenous to the Outlands, but can be found hunting for food on any Outer Plane. Sometimes, they also go to a Prime world to hunt.
--Stalssein: Probably a close relative of the piercer and the darkmantle.
--Straga: Freakish NE aberrations with vertical maws that live underground. They can be found on Gehenna.
--Time Walker: Obviously these would be associated with time travel. So use them at your own risk. (though they'd also be associated with Irunean and other powers of time)
--Valikir: A gigantic bird of prey. Found wild in the Beastlands. Some creatures use them as mounts; they are available as exotic mounts on Sigil.
--Voidspawn: A subtype of creature native to the demiplane known as The Void (see Temulea under Powers for more info). In thre Violet Dawn campaign setting, Voidspawn play the role of fiendish races AND Farspawn. They should not be found outside of the Violet Dawn campaign setting.
--Wraithlight: A type of deathless native to Radiance-- they are the souls of non-native creatures driven mad by the storms of color before succumbing to them. Obviously, you'd need to change their stats a bit.
1. Give it the Fire and Extraplanar subtypes
2. Change its type to Deathless.
3. Incorporeal Touch inflicts 1d8 fire damage.
4. Wraithlights are immune to prismatic and light effects (such as Color Spray and Flashburst).
5. Ecology: Wraithlights are the souls of travelers who died under the Quasielemental Plane's effects. Their affinity for confusion and misleading is due to the insanity they were overwhelmed with (due to the plane's assault of colors) before their deaths. This ecology need not interfere with that of Avadnu at all, since the Violet Dawn books don't allude to anything meaningful in the Wraithlight's ecology beyond that they are probably the souls of primordial Avadnu beings