Saturday, April 16, 2022

Thursday, August 20, 2020

Savage Orc

 

Savage Orcs are a more recent creation of the Orcish God Thulzug. They were created in his anger over the High Orcs becoming civilized and turning their back on him. He desires nothing less then the total destruction of the civilized world. So he created a more powerful more terrifying type of Orc.

They are more powerful with a more monstrous appearance then regular Orcs. The drawback is that Savage Orcs are even less intelligent then regular Orcs. Closer in intelligence to an Ogre.

In the Orc hordes there is roughly 1 Savage Orc for every 5 regular Orcs. The brutes do very little other then fight, eat, and sleep. They care nothing for the culture they are part of or even the worship of the god that spawned them. They simply wait for their next opportunity to fight.

Monstrous Information
Medium Humanoid (orc), Chaotic Evil
Armor Class: 14 (natural armor + shield)
Hit Points: 32 (4d10 + 10)
Speed: 30 ft
Strength: 17 (+3)
Dexterity: 10 (+0)
Constitution: 16 (+3)
Intelligence: 5 (-3)
Wisdom: 9 (-1)
Charisma: 7 (-2)
Skills: Darkvision 60 ft, Passive Perception 9
Languages: Giant
Challenge Rating: 1 (200 XP)

Gore: If moving 15 or more ft towards an enemy, a savage orc can perform a running gore with it's tusks. With a + 5 to hit and dealing 2d6 + 3 piercing damage.

Actions
Glaive: +5 to hit, reach 10 ft, deals 1d12 + 3 slashing damage.

Saturday, July 11, 2020

Andruk

Race: Human
Class: Fighter - Level 12

Andruk's story begins a long time before the world as it currently exists. He was once a brave adventurer. Exploring dungeons and the wilds in search of treasure. He even fought as a mercenary in a couple of wars. But he made the mistake of taking his fight for all that is good to the Temple of Loki. He lashed out at Loki's faithful accusing them of being thieves and murders.

He wasn't entirely wrong with his accusations and he easily disarmed any of them who tried to put up a fight. But he crossed a line that a god would not simply ignore. He began desecrating the temple. Destroying vases, works of art, and even a statue of Loki himself. Andruk could only look on in horror as the statue pulled itself back together and began to move.

The statue gripped Andruk who couldn't break free from the divine force animating the statue and Loki cursed him. Loki said to Andruk "Since you have so little respect for what I value, then I shall curse you. Curse you with the inability to die. You have destroyed treasures I value, so you will have to watch helplessly as you outlast everything in this world that YOU value."

Andruk had been cursed with what was essentially immortality. He laughed at this idea at first but as the years went on, Loki's words began to ring true. He had to watch as his traveling companions died of old age. His wife and eventually his children as well. He fell into a slump of despair for many years, until he finally came up with an answer to his reason for existing.

Andruk had been trying to live as a force for good when Loki cursed him and he vowed not to allow the curse to defeat him. He resumed his travels and though he tried not to make many personal ties, tales of his renewed exploits began to spread through the land. People inspired by his bravery and deeds flocked to his side seeking leadership. Eventually founding a kingdom in northern Aelcrestia... a kingdom that's name has been forgotten as the tragedy of this tale has not yet ended.

Andruk's kingdom was prosperous and known to many as the city of gold as a result of just how many buildings were decorated with it. However whether it be because of his curse or just plain bad luck... Andruk could never have foreseen that the silver elves would open up a portal to the abyss nearby. A horde of demons fell down upon his kingdom, too fast for him to react properly in defense and far too fast for any of the kingdoms in the south to send aid.

Andruk's kingdom fell from memory, with it's capitol simply being remembered as the city of gold. His own great city now inhabited by demons and other manner of foul creatures. Andruk himself however could not die, no matter how many times the demons pierced his body. No matter how many times they burned him. Nothing could kill him.

But being unable to die does not mean that Andruk was invincible, he could feel pain and he could be restrained. The demons at a loss for what to do with him, opted to turn him over to the silver elves. Where the queen took an interest in the existence of a man who could not die. She had him chained and blindfolded to serve as her own personal endless supply of blood for her vampiric hunger.

It has been centuries but Andruk still lay helplessly chained to Magnanima Silverheart's throne. Being fed on by an evil queen that won't even allow him to look at his captors. Andruk is still a prisoner, but should anyone ever manage to free him. The fury that he would likely unleash upon the evil in the north may shine as a light brighter then the sun.

Magnanima Silverheart

Art by @Riademoness
Race: Silver Elf/Medusa/Vampire

Magnanima Silverheart is the queen of the silver elves and has been since they were originally cast out by the elvish god Flondell. As punishment for leading them astray, Flondell turned Magnanima into a medusa. This did not teach her a lesson however. While the curse of a gorgon is well known, Magnanima only saw the power it had gifted her with.

She considered the god Flondell a fool who in spite of his divine power didn't truly understand the greatness of the elves. As such, Magnanima craved even more power. She wanted to possess the power to rival a god. For if she considered a god a fool, then she considered it her very right to rip him down from his throne.

Her people eventually found the power and guidance they needed from the evil goddess Sharzek but Magnanima only cared about increasing her personal power. While she once had sought the glory of the elves, she now only coveted glory for herself. Paranoia at the prospect that her rule as queen may one day end, she sought out the path of vampirism.

She now possessed the powers of not one but two legendary feared monsters. In her mind, bringing her one step closer to her own godhood. Afterall she no longer need fear the effects of aging, she can kill nearly any foe with her gaze alone, and even if someone were to defeat her in combat it would be incredibly unlikely that they would be able to find where she had hidden her coffin in order to destroy her permanently.

The Silver Elves of Nelsegroth

Important Members
Queen: Magnanima Silverheart
Queen's Slave: Andruk

Faction Lore
The Elves of Nelsegroth are a vile, hateful people. They are responsible for the demons that roam the red plains on northern Aelcrestia. They opened a portal to the Abyss in an effort to summon entities to punish those who opposed them after they were shunned by the other elves of the world for their view of other races.

Their magical might and the dreadful power of their immortal queen were perhaps the only things that kept the demons from turning on them as well. They eventually allied with the demons and are currently only held at bay by the unified forces of the kingdoms in the south. The silver elves, much like the demons they have allied with are the enemies of everyone else in the world, whether they be good or evil.

The silver elves prefer turning their enemies into undead but occasionally will bring back living prisoners to use as slaves. While they use undead to handle most physical labor, the silver elves realize the health risks associated with having animated corpses handling their food.

The silver elves are incredibly vain, not even being satisfied with the long length of an elvish life. Their obsession with maintaining an eternal perfect beauty leads to many of their higher ranking members of society becoming vampires in order to achieve what they consider perfection.

Silver elf vampires tend to keep a larger number of slaves then other members of their society as they can use them as an easily replenish able food source as long as they don't kill them while feeding

The ranking of their power structure goes as follows. Anyone who is a vampire outranks anyone who is still a living being. Below the vampires are the priests and priestesses of Sharzek. Below the priesthood are the necromancers. Last before the normal citizens and soldiers are the nobility. Anyone who falls into more then one category simply holds the power with the highest position they belong to.

Saturday, June 6, 2020

Frork Fuleg "The Skin Changer"

Art by Jacob K. Gratchyk
Race: Hobgoblin
Class: Level 17 Priest of Set

Frork is the high priest of Set and one of the few Goblinoid members of Set's army to reach a high ranking position. Frork commands the goblin and human forces of Set's army from the Great Temple in the city of Ashma.

While Frork most certainly did a lot of work to earn his position at the top, his current strength is not natural. He obtained his nickname "The Skin Changer" because through an unknown divine ritual he has managed to obtain something akin to a rebirth a total of 3 times. Shedding his previous mortal form similar to the manner in which a snake sheds it's skin. Many view his transformation as symbolic of his connection to Set since in this world Set has chosen the form of a giant Cobra to represent himself.

Due to his transformations Frork has surpassed the normal physical limitations of his race, however that does not change that he is in fact still a Hobgoblin. As a result he is prone to letting slip his natural violent tendencies in spite of his best efforts to appear civilized before his followers.

Wednesday, June 3, 2020

Hive Hound

Art by Jacob K. Gratchyk
One couldn't be blamed if they confused the Hive Hound for some bizarre undead abomination that has bees living in it or a hound infected with a parasite swam. But in actuality the swarm and the hound are one singular demonic being.

Hive Hounds are actually fiends created by the Demon Lord Brumble. They are a result of him wanting his own servants similar to Hell Hounds but as he calls the Demi-Plane of Bees his home, he created something far more horrific.

A hive hound's bees act as an extension of it's body. Their sight is it's sight. Should the hive hound perish any of the demonic bees that came from it's body with die as well.

Unlike Hell Hounds, Hive Hounds can speak with disturbingly deep buzzing voices.

Monstrous Information
Medium Fiend, Chaotic Evil
Armor Class: 15 (Natural Armor)
Hit Points: 50 (7d8 + 14)
Speed: 45 ft
Strength: 15 (+2)
Dexterity: 14 (+2)
Constitution: 16 (+3)
Intelligence: 12 (+1)
Wisdom: 6 (-2)
Charisma: 6 (-2)
Skills: Perception + 5
Damage Immunities: Poison
Condition Immunities: Poison, Charm, Blindness
Senses: Darkvision 60ft, Passive Perception 15
Language: Abyssal
Challenge: 3 (700 XP)

Swarm Aura: Anyone within 5 ft of the Hive Hound on their turn must make a dexterity save with a DC of 12 or suffer damage from the bees swarming nearby. Those who fail the save suffer 1 piercing damage and 1d4 poison damage.

Actions
Bite: + 5 to hit, reach 5 ft, deals 1d8 + 2 piercing damage and 2d6 poison damage

Noxious Breath: (Recharge 5-6) The hound exhales gas in a 15 foot cone. Each creature in that area must make a 12 DC Constitution save of suffer 6d6 poison damage. Taking only half damage on a successful save.

Unleash the Swarm: Once per hour a hive hound can spawn a swarm of bees. These bees count as an insect swarm and use the rules for a swarm of wasps.

Sunday, May 24, 2020

Serpent Thralls

Art by Jacob K. Gratchyk

Serpent Thralls are men who have been infected with the Seed of Corruption from a Bride of Set. They are nearly mindless servants devoted to carrying out the will of Set and by extension obey any commands from high ranking members of his followers.

They were originally created by accident. The Seed of Corruption was intended to create another Bride of Set, so they didn't know what would happen if it were used on a male. The result was an unexpected mutation that is driven by the endless call to serve Set.

They do little more then mindlessly follow orders however a sliver of their former intelligence remains, making them capable of doing more complicated tasks then animated dead or magical constructs can.

Any Thralls that are created from weaker subjects are usually not armed particularly well. They are considered fodder, so there is no reason to give them quality weapons and armor that could go to a human or goblin who is truly loyal without magical persuasion.

They are capable of speech but unless relaying information to a superior, most won't get much of a response from them outside of "Must Obey".

Note: The stats below are for the average person who has been turned into a Serpent Thrall. For a stronger character keep all of their stats and skills except for dropping their Intelligence, Wisdom, and Charisma to the numbers displayed here. Yes this means pretty much any spellcasting abilities will still be present but weakened.

Monstrous Information
Medium Humanoid, Lawful Evil
Armor Class: 12 (Shield)
Hit Points: 12 (2d8+2)
Speed: 30 ft
Strength: 14 (+2)
Dexterity: 12 (+1)
Constitution: 13 (+1)
Intelligence: 6 (-2)
Wisdom: 8 (-1)
Charisma: 7 (-2)
Damage Immunities: Poison
Condition Immunities: Poison and Charm
Senses: Darkvision 60 ft, Passive Perception 10
Languages: Common, Goblin
Challenge Rating: 1/2 (100 XP)

God Driven Fortitude: If a Serpent Thrall is reduced to 0 hit points from an attack, it must make a Constitution Saving Throw with a DC of 7+ the damage taken unless the damage is cold or from a critical hit. On a successful save his hit points drop to 1 instead.

Actions
Longsword: +4 to hit, single target, deals 1d8+2 slashing damage.

Sling: Ranged Attack, range 30/120, +3 to hit, single target, deals 1d4+1 bludgeoning damage.

Thursday, May 14, 2020

Brides of Set

Art by Jacob K. Gratchyk
As their name implies the Brides of Set are servants of the serpent god Set. The original was a priestess who had been particularly loyal to Set who was transformed as a reward for her dedication. But not all of them that have been created since then have been people who were originally loyal to the serpent god.

Anyone who is foolish enough to kiss one of them will likely find themselves paralyzed by the venom that courses through their lips and their saliva. This poison is also frequently found on their weapons and claws, however it is not as potent in those instances where it often has dried.

Once a Bride of Set has a victim defenseless and paralyzed they use the stinger on the end of their tail to inject a seed of corruption into the victim. The seed has a different effect depending on who it is used on. Any male injected with it becomes a near mindless monster that follows the commands of it's creator or any other followers of Set. Animals tend to become obedient half snake abominations. Any female injected with one becomes a new Bride of Set.

New Bride's of Set mostly maintain their original personality. If they were already loyal to Set, their mind practically remains unchanged. Anyone who wasn't a follower of Set however becomes a twisted version of their former selves as the seed compels them to carry out acts in the name of Set.

In the absence of any priests of Set, Brides of Set always outrank other followers and often work as overseers. They have keen senses that allow them to be highly alert.

Note: The following monster stats are simply the default version of the Brides of Set. If a particularly powerful female character was transformed into one they would retain all their original abilities in addition to what is listed here.

Monstrous Information
Large Monstrosity, Lawful Evil
Armor Class: 16 (natural armor and dexterity)
Hit Points: 90 (11d10 + 30)
Speed: 40 ft
Strength: 12 (+1)
Dexterity: 17 (+3)
Constitution: 14 (+2)
Intelligence: 12 (+1)
Wisdom: 12 (+1)
Charisma: 15 (+2)
Skills: Perception +5, Stealth + 6, Persuasion + 4
Damage Immunities: Poison
Condition Immunities: Poison, Charm, Sleep
Senses: Darkvision 80 ft, Passive Perception 19
Languages: Common, Infernal
Challenge Rating: 5 (1,800 XP)

Paralytic Venom: Anyone kissed by a Bride of set mus make a DC 15 Constitution Saving Throw with disadvantage or become paralyzed for 1d8 + 2 turns. Anyone hit by their sword or claws must make a DC 11 Constitution Saving Throw or become paralyzed for 1d4 turns.

Seed of Corruption: When a helpless victim is injected with the seed from the Bride's tail they take 1 piercing damage. They take 1d6 necrotic damage every turn afterwards unless the seed is neutralized. If they drop to 0 hit points from this damage they will go comatose and the transformation can no longer be stopped. After a day they will arise as a creature loyal to Set. The seed can be neutralized by a Remove Curse spell or removed by a DC 15 Medicine check if a sharp object to remove it is present (A dagger or proper medical tools. A sword is too big). Every failed Medicine check to remove it results in the victim taking 1d6 slashing damage.

If the Seed is injected within melee range of an enemy, the enemy may make an attack of opportunity against the Bride of Set. If the attack hits it interrupts the injection. For this reason the ability isn't used often during active combat.

Actions
Double Attack: Brides of Set make two attacks with either their sword or both of their claws. Or 1 sword/claw attack and a tail slam against an enemy behind her.

Sword Attack: +7 to hit, reach 5 ft, deals 1d8 + 4 slashing damage, prompts a save against venom.

Claws: +7 to hit, reach 5 ft, deals 1d4 + 4 slashing damage, prompts a save against venom.

Tail Slam: + 7 to hit, reach 10 ft, deals 1d6 + 4 bludgeoning damage.

Constrict: + 7 to hit, reach 5 ft, grapples target and deals 1d6 + 4 bludgeoning damage, Escape DC 12. Constricted target may not move or attack. Constricted targets take 1d6 + 4 bludgeoning damage per turn until freed. While constricting someone initially prevents the Bride from using double attack, on following turns she can make double attacks on other targets while still crushing the target.

Thursday, May 7, 2020

Zelarell "The Frost Maiden"

Alignment: Neutral Evil
Portfolio: Cold and Winter
Domain: Tempest
Holy Symbol: An icicle
Follower Alignment: Any
Follower Bonus: Clerics of Zelarell have Ray of Frost as a bonus cantrip.


Lore

Zelarell is largely considered responsible for the eternal winter that has fallen upon what is now known as the Land of Ice. Few remember it but when the cold first fell upon the land it claimed a great many lives who were unprepared to deal with it and Zelarell did not care so long as she left her mark on Primordus. For this reason even the other evil gods try not to disturb her since none of them wish to enter a battle with another god in order to save their followers from an ice age.

Even though Zelarell herself is evil, her followers are not necessarily so. Many simply pray for safety or see the cold she has place before them as a challenge to prove their fortitude. However many evil races such as frost giants and other monsters in the Land of Ice revere her as their mother.

Viccus

Art by KibaMk2

 

Alignment: Lawful Evil
Porfolio: Tyranny and Vengeance
Domain: Death or Ambition
Holy Symbol: An iron fist
Follower Alignment: Any Evil
Follower Bonus: Clerics of Viccus have Chill Touch as a bonus cantrip.

Lore

In spite of being considered the god of Tyranny, Viccus actually has very little power in the world of Primordus. A relative newcomer among the evil gods, he is mainly followed by those who seek a way to lay their own claim on the world rather then answering to one of the existing evil organizations that already exist.

Followers of Viccus are among the few evil clerics that may opt to join a party of adventurers with no intention of betraying them later. Followers of Viccus crave power or vengeance. Both of which are easier to accomplish in a group when they have no stable power base to call upon.

Thulzug

Alignment: Chaotic Evil
Portfolio: Orcs and Savagery
Domain: War
Holy Symbol: A war drum
Follower Alignment: Neutral Evil or Chaotic Evil
Follower Bonus: Clerics of Thulzug have Ray of Sickness as a bonus first level spell.

Lore

Thulzug is the creator of the orcs on Primordus. So it comes as no surprise that he was furious when Zeus converted a large number of orcs and elevated them above their base nature the Thulzug instilled them with. Thulzug felt that with his vast horde cut in half that he must then bolster their strength in some way, transforming half of the remaining orcs loyal to him. Mutating them into barbaric beasts closer in nature to the ogres. These new orcs were known as savage orcs.

Followers of Thulzug act as strategists for the armies of the Savage Horde. At least as much as one can act as strategist for a chaotic host of monsters who follow no rhyme or reason.

Sharzek

Alignment: Lawful Evil
Portfolio: Evil Elves, Undead, and Spiders
Domain: Death, Twilight, or Blood
Holy Symbol: A skull with spider legs growing out of it
Follower Alignment: Evil elves
Follower Bonus: Clerics of Sharzek have Find Familiar as a bonus 1st level spell, but the familiar will always be a spider.

Lore

The silver elves were a race of elves who believed too heavily in the elven god Flondell's concept of elvish elegance. They believed so heavily that elves were the most elegant race in existence that they believed all other mortal races were beneath them. This began to outwardly manifest in their mistreatment of non elves and eventually led to them actively attacking others. Flondell cast them out for this, declaring that no one who behaves in such a barbaric manner could ever be described as elegant.

This is when Sharzek appeared before them. Sharzek told the silver elves that Flondell was a fool and couldn't understand their aspirations for greatness. Sharzek gifted the silver elves with control over the undead and spiders in order to create a new elven homeland of their own.

Only elves can become followers of Sharzek. Either silver elves or other elves who have fallen down a path of evil. Any non elvish person who prays to Sharzek will at best have them go unanswered or assaulted with nightmarish visions. At worst, non elves who invoke Sharzek's name will find themselves being tracked by monsters that serve her.

Lashess "Mistress of the Rending Waves"

Art by KibaMk2

 

Alignment: Neutral Evil
Portfolio: Ocean and Tides
Domain: Tempest
Holy Symbol: A whirlpool
Follower Alignment: Any non good
Follower Bonus: Clerics of Lashess have the ability to breath under water as long as they have their holy symbol and have not lost favor with their goddess.

Lore

Lashess is a powerful master of the ocean. As frequent as sea voyages are on Primordus, nearly everyone prays to her at one point or another. Regardless of whether they are good or evil, nobody wants to be destroyed by the fury of the sea. It is believed that many sea monsters and undead pirates are her creations.

Followers of Lashess mostly frequent port towns. Seeking bribes from those who travel out to sea in exchange for the promises of protection. But many do not realize even if one of her priests accompany them, it may not guarantee their protection. For even if their ship sinks, her clerics would survive due to their magical gift of water breathing.

Art by RIA

 Avatar of Lashess

Coming Soon...

Grobekk "The Deformed"

Alignment: Neutral Evil
Portfolio: Goblin Hordes
Domain: War, Unity, or Solidarity
Holy Symbol: A smiling mask with one half purple and the other red
Follower Alignment: Any evil
Follower Bonus: Clerics of Grobekk have Animal Friendship as a bonus 1st level spell, however it only works on wolves and worgs.

Lore

Grobekk is a bitter angry god. He was once considered the father of all goblinoids on Primordus. Then Set stole a large number of his followers and subjugated those who would not convert. He does his best to reward those who remain loyal but he constantly struggles between his power waning and because of some form of divine disease that has over taken the right side of his body.

Followers of Grobekk are treated like second class citizens outside of the clans where others are still loyal. The goblins who follow Set look down on them for not reaching for greater things and the good aligned people of the world mistrust them for their evil nature.

Dumasthopheles

Alignment: Chaotic Evil
Portfolio: Evil Dwarves, Evil Gnomes, and Greed
Domain: Trickery or Ambition
Holy Symbol: A treasure chest
Follower Alignment: Evil dwarves and gnomes
Follower Bonus: Clerics of Dumasthopheles have Protection from Good as a bonus 1st level spell.

Lore

Dumasthopheles is known as the god of greed. However his influence has mainly corrupted groups of dwarves and gnomes. He whispers in their ears how they deserve a greater share of the treasure their clan holds and how others are hiding their fair share from them.

Followers of Dumasthopheles are primarily dwarves and gnomes who have forsaken their clan in the pursuit of wealth and personal power. They are usually few in number but some smaller evil clans have been born as a result of his influence.

Wednesday, May 6, 2020

Vaasmoot

Art by KibaMk2

 

Alignment: Lawful Neutral
Portfolio: Fire and Smithing
Domain: Forge
Holy Symbol: An anvil
Alignment: Any non evil
Follower Bonus: Clerics of Vaasmoot have Fire Bolt as a bonus cantrip.

Lore

Vaasmoot is the master of searing fire and the smith of the gods. He is the god who has the most worshipers among the dwarves next to The Bearded One himself.

Followers of Vaasmoot commit themselves to aiding in the forging of great weapons and armor. Many of the greatest smiths in Waa'Deem and Grandobar were aided in one way or another by followers of Vaasmoot. Adventurers who follow Vaasmoot take great joy in the opportunity to wield such finely crafted weaponry.

The Many Eyed One

Art by Jacob K. Gratchyk

 

Alignment: True Neutral
Portfolio: Magic, Mages, and Power
Domain: Arcana
Holy Symbol: A perfectly clear eye
Follower Alignment: Any
Follower Bonus: Clerics of The Many Eye One have advantage on all saving throws against charm, confusion, or other magical attempts to alter their mental state.

Lore

The Many Eyed One embodies power. Power is not good or evil, only the actions you perform with it are. All wizards on Primordus draw their power from him whether they realize it or not.

Followers of The Many Eyed One have very little in common with one another. Everyone desires power for a different reason and many see him as the greatest source of power they can attempt to draw from.

Zrem

Alignment: Neutral Good
Portfolio: Luck and Good Fortune
Domain: Trickery
Holy Symbol: A hooded cloak
Follower Alignment: Non lawful and non evil
Follower Bonus: Clerics of Zrem are proficient with thieve's tools.

Lore

There are three types of people who pray to Zrem. Merchants who are hoping to prosper at their trade, thieves hoping they don't get caught, and adventurers wishing for the luck of a successful adventure.

There are no temples or shrines to Zrem. All followers of Zrem are either mercenaries or adventurers who followed the calling on their own.

Flondell

Art by Ria
Alignment: Chaotic Good
Portfolio: Elves and Elegance
Domain: Trickery or Zeal
Holy Symbol: An arrow with a rose growing off the nock
Follower Alignment: Any non evil
Follower Bonus: Clerics of Flondell have Dancing Lights as a bonus cantrip.

Lore

Flondell is a god who has great feelings of pride for the elves. He considers them the pinnacle of grace and style, second only to himself. This arrogance however does make it hard for many to take him seriously, causing many of the elves to worship Artemis or Gaea instead.

Followers of Flondell consider elves to be the pinnacle of beauty. Followers who are not themselves elves, will always do their best to remain in the presence of elves.