Thursday, June 3, 2021

Graveknight

Graveknights are, in essence, the more physical version of the lich archetype.They are undying anti-paladins whose essence is tied to the unholy armors they don. They are a force to be reckoned with, as they are pretty hard to hit, instantly master any arms they take up, and can summon steeds to carry them into battle. The bestiary also offers some neat alternative abilities, urging GMs to further customize each and every one of them to fit the graveknights' diabolic personalities.

An interesting thing about their entry in the bestiary is that there's no explanation as to how graveknights are created - leaving you plenty of room to get creative and tie them even deeper into your setting's lore.


Hook 1 (Max) - No Rest for the Wicked

Some things are best left buried and ignored. Such is the case with Mord, a valiant knight turned living weapon in the midst of a bloody conflict twixt mortals and demons. He was one of the most ruthless combatants during the war, his name forgotten and erased from all knowledge by those who had created him.

After the war, he was lain to rest, his remains scattered to four winds. Alas, it is never enough to banish an Evil, especially wrought by one's own hand. There were those who remembered, and some who even worshipped the knight. Thus, over generations, they gathered the pieces of his body and armaments, finally conducting a blasphemous ritual to bring this old menace back.

Now, Mord roams the world once more, a silent horror intent on slaughter. Some would mistakenly assume that his mind has left him entirely, a belief not shared by those who would face him in combat. The knight displays an unnerving tactical wit and his hulking size is contrasted by inhuman speed. As if that were not enough, his black armor and his trusty Razor will prove a nightmare for any spellcaster unfortunate enough to find themselves in Mord's vicinity, as they were imbued with ancient protective glyphs that greatly enhance the warrior's resistance and deadliness to all things magic.

Hook 2 (TJ) - The Spectres of The Scorchland

The Verdant Knights of the Expanse moved to defend the elven trenches. Their mission was a simple one: buy time for the oaken siege constructs to move into place in order to break the Aldunnian line. Swords clashed and arrows flew. All around them, warriors died. Still, they pushed forward.

Cresting the hill they'd been instructed to take at all costs, they realized they were surrounded. The rest of their elven brethren were either slain or retreating, the siege engines nowhere in sight. Before them was a battalion or more of winged beasts, riders upon their backs. Worse, these Aldunnian griffon riders armed with what looked to be Utheni explosives. That was impossible. They should have known days in advance if the dwarves had sided with the humans. There was only one possibility: the Verdant Knights had been betrayed. One by one, they fell in a hail of dwarven fire, thrown by human hands.

Now, in what has come to be known as the Scorchlands, the Verdant Knights rise again each night, going through the motions to take the hill. They fight specters and risen bones, pushing off attacks and waiting for the support that will never come. They are forever trapped in the anguish of their betrayal and the impossibility that led to their defeat.

Hook 3 (Nemanja) - The Cult of The Juggernaut

The Juggernaut is a notorious assassin with a pretty unique modus operandi, stemming from the fact that he is a graveknight.

The dreaded killer, known for his crimson-accented black armor, never uses the same host body for an assassination. Instead, his armor is transported via black market channels to his target's location, where it is then donned by one of the many acolytes of his cult. As the armor is donned, the Juggernaut is awakened. Upon completing his mission, he promptly ritually removes the armor, killing the host in the process. This starts anew with each target, though whether the assassinations are in on behalf of some foul purpose, or if the cult is simply looking for ways to sate their god's thirst is hard to say.

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