Showing posts with label evil. Show all posts
Showing posts with label evil. Show all posts

Monday, September 6, 2021

Orc (Brute, Warchief, Warrior)

Ah, yes, the good old Orc. Popularized by Tolkien who—by his own admission—took the name from Beowulf. This particular monster has become a staple of the fantasy genre, especially when it comes to gaming. Despite the departure from Tolkien's idea (a race of corrupted elves), the core of this species remains the same—violent, evil, and disorganized. From a race of barbaric brutes in a certain game that involves underground ruins and big flying lizards, to even more barbaric brutes that are also fungi in a certain game that has "war" and the number "40,000" in its name.

So, as long as it is big, mean, and green, it might be considered an orc. And this is reflected in orcs' statblocks in the bestiary—they don't have a whole lot going for them compared to other monsters that could be considered the standard low-level fare. Goblins have their Scuttle to move around the battlefield, Gnolls use Pack Attack to accumulate ludicrous amounts of damage, Kobolds have Hurried Retreat plus Sneak Attack to best emulate their hit and run tactics. Orcs, unfortunately, get the short end of the stick here and have to resort to brute strength, which comparatively doesn't make for an interesting enemy. And that may very well be why I, personally, see them scarcely used in games.

Now, since we know the orc's shortcomings, let us think of ways to spice the bugger up without taking away its core identity. They operate in warbands, so who's to say they shouldn't be using guerilla warfare as well? They believe in the rule of the strongest. Their chieftains are bound to be boasting some impressive items taken from the rivals they have defeated over the years. Small changes, but I think you see where I am going with this.

So next time you scoff at the good old Orc and his quite bland abilities, try to think of ways to use its straightforwardness to your advantage.

Hook 1 (Max) - THE GREEN WAR

The GREEN KNIGHTS believe in one thing and one thing only, and that thing is the GREEN WAR. They all dedicate themselves to the WAR, for the GREEN KNIGHTS know only WAR. For them, might makes right and the GREAT GREEN KNIGHT is decided by combat that takes place annually. Or monthly, if they feel like it. Sometimes weekly.

They roam the lands in search of good fights. If they can't find any, they fight themselves, for the flames of GREEN WAR must never be quenched. The current GREAT GREEN KNIGHT, Kharath Skulltaker is an undisputed champion, having held the title for three years straight. And he claims to know the purpose of the GREEN WAR. The GREEN KNIGHTS have been traveling far and wide, finding tribes of their brethren and beating the ever-living shit out of them accepting them into their order. Now, a mighty army under the thrall of Skulltaker marches forth to lay siege to the so-called civilized world, for the GREEN WAR has finally commenced in earnest.

Hook 2 (Nemanja) - Copius Competition

The orcs of Velurian's Vale are often misinterpreted as violent, brutal, and competitive to a fault in the written sources of the so-called Civilized South.

While the brutality and violence are often overstated, the competitiveness is both understated and heavily misunderstood. Indeed, the one elven scholar that spent four centuries living with the orcs finally managed to describe their social order as "Radically anarchistic dynamically hierarchical meritocracy" though no sane (or otherwise) orc has ever uttered those words.

What does this mean in practice? It means that orcs will follow the best warrior in matters of war, the best diplomat in matters of diplomacy, the best shaman in matters of spirit...

And how do these best among the best get chosen? Easily, by continuously competing with their peers. An orc might hear that another orc is claiming to be a better cook than him, and he will go up to him, slam a bowl and some ingredients in his face, and challenge him to a cook-off. Refusing a challenge is the absolute biggest taboo in orc society, and often ends up with the refusing party being completely shunned.

Now, two big factors paint the southerners' picture of the orcs.

The first one is that almost no communication across the Gallawallahara desert dividing the two civilizations exists in peacetime. Any and all orcs met by the dwarven and human legions are warriors, children of war who have known nothing but the struggle for martial dominance for the entireties of their short lives.

The second, somewhat tragic factor, is that those few orcs skilled and dominant enough to unite the tribes under their banner even for a short while, are also always the only ones with the breadth of knowledge to realize that the Orcs' ancestral home has a scarcity of resources, and cannot support the dying civilization. Hence, they launch invasions against the fertile, rich lands to the south becoming the harbingers of a self-fulfilling prophecy.

Hook 3 (Reece) - The Last Chieftan

Segu-r'not was very tired. Tired and old. Being the last orc in the world was rather exhausting. Having already set the firewood for the evening, he knelt down in front of the heart and crossed his arms in the traditional Nak.

"Forgotten father. So too I am lost. In your light, I may rest warm, but never safe." He stoked the coals and kindled the flames into a roaring cookfire. While seventy years were for others of his kin, he felt much older than he should—running from the empire's kill squads was beginning to wear on him after forty years of running. His voice felt raw from lack of use, save for his occasional reverence

The clan, once mightier than any other of The Deepland, was in ashes. His father, the last chief, had been executed near two decades previous. The small hovel he had discovered in the deepest part of the mountains had been a welcome respite. By the time Segu-r'not stumbled upon it, it looked as though it had already been abandoned for several years. The unbroken quiet of the last five years was pleasant in a morbid sort of way. The silence felt the final cruelty due to the last of the Ornu'ch.

That is what made the knock on the door so shocking. Someone. After so long alone. Segu-r'not took up his axe and ran to the door, tackling it open to knock the intruder off balance. Upon raising his axe, he finally caught sight of the one he thought would kill him—a child. An elven child who couldn't be more than fifteen harvests old.

"H- Help me." The shivering boy stammered, reaching his shaking hands towards Segu-r'not.

Segu-r'not had a choice to make.

Saturday, September 4, 2021

Ogre (Warrior, Glutton, Boss)

The description given in the bestiary for the Ogre is decidedly unflattering. Brutish, violent, incestuous, and filthy, they are perhaps the most damningly painted sentient creatures in the book that aren't evil planar outsiders. That's not to say there is nothing to be said for ogres, as they have been a staple of fantasy gaming and literature for a long time; one could argue that ogre-like beings can be traced back well before the origin of the word (from Wikipedia, derived from the French spelling of Orcus).

I think then that the three ogres present in the first bestiary are quite representative of the primal fears that we associate with the creature: large, violent, prone to trying to eat you. Definitely appropriate for sharing a name with the Etruscan God of the Underworld—we'll definitely be coming back to that soon.

The Warrior, Glutton, and Boss are all very simple with a few things to differentiate them beyond the basics such as the level difference—something that is definitely indicative of their relative lack of subtlety or tactics. The glutton, which can attempt to both bite and swallow its enemies, is definitely the most evocative and unsettling. I can't really think of many more gruesome images than trying to cut your way out after being Swallowed Whole by one. The boss can use Bellowing Command to quicken ogre allies, making the weaker ogre warrior more of a threat. On the part of tactics, I think that it's entirely reasonable to say that the ogres won't have much in the way of them. Should you find a combat that you set up to be too difficult, it's not entirely unreasonable to say that without the strong leadership of a Boss, the other less powerful ogres will fall into troublesome quarrels, allowing for a more attainable win.

However you use the ogre, consider also how you might both play into and subvert tropes of the brutish ogre. A cunning but reasonable adversary, a gentle but frightening countenance, or a largely peaceful but defensive ogre clan can all serve up some interesting narrative opportunity in lieu of outright to-the-death combat.

- Reece

Hook 1 (Max) - Off the Hook

The Meathook is a well-known butchery; the chow is of the best quality and people come from far and wide to get even the smallest taste of it. A local noble—now advanced in age—wishes for one final meal procured from The Meathook's owner: a wyvern steak he ate many years ago. The man is willing to compensate anyone willing to deliver the goods or, better yet, convince the butcher to come to his keep and cook this very special dish for him.

The shop is set up in a peculiar place deep within a dark wood far off any well-trodden track. The sight it represents would not bring to mind a world-famous craftsman either, as it is more reminiscent of a falling apart shack than a high-demand culinary eatery.

All of this, however, pales in comparison to the butcher himself, who is definitely not what people might expect.

Hook 2 (Reece) - Caught Between Two Worlds

Normally, the Woodstrider Giant Clan and the Hukari Ogre Warband stay far from each other as past clashes have resulted in devastating losses for both groups. This usually would not be a problem, as the Nagandi Run—a vast and untamed wilderness in the newly colonized continent of Ukandar—is an enormous expanse of ancient forests, hilly grasslands, and forgotten swamps. When the High Elven Kingdom of Sheila'nagari and the human Republic of Kith both settled on opposite sides of The Run, territory became both more important and more scarce. For their part, the Kithians tried to enforce their laws upon the Hukari, namely the preventing of bloodsport and dueling. For their part, the High Elves thought the nomadic lifestyle the Woodstriders led to be uncivil. Their solution was to attempt to forcibly settle the clan, something they were more than resistant to.

As the Woodstriders and the Hukari are each pressed into the ever-shrinking inner wilds of The Run, they are put at odds with each other and the colonial powers that are much larger than they. Other peoples that call The Run home look to both giants and ogres alike, hoping that they might overcome their differences and push the invaders back. The much smaller population of wood elves, hillock halflings, and the human Deekma nation all wonder, can it be done?

Hook 3 (Liam) - The Unsatiable

Gluttony, habitual greed, the desire to consume all that surrounds, the docks of Tarrae embody the very essence of this ravenous nature. Petty boardwalk gangs clash, devouring each other, ownership of the port never settling as individuals instinctively consume and be consumed. Such is the life of Tarrae, for its appetite is never satisfied.

However, this perpetual feeding frenzy has been thrown into disarray, an invasive species into the delicate ecosystem, its hunger more ravenous, more ferocious, more gluttonous. It seeks to devour all that inhabit Tarrae be it money, power, courtesans, or flesh itself. A title spoken only in whispers. An individual that encapsulates the essence of Tarrae itself. The Ogre.

Friday, September 3, 2021

Ofalth

Today, we speak about something offal. Awful offal. Despite the terrible wordplay, I do quite love the concept of the Ofalth. A giant literal shit-trash monster to almost kill/disgust your players with? Sign me up.

There's a lot of ways to use an ofalth in your game, though you do have to bear in mind that it is a very powerful creature! At level 10, the ofalth remains a threat through level 12, when PCs become truly greek-myth-level powerful.

One may find an ofalth in the refuse room of a long-abandoned-now-resettled dungeon, as well as in major urban areas as a vital part of the fantasy ecology therein. Wherever you decide to use it, the Ofalth comes with some evocative abilities that tie to its central theme—being a living dumpster pile.

The ofalth can appear as a pile of garbage/refuse, its presence is physically sickening, and getting struck by the thing can cause you to just... bleed to death. Slowly. Fun!

When considering its use, try to think of how the ofalth fits into the world itself. As an aberration, they could be summoned by a particularly foul practitioner of magic, created for some purpose related to their environment, or drawn to sources of filth. All are perfectly valid options, just remember to consider how disgusting your description to your players is, don't want someone to lose their lunch onto your GM screen (or keyboard)

- Reece

Hook 1 (Max) - Down the Drain

The city of Netters is looking for mercenaries willing to get their hands dirty. Figuratively and literally. The rulers of the metropolis have a little bit of a problem with their sewers; they are getting clogged more and more often. Someone offered up a solution, but carrying it out requires highly skilled warriors.

In the grand capital of the kingdom, it's said the sewers are never clogged. Officials in Netters only know that some sort of cleaning organisms have been deployed in the capital. And so, the job is quite simple, if a tad unsavory.

Get into the sewers and bring one or two of these critters to Netters. Nice and easy, right?

Hook 2 (Reece) - Foul Play

Uvringin Palefinger liked collecting magical artifacts but did not like the work required to obtain them. When the skeevy little man stumbled upon a long-abandoned castle with a sprawling undercroft, a dastardly idea occurred to him: Why go and get the treasure himself when he can make the treasure come to him?

While loathe to travel, Palefinger has a keen mind for magical, alchemical, and mechanical arts. He constructed a lab within the depths of the castle, creating all sorts of terrible monstrosities that he could use in his devious ploy. Once his many traps were laid, he spread rumors through surrounding cities that a powerful staff was hidden within the castle.

Should one make it into the bowels of the place, they would find a beautiful length of wood that appears to be a Greater Staff of Healing, mounted on the wall behind an enormous pile of trash. In actuality the staff is a fake and the room is actually where Palefinger has been throwing the refuse from his failed experiments, feeding it to his pet Ofalth. Anyone foolish enough to mistake the pile for a simple dump will be quite shocked to find otherwise... And Uvringin will be quite happy to add to his collection should the unfortunate adventurer fail in their quest for the false staff.

Hook 3 (Max) - Secret Ingredient

The secret to the world-famous fermented wyvern egg is a well-guarded secret of the Jakus family. For generations, they have sold this very special dish to the rich and adventurous, building a fortune from the delicacy.

There are those who would love to unveil the secret and steal it for themselves—perfectly understandable. There is a good reason, other than protecting their wealth, for the Jakus to protect it.

The fermentation process is conducted in the vast caverns beneath their grand mansion by most unsavory beings.

Tuesday, August 31, 2021

Nilith

The Nillith is a pretty interesting creature that manages to add new flavour to an old and established concept in TTRPGs: the stalking nightmare.

Several bits set nilliths apart. First, while your initial instinct might be to throw them in the melee, their spell list isn't trivial as it suits their proposed hit-and-run tactics quite well—especially the nasty at-will invisibility.

Second, while they have strong ties to the Astral/Dreaming plane, they are still beings of the mortal realms—this means they must somehow figure in local ecologies. Thirdly, there's the implication that Nilliths are but mere mouthpieces connected to beings beyond most mortals' capacity to fathom...

- Nemanja

Hook 1 (Nemanja) - The Signal of The One

After years of fighting off beings from the Hidden City Of Leng, a wizard has found a way to intercept the connection between a nillith and its mystical master. At first, all went well; the wizard used the accursed being to essentially be in two places at once, using the nillith's body for menial, physical tasks, while delving yet ever deeper into studies of what lies beyond the Veil. Recently, his sanity seems to have slipped. While no blood has been spilled, the nillith has been seen frothing at the mouth and staring at odd-shaped clouds in the dead of night, whereas the wizard has started drawing odd runes on the city walls, claiming to herald the arrival of "The One Who Sees Through Us All". As the madness that took him looms ever closer to an escalation, the wizard's old compatriots are called in to investigate.

Hook 2 (Reece) - The Nilith Number

Nary a knight knows not the night. Nary they nap now or none. Know none of knights that knock or nest upon that nightmare road—none that nab naps near the Knobwood. There knows the knight that the nightmare rests. There knows the knight that no knight might nick the knave, as no knave naps in the knob—only nightmares therein take flight. 

- Bardic song of the Knobwood, said to be haunted by a beast that feeds upon noble knights.

Hook 3 (TJ) - Weary of the Whisperwood

A ring of houses surrounds the town in the middle of The Whisperwood. These houses—though they seem to be abandoned—were never inhabited, and no one shall ever live there. This ring of houses serves as decoys for the foul spirits of the Whisperwood who seek to corrupt the dreams of those who rest close to its borders. In a similar insulatory fashion, the people who call the Whisperwood home do all their business strictly by daylight, leaving plenty of buffer to get home before the sun goes down. When a hunting accident delays the main fighting force of the town, the remaining locals must make a hard decision: brave the woods, or leave them to their demise.

Friday, August 20, 2021

Nightmare

So, the Nightmare. The Bestiary doesn't provide much info on what exactly it is beyond listing it as both a fiend and a beast in addition to saying that it might be used as a steed for evil creatures. It boasts some interesting abilities, like exhaling poisonous smoke and being able to plane shift along with its rider. Even then, I find it a little underwhelming—so let's go on a little bit of a deep dive.

The word itself is a combination of "night" and the Old English "mære," the latter meaning incubus. Its variations appear in other languages, like Swedish, Old Norse, Danish, Norwegian, and even Polish ("mara" meaning a hallucination or a haunting dream,—here's your fun fact of the day). We all are aware of what a nightmare is. A bad, bad dream. It is kind of ironic then that the creature named after it has nothing to do with dreams.

Am I trying to convince you to attack your party in their sleep with a flaming horse? Yes. No, all I'm saying is that you can make the monster a little more interesting.

- Max

Hook 1 (Max) - A Mare So Very Fair

"That horse is evil, I tell you." Both servants look to the black steed that was gifted to their liege by a mysterious woman not so long ago. The animal bears its teeth and glares at them with obvious and uncontained hatred. "Fastest beast I've ever seen, true, but there's something wrong with it, I swear by my mother's grave." The older of the two men spits. "Makes me sick just being near it."

"I hear it killed old man Tanner" the boy exclaims. "Kicked him square in the face it did." A shiver runs down his spine. "Wish the lord would be rid of it, to be honest." The horse lets out a fume through its nostrils as if it can understand.

"Doubt it'll happen, lad." The old man sighs a heavy sigh and takes up his tools. "Well, best get it over with. Keep it still, will you?"

Hook 2 (TJ) - Dreamrider

The past three nights, Hinli dreamt. This was not unusual. She imagined that most nights she dreamt, but somewhere in the bliss of sleep she didn't remember the dreams when she woke up. These dreams, however, she remembered—at least pieces of them. What she did remember of them was not pleasant. Primarily, her recollection of these dreams consisted of one major feature: the thundering of hooves right before she woke up. There was one unmistakable and unsettling fact about these cacophonous hoofbeats. Every night, they got louder.

Hook 3 (Reece) - Cult of the Dreaded Steed

"It galloped through the streets, features alight! The fires! The blood! What wondrous destruction it showed me! I will breathe in the smoke of its essence and await! Behold! The Midnight Steed! The Bringer of Fires! You may delight in his majesty and revere his presence! BE BLESSED BY HIS DREADED RIDE! TASTE OF THE LICKING FLAME AND STAY FAST FOR THE END IS NIGH."

- Collected from the ravings of a beggar two nights before the last sighting. I worry this cult you speak of is gaining more attention than we originally thought.

Thursday, August 19, 2021

Night Hag

As discussed previously when we went over the Green Hag, the Night Hag is brimming with narrative possibilities. What sets this sagacious sister from her counterparts is the very straightforward night-themed abilities. Between the hag's very powerful set of occult spells, and the added strangeness that is Dream Haunting, there are quite a few ways you can use a night hag in your game. 

I don't think the opportunity will often be presented, but I think any reason you can conceive of that allows the use of Dream Haunting is a good one—particularly if your players are somewhere where they aren't supposed to be. A hag haunting your dreams as you attempt to get to the heart of an ancient and malevolent forest is both pulpy and fun to play though—lean into these themes as much or as little as needed.

Presenting an opportunity to potentially steal a night hag's heartstone could be a very interesting narrative option as well. Instead of needing to outright kill a night hag, bargaining with the hag from a place of power because you stole her heartstone could provide compelling narrative options as well.

This does bring us to the final narrative theme for the night hag—soul bargaining. Being both thieves and merchants of mortal souls can be a very compelling reason to interact with a night hag without killing her. In the event that you cannot bring back a friend from the other side, a visit to a night hag could yield interesting results and provide vitally useful information...

- Reece

Hook 1 (Max) - Congregation of Dreams

The wife of the late baron now rules his fief with an iron fist. Rumor has it he met her on the road and was immediately enamored with her, marrying her just a few days after their first encounter. Those who've seen her weave great tales of her beauty, unable to forget the sight of her fair countenance.

Unfortunately, it is not just the baroness' tyrannical rule that ails the people—many in the demesne are plagued by nightmares that grow worse and worse by the day, yet the lady refuses to acknowledge anything strange happening—at least until recently. A week or so back, a group of women arrived in the keep, apparently old acquaintances of the lady. They now all sit at the top of the castle's tower performing what they claim is a "sacred ritual to purge the evil from the land."

They no doubt speak the truth.

Hook 2 (Nemanja) - The Dreaming Dragon

Caragyoz the Cruel is an ancient dragon that has made a name for himself over several realms of existence—he is widely considered to be the finest procurer and merchant of souls in the multiverse. It just so happens that, shortly before going for his bimillennial hundred-year nap, the dragon procured the soul of a Paladin's father, unjustly taken.

The Paladin finds herself with an unlikely ally when a night hag approaches her, proposing a temporary alliance to take down Caragyoz. While the dragon is protected on all sides by legions of wyvern-riding acolytes in the material plane, his sleep makes him accessible through the Dreaming—a realm that the hag has intimate knowledge of and power over. The hag, whose kind once ruled the soul-trading market, claims to simply wish to end Caragyoz's monopoly—though she refuses to make guarantees for any soul other than the Paladin's father's...

Hook 3 (Reece) - Rider of the Night

Rider on the midnight wind
would thee show me how thee sinned?
Rider of the darkest way
bring thy shadows here to stay

Tread the market, walk the path
doth thou know the sin of wrath
Trader on the corner still
dost thou have the need to kill?

Hast thee seen the milky eye?
Hast thou found the need to lie?
Come thee crone and draw mine sigh
and draw upon thine evil eye

Know thy want and know thy need
for when thou tastes the sin of greed
thou plow the dirt and plant the seed
and call the grave with mighty speed

Shadows dance and shadows sing
Among the nobles and the king
Pride upon thy bloody ring
draws thy soul upon a string

Rider in the market square
find the barter, prices fair
for the lost, say a prayer
and for the rider, gift a glare

- Collected from a children's rhyme ten leagues outside of the city. Were it not for other factors we would find this insignificant, though given present circumstances it is particularly alarming.

Monday, August 16, 2021

Mummy (Guardian, Pharaoh)

You'd be hard-pressed to find a creature with more readily available pop culture references than the Mummy. The classic black and white monster movies of the past come to mind, though today many of us may think more recently back to the likes of Brendan Fraser's adventures in Egypt.

Regardless of where you draw your inspiration, I invite you to consider other ways you might use the theme of a mummy. The Bestiary equips the enterprising GM with both the Mummy Guardian and the Mummy Pharaoh (though I also invite you to look at the Bog Mummy from Bestiary Two for a different feel).

Dungeons are classics for the deployment of a mummy as a combat encounter, though I would say that there are many other opportunities for the use of a mummy both in combat and overall in the world. Consider what kind of other societies you may create in your world that would practice the art of mummification (both the kind that yields the undead or otherwise). Lesser-known mummies such as the Chinchorro of South America or the Buddhist Mummies can provide other perspectives for the practice of mummification.

To the degree that you may decide to use a mummy, consider customization of their abilities given the alternate environment (if any) that one might find an undead adversary in. The Pharaoh is quite well equipped with additional abilities themed after the classic mummy, and can serve as a good template to really make it your own.

- Reece  

Hook 1 (Max) - Laid Here Beside You

The Great Archon was a wise and just ruler who took good care of his subjects, making sure they had everything they needed. Alas, his domain is but a wasteland now.

It began when his wife fell ill; no doctor or priest could find a way to help her and she withered away slowly but surely. The Archon looked on helplessly, stricken by grief and rage against the gods' cruel whims. He started looking for other ways to save the love of his life while his kingdom fell into disrepair from his lack of attention.

That is when an old man appeared in his palace, offering him a solution. He would be able to save his wife and make her live forever with him. The means were dark and ominous, but he agreed. At this point, the people were outraged by the Archon's lack of care and stormed his grand fortress. With the ritual underway, he rallied his remaining soldiers to defend the castle while the wizard conducted his rite. Blood stained the steps of his magnificent city as he fell into a frenzy and struck down his own people.

When he returned stained with the blood of his citizens, the old mage showed him his wife, turned into a vile undead, devoid of both beauty and mind. Overcome with blind rage, he destroyed everyone and everything in his path, beginning with the mage that took his wife.

So now his once proud and bountiful land is a province of vengeful ghosts, as he is the sole survivor. Driven mad, he stalks the ruins, looking for the walking corpse of his beloved queen.

Hook 2 (TJ) - Empire of Endless Suns

Hemet IV, Monarch of the Sun, had glimpsed the future. There in the Fabric of Possibilities, he was promised a place among the stars and a kingdom like no one had ever known. As he reached his middle years, it became increasingly apparent that this future was further off than he would have liked. The chances he would survive to see it in his current lifetime were slim.

Armed with his mortal fear and determined to take this Possibility and make it part of the Truth of the Present, he dove into the Knowledge of the Past. His ancestors, not many generations ago, slowed the Decay of the Knowledge of the dead. In these compounds, in this canopic knowledge, Hemet knew he could keep this Possibility. As he aged he prepared his body, slowing his own Decay. His preparations would also help prevent the exponential Decay of Death, as his ancestors discovered. When it finally came time, all of his innards were lined neatly on shelves around him. Tomes of instruction, penned by his own hand, accompanied him in this resting place. Cool, comforting cloths wound around his body as he drifted off into a deep sleep. The culmination of his final gambit, his Possibility was now in the hands of others.

When those others descended from the stars millennia later, they found Hemet alongside his instructions preserved near perfectly. With great care, they reversed the process and Hemet awoke to find himself among the stars. His Possibility became a Truth of the Present. The first step to becoming the Monarch of Infinite Suns was now complete.

Hook 3 (Nemanja) - Mild-mannered Mummies

A diplomatic mission is having a hard time reconciling the Kingdom of Three Pyramids and the Federation of Fifty Islands. The two states only recently made contact, and things were going pretty well, with talks of a major trade route being established... and then an inquisitor of the Jackal-god visited the Islands.

The Jackal's followers are the watchers of the dead, and one of the major threats they deal with are mummies, which in their homeland are created through invasive means which create inherently evil and violent beings.

In contrast, mummification in the isles is a gentle, spiritual process reserved for the wisest of elders, this process creates uniquely gentle mummies with skin of red clay. These mummies are placed in shrines present all over the islands, and people sometimes visit them to seek guidance.

Of course, the diplomat-priest of the Jackal was not aware of this when he cast a banishing spell on a village's founder—a being who has been guiding his descendants for fifteen generations. The foreign power diplomats present barely managed to save the man's life, but continuing dialogue between the two countries poses a new diplomatic challenge...

Tuesday, August 10, 2021

Mitflit

More fey, eh? Complaints about outsiders aside, I do quite like running fey (as stated previously). I think in many cases, using fey is a great excuse to get more flexible with your rules. Should your players find themselves shunted into your fey-world equivalent, there's a lot of ways you can mix things up.

The Mitflit at creature level -1 is something you can use right out of the gate when starting a new campaign from level 1. There's a lot of Gremlins that fit this category, but the mitflit has a few fun mechanics to leverage in use. Its Self-Loathing actually pairs well with Vengeful Anger in that if it has been frightened or tormented, it deals more damage than it otherwise would—something useful for combat that also gives some insight into the mind of this vindictive villain.

Personally, my favorite ability available to the mitflit is its Vermin Empathy in combination with its constant speak with animals. A mitflit with a vendetta may not be incredibly dangerous per se, but it sure will be annoying. 

- Reece

Hook 1 (Nemanja) - Bug Bonanza

In Detroit, the city with the largest concentration of Paranormals in the post-awakening USA, mitflit exterminators are highly sought after—whether the bugs that need chasing away are regular pests or foot-long magical worms and horse-sized arthropods.

The mitflits' popularity comes from how cleanly they do their jobs; there's no toxic chemicals, blood splatter, or (still not fully accepted as real) magic. Instead, the little men simply ask the bugs to leave, and they do as asked.

While the service is well-liked, anyone perceptive enough that finds themselves passing by the Pest Control Agency's warehouse may see an odd image—mitflits seem to be collecting all the vacated pests in one place, feeding, nurturing, and even training them for an unknown purpose.

Hook 2 (TJ) - Crabby Consequences

The tide pools around the southern edge of the Hag's Head Peninsula are teeming with sea life. When the tide goes out, a wide array of urchins, mussels, and crabs remain in these miniature ecosystems. Of particular note are the crabs, who do not shy away from the presence of small humanoids. If you spend enough time around these tide pools, you may find that the crabs seem to understand you. Spend an even longer amount of time here, and the mitflits that have been teaching the crabs may begin to grow envious of your time spent with them. Spend too long here, and the mitflits might just lash out.

Hook 3 (Reece) - Lord of the Flies

Mogrederdi, The Lord of Flies, was content in his kingdom. Others in the Court of Dark Hearts had spent a great amount of time and effort learning powerful shadow magicks or had sworn pacts with Devil Lords to gain an edge in The Eternal War with The Lavender King. The Lord of Flies was not himself powerful among the court, but he had built a... reputation of sorts. His ability to slip past The Lavender King's defenses into the material realm was coveted by many in the court that drew too much attention to themselves.

Mogrederdi did not command a great army of monsters or dark warriors, though he did have one advantage—his friends. Long ago, he had disposed of ideas of grandeur and instead honed a silver tongue for the insignificant creatures of the material plane. The various small insects he brought back would not normally be a problem for his enemies, though the path back from the material plane to The Infinite Garden did strange things to them. They were warped and enlarged during the transfer, making them fearsome creatures. The monstrous beings were not only empowered, but also loyal to their lord for granting them this power.

Yes, Morgrederdi was not himself powerful, but he didn't need power. He had something better—the respect of the powerful.

Monday, August 9, 2021

Minotaur

Upon reading the Minotaur entry, two things stand out to me. The first one is that beyond their love for mazes and stalking prey (both of which kind of come a dime a dozen among dungeon-delving monsters), Minotaurs are almost a blank slate—that makes it a perfect opportunity for world-building. Is your minotaur a solitary, accursed being, along the lines of the classic greek myth? Maybe your minotaurs are exiles from a seven-dimensional plane, who have gone mad without access to advanced technology, but their weird knowledge manifests in their impeccable understanding of geometry? Maybe the bull of Minos was an outlier, and other minotaurs (with a bit of int-tweaking) are a race of scholars, shunned from civilization for their monstrous appearance and odd appetites?

The other thing—which may slightly contradict my first point—is that the only language that minotaurs seem to speak is jotun, a language that, in Golarion at least, seems to be associated with giants, dragons, and other primal creatures of raw power and deep magic.

- Nemanja

Hook 1 (Max) - Priests of the Golden Horn

The Golden Horn sits majestically atop a cliffside overlooking the nearby ocean. The view is, however, not its most striking and famous feature, as the whole city is devoted to the worship of the bull demigod that purportedly protects it. All manner of travelers make the arduous journey to the Horn in order to seek his guidance.

All rites are overseen by the Bull Priests, the ruling caste of the metropolis, whose word is law. To slight them and deviate from their teachings is seen as anathema, frowned upon, and is generally speaking extremely dangerous.

Little does anyone know that their stringent tendencies, along with the fact that their deity is only seen at a specific time of day, are due to the fact that The Bull God is, in fact, a farce—a captured minotaur that the priests use as a puppet for their faith.

Hook 2 (Nemanja) - Anti-aurochs architecture

When the Second Helene Republic was formed in the XIV century, the greater community of Greece and surrounding areas begrudgingly accepted the Bull-men of Minos into their midst. Despite their fiery temper, the minotaurs have proven themselves both as soldiers (serving as heavy infantry) and as civil servants, especially architects. Indeed, their chokehold on architectural industries is such that many cities have neighbourhoods purposefully designed in such a labyrinthine way that members of other species find it impossible to traverse them. The most infamous of these is the Pathfinders' Peril, the massive labyrinth in Second Sparta that stretches through almost half the city and surrounds the mysterious White Bull's Temple.

What only a few people alive know is that the labyrinth is specifically not made to keep anyone out, but to keep the White Bull in.

The White Bull, for its part, is the ancient progenitor of the Minotaur race. It has the body of a giant, and the head of an aurochs (the ancient, European wild cattle). It is a hungry and bloodthirsty deity, but its power over the minotaurs has waned alongside its influence. Should it feed again, however, its influence will burn bright again, and with it, the rage of its children will awake too.

All of this should have been critical information for an invading army. Too bad that you, the human handler assigned to the Third Ottoman Kallikantzaros division, weren't briefed...

Hook 3 (TJ) - Grain of Satisfaction

Entimira never really understood the draw of an unending labyrinth. Isn't the point of a maze to eventually have the satisfaction of getting out? Why would he be interested in trapping people in unending twists and turns? Besides, once people gave up, where was the fun in killing them? It isn't like he was killing for food, and killing for sport never seemed quite right. No, his method was much better. This way, he got to see the joy people experienced at finally figuring it out. And this was far more efficient for food. He could actually eat this. Yes, as he stood over his meticulously arranged corn seedlings, he knew. This year's corn maze was going to be his best yet.

Wednesday, August 4, 2021

Medusa

As is the case with mythological creatures being adapted into the TTRPG format, we all know what a Medusa is—a snake lady, can turn people to stone with her eyes, typically not the most social type. We could probably end it there and carry on with the hooks.

But let us dwell a moment on this here monster. Because, if you stop to think about it, is medusa really a “monster?” She is far from mindless, but just so happens to possess an ability that makes it hard for her to integrate into society. The snake hair probably doesn’t help either. Some medusas will probably accept their fate and live out their lives as monsters to scare children with. Some will not. I think that’s where you can make things interesting with them, for we’ve all seen the cave with countless petrified people—a place where a medusa stalks the shadows, but wouldn’t it be refreshing to see one that uses her powers to help those turned to stone, or uses her talents in other, more intriguing ways?

- Max

Hook 1 (Max) - Stone Cold

Mara, a wandering sculptor, is famous far and wide for her skill and incredible, life-like detail. She goes from city to city looking for inspiration, creating a few pieces, auctioning them off to some of the wealthiest people in the area, after which she moves on.

Many have tried to unearth the secret to her artistry, moreover, she always has a long list of upstart artists who want to become her students. She always refuses. This, combined with her rather seclusionary lifestyle, reportedly otherworldly beauty, and the all-around aura of mystery surrounding her character, it is no surprise that many chase after her.

No one has ever actually seen her at work, and she never takes on the job of replicating someone's likeness. Mara herself attributes this to the fact that only when inspiration strikes her can she truly work her magic, though some have suspicions, especially since whenever she is in a town reports of people missing arise...

Hook 2 (TJ) - The Queen's Pieces

As the auction progressed, a multitude of rare pieces of art and mysterious objects passed in front of the discerning patrons. Each bidder raised their card silently, driving the price for the lot of curios ever higher. In the front row, a sprite waited impatiently, flitting back and forth around their seat. Finally, the item they had been waiting for was revealed. A chessboard of immaculate make went up for auction. Quiet murmurs went up over the pure artistry of it—the embossed tiles, the magnificent carvings on the edge of the case. Most of all, people fawned over the incredibly crafted pieces. It depicted two kingdoms of sprites pitted eternally in stony battle with one other, trapped to the wits and whims of those who played. The sprite had found their family. Flying to the front, the sprite grabbed the auctioneer by the collar.

"Where did you get these?"

Hook 3 (Nemanja) - The Mother of Golems

The Underworld of Starkstone recently had a coup and is now under the heel of a mysterious grey eminence known only as the Mother Of Golems.

Indeed, Thessellema the Stonewielder is quite adept at golem-crafting, and found for herself a previously unexplored niche—she discovered that golems crafted from petrified humanoids are especially hardy, if sometimes a bit ornery.

Thessellema also happens to be the only person in the city who knows where the Ratcatchers, an elite society of trapsmiths, can be found at the moment, and time is running out...

Tuesday, August 3, 2021

Marilith

The Marilith stands out from most demons in the game in several ways.

First of all, the aesthetic—while most demons in the books tend to borrow from tolkienean and Christian (with the latter totally not being a subset of the former) sources, the marilith is decidedly Hindu in origin.

Secondly, while other high-level demons such as balors might also serve as generals in demonic armies, they are implied to do so through brute force and power, whereas the Mariliths are explicitly tacticians and strategists of their kind, said to understand the flow of chaos in a way very few other beings of the multiverse can.

In combat, a marilith is a true powerhouse. Able to deliver a staggering six attacks of opportunity per round, or decide to instead use any of those sword-wielding hands for incrementally better defense, all the while under the constant effect of fly? This monster will absolutely hurt you. It's demonic weakness fits the theme pretty well, though I fear it will very rarely come into actual play—should the demon try hurting someone on their turn, and fail at it (mind you, it would have to fail every single attack and/or spell in that turn) they take mental damage, as their massive ego is hurt by their perceived incompetence.

- Nemanja 

Hook 1 (Max) - For I Am The Light

Duma was a devout priest of the Sungod. For many years, he fought in his deity's name, felling countless opponents while remaining undefeated through his life. When one is heralded as the "God of Fighters", hubris is sure to follow.

That was the case with Duma. He eventually fought for the sport of it, not for the cause of his god. And as years went on, the inevitable happened, and he was slain. Alas, by that time he was no longer chosen of the Sungod and his soul was forfeit.

The forces of chaos took him in, feeding his ego over hundreds of years, convincing him that it was he, Duma, who was the real Sungod. After all this time, he is ready to claim his divinity and regain the title of the greatest fighter to walk the world.

Hook 2 (Nemanja) - Bristewald The Blade

As a young lad, Bristewald of Balhemia witnessed a battle that was over in seconds—a flash of light, and then blood and gore over the entire field. Despite being on the winning side, Bristewald was chilled to his bone, though he also saw something tragic yet romantic in how his enemies fell.

This inspired him to take up the fiddle when he returned home from the war; his songs, always tragic and melancholic, launched his career as a minstrel.

Despite his success, having seen what he had seen, Bristewald never stopped practicing with his sword either. Eventually, his exploits as a mercenary with a heart of gold also brought him fame and gold. And yet, a part of him never felt complete, as whenever he thought of that fateful battle, he felt dread. He knew not what it was that slaughtered his enemies, and feared that it could take him out one day just as easily. He would spend fortunes and do wild things just to get him closer to any small lead or bit of information about that day.

After twenty long years, found it he has—the shadow over his life is the Marilith Avasarala, a dread tactician of the underworld's armies. Fearing he can not be truly happy as long as the demon looms over the world, he now rides out with his companions to meet her on the battlefield. The Fates watch, as beating a marilith is a sure way to set one on the path to becoming one of Heaven's own enforcers...

Hook 3 (Reece) - The Vile Veil

Far to the northeast lies Utvash Veil, what many consider to be the most dangerous place in the world. When one first lands upon The Veil, the striking black-red beaches of its shores are both stunning and dangerous, as they are ridden with all manner of venomous creatures and corrupted elementals.

Should one be foolish enough to venture inland, The Cult of Many Blades has built a semblance of a society. While not overtly hostile, as they must trade with outsiders to sustain their living upon the island, the cult does very little to protect visitors to The Red Temple. This city of worship is entirely dedicated to worshipping The Great Mother, though one would have to be greatly dedicated to the cult to know exactly WHO The Great Mother is and why they worship her.

Though there are rumors about it, it is said that deep within the volcano, the cult's terrible goddess resides, birthing forth every manner of monster and demon upon the world. Should one choose to pursue answers or seek a boon from the Mother of Monsters, the trials to seek her out are incredibly difficult. The volcano from which the isle gets its name, Utvash, is adorned with a great obsidian tower that reaches far out of sight into the dark, swirling clouds above. While many horrors reside within, Degara Sindrinker—the Chosen Champion of The Mother—is perhaps the worst. As queen of the tower and a powerful pride demon, she will try the will of any parishioner, demanding total supplication of one's pride to The Great Mother...

Thursday, July 29, 2021

Manticore

The Manticore makes the leap from "beast" to "monster" pretty easily (yes, it does have the beast trait, but stay with me). It's an iconic creature as far as fantasy creatures are concerned, and was a shoe-in for Bestiary 1 as a must-have.

While this prickly parishioner has a very simple statblock, it is quite elegant in its design. There are a few things to note beyond its signature spike attacks. First, this thing can speak and is intelligent. When the thing that is trying to eat you can also talk to you, it's definitely more unsettling. The bestiary also notes that it likes trophies. Minor, but a good thing to note when placing rewards for the players.

Consider that when you decide you want to use a manticore, you may want to customize it to better fit the theme of your setting. Perhaps some strange subspecies of manticore exists in the desert, and it has a scorpion's tail with the ability to use something akin to Giant Scorpion poison. Perhaps it has a dragon's breath attack, or the ability to gore its foes with horns. With a small core suite of abilities, you can really make it your own.

- Reece 

Hook 1 (Max) - The Price of Chivalry

Manticore Knights are renowned for their skill and ferocity in battle. Clad in jet black armor, they fly atop mighty beasts that strike fear into to hearts of their opponents. They will take anyone in unless their resolve proves frail.

Not much is known about the training of the initiates, but what little records there are available give some interesting points. It lasts anywhere from three to six years, depending on the skill of the adept. Recruits always train in pairs through the entirety of their time there. When they are deemed worthy, they are elected by a young manticore. In the end, a challenge is undertaken by the two of them.

Weirdly enough, you never see two knights on a single manticore—they don't have an infantry division either. Rumors say that the beasts appear to be far smarter than others of their kind, though what that means is hard to discern...

Hook 2 (Nemanja) - Subtleties of the Spire

The spire-city of Kal'Karaz is ruled by dragons, though these scaled rulers rarely come down from their rich gardens in the highest levels of the city into the dirty, poor, Groundlands. Instead, they have several castes of enforcers, each with highly specialized roles. Among the most feared of these are the manticores—big, bestial brutes in contrast to the many shapeshifters of the city. The problem with manticores isn't their (well-earned) reputation for aggression, rather, it is that sending them means the Dragons have abandoned all of their usual subtlety and subterfuge in favour of escalation and raw violence.

Unfortunately, a rowdy, loud group of these enforcers seem to be blocking the door of the exact bar where you're supposed to meet your contact...

Hook 3 (Reece) - The Beasts of the Shadowkeep

The call of the manticore is the worst nightmare of every Sunbringer Acolyte. For as long as the Sunbringer tribes can remember, their people have been preyed upon by a host of undead nightmares, chief among them the Sangir Vampire lords of the mountains. Tucked into the shadowy peaks of the Canus mountains are the Sangir Shadowkeeps—castles shrouded in dark mists, hidden forever from the sun. Within these harrowing halls, the Sangir conduct horrible magical and alchemical experiments in search of a way to fortify themselves against the burning power of the sun. The manticores, alongside the skeletal servants that ride upon them, hunt in the foothills each evening in search of hapless herders or unaware travelers that may be captured and carried away to fuel those horrid experiments.

While the manticore is greatly feared, the Sunbringers have made it their tradition to hunt both the flying beasts and their undead masters in the hope that one day they might free their people from the bloody rule of the Sangir.

Thursday, July 22, 2021

Lich

The Lich is an iconic monster, for good reason. It has a great narrative built into it—cheating death through (most often) dubious means for (most often) dubious reasons. So, you have an undead that is extremely hard to kill, is in all likelihood ancient, and possesses knowledge on an unimaginable scale. Not only that, but even if you manage to kill them, they come back as long as their phylactery stays intact.

This is where my gripe with liches comes into play; they have unlimited learning time for all intents and purposes, but for some reason, they are only ever used as pure spellcasters. That doesn't make a lot of sense if you think about it. If you contemplate your setting and a party that goes from level one to level twenty, it doesn't take more than a lifetime to master a specific set of abilities. Like, for instance, spellcasting. Lich has at least several lifetimes to spare. So why wouldn't this undead baddie use it to their advantage and master as many abilities as possible? Yeah, the baseline lich has some neat spells and whatnot, but imagine what would happen if your party charged the bugger expecting to stomp him, only to find that he is even scarier in melee. That's how you get a memorable encounter.

Moving on from their battle prowess, let us think of a good reason for becoming a vile undead. The obvious quest for power or fear of death is low-hanging fruit and doesn't make for too complicated a villain, does it? Maybe they didn't want to become a lich? Perhaps they did it to protect the ones they love? Thought that the dark ritual was the only way to save the world? Liches are always interesting, but there are ways to make them even more so and to make them feel unique. Remember, they are not mindless monsters, they are characters—ones that possess great intellect and knowledge. Make sure they use both.

- Max

Hook 1 (Max) - Do You Doubt Me, Traitor?

There is something foul in the air that permeates the ashen waste that was once called The Blackgrove. A few unfortunate travelers that had to make their way through that wicked place tell stories of two specters locked in eternal combat that brought the land to ruin. Not much is known about them, outside of a few tales passed down amongst the locals. Shrike, the smaller of the two, is so fast that the naked eye can barely register its movements, darting around its adversary. Behemoth on the other hand is a towering warrior who could probably bring down an entire building with a single swing of his blade.

They weren't always like this, although few know the real story. Once upon a time, they were friends, maybe even something more, but they would never admit it to each other's faces. They both were disciples of a powerful magus that had his study there and believed that their work was to better the world. This was not, unfortunately, the case, as their master was looking for a way to make himself immortal. Worse even, he found the secret and decided to test it on one of his students—the one known now as Behemoth—turning him into a vile undead. Mad with rage, he killed his old master, after which Shrike found them. Before any explanation could take place, Shrike struck Behemoth down, not knowing he could no longer be killed and would return soon after.

Once Shrike learned this, they dedicated their entire life to stopping him, not knowing the only thing he wants is to reconcile. They too, much to Behemoth's dismay, discovered the dark ritual needed to become as he has. So now, they are locked in an eternal struggle, filled with heartbreak and bitterness, sure it is the other that's to blame for all this.

It's quite possible that there's no path to rest or solace for them, but hope dies last, doesn't it?

Hook 2 (Nemanja) - The Powderheart Pioneer

Ol' Cragalag was a pioneer in so many ways that listing them all would take more than a night's worth of storytelling. He was among the first to go westward from the Colonies, into the Widelands. He was among the first to carry gunpowder weapons with him, and the first one to discover gunpowder's magical qualities. He was nearly the first one to find a way to use gunpowder to treat diseases were it not for the fact that, by then, his health and strength were already failing him. So, he became the first powder mage to use gunpowder to achieve unholy eternal life.

Now, this boomstick carrying lich controls a piece of territory in the Envadan plains. Those who pass through his territory bearing weapons of old are usually left alone, but anyone with the scent of sulfur to them is hunted, to be captured and interrogated, as the once-great frontiersman unlocks even more secrets of black powder...

Hook 3 (TJ) - The Heart and Soul of the Dwarven Guilds

Tharrum Platefury, head of the Armorsmith's Guild in Uthen, has been around for centuries. Given that dwarves are long-lived in general, seeing little in the way of leadership shakeups doesn't come as a surprise. Tharrum's unique longevity, and the manner in which he hides it, however, aren't common knowledge, even within the Platefury clan.

The Forge of the Steel Kings—the seat of power for Uthenni guilds—has also been around for centuries. The anvil at its center, the Heart of Firststeel, holds a secret key to Tharrum's long life. He often jokes that maintaining his guild and running a country takes his very heart and soul. This is more true than anyone knows.

Tharrum was present when the Heart was cast from Firststeel. He was there the day the comet fell, bringing that alien metal to Tharodros. And there he will remain, so long as his soul remains within the anvil as it has, undisturbed for centuries.

Wednesday, July 21, 2021

Leukodaemon

The name Leukodaemon might be considered a little on the nose, given that the Greek "leukos" means "white," or "clean". Even more interesting, it appears to share the word root with leukocytes, the human body cells responsible for protecting it against diseases. As you'll find, the Pestilence Daemon is the exact inverse.

With a skull for its head and wings of a vulture, the leukodaemon is a manifestation of evil, a being who previously succumbed to sickness. As such, it works relentlessly to spread any plague wherever it can, being much more inclined towards working with others of its kind than most daemons.

Its abilities fit the creature thematically quite well. It can sense any diseased creature and know what kind of sickness ails it. It has an aura that makes everyone within it more susceptible to contract an illness. Most of its attacks inflict the Daemonic Pestilence on the target and, better yet, the daemon can speed up the progression of any malady currently affecting a creature.

All things considered, the leukodaemon is a good choice for when you need a plague-themed monster to center your game around.

- Max

Hook 1 (Max) - The Plague Within

Something was afoul in the air for a long time. No one was willing to admit it, but everyone felt it. Now, it is too late.

It started with the animals. They fell silent and catatonic in unison, all overnight. They refused food, didn't move, and not long after, they started dying by the hundreds. There were far too many carcasses to manage, so soon they started rotting. Then the crops failed. And reserves began to spoil.

The buzzing of flies became constant, as their fat little bodies clouded the skies. Starvation followed. Now bodies of men, children, and women littered the streets, as fights for what meager food anyone might have left ensued.

Scavengers are circling the cities, towns, and villages, feasting on the cadavers. Prime among them are pale vulture-like monsters, putrid flesh peeling off their bones, the stench of death and decay following where they go, carried by the winds as they beat their dark wings.

More and more of them appear by the day. With each new arrival, they seemingly grow hungrier, eager to make sport of the remaining survivors. For things are about to get much worse. In five days, the black moon will rise, and they shall bring forth their greatest gift.

A plague unlike any seen before.

Hook 2 (Nemanja) - A Benevolent Nightmare

A thousand and one years ago, several spirits of the forest, young demigods, and other such powerful entities, decided to do an experiment: could a society guided by extreme fears prosper? Thus was Isla Dittatora born in the secluded archipelago of San Ovejas. The "gods" took on horrible forms and started haunting a town that had just begun to grow, as the advent of new irrigation technologies promised an Age of prosperity. The deities would appear before the locals when they were about to drink infected water, dye their clothes with toxic compounds, tame beasts that can not be tamed...

And the locals learned to respect their gods' guidance as wise and infallible. Over time, the mighty polis of Tonta grew into an advanced society, that traded with faraway lands and was well respected.

Tonta's golden age would abruptly end in one fell swoop, however. A barbarian from the Northlands was on his way to the city-state when he saw a dark, twisted creature with the skull of a horse in place of a head appear before him and speak to him in a raspy voice, telling him something about his method of curing meat. The barbarian did as any man worth his salt would do and split the fiend's head in two without blinking.

Unfortunately, said fiend was an entity known as The Lord of The Flies, a spirit of the earth that fought against the advent of plagues and diseases within the city. Soon enough, the ships from Tonta started bearing plague rats and the stench of deaths, and a certain barbarian was said to be on a quest to revive a god...

Hook 3 (Reece) - The Plaguesingers

As the Yellow Plague strikes down one in every four that catches it, the food crisis grows ever more urgent. Without farmers to collect the crops in the outskirts, the capital is struck with both plague and starvation. Those that are able to gather their meager crops are devastated to find much of the grain spoiled and ridden with weevils. The Church no longer attempts to send its clergy to treat the sick and dying, preferring instead to sequester themselves within their monasteries, away from the disease.

There is a story or a herald of this new end times. A bird-headed creature is seen out in the fog of the early mornings each time before the plague strikes a new city or town. Hearing tales of the creature, some have begun to craft masks after the creature's likeness. These fanatics have begun to worship the creature, hoping to find salvation in appeasing it.

Just as the plague worsens, a tide of people wearing these masks roves from city to city, singing The Plaguesong and turning the people against The Church, killing the clergy in retribution for abandoning them.

Little do the Plaguesingers as they are called know, the creature they seek salvation from is the cause of these nightmarish times. A demon hunter and a rogue priest of The Church wishes to stop further destruction, though they must face off against both the Plaguesingers, the angry commoners, and lesser fiends in service of the creature that is the cause of all the strife.

They could use some help.

Monday, July 19, 2021

Lemure

Lemures are weird creatures. Made up of the literal essence of Hell, their sole purpose is to be molded and reshaped into greater devils. They are pathetic, sniveling, and inherently subservient. As such, they are also the perfect representation of the souls of the mortals that sell their souls for diabolic powers.

The Lemure's stat block confirms their status as the quintessential underlings - their charisma and intelligence scores are pretty low, and their only ability gives other devils a way to command them.

If you don't give much heed to the official cosmology, the Lemure still fits the role of magician's servant, alchemical creation, and others pretty well—though it might still harbour diabolic ambitions...

- Nemanja 

Hook 1 (Nemanja) - Diabolical Design

Lemure-sculpting is treated as one of the most prestigious crafts a student at the University of Diabolic Arts can be taught. Existing at a crossroads between high art and high magic, 'tis not a skill one can easily take up.

The university lies over a very large deposit of raw evillium, the substance from which all the fiends of the world are made up. The most gifted apprentices are given access to this resource and taught how to shape it into subservient, yet powerful, creatures known as Lemures. Giving them aesthetically pleasing—even if twisted—forms is treated as a sign of control.

The Diablerie Inquisition is called in to investigate several murders and a chase after wild and esoteric clues reveals a shocking truth: One of the teachers, the conjurers' elite, has been replaced with a Lemure molded in his perfect likeness. As it turns out, one of the ambitious, powerful young students is commanding him. The problem is, there's still no clue as to which student is the perpetrator and which teacher is the victim...

Hook 2 (Reece) - Digging Too Deep

"It is terribly unfortunate, what happened in Tegriden. Terribly unfortunate," Lord Degarring gestured at the map in front of him, shaking his head. "But the truth of the matter is that there is no help to spare. The town is inconsequential to the war effort, I'm afraid."

"But, my lord, the people of the area are being overrun!" Lykander, the chaptermaster for the Sailor's Guild on the small isle that held Tegriden, was quite distraught. Degarring was the fifth landed lord he'd approached. Some prospectors, hoping to strike up another iron mine given the high demand from the war, had unearthed something just outside of Tegriden. Though he hadn't been there for the inciting incident, he'd heard haunted tales from some of the miners who had managed to escape.

A dark temple. Caged and twisted creatures long-forgotten but somehow still alive. A portal to some other place. To some hellish nightmare long buried. Fleshy creatures that mindlessly lashed out,

"The isle is isolated. I suggest you do your best to evacuate your people and abandon it. The Royal Navy will contain the creatures when the war is won."

People were dying now. The town was being consumed. Lykander would have to go... Elsewhere for help.

Hook 3 (TJ) - First Siege with a New Liege

"My liege, time is of the essence." The tyrant devil turned to his subordinate and gave it a flat look. "Ah, I've forgotten. This is your first siege, isn't it?"

The tyrant devil turned back to the city walls. "We do not have the resources to have an extended siege, is that your concern? You worry we overstay our welcome outside of Hell?"

"Yes, my liege, that's part of it."

"Then you have yet to see why we gather these tormented formless ones. This will not take nearly the time you think."

The tyrant outstretched his hand and all of the lemures gathered at the base of the walls began to shiver and converge, a central mass of roiling flesh beginning to take shape into some greater terror.

"I would not leave us exposed for so long. You should have more... faith in me than that. You'll learn. Or you'll die, just like the rest."

Wednesday, July 14, 2021

Lamia

Lamias are an interesting monster. Half-beast they may be, they still retain a humanoid intellect and have a nice little mystery baked into them. What cursed them? Why do they despise gods so much? Why the lion of all animals? Why the matriarchs? Just by asking those questions, you lay solid groundwork for a narrative centered around them, small or big.

They don't have that much going for them in terms of unique abilities, save for their Caress, but possess a good range of spells that makes them viable for social encounters, where the party might be completely unaware they are talking with a Lamia at all.

Or, you know, they could use their magic to wreck everyone's day. That's an option too, given how they are usually pretty angry at... everything.

- Max

Hook 1 (Max) - The Promise

The Gilded Spire was once regarded as the most stunning city in the world, ruled over by a wise queen and overflowing with riches. The tales of its grandeur spread far and wide, inevitably drawing the attention of those that would take it for themselves. Once The Spire was known 'cross the world, it did not take long for it to become a place of constant war and death.

As the queen grew desperate, she pleaded with the gods to aid her and save her people. They promised her the power to defeat her enemies and that they did. Alas, gods are capricious beings and envy is not beyond them, The Gilded Spire threatened their majesty, at least in their own eyes.

So both the queen and all of her loyal subjects were turned into bestial monstrosities. This indeed granted them the power needed to defeat the attackers, but in turn, also made them feared and rejected by all of their former allies. Soon after, the Spire fell into ruin.

Now the Consort of Beasts—the queen's new title—is leading her people into a new age, one where she promises to be free of the gods and their schemes. Amassing wealth, knowledge, and armies, she bides her time atop the ashes of her city, preparing for the right time to strike and eradicate any sign of the deities from the face of the earth, lest they decide to right the wrongs done to her and her people.

This is the queen's sole goal and motivation—the Promise made the day she was betrayed.

Hook 2 (Nemanja) - Order and Change

On the Twice Forgotten, Thrice Forsaken continent, two peoples are locked in an eternal war.

On one side, the centaurian Archivists, all of them male, all with the lower bodies of herbivores, consider themselves the guardians of order and keepers of ancient knowledge. On the other, the all-female Speakers, consider themselves both the voices and instruments of radical change and unfettered progress.

One unforeseen event will bring this endless struggle to its first ceasefire in a hundred years, though; a group of strangers has landed on the shores, and within a day, their bodies have morphed into bodies of Minotaurs and Satyrs, which both groups worship as progenitor gods...

Hook 3 (TJ) - The Price of Freedom

The Sisterhood of True Freedom offers an escape; a life with no responsibilities and no rules. This cult, lead by a lamia matriarch, selectively pursues and recruits from the disillusioned, overworked masses of the booming textile industry. Those that take the Sisterhood up on this offer are never seen again, but rather find themselves reduced to bestial instincts and baser ideas, "free" in the ignorance of an animal-level intelligence, subject only to the lamia matriarch.

Monday, July 12, 2021

Kraken

What's the one area of our planet that we have not managed to fully map, and survey? The ocean. What is commonly one of the greatest fears that humans harbor? The unknown. Bearing that in mind, it is of no surprise that the good old Kraken has managed to remain in our collective imagination for as long as it has.

Commonly depicted as a giant—no, enormous—cephalopod (it is an interesting sidenote that early portrayals of the beast likened it to a crab or a whale, rather than an octopus or squid). It is said to lurk beneath dark waters, and prey upon ships of all sizes, being the undisputed apex predator of the oceans. And yes, we now know that most likely the legend of the Kraken stems from sightings of normal animals, but isn't it exciting frightening to think that there might be a monster of this caliber somewhere out there, deep down, under the waves?

Of course, we're in the business of fantasy, so we naturally assume the Kraken is real. And this is one scary thought. Were I to live in such a world, there would be no force in the world that could convince me to set foot aboard a maritime vessel. Alas, the sea is a good way of transporting people and goods, even more so than land. But every ship is an investment, so it would make sense for them to be well-armed against any such beast. A ship armed and defended in such a way is far harder to sack by non-Kraken threats. Just one example of this monster affecting the culture of your world.

Traditionally, there were only two specimens of the creature, said to be unable to reproduce. That does make them unique, doesn't it? However, think of the alternative. A whole species of enormous monsters capable of demolishing entire fleets. How come they don't devastate the ecosystem? Maybe they hibernate for most of the time? Breed only at a very specific place during a certain phase of the moon? Possibilities, much like the horrors of the Kraken, are endless.

- Max

Hook 1 (Max) - Save Our Squid

The royal family is looking for seasoned mercenaries—a lot of them. "A delicate matter," the secret emissaries say. Alas, the issue at hand is far from delicate.

Turns out that deep beneath the capital, in vast and spacious caverns filled with brine, an ancient horror laid in slumber, put there by the kings of old "as a last line of defense." Or so they said.

It would all be fine if not for the fact that the aforementioned hollows were connected to the ocean and, once the beast awoke from its centuries-long sleep, it made its way into open waters. So far no one yet knows, but it is only a matter of time.

Disposing of the beast would be no easy matter, but the king is adamant that it is not to be slain. He offers a handsome reward in gold, titles, magical artifacts, land, and favors to those who manage to bring it back alive and well, and vengeance upon those that would harm the ancestral beast of his house.

Hook 2 (Nemanja) - Forbidden Frontier

The year is 2121.

After several attempts at colonizing Mars and the Moon fail, mankind has turned its eye back to Earth's last frontier—the deep sea.

The greatest minds of the species, funded by the endless riches of the megacorps, worked to find a way to solve the "overpopulation issues", as humans would not survive a fourth world war. A massive deep-sea station was conceived as the prototype for entire cities that would follow.

Alas, just when the first expedition was about to dock their submarine and officially become the first residents of Neo-Atlantis, massive tentacles appeared from the Marianna Trench and crushed the sub in a matter of seconds. The massive, squidlike creature proceeded to swim up to the surface where dozens of vessels carrying journalists were located, where it proceeded to speak in clear mandarin (the lingua franca of the 22nd century).

It explained that the sea isn't for the humans to claim, and threatened an even more violent response next time.

That wasn't the end of the oddities, though—several hours later, another similar creature, albeit significantly smaller and radiating an eerie pink glow, appeared. This one offered to "take care of the Monarch, and leave you sapiens the sea to rule as you see fit" if arrangements could be made for it to be shipped to Venus.

Hook 3 (TJ) - Tentacled Tariffs

The kraken that patrols the Incidental Sea sinks any and every Zethi ship during Ambersun. Aldunnian and Utheni ships have had no issue. Consistently, year after year, Zethi ships meet the bottom of the ocean as the kraken tears them apart. No one knows what the kraken does or where it goes during the other months of the year. Zethi sailors have grown accustomed to taking trips and vacations in Ambersun, given no one is eager to die at the tentacles of this squid-like beast.

The researchers at the University of An'Zar have their theories about why the kraken only attacks their ships, but all of them are far from the truth. If they knew that the kraken was systematically sinking the ships of the most magically apt nation on the continent looking for a scroll of air breathing, they might be a little more afraid.

Thursday, July 8, 2021

Kobold

Perhaps the most controversial thing not related to the mechanics of the game I've seen discussed on the topic of Pathfinder 2nd edition is the art direction of the Kobold. I will forever be a defender of these big-headed, skink-lookin' things. If you disagree? Please @ me on Twitter and I will tell you you're wrong *to your face*. Now that I'm done being needlessly aggressive, let's talk kobolds.

The kobold is the draconic counterpart to the goblin in a lot of fantasy media. Oftentimes you will find them close to one another in proximity or goals—they may even serve the same evil overlord (should they choose to serve someone other than themselves).

While I am personally opposed to the traditional stereotyping of a particular ancestry as wholly evil—evidently Paizo is too given both kobolds and Goblins are playable ancestries in Pathfinder Society—the kobolds present in the bestiary make great adversaries for a new upstart group of players.

Their favored tactics include, but are not limited to, the following: sneaking, swarming, trapping, and of course, running away.

The dragon mage, scout, and warrior all have Sneak Attack which allows for a surprising amount of additional damage at low levels. They are particularly dangerous in packs when they greatly outweigh a foe in the action economy of a particular fight.

As the kobolds are starting creatures, they are designed to be extremely versatile and can be used in most fantasy settings. Deploy them as vicious and tricky adversaries or as misunderstood scamps that cause a bit of mischief here and there.

It helps that they're cute—wherever you use them, they can be a great learning experience for new players that not all the "bad guys" look the part.

- Reece // @Cobalt_Crusader -- come at me -- 

Hook 1 (Max) - Locker, Kobold Thief Extraordinaire 

Do you need a master thief? Someone that can bypass any trap? Someone who can find their way into every possible place? Well, look no further, Locker has got you covered!

Truly an artist in his field, he knows everything there is to know about locks, traps, safes, and anything in between, putting to good use the knowledge of his people in this regard. He elevates the natural predilection towards trapmaking—a hallmark of all kobolds—to a whole new level. There are many stories of Locker's exploits, at least some of which are bound to be true.

It is not easy to find him, harder yet to get him on a job. But once he commits to a task, there is no stopping him. Despite the difficulties in hiring him, he can never resist a good challenge, for Locker believes that no lock or contraption can best him.

And, to be completely honest? There might be some truth to it.

Hook 2 (Nemanja) - Beyond The Trench

In the ages past, when battles were fought with glorious charges on open battlefields, kobolds were rarely seen as an important player in global geopolitics.

But the Great War came, and with it, trench warfare became the norm. In the past fifteen years of slaughter, the Kobold nation of Wingsreach has risen to become a major force. In the age of shifting borders and contested territories, their frontier, littered with endless trenches and countless traps, has never moved a single inch. No one even seems to know what their endgame is, either.

Despite all this, when Captain Khazad is sent to retrieve a prisoner of war taken behind their lines, he does not back down.

Hook 3 (TJ) - From Many Rise One

The traps of a small group of kobolds are little to be worried about for those that are prepared. Without a guiding force, kobolds remain unorganized and disordered so that their efforts often fall flat. Given sufficient time to pursue their own goals, however, some kobold magickers develop a disturbing power.

Known as a warrenmind, the head kobold magicker subsumes all of the minds of the kobolds within its warren. Stripped of individuality but suffused with the creativity of many, the warrenmind expresses as one of the most terrifying entities in the civilized world: a group of kobolds unified in thought and in purpose.

These warrenminds are nearly impossible to flush out, as stepping foot into the twisting dens concocted by this hivemind nearly guarantees death. Trying to force the warrenmind out into the open is likewise impossible, as their natural draconic resistances provide defense against most methods of attrition.

The biggest concern of those that find a warrenmind is to keep it isolated. If a warrenmind were to meet up with another warrenmind, only one of two outcomes is certain. Either both warrenminds are destroyed in the ensuing battle, or one easily subsumes the other and the warrenmind grows. If a singular warrenmind were to subsume all of the known warrenminds, that would certainly spell destruction for anyone that stood against them.

Tuesday, July 6, 2021

Jungle Drake

Jungle Drakes are thought to be the lesser cousins of green dragons. It makes sense, especially when one takes into account their affinity for forest areas, as well as their natural cunning. This species of drake prefers to utilize ambush tactics to capture their prey, launching at it from atop the trees, not necessarily killing it on the spot, but rather taking it away to its lair to gnaw on it later.

Its abilities perfectly mirror this style. The drake, of course, has all the signature moves of its kin—Draconic Frenzy and Speed Surge—that allow for it to be more aggressive and get out of a sticky situation if need be. Besides that, it focuses on controlling the battlefield. The jungle drake has an attack of opportunity that can poison the target, its venom imparts the enfeebled status that makes it harder for their prey to escape the grapple the beast needs to carry them away.

So next time your party is trekking through a jungle, make sure they look up.

- Max

Hook 1 (Max) - Wandering Wonders

Doctor Paracelsus' Cabinet of Curiosities is in town! The self-proclaimed physician boasts an impressive collection indeed, all described on a fancy flyer he gives out on any occasion.

Visit Paracelsus' exhibition of wonders!

See the legendary giant wondersmiths of the far northern reaches at work! The famed snakedancers from the sunken temples! Patty the Singing Parrot! Behold the sight of a real Philosopher's Stone and see it turn mercury into gold!*

And last but not least, behold a real-life green dragon, subdued by yours truly, a ravenous beast that laid waste to the great jungles of the south!

*Service provided at an additional cost.

Hook 2 (Reece) - Six Kings War

Deep within the Hidden Isles are the remains of a fractured continent. When the world nearly ended the last time, the small landmass was cracked apart, splintering the once-great Seven Kingdoms Alliance. With the loss of the most powerful of the Seven, Nukaan, the six remaining kingdoms have remained isolated from one another for several generations.

When the seas finally ceased boiling and travel was safe between the kingdoms, the people of the Six Kingdoms found themselves living in an isle of strangers. Differences in interests and cultural divides created a rift between the jungle islands who are now locked in a periodic civil war that threatens to destroy them all.

The Umakaan, seeking some upper hand against its neighboring cities, have found a way to leverage the local wildlife to their advantage. Their isle is both the largest and the most hostile, home to creatures much larger than anywhere else in the isles. Tek'uma, the Archdruid of War, has finally found a way to tame the most dangerous of all the local beasts—the jungle drake. Now armed with the power of flight, the Umakaan have become the greatest power of the Six Kingdoms, and their prowess may be enough to unite the other kingdoms, either with or against them...

Hook 3 (TJ) - Hungry Hungry Hippogriff

The Isles of Matridos are home to many creatures that enjoy more tropical climates. Chief among them is the yellow-throated striped hippogriff. A cross between a toucan and an okapi, the yellow-throated striped hippogriff is difficult to miss. As they fly through the trees to gather fruits or rustle through the underbrush to eat foliage, they make an interesting sight. It's difficult to imagine that the island has enough to feed these large avian creatures.

The local gillmen think that this hippogriff variant is bad luck, and this is far from general superstition. The yellow-throated striped hippogriff is a favored meal of the drakes that inhabit the Isles. Many hunting parties have returned empty-handed with fewer numbers than they left with. Some of the gillmen swear the drakes could be reasoned with, but few are willing to attempt it, and of those few, none have succeeded.

Jinkin

Of all evil fey, the Jinkin is perhaps the most steeped in classical fey themes. Jinkins don't do much damage, have very little general combat strength, and almost are required to work in groups to be effective in combat against even the lowest level groups. 

Before I delve in properly, I recommend this video by Dael Kingsmill. It's within the context of 5th edition D&D but the advice is applicable in any fantasy tabletop game. Even if your game is not taking place in a classical medieval setting, fey creatures can be utilized in almost any game to great effect—particularly to shake up the pace of the game. This is particularly relevant to today's gremlin of choice.

Where the jinkin is strongest is in its mechanically relevant narrative abilities. For the uninitiated, the fey of the classical English, Slavic, and Celtic traditions are often not outright evil and are instead quite alien. When the fey of old are evil, it's often in the most convoluted and inconvenient way. The Jinkin is an embodiment of that theme.

Even though the jinkin is narrowly useful in combat, you may find ample room to utilize its tinker ability. This is, effectively, a free pass to mess with your players. Should they find themselves someplace particularly close to the fey, where the veil is "thin" or even in the domain of the fey itself, you might find a reason to utilize these petty curses. 

When slighted, the jinkin can be a particularly spiteful creature. Consider what small thing one of your players has done that could've set a jinkin on a path to revenge, and then design something around that behavior. A jinkin could even spurn your players to take on some greater threat, or drive them towards making a decision they would have otherwise spent a lot of time mulling over.

Is it mean? Yes. And you can be too, at least every once in a while...

- Reece

Hook 1 (TJ) - Always Trust Your Tinker

Whenever a tool malfunctions in the town of Yewbough, the townsfolk bring it to Elias the Tinker, a portly, friendly man on the outskirts of town, well out of the way. His expertise is well worth it, and he always provides advice to avoid similar malfunctions in the future. The townsfolk laugh behind his back at his offerings of charms and precautions to ward against gremlins. When he forgets to check the wards on his workshop one evening, a group of jinkin take advantage of it. The next day, his workshop is an unsurpassed labyrinth of traps and tricks, which he falls victim to. With the Tinker out of the way, the jinkin begin systematically cursing the tools of every townsperson they come across, which undoubtedly leads the hapless individual directly into the tinker's workshop, where they fall directly into the waiting traps of the jinkin.

Hook 2 (Max) - Hex for Hire

The Unseen Hexers are a mercenary group who provide a very specific service to their employers—point them to a magical item and they'll curse it, rendering it either useless or too much of a hassle to use.

Despite being gremlins, they always fulfill their contracts, which are only made by spoken agreements. As is usually the case with fae creatures, the payment for their services is never as easy as simply paying in coin. Should one have need of their service, often the one who hires their services is more at risk than the affected target...

Hook 3 (Nemanja) - Ragtime Ridge

The dwarves of Ragged Ridge Reach are a very suspicious lot, though they are highly sought after for their brutal efficiency in battle.

They refuse to use any technology nor enchantments, citing ancient customs and rules. In truth, the inner circle of their leadership are time travelers who've gone back in time to prevent the clan from starting a massive and bloody series of wars against jinkins, bloodthirsty technoparasites that the dwarves accidentally create in the far future. The only way they knew how to do that, however, was to stop the dwarves' innate ability for innovation and thirst for knowledge. The morality of such a temporal maneuver might be a bit iffy...