While countless warforged had been left to slowly rot in the endless wastelands known as “The Mournlands”, others have traveled far and wide to seek a greater purpose. Perhaps they’ve tried to integrate into a society that views them as artificial monsters, or perhaps they act as agents for the dreaded Lord of Blades himself!
Here are some Warforged NPCs created through the Unearthed Arcana: Eberron packet and various NPCs/Monsters from the Monster Manual.
Beasts of war and servants of the macabre, these constructs exist for harvesting the dead from battlefields. Their purposes range depending on the intent of their creator. Some owners of the collectors are deranged cannibals fearful of soldiers on the war front, others are necromancers looking to build an undead army, some just want their soldiers retrieved as soon as possible for a proper burial. No matter the intent, these animated monstrosities are a terror to behold. Their method of obtaining and retaining corpses is by attaching them to the spikes jutting from all over their metallic bodies. Those who dare interfere with their work are soon faced with a hulking juggernaut ready to ram and gore you.
Following the coup staged by the survivor of Clan Markov, Vladek, he personally commissioned crafters and tinkerers from another plane to forge these impressive metal beasts for many a purpose. To the public, they’re imposing and gruesome body guards that are as powerful as they are intimidating and disturbing. But, in private, these vile collectors help with a necromantic cabal he is aligned with. Few have claimed to see Cadaver Collectors covered in corpses entering various caves and buildings near by the castle stronghold. However, few of these people have been heard from again or are simply turned into social disgraces through propaganda and vicious attacks against them.
The origin of these extraplanar artisans likely links to Khorvaire, known to others as “Eberron.” Their constructs were made as harvesters and secondary defenders during the strife and conflicts of the Last War that changed the world and reduced a whole country to nothingness. Next to the Warforged Titan, this is one of the pinnacles of pre-Last War design! It’s rumored that mages in Karrnath employ these creatures for purposes similar to Markov. But, this is speculation generated by the nation’s connection to undead. No matter the truth, many Cadaver Collectors aimlessly road barren landscapes without purpose, only to pick off the occasional adventurer or raider who dares to provoke it.
While all druids build a divine connection with nature, some seek out the fair folk. Perhaps they’re seen as the spiritual embodiment of nature or perhaps their secrets can help to bring enlightenment. Whatever the reason, this druidic circle exists. These druids are typically involved in faerie court politics, whether by choice or by force. Despite this, this order tries to maintain druidic ideals of natural balance and neutrality, even if its fae influence could be viewed as heretical in some sects.
These fey-focused druids are perhaps more in tune with nature than many other circles. Or at the very least, magicks associated with nature and related supernatural beings. These druids often commune with mystical creatures and traverse portals between our realm and the Fey Realm of Arcadia. Many take the roles of emissaries and guides for fey and material plane dwellers alike.
The stress of knighthood and justice can be too much upon many paladins. Some crack under the pressure, some face worse. For those unfortunate souls, they witness tragedy so great that they can no longer see value in “goodness”. The “Cynics” were formed as a more grey-shaded alternative to the “Order of Goodness” that is the traditional paladin. The Cynic believes that absolute order is the only method of achieving justice. For them, protecting the minds of the innocent from things that would destroy them is for the best, even if that leaves them ignorant. To the cynic, “Good and Evil” are a means of propaganda that distort and contort law and order to one’s ends. Cynics hail from far and wide! From the worshipers of Ilmater from the Forgotten Realms to the Bleak Cabal in Planescape’s Sigil; these dour knights reach the cosmos and beyond.
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Deep within endless trenches of the oceanic depths lies a race of creatures guaranteed to strike terror into the souls of many a sailor. They’re given many names among seafarers – Sharkmen, Sea Devils, Sea Raiders, and countless others. Whether any of these detractor names hold any weight or accuracy is to be determined. However, anger and xenophobia is quite close to fact amongst the Sahuagin. Any fool who’d dare tread upon their territory is soon greeted by endless waves of relentless raiding parties; attacking crewmen, infiltrating ships, and sometimes destroying the ship piece by piece. Whether or not the attacks are deserved is up to whichever side of the raid you’re on!
Within their deep kingdoms, Suhuagin life is complex. These beings live under a strict caste system based on personal merit. Those capable of building, growing, and creating are on the top; while those who are less capable are largely ignored or sometimes relegated as parasites. Those in the middle are used as defenders against threats both aquatic and land dwelling. While some could argue that stealing from land beings goes against their meritocracy, they envision it as payment trespassing on properties where intruders are not wanted. However, there are many marked safe points where one can meet with a Sahuagin, in an effort to visit their underwater realm. Woe to any fool that doesn’t prepare for a dive through deep water and intense pressure.
Author’s Note: I was originally going to do this for just D&D 5, but one of my blog buddies encouraged me to open this option up to Pathfinder as well! And so, I am!