Mordent, considerably more progressive than other domains by a distance. Curiously, its presence in the Mists is the fault of Strahd and Azalin. They devised a scheme to exploit an apparatus within the realm to free themselves from their imprisoned domains. This failed, sealing Mordent’s fate as well.
A fair share of oddities drift in and around the domain. The Darklord himself, Lord Wilfred Godefrey, certainly counts. Once a backstabbing aristocrat, he slew his own wife and daughter. He covered the incident up as it were an accident. But, their vengeful spirits drove him to suicide, forcing him into the ironic fate of a trapped spirit too. Since then, he has collected the souls that are beckoned to his house on Gryphon Hill. He has even used the trapped souls to his advantage at times, creating networks of informants and spies within his domain.
But, what is beyond the house? The Great Moors risk dense moss and trees to get lost in, while ghost towns just beyond prove to be less than salvation. The river ways and moors are mucky and thick, the perfect predatory grounds of the bog hound. A ways off the path was an off beat enclave of artists, creatives and non-establishment people who failed to fit in with the norm. Save for the waxworks, there is no more life here. No true life. Despite much of it burning down, wonders of art are mixed with the macabre to unveil an art show unlike anything before.
Author’s Note: Yet another double-feature! This time, the Domain of Mordent as the theme. The first creature is based off the Howls of the Night adventure, prominently featuring the Bog Hound. The second is from a homebrew pocket domain within the domain itself. It’s a meshing of wax museum horror tropes. And for added creepiness, some extra homage to one of my favorite parts of BioShock!
Unification. Usually, this concept is seen as a positive. Coming together for a common cause. However, not all things use it for the betterment of all life. Some use it for the betterment of themselves, sometimes to literally propagate themselves; an all out cosmic domination campaign. For survivors sane enough to resist its curse, they will recant tales of an entity more than capable of unraveling all reality… and rebuilding it in a gruesome image.
Despite hailing from some alien dimension, accessed through planar loopholes and demiplanes, this entity is not driven by chaos or randomness, as we might assume. Scholars believe that this thing has taken interest in our takes on law, order and of course unity. However, it strives to perfect it. To material plane minds, the result is a sickening perversion that inspires madness and revulsion.
Author’s Note: The culmination of all sorts of cosmic and body horror. Here are a few powerful creatures that could make for some truly horrifying end game baddies, short of an elder god itself. Mix a little Dark Souls, Halo, Innistrad and Warhammer 40K and you have these abominations. Also, I realized that my homage to Hanweir is quite similar to Kor-Artificer’s. Great minds think alike, I guess. Either way, I can certainly say that I’ve created one of he most horrifying things I can imagine. All for a part of the Unity!
“Yeah, Fangs Gulch is a place. I found my way there not long after being bewitched and I started turning into one of them. Anyway, the locals look like those animalmen out in the wilderlands, but they run shops, shoot guns and live life like us. The scotch was something great, I only passed out after two jugs mind you. The butcher served up a nice slice of meat he called ‘furless one’. Even the ladies of the night were good too, even if they’re all hairy and have like eight knockers, real bitey and growly too. Hey, don’t look at me like that! It’s no weirder than the bar owner who screws automatons off-hours! Aww shucks, I really am one of them… – Rawoo (Rowan T. Jammerson), Lupine (Ex-Human) Maverick Rogue
The Lupines, especially the Gray Runners, often receive harsh treatment. Life in the tribes prove hard, but life among the outsiders, exotic travelers and other oddities proves all the more frustrating. Hostility seems inevitable, whether in the realms of trade or battle. Sometimes peace is achieved, but it’s often to suit an agenda. Some have sold their wisdom and secrets to get ahead of the travelers, while others have taken to more vindictive approaches… some reactions truly wicked. Most care about the day by day, appeasing the forces above them while surviving in a harsh world. Until recently, the harvests and hunts have been good, as life has been normal.
Author’s Note: By popular demand, here is more content for the gray runners… or rather, what the concept got expanded into. While they feel not overly different than Mystara’s Lupins (I even made a NPC that uses Lupin mechanics), they seemed pretty popular here. Plus, anything to bring more attention to Spellslinger (in the naive hope that Fantasy Flight Games will convert it to D&D 5E! Ya hear that, FFG!? You’d gain money from joining the new edition!) I pondered on how to expand on serpentmen, based on a request on my Tumblr blog, but my previous post points out that Yuan-Ti work just fine. For more on The Lupines, please check out this post here.
“Two of our party members died, but check out this shiny ray gun!”
“It looked like some sort of badger-like animal, until I noticed the eight legs! Each of them had barb-like claws attached. As the creature faced us, its jaws dettached and let out the most horrid of shrieks. It pounced upon and tore apart the bardic minstrel in moments before we managed to put it down. What other twisted beasts dwell here?”
-A survivor’s brief encounter with the Aurumvorax
Beyond machines and flora, countless species of fauna populate the strange wreckage. Whether they’re organic forms from realms unknown or mutated experiments gone horribly wrong, their alien nature and ferocious abilities make them formidable foes to fight off.
Author’s Note: Beyond some easy to convert monsters using the monster manual, here’s a helping of monsters and beasts that roam the downed ship. Some of these were pretty easy to tackle, considering many of them had been ported over to other systems (beyond the Next playtest) such as Pathfinder. Stay tuned for my take on pre existing monsters as well as adding new monsters to the ship!
“Wrap your troubles in dreams, dream your troubles away!”
More horrors of Dol Quar, the Realm of Dreams, await those who connect to it beyond the wall of sleep! Some Quori rival and perhaps exceed the Dreaming Dark in terms of sheer power and deadly force of will. The evil of these creatures is not to be tested, unless you’re willing to lose your body or mind… or both. If you thought the first batch were threatening, you have seen nothing yet. Here’s the second part of my Quori conversion.
Made by Doctor Necrotic, for Doctor Necrotic Media. Quori and Eberron are copyrights of Wizards of the Coast.
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!