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Old 01-03-2016, 12:09 AM
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The Way of the World (Campaign Information)

This thread will contain the information for the Forsaken Plane Campaign World. On the surface, the Forsaken Planes is a low magic setting, not unlike those found on the material plane. Spellcasters are rare, and common folk seldom witness the supernatural, understanding it only through folklore, though that folklore is very prevalent. Subtle and unknown to all but the select and rare few, the natural laws of the Forsaken Plane have been insidiously re-written.

Good and Evil - Villainous and Virtuous. Evil is the seed at the heart of the Forsaken Plane. This evil though and those that would become its inmates are not mindless or slavering beasts. The heart of evil is choice and through those choices the denizens of the Forsaken Plane are damned to torment or redeemed. Mere evil is not enough to attract the Dark Powers or to become Dark Lord on the Forsaken Plane. Despite the corruption of evil and the damned, they share the same motivations as countless other folks; they hope for love, crave respect or even yearn for acceptance. Yet those who turn to evil on the Forsaken Plane are not poor, misunderstood souls damned through no fault of their own. Their selfish natures perverts simple wants and needs into obsessive lusts and they earn their damnation through the commission of horrid crimes. Those damned are all the more monstrous for the empathy one might feel for them, not in spite of it. Even when forced to face their transgressions, most damned remain or choose to remain obstinately blind to their own failings and faults, instead lashing out for perceived wrongs and persecution. Those damned to the Forsaken Planes bound not unlike Tantalus in the underworld, tormented by their greatest desires. This is the point where the characters come in, as stated there is no such a thing as true neutral. Every sentient being has a tendency one way or the other on the ethical and moral axes.

The Powers have drawn the characters for a purpose. For the villainous, The Powers will seek to test how far they will go to fulfill their greatest of desires... to see whether they will choose salvation over damnation by denying their greatest desire. In character, this means that the character must find thing to things that would cause them to reconsider... realistically... fulfilling their greatest desire.

For the virtuous, The Powers have chosen them not because that they are immaculate or incorruptible. The Powers bring the virtuous to the Forsaken Planes because they possess moral flaws or fault lines that are strong enough to cause a true dilemma when the virtuous battle corruption so that they must choose between maintaining that virtue and something the value or care for very much. The fear of loss because the shadows of greed and lust that easily can turn down a dark path, that once it has a hold will not easily let go.

Spells and abilities that detect ethical alignment (law-chaos) functions normally, but no magic can directly and accurately detect the moral alignment (good-evil axis). By shielding evil, mortals/characters must now rely solely on their judgment, to make choices on those judgments, and ultimately live with those consequences. Good and evil are locked in an eternal struggle. Those who preserve their innocence are subtly protected from the forces of darkness, while those who commit evil acts risk falling to these ethereal powers, their minds and bodies slowly warping to reflect their new inner corruption. Those who wholly embrace the lures of The Powers and the evil can and will find themselves bound to the Plane in prisons of their making. (and become NPCs)

This is the essence of the Forsaken Plane, where innocence and virtue battle corruption and evil. Where love can destroy or redeem. Where magic cannot overcome morality and divine justice or whatever The Powers may be comes to all.
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DM:The Forsaken Plane: The Plane of Elder Evils
"The only way to do the impossible is to believe that they are possible."
I have taken the Oath of Sangus.

Last edited by Xian; 01-13-2016 at 12:07 AM.
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Old 01-10-2016, 03:19 AM
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Magic and Forsaken Planes

Magic. Perhaps in no other domain does power have its cost as it does on the Forsaken Plane. In most respects, the spells function the same as their non-Forsaken Plane counterparts, but others are altered. Some subtly, but some not so much. Some of the spells will automatically incur a Dark Point (see below) and while others will depend on the manner and purpose for which it is employed. This knowledge is unknown to Outworlders and only known by the select few native practitioners of the Arts. In game terms, the knowledge of the select spells function in an altered manner and gratefully an even fewer select spells automatically incur a Dark Point can be gained with Spellcraft check. Additionally, only NATIVE casters can roll a Spellcraft check to do so and the DC is dependent on the spell. More importantly, It is the intent and the purpose of the spell that is often the tipping point on determining if and how many Dark Points are incurred by the character. As mentioned below, the players and their character will never know how many Dark Point that they have, but will be given an IC prompt and indicator that some disturbance was felt.

Necromancy ad the Undead. Forces that tap into the corrupting power of the Negative Energy Plane are potent and perilous on the Forsaken Plane. The undead - creatures trapped in a twisted mockery of life - become more powerful and shielded from the magic and powers that would reveal their true nature. To those that dare to command the undead must take care, for with increased power comes increased resistance to control, those created to serve turning on and destroying their creators. Necromancy is also enhanced on the Forsaken Plane, but few things carry a greater risk of taint and condemning a soul to damnation there that disrupting the natural cycle of life and death.

Divination. The Forsaken Planes does not surrender easily its mysteries. Divination is untrustworthy at best. Magic that reveal a creature's true nature, portend a future event, or reveal the desires of the gods often fail or produce skewed results. Those that use divination magic for such a purpose be given answers by The Powers themselves for whatever inscrutable purpose they would like the character to fulfill.

Travel. The mysterious Mist and Fog of the Forsaken Plane challenges travelers and many lose their way. Those lost wander at the whims of The Power and often they find themselves in strange lands. Magical means of travel are subject to will and whims of The Powers and the misdirection of the Mists. Only powerful magics enable travel from one domain within the Forsaken Plane to another, but even the most powerful magics cannot contend with or provide escape from a closed domain. By the design of the Forsaken Plane, planar travel is rendered impossible from within the Forsaken Plane. As it was designed, beings and objects could be sent to the Forsaken Planes, but it would no be permitted to leave.

The Near Ethereal. The travelers on the Forsaken Plane are able to access the Ethereal Plane, but only to a very limited portion of the Ethereal Plane, a border area known as the Near Ethereal. With the exception of travel to other planes, the Near Ethereal functions identically to the Ethereal Plane. It is the place for the restless spirits and lost souls of the Forsaken Plane...

Domains. Familiar lands and territories are divided into pockets of nations on the Forsaken Plane, like the cells in prison. For each of these nations, often referred to as Domains, are in fact prisons constructed to imprison and torment a singular evil entity, a Darklord. Every aspect of the domain inexorably adjusts to subtly reflect the nature of their master and the Darklord. This reflection torments the Darklord as painful reminders of the transgression, sins, and choice that has damned them to the Forsaken Plane. Darklords can control the entry and exit out of their domains by closing or opening the borders of their prison cell.
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DM:The Forsaken Plane: The Plane of Elder Evils
"The only way to do the impossible is to believe that they are possible."
I have taken the Oath of Sangus.

Last edited by Xian; 01-23-2016 at 06:47 PM.
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Old 01-22-2016, 12:26 AM
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Fear, Horror, and Madness

"I trembled not-- I stirred not -- for a crowd of unutterable fancies connected with the air, the stature, the demeanor, of the figure, rushing hurriedly through my brain, had paralyzed -- had chilled me into stone."

--- Edgar Allen Poe, "Ligeia"


Heroes on the Forsaken Plane will find themselves facing slavering monsters that can slay with a touch, witness horrendous cruelties, or be exposed to alien forces capable of rending their minds and sanity to shreds. The aspects of Fear, Horror, and Madness represents the power of terror on the Forsaken Plane. Even those that have arcane powers, from outworlds, and the strong will find themselves facing terror as even familiar threats are more powerful deadly and not bearing the weaknesses they had in other worlds and where the forces of darkness and evil seem to have set the entirety of their will and power against. Only by facing these fears can our heroes hope to prevail in the face of darkness.

These aspects will be done as saving throws or can be done voluntarily if the characters face something that they believe would set in one of these conditions. Again these are guides for RP in this game. The setting is centered around the power of terror and even those with abilities that make them immune to fear are only shielded from the effect of fear, but still can still feel the fear (the threat to their survival) and therefore are susceptible to the power of terror. It is to help replicate the atmosphere of terror and visualize the hysteria that often clouds the minds of characters in classic tales of horror.

Unless noted otherwise in the RP text, all Fear, Horror, and Madness are essentially Will Saves in all respects.

Fear. Fear usually occurs the facing overwhelming odds and/or dire physical danger. This is usually triggered when the characters perceive a threat to their survival. It is one of the most basic of human instincts.

Horror. Horror is a broader emotion than fear, and at the same time, more intimate. Horror often permanently colors a character's view of the world, be it through the realization that such merciless and terrible events are possible, the realization of a monstrous truth of themselves or those that they are close to. Horror is the murder of innocence.

Madness. Sometimes the power or the alien nature of a terror or an experience is so extreme that it simply shatters the mind of the character and/or alters their perceptions irrevocably. Perhaps it is a singular and powerful experience that shatters the sanity of the character or just the inexorable decay from repetitive exposures to traumatic events and loss. Regardless of the cause, unlike most Will Saves, when contending with madness triggers, characters add their Wisdom bonus to the save DC not to their save roll. Why does having a higher wisdom make it more difficult to save versus madness? The answer lies in the fact that a character's own Wisdom is affected by the events that trigger the save. Madness effects involve the perceptions and emotions of the character, sabotaging the character's ability to make wise decisions or accurate judgments. This is one of the most challenging things for players and should/will not be taken on lightly. To gain their full effect, Madness effects (insanity) depend heavily on the players' willingness to accurately portray the various forms of mental damage and therefore involves a great deal of personality and character development.

Recovery. "There is no night so dark, that the morning will not come." Those who fail Fear, Horror, and Madness checks are not irrevocably lost. They can, with or without external aid, shake of the effects of the failed saves given time and the right conditions. These also represent an RP opportunity as the characters work their way back slowly from the precipice of terror to normalcy.
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DM:The Forsaken Plane: The Plane of Elder Evils
"The only way to do the impossible is to believe that they are possible."
I have taken the Oath of Sangus.
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Old 01-22-2016, 12:57 AM
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Curses

"Towards thee I roll, thou all-destroying, but unconquering whale; to the last I grapple with thee; from hell's heart I stab at thee; for hell's sake I spit my last breath at thee."
---Herman Melville, Moby Dick

The thirst for vengeance carries its own terrible power. When an injustice is committed, The Powers are drawn to the cries of the wronged and if their need, their desire for justice is strong enough - if their hate burns hotly enough - The Powers in their own twisted way may respond. These often come in the form of curses... Different from those momentarily conjured by magic or a certain witch's hexes, these Curses carry the cruel and poetic justice of the Forsaken Plane. However, like the plane from which they draw their power, they are also evil and begotten of evil. These curses range from the minor Embarrassing Curses to Dangerous to Lethal Curses. Curses can be temporary or enduring, some even persisting beyond the death of the individual and following the cursed one's descendant through their bloodline.

Curses gain their strength from the emotion invested in it by its invoker. The power of the curse arising from the justification, the measure of justice of The Powers weighing whether the target of the curse is deserving of its caress. It measure the severity of the offender's transgression against the need for the invoker's need and desire for vengeance. The more justified the curse, the better chance is that it will take effect. The irony here is that the justification is measured from the invoker's point of view - whether they believe that they have been wronged is more important than the truth.

Curses can be invoked by characters or by NPC's and are meant to enhance the drama and atmosphere of the game. So if at anytime, if the player deems that they have a situation that they can invoke a curse they may do so, but the effect is again dependent on how well the justification is RP'ed and constructed.

Of special note are curses delivered as the last words of a dying person. If the invoker uses their final breath to spit their outrage and hatred at the target of their curse, it increases both the chance of it taking effect and the power of the curse. The invoker in such cases dies immediately after delivering such a curse, even she might have been saved. It is thought that the invoker in this fashion channels the last iota of their life energies to empower the curse. Such that invokers who die with curse on their lips cannot be raised until their dying curse has run its course.

Lifting these curses, unlike those invoked by spells and hexes, can only be accomplished through the curse's escape clause - a means by which the accursed person can free themselves from the effects of the curse. These are always unique to each curse, but generally fall into two categories, avoidance or redemption. Avoidance causes allow the accursed to stop the curse by avoiding the conditions that triggered it. Such as those cursed never wield a sword, may be able to instead wield an ax. Redemption clauses offer a way to permanently lift the curse. These take a myriad of forms and is usually tailored to the invoker and the conditions in which they had invoked it.
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DM:The Forsaken Plane: The Plane of Elder Evils
"The only way to do the impossible is to believe that they are possible."
I have taken the Oath of Sangus.
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Old 01-22-2016, 01:23 AM
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Powers Checks /Dark Points

"I am the wound, and yet the blade! The slap, and yet the cheek that take it! The limb, and yet the wheel that breaks it, The torturer, and he who is flayed!"
---Charles Baudelaire, "L'Heautontimoroumenos"

Evil comes in many forms, but it is never so dangerous when it is convenient. Evil can seduce us in ways that Good would never try. Good demands much -- patience, compassion, self-sacrifice -- and its rewards are often obscure. Evil seems to ask nothing but gladly offers anything we could desire: power, riches, even love. The gifts of Evil are poisoned fruits, however, tainted by the very acts undertaken to claim them. Each gift accepted, each moral shortcut taken, leads further from the light and closer tot he Evil's final reward: our own destruction or damnation.

Unseen by mortals, The Powers sit in judgment of all that occurs within the Forsaken Plane and silently watches countless other worlds as well. Whenever a mortal performs an evil act on the Forsaken Plane, there is chance that The Powers will respond, both rewarding and punishing transgressor in a single stroke, and if the transgressor so chooses to continue his journey down the dark path to damnation. Mortals may and probably never know what The Powers hope to achieve with their sinister gifts. Perhaps The Powers are overly harsh but caring parents that use their punishments to drive their children back to the path of righteousness. Or perhaps The Powers are capricious powers that seek to inflame mortal sin, taunting and teasing the morally weak into infinite spirals of damnation. The truth is that it may never be known.

In the Ravenloft setting, certain decision or actions invoked a Powers Check. This was done with a random roll after an act was committed and the Powers would respond. In this setting a similar mechanism will be used, but it will be done through the use of dark points. Dark Points is the way I chosen to measure the amount of taint that the character has accumulated. Characters can get a Dark Point both from incidental and deliberate acts of darkness. Deliberate acts are fairly straight forward. Incidental acts include casting spells that the character does not know invoke the powers of darkness (necromancy) on the plane, accidental killing of an innocent, or even simply witnessing something requires a Horror or Madness check (or in cases failing them). The latter example is show that experiencing acts and scenes of evil and horror changes people and it takes true effort (use of hero points) for their virtue to weather such things. The true difference between the deliberate and incidental acts is the mechanism and difficulty for the removal. The guide here is that the level of difficulty and mechanism will depend on the nature of the act.

I will put out the guidelines that describe the signs of each level of corruption, but the players will never know exactly how many they have accumulated, but in game I will drop hints of the effects, physical, spiritual, and mental, of the Dark Points and if you pass into the next stage of corruption, I will let you know in your private threads so you can RP it appropriately in game.

The second highlight is that Dark Points can be used to create effects akin to Hero Points with a few key difference. The use of dark point does not reduce the number of dark points you have, but increases it. This means that the more you rely on the powers of darkness, the more points you incur. The second key difference is that the further along the path of corruption you are, then less effective will the use of dark point will be. As for usage, the intent is that the Dark Points, if deliberately invoked, a dark act itself, at first will provide effects that equal or even superior to hero points in some cases. However like a drug, the effects lessens as the addiction heightens, so that they must now use more to get the same effects. Mechanically, that as the characters become more corrupted, they will gain more Dark Points for using it in this manner. The players will never be told how many dark points that they have accumulated, but the signs of corruption will be made known to them and evidence may be visible or noticed by the others.

Asides these nuances, dark points follows all of the other rules governing hero points, to include only being allowed to use one point per round.
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DM:The Forsaken Plane: The Plane of Elder Evils
"The only way to do the impossible is to believe that they are possible."
I have taken the Oath of Sangus.

Last edited by Xian; 01-29-2016 at 01:11 AM.
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Old 02-05-2016, 09:44 PM
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Faiths and Religions of the Forsaken Plane

"Oh!... To heap shame on my own head is all the satisfaction I have left to offer to offended Heaven. My story has drawn down these judgments: Let my own confession atone - but ah! what can atone for usurpation, and a murdered child!" ---- Horace Wadpole, The Castle of Oranto

The Unspoken Pact

When a cleric enters the Forsaken Plane from another world, they immediately feel a hollowness slip into their hearts, a void that the strength and power of their deity once filled. Although the clerics and other users of divine magic and blessings, they no longer feel the presence of their deity or patron at their side. This void often causes in these beings a crisis of faith or pass into bouts of depression.

For the natives of the Forsaken Planes, the feeling of distance from the gods is perfectly normal and expected. They generally view the gods to be distant and inscrutable as a matter of common sense. Those few that claim to be the vessels for their gods are summarily dismissed as madmen and false messiahs.

Why are the gods cut off? The Forsaken Plane by design have severed the connection of the divine from their plane entirely, as much to keep things, so as those imprisoned there do not know that there is something outside of the plane... at least that was the intent. The divine caster in the Forsaken Plane when they pray and are granted "divine" favor it is The Powers that response. This ability to grant both divine and profane powers is why some Forsaken Plane scholars contentions that The Powers are neither good nor evil. Or perhaps it is that those who worship the profane, the power is drawn from the slumbering Elder Evils imprisoned within the realms, and those goodly divine powers are the newly reborn gods from the remains of those chose to imprison themselves here for the good of the multiverse. Who can say. The nature of the Forsaken Plane is as inscrutable as it ever was...

Change: All divine powers continue to function for all divine casters without impediment, but as stated they will noticeably feel a void that was once filled by the voice of their deity... though they continue to receive their blessings.

The Faiths of the Forsaken Planes

Belenus
Belenus is a sun god and the master of fire. His followers claim that Belenus bestows life-giving light and heat of the sun to those that please him and withholds it from those who do not. It is one of the major faiths of the Forsaken Plane and a powerful organized religion that worships and honors Belenus as the one true god, dedicating huge and glorious cathedrals in his name. While his worshipers have a reputation for keeping the forces of darkness at bay, they also have a reputation for their zealotry and intolerance for anything that they deem impure. This has resulted in things such as the Purification Inquisitions and The Purges where they execute those "tainted" by darkness and have included caliban, non-humans, and wielders of arcane magic. The worship of any other religion is ruthlessly persecuted as are countless other transgressions against the Laws and Commandants of Belenus.

Alignment: Lawful Neutral
Symbol: Golden Sunburst
Domains: Sun, Law, Justice, and Fire
Favored Weapon: Greatsword

The Eternal Order

The darklord that rules Darkon originally constructed this religion around the folklore of his subjects as a tool for societal control. Darkonian tradition holds that their land originally belonged to the dead until it was stolen by the living by banishing them to the "Gray Realm". On the day of reckoning, a prophesied event dubbed the "Hour of Ascension", the vengeful dead will return to reclaim what is theirs. The clerics of the Eternal Order comprised of the patchwork beliefs and former followers of death deities. Worship focuses on mainly appeasing the dead and other things to continually postpone the coming of the Hour of Ascension.

Alignment: Neutral Evil
Symbol: A hooded human skull.
Domains: Darkness, Death, Destruction, Evil, Law, and Repose
Favored Weapon: Scythe

Ezra
The Church of Ezra claims their deity, Ezra, Our Guardian in the Mists, had given them a message to spread to all of the world. According to most traditions, Ezra was a virtuous mortal who despairing in the of evils in their world surrendered her mortality to the Mists and ascended to become the Eternal Guardian of mankind. The Church has divided themselves into various sects based on their interpretation of their patron goddess. The original Lawful Neutral sect, also called the Home Faith, appoints the faithful, known as anchorites to protect and heal the faithful, keeping them safe from the forces of evil. The Lawful Good sect also teaches these things, but in addition teaches that the anchorites must convert as many souls to Ezra's flock as possible for their own good. The mystical, neutral sect claims that Ezra was a goddess who abandoned her callous fellow deities to offer mortals succor, and the sect spends its time studying the true nature of their goddess. The one common belief that binds these sects together is the belief that Ezra cannot protect or provide salvation to those that do not accept her into their hearts.

Alignment: Lawful Neutral
Symbol: A silver longsword superimposed upon an alabaster kite shield and adorned with a sprig of belladonna.
Domains: Destruction, Good, Law, Healing, Knowledge, and Mist (Special)
Favored Weapon: Longsword

Hala
According to Hala's holy writings, nine deities created the world from the mists of Chaos. The deities then withdrew, intending to permit mortals to their world with acts both good and evil. But mortalkind lacked wisdom necessary and soon the world was filled with pain and sorrow. Only one of the Nine, the goddess Hala returned to the world to ease its suffering. She gathered thirteen men and thirteen women and taught them the secrets of The Weave, an ancient magic, but more commonly known in the Forsaken Planes, as witchcraft. Although witchcraft is not inherently evil, it is thought to be rife with occult danger. The druidic tradition is also encompassed in the secretive Church of Hala who operate a number of hospices and sanctuaries through the Forsaken Planes.

Alignment: Neutral
Symbol: A ring formed by thirteen serpents, each devouring the tail of the one before it.
Domains: Air, Animal, Plant, Weather, Healing, Water, and Charm
Favored Weapon: Dagger

The Lawgiver
This religion rewards blind obedience and asserts the divine providence of kings. Those born into wealth and power deserve to rule; those born into poverty deserve what they earn through dutiful service to their masters. The Lawgiver's clerics believe in rigid class stratifications and castes. Clerics drawn from different societal classes do not mix, and the Church forbids the marriages between different ethnicities and races All sacred rites must be performed in holy lands of Vassi and all sacred texts use its script.

Alignment: Lawful Evil
Symbol: Stout iron spear, bound in coils of bronze
Domain: Death, Evil, Law, Nobility, Protection, and Justice
Favored Weapon: Spiked Chain

The Morninglord
The Morninglord is usually depicted as a luminous, sylvan humanoid. Although he is formed of soft golden light, his face is smeared with blood. The religion teaches that even in the greatest good may hold some evil stain, and even the most depraved evil may yet contain a spark of good. The Morninglord is the deity of the rosy dawn that marks the end of every night. The Morninglord asks little of his followers save that they treat each other with kindness and retain hope in their hearts. Its simple teachings conceal a message of intense hope. No matter how bleak the future may seem, no matter how dark the night, the dawn will come. The followers of the Morninglord believe that Morninglord will return to them one day to lead world into the daylight.

Alignment: Chaotic Good
Symbol: A simple, rose tinted disc of gold
Domain: Sun, Good, Luck, Healing, and Protection
Favored Weapon: Scimitar

Cthullu
Cthullu is not worshipped; he is appeased. Cthullu, the tentacled horror, demands endless sacrifice, human and otherwise. Thought of not so much as a god, but the only known direct worship of an Elder Evil, though its worshippers do not know it as such. He/it is the domain of nightmares and sometimes worshipped as the Dreaming Dark and from whom sprung the quori of this realm. His followers, usually the insane, only have one purpose, to usher their master into the world again so that he may destroy it along with the gods and return reality to primordial chaos from whence it came.

Alignment: Chaotic Evil
Symbol: None, but tentacled head resembling a illithid have been used
Domain: Chaos, Darkness, Destruction, Evil, Madness, and Trickery
Favored Weapon: Whip
__________________
Posting Status: Hospitalized... Posting impacted.
DM:The Forsaken Plane: The Plane of Elder Evils
"The only way to do the impossible is to believe that they are possible."
I have taken the Oath of Sangus.

Last edited by Xian; 02-07-2016 at 01:43 AM.
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