-
Warp Fairy Horde, Tiny, Magical, Intelligent, Planar Wound you in time (d8-2 damage) 7 HP 4 armor Hand, Ignores Armor The Warps Fairies have seen the end and have come to undo it. Unfortunately, they have run into so many potential apocalypses they have decided to go waaaay back and pretty much undo all of it along the way. Instinct: To undo past events
- Travel Erratically Through Time
- Slow Mo, Rewind, FF, Pause
- invoke a cruel simularcurm of fey magic
-
Grey Dwarf Group, Large, Magical, Intelligent, Hoarder, Terrifying Mace (b[2d8+4] damage) 10 HP 3 armor Forceful, Reach, Near Special Qualities: gray skin and blank white eyes It is not known whether the gray dwarves migrated to the Caves of Infinity or if their more civilized cousins fled their brutish cousins. Tyrannical, grim, industrious and pessimistic, the lives of the gray dwarves are bleak and brutal. Rather than a flaw, however, they view their lack of happiness as their greatest strength, the defining feature of their pride. The gray dwarves saw themselves as the true paragons of dwarvish ideals compared to their weak and pampered kin, but in truth, their ways were a dark reflection of those found in normal dwarves While they do display the redeeming virtues of determination and bravery, the grays take dwarven flaws to their logical extremes. They are violent and hateful, sullen and insular, greedy and ungrateful, deeply cynical of others' motives and dutifully track and nurse every grudge, whether or not any offense was meant. Though their vices were many, the moral failings of the gray dwarves could be traced to three primary principles: bottomless greed, unceasing conflict, and rejection of emotion. Instinct: to enslave and profit
- double in size; when not enlarged stats are halved
- Invisibility, for up to an hour unless it attacks, is hit, or enlarges
-
The Man of the Gates Solitary, Magical, Stealthy, Divine, Devious, Organized, Terrifying, Amorphous Kill the wordless (d10+2 damage) 17 HP 5 armor Close, Ignores Armor, Far Special Qualities: can never remember just what the Man looks like when one looks away The Man of the Black Gates looks like a man, or at least it is called a man, and no one who has met with him has said otherwise, but no one can ever remember just what the Man looks like after they look away. The Man has aspired to power beyond his station and believes that the death of the Ancients is a means to an end for some reason. He cannot kill speakers outside his realm, and relies on contracts with resurrections to enforce his will in the material plane. Instinct: to bargain with life
- Lock one on the other side of the Gates
- Conjure images of loved ones' last moments and hide among them
- Master of Reality in his Realm
- It can kill non speakers at will
- Summon Contracts to fight for him.
-
Lividity the Warlock of the Gate Solitary, Magical, Divine, Intelligent, Hoarder, Construct Eldrich Blast (d10+2 damage) 16 HP 4 armor Close, Reach, Far Special Qualities: Lividity Cannot Passt Through the Gates, and thus cannot die, but may take days or weeks to come back to life depending on the physical damage. Lividity was born with no use for the gods. For her it was all to live and die with as little dealing with them as possible.She made a life investigating crimes for the Startangrad City Guard, sometimes monitoring religious actors, making sure they weren't establishing anything in the city that might count as a Temple. This was how she met her Harold, a priest of Tiffany running a garden in the city, medicinal herbs.He barley spoke of his goddess but he radiated her, he was pure light, offering cures, prorating payment for the poor, always, laughing, always dancing. He was everything she was not and she clung to all of it, and for her he was life itself. Until he died. Random thing, the guard said. Couple of ner do wells looking to get high, didn't understand that the fungus he was clutching to himself was to make a medicine that would cure an infected child down by the docks and not propel them into new heights of consciousness. That was the night she first prayed. She prayed to Death itself and he appeared. She'd heard of his shifting nature but his face has always remained in her mind since the night The Man showed up to say sorry, he'd already offered this one to go back for just a little favor. A small favor, he said, to stay here with Lividity a little longer, but he said Hells no. He was off to the Bosom of his goddess and had no need for dark trades. Lividity could not imagine the world without him in it, and so she struck a deal. She would serve if he was brought back. She would serve as long as she could stand just to know the world still had him in it, even though he'd hate her for it. And so she became what she is, bound to the power of the gates themselves. Instinct: To fufill her duty and die
- Create and Move between shadow
- Divine information by casting rituals to speak with the dead
-
Solitary, Magical, Divine, Intelligent, Hoarder (d10+2 damage) 16 HP 4 armor Close, Reach, Far Lividity was born with no use for the gods. For her it was all to live and die with as little dealing with them as possible.She made a life investigating crimes for the Startangrad City Guard, sometimes monitoring religious actors, making sure they weren't establishing anything in the city that might count as a Temple. This was how she met her Harold, a priest of Tiffany running a garden in the city, medicinal herbs.He barley spoke of his goddess but he radiated her, he was pure light, offering cures, prorating payment for the poor, always, laughing, always dancing. He was everything she was not and she clung to all of it, and for her he was life itself. Until he died. Random thing, the guard said. Couple of ner do wells looking to get high, didn't understand that the fungus he was clutching to himself was to make a medicine that would cure an infected child down by the docks and not propel them into new heights of consciousness. That was the night she first prayed. She prayed to Death itself and he appeared. She'd heard of his shifting nature but his face has always remained in her mind since the night The Man showed up to say sorry, he'd already offered this one to go back for just a little favor. A small favor, he said, to stay here with Lividity a little longer, but he said Hells no. He was off to the Bosom of his goddess and had no need for dark trades. Lividity could not imagine the world without him in it, and so she struck a deal. She would serve if he was brought back. She would serve as long as she could stand just to know the world still had him in it, even though he'd hate her for it. And so she became what she is, bound to the power of the gates themselves. Instinct:
-
Orc Security Group, Organized, Intelligent Whatever's heavy and handy (b[2d8+2] damage) 10 HP 1 armor Close, Forceful The Orcs of the Northwest Mountains have largely immigrated south the past century or so, many in the City of Priests and Ghosts. The more civil live among the Kyles, the more vicious thrived in Blasphemers Quarter, where they hold a steady claim to the security, collections, and murder for hire markets. Casino Security do not carry weapons as a matter of course, and are free to cause some destruction to make an example, even if that means throwing a roulette wheel at someone, or throwing someone through a nice high window. Instinct: To eject rulebreakers
- The old heave-ho
- Security whistle
-
The Fop Solitary, Magical, Divine, Devious, Intelligent, Hoarder Banishing Touch 10 HP 4 armor Close, Reach, Ignores Armor His successful research into inter planar portals and baroque disposition lead Duke Baldwin to his position as a High Deacon of the Church of Blasphemy. He appears frail and effete, but he has traveled to several hells and made deals with multiple devils for the power he wields. He'll have to pay it when he dies, so he keeps playing on house money. Instinct: to pervert
- Use spells to evade and trap
- Create a portal between planes
- become trapped on another plane
-
Succubus Solitary, Magical, Stealthy, Intelligent, Hoarder, Planar Rejection (d10 damage) 12 HP 4 armor Close, Ignores Armor, Near The Succubi are citizens of the Turgid Palace, the King of Sin's realm. They toy with those lost to temptation on their plane and accentuate temptation on this one. Instinct: To steal life force
- seduce with magic
- shapeshift into someone else
- bond to willing mortals and help or interfere as it wills
-
Blasphemous Guard Horde, Divine, Organized, Intelligent, Cautious, Hoarder Hellmetal Weapon (b[2d6+4] damage) 3 HP 4 armor Close The Blasphemous Guard has many duties: to execute; to extort; to force others to act cruelly to save themselves. They patrol the streets and borders. From individual, to squad, to army, everyone has their own agenda and are highly bribe-able. Of course, flash too much in negotiations and they'll get more guys and come back for it later. Instinct: to enforce debauchery
- Fight unfairly
- Double Down
-
Blasphemous Priest Group, Magical, Divine, Devious, Organized Poison Dagger (d4+2 damage) 6 HP 4 armor Close The Priests of the Church of Blasphemy have decided that devils and demons are much less aloof than any god, and that it is easier to borrow or steal their power. They recruit by learning what the unbeliever wants and making it available at a dear cost. Some are converted, and some are dealt like currency to maintain the favor of Hell. Instinct: To corrupt
- Summon Devils and Demons
- Open Hell's Womb
- Learn what tempts you
- Issue edicts to toadies