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#villain necromancer
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Villain: The Knights of St. Kazvarin
There's pious and selfless devotion, and then there's whatever these weirdos have going on
Riding forth from their brooding fortress-abbey to do the will of a long dead holy man, these inscrutable warriors have long been the subject of rumour and suspicion. It's not an undeserved reputation, as apart from looting tombs for ancient relics or ominously observing the goings on of the common folk these forboding knights are most often acting as the hired muscle for unscrupulous nobles who have no regard for the legality or virtue of the orders they enforce.
Far more than mercenaries with a patina of piousness, the Knights use these contracts to fund a secret and sinister endeavour that they have undertaken for centuries.
Adventure Hooks:
While delving through a dungeon the party follow a trail of slain monsters to a gravely injured knight and his thoroughly overwhelmed young squire. The boy will introduce them as Tilaen and Ser Darrik respectively and ask for their aid in tending to his master's injuries, before the dour Knight chides him for speaking on his behalf and tells the party to be about their way. Ser Darrik wants no help from "the faithless" and is willing to use the last of his strength to get violent about it. If cooler heads prevail, the party will learn that the two were after a rare manuscript hidden somewhere within the dungeon, and the offer of collaboration might be explored. If the party don't help, they'll find the squire waiting for them at the dungeon's entrance, requesting their help to bury his master and guide him back to their order's abbey. It's only after a few days of travelling together will realize that Squire Tilaen is muchabused by his sect, and that steering the boy away or outright adopting him might be the real kindness.
Acting as a stern and imposing shadow to whatever asshole noble or callous merchant the party have recently pissed off, the towering and always helmed Ser Gelceiras has "Bossfight" written all over him. However when the adventure's final confrontation looms the party find him cleaning off his massive axe, his employer's head in a bloodsoaked bag waiting to be delivered to them. "We got what we wanted from him" he rumbles as he exits, " you can have what's left. no hard feelings."
Just a new threat encroaches on the settlement, a mace wielding bruiser in burnished armour rides up and pledges to fight alongside the party in its defence. Ser Portia's skill as a fighter is sorely needed, perhaps enough to overlook whatever agenda it is that drew her to the settlement in the first place. Shortly after the final battle is fought and the dust clears, the party will realize Portia is nowhere to be seen... having escaped sometime during the aftermath after inexplicably kidnapping one of the locals.
Background: Before he was a sacred corpse, Saint Kazvarin was a necromancer of great talent, having dedicated his life to the study of thanatology and the many loopholes around death. This earned him great renown and wealth in his day, amazing the masses with seances while charging the powerful dearly for cut-rate resurrections. He amassed generous patrons and fanatical followers, only to have it all fall apart when the Raven Queen took an interest.
Kazvarin had and constructed his own bootleg afterlife, a place where his most loyal followers would rest forever in glory before being called back in time of greatest need. Atleast that was the sales pitch, in reality the "saint" had stopped just short of lichdom delving into the shadow to create a demiplane where his own soul would reside undeminished after death, sustained by the faith of his followers as the realm hollowed them out.
Such villainy inevitably created it's own downfall in the form of a young woman who's family were taken in and exploited by Kazvarin's cult. Though her name was not recorded by history, she was marked by the Duskmaven for greatness when she swore to tear down the saint who would conquer death, years later succeeding along with some allies in not only killing the necromancer but cursing him with a most ironic fate. Denying him the afterlife he had so meticulously constructed, the raven queen cursed Kazvarin with reincarnation, forcing his soul to live out a new life where it would forget all he knew and be remade.
It would have been a perfect punishment had the Saint's followers not been so fanatical. Though their organization had been shattered by their "benevolent" leader's apparent assassination, the most loyal of his inner circle poured through his research, finding the spells nessisary to seek out his soul in its new vessel. Thereafter they engaged in a grim hunt, crossing the realms to ritually sacrifice the youth their leader had grown into and pulling free his undigested soul. This is the cycle Kazvarin's followers have been following for generations, spending decades hunting for signs of their leader's return before using murder and necromancy to forcibly deincarnate him. Thereafter Kazvarin has a few months or years to act freely before he is swallowed back up by the tide of souls and the hunt begins again
Future Adventures:
Though they begin as a comparatively minor oddity, the knights become a true threat to the campaign as soon as they figure out who Kazvarin's current incarnation is and manage to wrest his soul out. Ideally this should be someone the party knows, to make it all the more tragic that they were sacrificed to bring about the villain's return.
Though it is much deminished, Kazvarin's demiplane (called the Howling Basilica) still traps the souls of those who have sworn their lives to him, acting as a vault from which he can pull rank upon rank of shadow-maddened spirits to his bidding. His most loyal retainers are allowed to keep their skills and individuality while being deprived of their will, meaning he has a backlog of highly skilled Knights just waiting for new bodies to possess no matter how many times the party defeat them on the field. What's worse is that the saint still remembers how to manipulate people with the offer of offbrand immortality, and will likely begin reaching out to powerful individuals shorty after his return.
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raeynbowboi · 6 months
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How to Play the Ultimate Dark Mage in DnD 5e
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With Halloween right around the corner, I thought I'd delve into an idea I don't see talked about very much: building the ultimate black mage in DnD. For this build, we're not trying to be the best necromancer, or the best damage dealer. What we want is to find the build that grants us the widest arsenal of as many dark magical powers as possible. In order to give the Sorcerer a fair chance, we're going to homebrew to grant the Sorcerer 25 spells known instead of 15, otherwise there's no chance the Sorcerer is going to win.
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DARK MAGIC SPELL LIST
NECROMANCY False Life (Artificer, Sorcerer, Warlock*, Wizard, Death Cleric, Grave Cleric) Animate Dead (Cleric, Warlock*, Wizard, Oathbreaker Paladin) Speak with Dead (Bard, Cleric, Wizard, Undead Warlock, Undying Warlock) Spirit Shroud (Cleric, Paladin, Warlock, Wizard) Summon Undead (Warlock, Wizard) Summon Warrior Spirit (sorcerer, Warlock, Wizard) Death Ward (Cleric, Paladin, Undead Warlock, Undying Warlock, Alchemist Artificer) Spirit of Death (Sorcerer, Warlock, Wizard) Antilife Shield (Druid, Death Cleric, Grave Cleric, Undead Warlock) Danse Macabre (Warlock, Wizard) Create Undead (Cleric, Warlock, Wizard) Soul Cage (Warlock, Wizard) Clone (Wizard)
NECROTIC DAMAGE Chill Touch (Sorcerer, Warlock, Wizard) Toll the Dead (Cleric, Warlock, Wizard) Inflict Wounds (Cleric, Oathbreaker Paladin) Wither and Bloom (Druid, Sorcerer, Wizard) Vampiric Touch (Sorcerer, Warlock, Wizard, Death Cleric, Grave Cleric) Blight (Druid, Sorcerer, Warlock, Wizard, Death Cleric, Grave Cleric, Oathbreaker Paladin, Alchemist Artificer) Destructive Wave (Paladin, Tempest Cleric) Enervation (Sorcerer, Warlock, Wizard) Negative Energy Flood (Warlock, Wizard) Circle of Death (Sorcerer, Warlock, Wizard) Finger of Death (Sorcerer, Warlock, Wizard) Symbol (Bard, Cleric, Druid, Wizard) Abi-Dalzim's Horrid Wilting (Sorcerer, Wizard) Power Word: Kill (Bard, Sorcerer, Warlock, Wizard)
SHADOW MAGIC Darkness (Sorcerer, Warlock, Wizard, Land (Swamp) Druid, Oathbreaker Paladin) Shadow Blade (Sorcerer, Warlock, Wizard) Summon Shadowspawn (Warlock, Wizard) Shadow of Moil (Warlock) Maddening Darkness (Warlock, Wizard)
PESTILENCE Acid Splash (Artificer, Sorcerer, Wizard) Poison Spray (Artificer, Druid, Sorcerer, Warlock, Wizard) Ray of Sickness (Sorcerer, Wizard, Death Cleric, Alchemist Artificer) Tasha's Caustic Brew (Artificer, Sorcerer, Wizard) Blindness/Deafness (Bard, Cleric, Sorcerer, Wizard, Spores Druid, Fiend Warlock, Undead Warlock, Undying Warlock) Melf's Acid Arrow (Wizard, Land (Swamp) Druid, Alchemist Artificer) Ray of Enfeeblement (Warlock, Wizard, Death Cleric, Grave Cleric) Stinking Cloud (Bard, Sorcerer, Wizard, Land (Swamp, Underdark) Druid, Fiend Warlock) Sickening Radiance (Sorcerer, Warlock, Wizard) Vitriolic Sphere (Sorcerer, Wizard) Cloudkill (Sorcerer, Wizard, Alchemist Artificer, Death Cleric, Land (Underdark) Druid, Spores Druid, Conquest Paladin, Undead Warlock) Contagion (Cleric, Druid, Oathbreaker Paladin, Undying Warlock) Disintegrate (Sorcerer, Warlock, Wizard) Harm (Cleric, Druid)
FIENDISH MAGIC Hellish Rebuke (Warlock, Oathbreaker Paladin) Spirit Guardians (Cleric, Crown Paladin) Summon Lesser Demons (Warlock, Wizard) Summon Greater Demon (Warlock, Wizard) Infernal Calling (Warlock, Wizard) Planar Binding (Bard, Cleric, Druid, Wizard) Summon Fiend (Warlock, Wizard) Planar Ally (Cleric) Tasha's Otherworldly Guise (Sorcerer, Warlock, Wizard)
ELDRITCH MAGIC Eldritch Blast (Warlock) Arms of Hadar (Warlock) Hunger of Hadar (Warlock) Edvard's Black Tentacles (Wizard, Great Old One Warlock)
CURSES & EVIL Infestation (Druid, Sorcerer, Warlock, Wizard) Bane (Bard, Cleric, Warlock*, Vengeance Paladin) Hex (Warlock) Tasha's Hideous Laughter (Bard, Wizard, Great Old One Warlock) Bestow Curse (Bard, Cleric, Wizard, Conquest Paladin, Oathbreaker Paladin) Dispel Evil & Good (Cleric, Paladin) Hallow (Cleric, Fiend Warlock) Insect Plague (Cleric, Druid, Sorcerer) Eyebite (Bard, Sorcerer, Warlock, Wizard) Flesh to Stone (Warlock, Wizard) Power Word: Pain (Bard, Sorcerer, Warlock, Wizard)
MIND GAMES & NIGHTMARES Mind Sliver (Sorcerer, Warlock, Wizard) Cause Fear (Warlock, Wizard) Dissonant Whispers (Bard, Great Old One Warlock) Silvery Barbs (Bard, Sorcerer, Wizard) Crown of Madness (Bard, Sorcerer, Warlock, Wizard, Oathbreaker Paladin) Tasha's Mind Whip (Sorcerer, Wizard) Antagonize (Bard, Sorcerer, Warlock, Wizard) Enemies Abound (Bard, Sorcerer, Warlock, Wizard) Fear (Bard, Sorcerer, Warlock, Wizard, Conquest Paladin) Phantasmal Killer (Wizard, Hexblade Warlock, Genie Warlock) Dream (Bard, Warlock, Wizard, Land (Grassland) Druid) Dominate Person (Bard, Sorcerer, Wizard, Order Cleric, Trickery Cleric, Conquest Paladin, Oathbreaker Paladin, Archfey Warlock, Great Old One Warlock) Modify Memory (Bard, Wizard, Trickery Cleric) Synaptic Static (Bard, Sorcerer, Warlock, Wizard) Mental Prison (Sorcerer, Warlock, Wizard) Dominate Monster (Bard, Sorcerer, Warlock, Wizard) Feeblemind (Bard, Druid, Warlock, Wizard) Weird (Warlock, Wizard)
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BEST CLASS FOR DARK MAGIC
BARD Necromancy: 1 Necrotic Damage: 1 Shadow Magic: 0 Pestilence: 2 Fiendish Magic: 1 Eldritch Magic: 0 Curses & Evil: 5 Mind Games & Nightmares: 10 Total: 20 + Magical Secrets (4-6)
CLERIC Necromancy: 5, 7 (Death & Grave) Necrotic Damage: 3, 5 (Death & Grave), 4 (Tempest) Shadow Magic: 0 Pestilence: 3, 6 (Death), 4 (Grave) Fiendish Magic: 3 Eldritch Magic: 0 Curses & Evil: 5 Mind Games & Nightmares: 0, 2 (Trickery), 1 (Order) Total: 19 Death: 26 Grave: 24 Trickery: 21
DRUID Necromancy: 1, 2 (Spores) Necrotic Damage: 3 Shadow Magic: 0 Pestilence: 3, 5 (Spores), 5 Land (Swamp), 5 Land (Underdark) Fiendish Magic: 0 Eldritch Magic: 0 Curses & Evil: 1 Mind Games & Nightmares: 1, 2 Land (Grassland) Total: 9 Spores: 12 Land (Swamp): 11 Land (Underdark: 11
SORCERER Necromancy: 3 Necrotic Damage: 9 Shadow Magic: 2 Pestilence: 10 Fiendish Magic: 1 Eldritch Magic: 0 Curses & Evil: 4 Mind Games & Nightmares: 11 Total: 40
DIVINE SOUL SORCERER Necromancy: 8 Necrotic Damage: 12 Shadow Magic: 2 Pestilence: 12 Fiendish Magic: 4 Eldritch Magic: 0 Curses & Evil: 8 Mind Games & Nightmares: 11 Total: 57
WARLOCK Necromancy: 9, 12 (Undead) Necrotic Damage: 9 Shadow Magic: 5/5 Pestilence: 4, 6 (Fiend), 6 (Undead) Fiendish Magic: 6 Eldritch Magic: 3, 4/4 (Great Old One) Curses & Evil: 6, 7 (Fiend), 7 (Great Old One) Mind Games & Nightmares: 12, 14 (Great Old One) Total: 54 Fiend: 57 Great Old One: 58 Undead: 59
WIZARD Necromancy: 11 Necrotic Damage: 12 Shadow Magic: 4 Pestilence: 11 Fiendish Magic: 6 Eldritch Magic: 0 Curses & Evil: 6 Mind Games & Nightmares: 17 Total: 67
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Not only does Wizard come out on top with an impressive 67 dark magic spells, it is the only class that can learn all 67 spells. The Warlock learns 15 spells and 4 Mystic Arcanum, plus a few more through Eldritch Invocations, Clerics prepare level + WIS so they'll never prepare more than 25, and we had to cheat to give the Divine Soul Sorcerer 25 spells, or else it only gets a measly 15 spells plus one spell based on the alignment of your divine bloodline. We're also cheating a little with the mind games and nightmares category as while mental manipulation is scary and evil, it isn't necessarily the stereotypical evil one invokes with a dark mage. Although Wizard is the clear winner, it's worth pointing out certain interesting data. The Undead Warlock is the master of Necromancy, with the Wizard close behind at 11, separated only by access to Death Ward. Warlock is also the master of Shadow Magic and Eldritch Magic, but that's kind of the Warlock's whole shtick. The Divine Soul Sorcerer is the master of Pestilence magic, making it a great fit for a Plague Doctor type character, as well as Curses & Evil magic, narrowly beating out the Fiend Warlock. The Wizard is the clear master of Mind Games & Nightmares, and the Wizard and Divine Soul Sorcerer are tied at using Necrotic Damage spells. Wizard and Warlock are evenly matched at wielding Fiendish Magic. While the Bard is pretty much restricted to curses and mind games, it is possible to build a bard that uses exclusively dark magic. They just won't be the greatest dark mage of all time. In terms of who wins the most categories, the Divine Soul Sorcerer wins Pestilence, Curses & Evil, and ties for Necrotic Damage. Without considering subclasses, however, Wizard wins Necromancy, Mind Games & Nightmares, and ties for both Fiendish Magic and Necrotic Damage.
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THE BUILD
There are a few good choices for race when building the ultimate dark mage. The Fallen Aasimar's Necrotic Shroud feature adds proficiency bonus Necrotic damage to every attack while the necrotic shroud is active. They also get darkvision and resistance to both necrotic and radiant damage. The Dhampir not only gets dark vision, it lets you stop breathing and make vampiric bite attacks to regain hit points. Reborn are even harder to kill, with advantage against poison, and disease, resistance to poison damage, and advantage on death saves, on top of not needing to eat, drink, sleep, or breathe. But they don't get dark vision. And of course, the Custom Lineage can give your dark mage 60 ft of darkvision, and any feat, letting them take feats like Magic Initiate, Resilient (CON), Shadow-Touched, Eldritch Adept, and more. Ultimately, I feel that the Fallen Aasimar and Reborn are the strongest candidates as they are innately dark and creepy, whereas the Custom Lineage can be made dark and creepy. We'll treat this build as a Fallen Aasimar mostly because Reborns don't get darkvision and that is a pretty huge hindrance. Otherwise, we'd go with Reborn.
Haunted One is the darkest background possible and is also the default background of The Dark Urge in Baldur's Gate 3. We're going to ignore the background's options in order to take Intimidation to bully our way through the campaign and religion to study burials and undead. Since we know we're going Wizard, we'll also pick up arcana to study magic and medicine to study the body, blood, bones, organs, and everything else. However, if you want a sneakier dark mage, you could also go with Deception and Persuasion from our background to maintain a personable façade.
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WIZARD SCHOOL OF NECROMANCY
Of course, necromancy is our subclass of choice. The power to raise a stronger horde of undead and it not being tied to specifically Animate Dead does make the Necromancy Wizard pretty useful. And the Command Undead feature really makes the mastery of dark magic vibe feel earned. There is a case to be made for Evocation. The Overchannel feature that sacrifices HP for damage is very dark mage. However, one feature stacked against an entire subclass of dark magic is no real contest. So, we'll go with the School of Necromancy.
The School of Necromancy also has a feature called Grim Harvest, which heals the Necromancer any time they kill an enemy with a spell, and more-so if it was a Necromancy spell. The spells Wither and Bloom, Vampiric Touch, and Enervation each damage the target with Necrotic damage, then heal the caster by half the damage dealt. These two healing factors can stack, making these very useful spells, and Wither and Bloom and Vampiric Touch can be chosen as Signature Spell and Spell Mastery, giving your necromancer an unlimited use of a way to regain hit points, even if it's rather low. It's more effective as a means to patch oneself up between fights, killing a few squirrels or birds to regain hit points for no cost. A 1 level dip into Life Domain can not only give the Wizard Heavy Armor proficiency and access to the Inflict Wounds spell, it can also further boost the self-healing gained from these three vampiric necromancy spells. Although False Life is on the Wizard spell list, the Eldritch Invocation Fiendish Vigor can give your Wizard a way to spam False Life between every encounter, making them just a little less squishy.
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SPELL LIST
C Chill Touch, Infestation, Mind Sliver, Poison Spray, Toll the Dead 1 Cause Fear, False Life, Ray of Sickness, Shield, Silvery Barbs, Tasha's Caustic Brew, Tasha's Hideous Laughter, 2 Blindness/Deafness, Crown of Madness, Darkness, Melf's Acid Arrow, Shadow Blade, Tasha's Mind Whip, Web, Wither & Bloom 3 Animate Dead, Antagonize, Bestow Curse, Enemies Abound, Fear, Speak with Dead, Spirit Shroud, Summon Lesser Demons, Summon Shadowspawn, Summon Undead, Summon Warrior Spirit, Vampiric Touch 4 Blight, Edvard's Black Tentacles, Phantasmal Killer, Sickening Radiance, Spirit of Death, Summon Greater Demon, Vitriolic Sphere 5 Cloudkill, Danse Macabre, Dominate Person, Dream, Enervation, Infernal Calling, Modify Memory, Negative Energy Flood, Planar Binding, Synaptic Static 6 Circle of Death, Create Undead, Disintegrate, Eyebite, Flesh to Stone, Mental Prison, Soul Cage, Summon Fiend, Tasha's Otherworldly Guise 7 Finger of Death, Power Word: Pain, Symbol, Tether Essence* 8 Abi-Dalzim's Horrid Wilting, Clone, Dominate Monster, Feeblemind, Maddening Darkness 9 Imprisonment, Power Word: Kill, Weird
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INFERNAL SOUL SORCERER
The Divine Soul Sorcerer did pretty well for itself, so I figured I'd give a 25 spell list known for the DSS as a little Halloween Treat.
C Acid Splash, Chill Touch, Infestation, Mind Sliver, Poison Spray, Toll the Dead 1 Bane, Inflict Wounds, False Life 2 Shadow Blade, Tasha's Mind Whip, Wither and Bloom 3 Animate Dead, Antagonize, Bestow Curse, Spirit Guardians, Vampiric Touch 4 Blight, Spirit of Death, Vitriolic Sphere 5 Cloudkill, Contagion, Enervation 6 Circle of Death, Create Undead, Disintegrate, Harm 7 Finger of Death, Symbol 8 Abi-Dalzim's Horrid Wilting 9 Power Word: Kill
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sarielsnowings · 1 year
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Villainous Love 🫀💀🌹
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(Character on the front belongs to @/sacrxm)
Front: Oz (he/him)
Back: Lux (they/them)
__________
They’re in love, your honour.
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meggettes · 2 months
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the last line of this post got me thinking about dnd-ifying tortall (i know about the tortall rpg but here im thinking specifically about dungeons and dragons 5e)
Kel is certainly a paladin. Aly is a rogue no question. Daine is probably a wildshape druid with some sort of archery feat/outlander background.
Alanna is giving me trouble, though. She's both a fighter and a mage, and very adept at both. I guess in order, her fighting improvement happens before spellcasting improvement. It's feeling very cleric, but that's certainly not the type of character Alanna is. The descriptions of her magic, though, are pretty close to sorcerer, but that doesn't seem right either.
Any ideas?
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crippledgiraff · 3 months
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#Goblinweek knows arcane secrets beyond your feeble human imagination...
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arcanumsposts · 4 months
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book of poisons
“is it better to out-monster the monster or to be quietly devoured?” - Friedrich Nietzsche
this is another playlist i made, this is more of a creepy gothic vibe. i’d say wednesday addams inspired.
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extravalgant · 9 months
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i think its very interesting that most npcs within the wiz story remember the necromancers very well.... they note a trend among death wizards that allows for prejudices to form even though many of them were going through very real and heartbreaking things (i note malistaires death of his wife and his grief specifically & the loss of morganthes brother)
BUT THE SAME IS NOT SAID OF DIVINERS... most notably the villains/antagonists in arc 3 (i think of vanitus and the storm titan specifically) are all diviners or use storm magic. there's something in there about the double standard of these schools but its so interesting to think about
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legendl0re · 6 months
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Sketch for the BBEG and subject of our next video, Szass Tam :)
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monthlymanga · 3 months
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January 2024 reads!
I will become the villain's Poison taster!
An office worker is transmigrated into the body of an imprisoned villainess with the ability to withstand any kind of poison. A run-in with the main antagonist in disguise ends up with her working for him as a general store employee.
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This one is quite interesting as the ML already knows she's someone else
Sweetie, sweetie, sweetie
After his death, a young man is transported into a novel with a quest given to him to save the world. Except he wakes up in the frail body of the antagonist's fiancé
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Seduce the villain's father
Reincarnated into a novel 20 years before the story begins, the main character tries to save her sister only to get kidnapped herself by the future father of the villain.
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An observation log of my fiancée who calls herself a villainess
Written from the perspective of a genius crown prince whose fiancée claims to be the villainess of an otome game
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Necromancer survival
Weak necromancer ends up making a contract with one of the most powerful deceased guild masters to help him and his team get revenge on those who betrayed them.
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mercury-and-scry · 9 months
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meet Raughoul, everyone! he's a sinister necromancer who thinks the way to solve his life's problems is to turn into a giant undead dragon. BBGs are fun to make
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I keep thinking about that Schismist Soldier (because he's a meow meow) and in the possible event that we may never see him again I decided to add a PART THREE to his saga to eventually marry i mean defeat the Young Wizard once and for all. So buckle up for this messed up love/hate story.
We start off on his relaxing vacation that he promised everyone he would take after his second defeat at the hands of his One True Nemesis. He needed a break from his obsession i mean his career and all those thoughts about us isn't really good for him now is it??? So he's going to go to whatever the Wizard version is for Peru to take his mind off things! What fun!
But it doesn't work :((( because everything, EVERYTHING reminds him of The Young Wizard. The sheer AUDACITY to haunt his every waking moment, his thoughts and dreams when he was trying to FORGET you!!! He can't even relax when he's thinking about YOU all the time!!! Ugh!!!
So he just says "Alright fuck it I guess" and he decides (for the 80th time) that he's going to get rid of you PERMANENTLY this time, so that he could finally triumph over you and then be free! So he hatches up a plan, see? A genius plan, a plan that will SURELY cause you the most humiliation and agony possible!!!
He is going to enroll. In the very school that you started out as a fledgling. He will apply to study in your primary Magic School and he will quickly climb the ranks, proving to be a BETTER wizard than you ever were!! He'll RUIN your reputation amongst your peers using his dazzling intellect and unmatched skills, and then when the time is right he'll BEAT you at your own game, making you weep and cry in shame and fright before he FINALLY finishes you off!!! IT'S THE PERFECT CRIME!!!!
Que the Schismist Soldier learning the third rank spell of your primary magic school (Storm Shark in my case) and then he just cackles maniacally with crazed eyes before he fucks off into his dorm to bask in his future glory. The people that know him think he's funny and weird. He mutters our name over and over again at lunch and people just think he's a fan. He draws multiple pictures of us and furiously crosses them out with red ink and nobody gives a shit. Let him have his fun I guess
(I like to imagine that he doesn't even unmask himself when he goes undercover as a student of Ravenwood, he just straight up shows in his Schism armor and people think he's cosplaying as someone they've never heard of before. He truly is pathetic and I love him dearly for it)
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dailyadventureprompts · 8 months
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Villain: The Cult of the Wyrm Eternal
Any adventurer, alchemist, or awestruck child can tell you that there is power in the body of a dragon, and like all sources of power it's only a mater of time before someone comes along to try to capitalize on it.
Enter the Cult of the Wyrm Eternal, which emerges from long buried vaults to dissect the bodies of dragonkind like flesh eating beetles. The cult originated from a time beyond remembering following the teachings of a profane text known as the Har'Khon Libram, which survives into the modern day as a sort of how-to manual for those seeking forbidden knowledge allowing them to revive the cult's practices and discover its caches of lost power.
It's in this manner that the cult has survived millennia and numerous purges at the hands of heroes, holy orders, and oligarchs: With each iteration caching away knowledge and resources for acolytes they will never meet.
Hooks:
A prominent dragonborn hero and ally of the party disappears, leaving behind few clues and a mystery to solve. Lacking a true dragon to carve up for ingredients the cult abducted the dragonborn and plans on sacrificing them after a gauntlet of strange rituals intended to suffuse their flesh with power.  Its a race against the clock for the party to find their friend before there’s nothing left of them but a grisly scattering of magical items bound for the cult’s armoury. 
The local warlord has a new pet, a young dragon provided to him by the cult in exchange for his protection and material support. Tales of him riding out to wreak destruction from its back send shivers of terror through the populace. What a surprise then when the party encounter it in the wild, rampaging aimlessly after  slipping her bonds.  Brainwashed by cult doctrine the parry find themselves  negotiating with a creature with the drives of a caged tiger, the volatility of an abused teenager,  and the destructive potential of an artillery battery.  Talking her down will be as difficult as diffusing a bomb, but they might just come away with important information or even a new ally should they help her evade recapture.
Using knowledge purloined from the mysteries of the mother hydra herself a cell of the Wyrm Eternal has been working on a ritual to create a true dragon, experimenting with drakes, basilisks and other reptilian monsters, filling the wilderness with bounty worthy monsters that will inevitably bring the party crashing into their lair.
Background: The knowledge contained within the Har'Khon Libram is cursed, part of a scheme by the book's original author in an attempt to evade both death and those who hunt unlawful immortality. Reading the book not only imparts the authors knowledge upon the prospective cultist, but also a vestige of their cosiouness, which steers them towards the same course of action that has kept the cult alive for so long: constructing more vaults, hoarding draconic power, and propogating the Libram's knowledge so that the infection can spread through time.
Hidden in the depths of each vault are tablets of further tainted lore, which causes the seed of malign presence within the Wyrm cultist's mind to blossom, opening their mind to the space between life and death and allowing their patron's thoughts to swirl into their own. In this way the party can end up fighting the same villain through many proxies, the unseen master of the Wyrm eternal studying them as they cut down vessel after vessel before formulating a counteroffence.
Dungeon Dressing:
Wyrm Eternal vaults vary by the culture that originally constructed them, but are always in remote, sheltered areas that could endure largescale devastation. Their entrances are hidden and warded against intrusion, protected by magical cyphers that can usually only be broken with aid from the Har'Khon Libram. Vaults can also contain these doors within, locking away the greatest treasures until the acolytes have further tainted their thoughts with the Libram's curse.
Undead are ubiquitous within dungeons claimed by the Wyrm Eternal, ranging from simple servitors to looming guardians to dragonbone infused war machines just waiting to be unleashed on the cult's enemies all with green corpsefire flickering in their heads. Access to these undead armouries and the arsenal of magical items that come with them are one of the primary drivers for individuals to become cultists in the first place.
Each vault will likewise contain preserved pieces of dragongore, ranging from single skulls placed on altars to whole cellars filled with blood magically preserved in clay or glass vessels. If a cult cell reached full operation, it's likely to have atleast one mummified corpse preserved in an onsite tomb, it's vital organs ( and perhaps a few spares) preserved in canopic jars waiting nearby.
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Ok, here's a thought: Cerus having parts of his black iconic hair turn grayish white from all the stress and the trauma ( bonus points if his torture shows him himself in the mirror to torment him about how much he has change ( he can never go back to his former glory))
Yeah no I'm just brain rotting here and I'm in love with your series btw
ooooh yes--
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being taunted about it is such a good thought too
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theelderhazelnut · 3 months
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I want to write and write until I get to that point in his story in which he went like:
Quan Chi: You want me to be the bad guy? *his eyes darkened* Fine, now I’m the bad guy.
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pocketgalaxies · 2 years
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i think marisha should sing "delilah take the wheel" every time someone makes a death save now
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gobbothegreat · 8 months
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The Necromistress in all her splendor. Took a while to make as I only had the DM's notes and descriptions to go off of, but I think I nailed it. She likes rituals at night, conquering the lands of Faerun, and warm hugs <3
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