Tuesday, June 4, 2013

Campaign Design - Race: Dwarves

Dwarves
(adapted from the Player's Handbook and the Forgotten Realms Campaign Setting)

Personality: Dwarves are known for their engineering and mining skills, their superior crafting ability, and their proficiency at war. They love crafts, and the race has produced some of the greatest physical craftsmen in the world. Most dwarven craftsmen prize well made items above all other things and will often prefer a well made mundane item to a poorly crafted magical one. Dwarves are not opposed to investing physical objects with magical powers and many of their products are magical in nature, and many dwarves have become quite skilled at imbuing magical properties into objects.

There are four main national backgrounds for dwarves in the campaign setting. In the northern lands, the Dekkulde Island dwarves are the most violent and warlike. They are also among the foremost shipwrights in the world, and although they rarely sail, they do so more often than their southern brehtren. The dwarves of Felsreich are regarded as the superlative smiths and craftsmen of the world. Their weaponry and armor is considered to be the most desirable, and a crafter's mark from Felsreich is treated as a guarantee of quality. The dwarves of Steinigreich are considered to be the foremost miners of the world. They dig further that any others in the lands, and have unearthed many wondrous items while delving deep into the secret places under the earth. Finally, while their cousins focus on crafting at the forge or mining under the earth, the dwarves from Hartzstadt are masters at building fortifications and other constructions as well as creating siege weapons, clockwork creations, and other engineering gadgets.

Physical Description: Dwarves generally stand between four to four and a half feet tall and are extremely stocky of build, averaging a robust 160-200 pounds although they do not tend to obesity; instead their body mass is extremely dense, accounting for their great durability. Dwarves generally live into their mid-hundreds and two-hundred year old dwarves are not unheard of. Dwarves have ruddy, reddish-brown complexion, more noticeably red than any human would appear. Their hair tends to be black, brown, or iron gray hair, but some have hair the color of steel, bronze, silver, or gold. They usually have black or grey eyes, but color runs towards gemstone-like colors as well: emerald, ruby, and sapphire. Virtually all male dwarves wear beards in which they take great pride which they frequently braid or weave into some sort of pattern. Their features are blunt and coarse and very few humans would call a dwarf good looking, and most members of other races find them unattractive. The joints and muscle structure of a dwarf are extremely thick and dense, and they have oversized hands and arms, which would give them a slightly "ape-like" appearance if they were scaled up to human height.

Dwarves generally wear well-made and cared for items and frequently have some sort of decorative jewelry. Their love of constructed items is shown in their taste for beautiful, well-made clothes and other adornments although their tastes rarely run to the gaudy or ostentatious.

Relations: Dwarves are generally clannish and tend to trust other dwarves while treating most outsiders with suspicion. A non-dwarf can win acceptance in dwarven society by demonstrating his trustworthiness and usefulness in some way, although the process may take some time. The greatest compliment a dwarf will give to a member of another race is “He made himself like a dwarf”. They are fundamentally honest and forthright. Dwarven traders have acquired a reputation as tough but fair bargainers. In the Three Worlds, dwarves from Steinigreich are generally regarded as the most standoffish and reclusive, while dwarves from Hartzstadt are the most gregarious and outgoing. Dwarves from Hartzstadt are also known throughout the lands as bankers, and powerful dwarven banking guilds mint coinage and operate banks, issue letters of credit, hold loans, and collect debts. Due to their law abiding nature and their superior craft skills, dwarves are generally welcome in most lands, even if they rarely choose to avail themselves of the opportunities.

Alignment: Dwarves are usually lawful, and tend towards good, although these generalizations are by no means universal. Dwarves from the Dekkulde Islands tend to be more chaotic than dwarves from other areas, although they still have a strong sense of honor and are devoted to their clans.

Dwarven Lands: Although they were not officially part of the Rhadynnaic Sky Empire, the three largest dwarven ruled nations now have seats on the High Council. These nations also did not directly take part in the Wars of Succession, as their rulers neither had nor desired a claim upon the Carnelian Throne. These kingdoms are Steinigreich and Felsreich in the north, and Hartzstadt in the south. Although dwarves mostly share a common culture, there are slight differences between dwarves from different nations, variations on a theme so to speak.

Dwarven tradition provides for the selection of leaders by means of a quasi-merit system. Dwarven life is dominated by powerful Guilds that constitute the de facto government of all three of the dwarven kingdoms. Guild members weave their beards into distinctive patterns that Guild Masters are chosen by the members who select their leaders based upon the age and accomplishment of the candidates. A dwarf must distinguish himself through his work, demonstrating himself to be a dedicated and skilled craftsman in his field to be considered as a leader. A dwarf must also possess sufficient years to be considered for a position of responsibility as dwarven tradition emphasizes the wisdom and judgment that comes with age and experience. The emphasis on age results in a pronounced conservative streak among the rulers of the dwarven nations, and even the most liberal of dwarven Guild Masters is typically among the most conservative members of the High Council. In addition to the three nations within the Three Worlds, there are scattered smaller dwarven holdings elsewhere, most notably on the Dekkulde Islands, each ruled over by their own chief or king.

Religion: Most dwarves in the Three Worlds worship Wünd hoping that the divine favor thus obtained will enable them to craft powerful and beautiful objects. Many dwarven craftsmen also honor Hœnir, paying respect to the Machine that Makes as the foremost engineer in the heavens. Heim and Tiwas are also popular deities among dwarves, as the defensive bent of Heim's creed and Tiwas' zest for the enforcement of law appeals to the dwarven mind set. A number of dwarves from the Dekkulde Islands hold Þunor in high regard as well.

Language: Dwarven characters speak Rhadynnic or Sorglish as well as Zwersprache (for characters from Steinigreich, Felsreich, or Hartzstadt) or Rodharic and Rosprache (for characters from the Dekkulde Islands).

Names: Dwarves from Steinigreich and Felsreich generally have Germanic sounding names consisting of a first name and a second family, guild, or clan name. Dwarves from Hartzstadt generally have Dutch sounding names using the same conventions as their northern cousins. Some dwarves from Steinigreich or Felsreich use the name "von" in the middle of their name, which indicates a claim to nobility. Dwarves from Hartzstadt use the name "van" for the same purpose, and with the same significance.

Dwarves from the Dekkulde Islands have Norse sounding names with a first name followed by a clan name. Dekkulde Island dwarves are also frequently referred to by a nickname or appellation given to indicate some noteworthy accomplishment or feature of the dwarven in question such as "Bronzebeard", "Blackaxe", or "Ironfoot".
  • Type: Humanoid.

  • Ability Scores: +2 Constitution, -2 Charisma. Dwarves are tough, but somewhat oblivious and stubborn.

  • Size: Medium size.

  • Movement: Dwarves have a base speed of 20 feet. Dwarves wearing medium or heavy armor do not suffer any reduction in their normal base speed, although they are still limited to three times their speed when running in heavy armor. Dwarven barbarians lose their Fast Movement class ability while wearing heavy armor.

  • Earth Vision: Darkvision with a range of 60 feet.

  • Skilled Craftsmen: Dwarves gain a +2 racial bonus to Appraise checks that are related to stone or metal items, and a +2 racial bonus to Craft checks that are related to stone or metal.

  • Stonecunning (Ex): Stonecunning grants dwarves a +2 racial bonus on checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet can make a check as if were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.

  • Stability (Ex): Dwarves are exceptionally stable on their feet. A dwarf gains a +4 bonus on ability checks to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
  • Tough as a Rock (Ex): +2 racial bonus on saving throws against poison. Dwarves are hardy and resistant to toxins.

  • Terran Blood (Su): +1 racial bonus on saving throws against earth spells and effects. This bonus increases by +1 for every five levels a dwarf attains.

  • Earth Mastery (Ex): A dwarf gains a +1 bonus on attack and damage rolls if both it and its foe touch the ground. If an opponent is airborne or waterborne, the dwarf suffers a -4 penalty on attack and damage rolls.

  • Automatic Languages: Rhadynnic or Sorglish plus either Anfagen Zwursprache (for dwarves from Hartzstadt), Zwersprache (for dwarves from Steinigreich or Felsreich), or Nordlish and Desprache (for dwarves from the Dekkulde Islands).

  • Favored Class: Fighter.

  • Favored Class: Warrior.

  • Exclusive Class: Artificer (from the Eberron Campaign Setting).

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Monday, June 3, 2013

Campaign Design - The Lords of Hell: Halpas

Halpas

Evil Prince of Air; The Destroyer; The Nemesis of Heaven; The Relentless Gale; The Flaywind; Demon Lord of Reckless Wrath

Alignment: Chaotic Evil.
Cleric Domains: Desert, Fatigue, Hunger, RecklessnessSand, Vengeance.
Unholy Warrior Domains: Air, Hate, Wrath.
Summon Monster: Halpas' clerics and favored souls can summon auran and smoke creatures using summon monster spells.
Symbol: A rainbow colored vulture.
Favored Weapon: "Fury's talon" (claw bracer).
Related Classes: Unholy Warrior.
Related Prestige Classes: Champion of the Dark Seven.

Halpas is the demon lord of the air, and he is said to be honored by cruel avian creatures everywhere as well as fog and cloud giants. Halpas is consumed by rage and violence, turning against even his followers when filled with anger. He appears as a tall, reed thin humanoid with huge wings made from darkness. His eyes glow red with a feral malevolence and his feet have talons like a bird of prey. When his wings spread in flight he is said to darken the sky itself, and he fights with great claws of razor sharp darkness that extend from his hands. Halpas exults in unhindered destruction, using his terrible power to prove his strength by oppressing those too weak to resist him, harrying them to exhaustion just to watch them suffer. In the War in Heaven, he was opposed by Þunor’s strength, and despite his blustering and arrogant demeanor, proved to be cowardly and fearful when confronted by an opponent with the strength to oppose him.

Halpas’ followers are fanatical in their love of destruction and will often seek to call down storms upon ships or cities in the name of the lord of fury. He is a dangerous deity, given to extreme acts of generosity towards those who honor him, but prone to unpredictable acts of rage that sweep in all those in his path, with no regard for whether they are friend of foe. Arrogant and touchy in the extreme, Halpas never forgets a slight, nursing his grievances with a seething rage and plotting his revenge.

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Sunday, June 2, 2013

Campaign Design - The Lords of Hell: Gangyn

Gangyn

The Spider Spirit; The Venom in Shadows; Lady of a Thousand Poisons; Demon Mistress of Shadows, Spiders, and Poison

Alignment: Chaotic Evil.
Domains: Fear, Illusion, Poison, Shadow, Spider, Subterfuge.
Summon Monster: Gangyn's clerics and favored souls can summon fiendish and shadow creatures using summon monster spells.
Symbol: A kris bladed dagger, or a black spider in a web.
Favored Weapon: "Venom's sting" (dagger).

The great spider spirit Gangyn is among the most foul and vile beings that exist. Gangyn is dark and filled with envy, greed, and malice. The spider spirit is cruel and capricious even towards its own worshipers. Gangyn thrives on the raw pain and fear caused by rampant and senseless death, destruction and torture. Gangyn is dreadful and terrible and is said to be a giant spider of inky blackness surrounded by webs of impenetrable darkness. She is the fear that lurks in the shadows, and the weaver of illusions to beguile and confuse her prey. In the War in Heaven, Forseti pierced Gangyn’s darkness and cast the demoness down into Hell, earning Gangyn’s implacable enmity forever.

Although Gangyn has few followers among humans, elves, dwarves, halflings, or even orcs or goblins, she is sometimes worshiped by kobolds, and widely worshiped among the chitine who regard the spider spirit as the source of all life and power for that race. The chitine hold that the choldrith priests that are occasionally born into their ranks are the result of the direct intervention of the spider spirit herself. She also has a small but devoted following among the cien-kranula, many of whom regard her as the source of all shadows. Most of her non-chitine followers follow the assassin's path, calling upon her dominion over shadow and poison to aid their professional calling. Gangyn’s priests may treat the rogue class as an additional favored class, and most study the manufacture and use of poisons.

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Thursday, March 21, 2013

Campaign Design - The Lords of Hell: Darmas

Darmas

War Leader of Hell; The Great Slaver; The Scourge of Battles; Demon Lord of Tyranny, Conquest, and Duergar

Alignment: Lawful Evil.
Domains: Combat, Command, Competition, Conquest, Tyranny, Weapons.
Summon Monster: Darmas' clerics and favored souls can summon axiomatic and fiendish creatures using summon monster spells.
Symbol: A pair of mummified severed hands.
Favored Weapon: "The enslaver" (waraxe).
Related Prestige Classes: Order's Tyrant.

Darmas is the general of Hell's armies, a menacing figure clad in black plate armor with a helm that covers his face, and bearing a black waraxe inscribed with red runes. He rides a massive fiendish beast that has matted black fur, fangs that drip acid, and claws of steel. Legend holds that neither Darmas' face nor any other part of him has ever been seen, and some maintain that the suit of armor is merely an animated shell, and the beast that it rides is actually the embodiment of the god. Others holds that the suit of armor is empty, but that the armor itself is Darmas. Others scoff at such notions and call their proponents heretics. No matter the truth, Darmas is the very embodiment of the cruelty and horror of war, demanding that his followers be remorseless and ruthless in battle. He is also the unyielding and pitiless tyrant, ruling over all he can reach with an iron hand.

In some myths, Darmas is said to have once been devoid of armor until, aided by evil dwarves, he stole into Wünd's workshop and absconded with his black armor and axe, earning the enmity of the Lord of Smiths. Darmas' priests say that this is a lie concocted by the Celestial Lords to smear the name of their patron out of jealousy at his imposing and awesome presence. All agree, however, that Ishi inscribed the runes of power upon his cruel axe head, which enchant the blade to inflict terrible wounds that never heal upon those it strikes. During the War in Heaven, Darmas severed the hands of the sleeping Heim, and now wears them on a chain around his neck as a trophy. Darmas led the armies of Hell on the field of battle, raising his red and black standard on the battlefield to defy the Lords of Heaven.

Darmas was the last of the Infernal Lords to be swept from the field of battle, standing against the combined might of Vali, Þunor, Tiwas, and Forseti, before Wünd took his hammer and Heim took his vengeful sword to the Tyrant Lord and sealed his fate. When he was cast down, the fall shattered his body, scattering the pieces across the underworld. Woda enchanted the parts of Darmas with magical concealment so that they could only be found with great effort, and his devoted duergar followers spend much of their lives hunting for the scattered remnants of their lord Darmas.

Darmas' worshipers are found among evil warriors, tyrants, unjust rulers, and especially duergar. He is also honored among those worgs who bother with such things, who hold fervently to the belief that Darmas is, in fact, the great beast. Darmas holds a special hatred of Wünd, a sentiment his devoted worshipers share. Among duergar, Darmas is regarded as the unyielding ruler of their race, demanding total obedience in exchange for his favor.

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Thursday, March 14, 2013

Campaign Design - The Lords of Hell: Belial

Belial

The Scaled King; Commander of the Demon Host; The Inquisitor of Hell; Lord of the Black Flame; Demon Lord of Scaled Creatures and Domination

Alignment: Lawful Evil.
Domains: Domination, Evil, InsightReptile, (Scalykind), Summoning.
Summon Monster: Belial's clerics and favored souls can summon axiomatic and fiendish creatures using summon monster spells.
Symbol: A trident wrapped with a serpent's tongue.
Favored Weapon: "The tines of torment" (trident).

Belial is the commander of the demonic host, and is awesomely powerful to behold. His head is like that of a giant lizard or snake with black horns and fangs with deadly poison, his eyes are yellow with black pupils. His upper body is shaped like that of a man, but with four arms and his skin is plated with blue green scales, while his lower body merges into that of an immense snake tail, and a jagged row of bony spines that run up his back. He has huge dragon wings, and the tip of his tail is barbed and drips virulent poison. Belial has no legs, but travels like a snake along the ground, supporting his upper body with this serpentine lower body. He carries a massive black trident in one hand, and a cruelly barbed scourge in the other. Belial delights in cruelty, and he is also the torturer and inquisitor of Hell.

In the War in Heaven Belial led the demon host into battle, but was turned back by the combined efforts of Tiwas and Forseti. Legends hold that Belial’s great fortress of mud is located in the middle of a fetid, steaming swamp. After the War in Heaven, Belial's realm was transformed into a frozen wasteland, and he was imprisoned in an ice cavern underneath his fortress. The cold and ice has driven Belial's body into a torpor, and even his most devoted servants are kept from aiding him by the infernal chill of his surroundings.

As the ruler of infernal reptiles, Belial prefers intensely hot and humid conditions, and disease and rot are rampant throughout his realms. Snakes, crocodiles, and poisonous lizards are favorites of this demon. His realm is also home to scores of demons and other fiendish creatures that form the core of the demon host. Although he has a number of human followers, most of his adherents are drawn from the evilly inclined scaly creatures of the world that revel in his foul worship, such as evil dragons and depraved lizardfolk.

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Wednesday, March 13, 2013

Campaign Design - The Lords of Hell: Bål

Bål

Lord of the Baleful Eye; Evil Prince of Earth, The Iron Lord; The Devourer; The Terror Below; Demon Lord of Gluttony, Decay, Ratmen, and the Dark Places Under the Earth

Alignment: Neutral Evil.
Cleric Domains: Catastrophe, Cavern, EarthGluttony, Iron, Subterranean.
Unholy Warrior Domains: Earth, Gluttony, Horror.
Summon Monster: Bål's clerics and favored souls can summon magma and terran creatures using summon monster spells.
Symbol: A lidless eye.
Favored Weapon: "The carving knife" (falchion).
Related Classes: Unholy Warrior.
Related Prestige Classes: Champion of the Dark Seven, Servant of Bål.

Bål is a mountain of fat, a huge and corpulent gnawing beast with a blinded right eye. All he touches rots, withers, crumbles, or rusts away, and is then put into the gaping maw of the ravenous creature. He is the lord of the slytheen, as the ratmen are in awe of his perpetual hunger. The gaze of his poisonous left eye is deadly enough to kill any living thing he looks at, and the lid of the eye is so heavy that it required four of the strongest ratman warriors to lift it for him. Bål is eternally ravenous, and consumes everything he comes across, but no matter how much he eats, he is never satiated.

Before the War for Heaven, Bål had two eyes, and his gaze slew his enemies by the score until Yng shot out his right eye with an arrow, causing Bål to stumble which allowed Þunor to cast him down from Heaven. Now Bål hates both Yng and Þunor, and his followers and Yng’s followers are mortal enemies. When he was cast down, Bål's might was so great that he had to be crushed beneath a mighty mountain to prevent him from escaping. The mountain is slowly being destroyed from within by Bål's malevolent touch, and when he struggles to free himself, he is said to cause earthquakes.

Bål's priests pay honor to the Demon Lord's voracious and destructive nature, seeking to bring forth their inner bestial nature. Worship of Bål is almost universal among the slytheen, but he has few worshipers other than that race. Of his few non-slytheen priests and devoted servants, most are wererats, and rats, a perpetually hungry creature that can eat anything, feature prominently in his worship. Ritual feasting on rotted meat is practiced, and commonly ritual cannibalism. Many of the rituals associated with Bål involve consuming the bodies of their enemies. Bål's clergy are sometimes opposed by the White Hand because they occasionally reanimate the corpses of their enemies, which are then ritually destroyed so the undead flesh can be consumed, a practice that even the vile priests of Tuni and Tunar find abhorrent.

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Tuesday, March 12, 2013

Campaign Design - Religion in the Three Worlds: The Lords of Hell

Arrayed against the Lords of Heaven are the nefarious Lords of Hell, a group of twenty-one vile powers that are the personifications of misery, woe, and cruelty in the Three Worlds. Collectively these evil beings are known as the Lords of Hell, or the Demon Lords, and their worship is outlawed in most of the "civilized" regions of the campaign. The Lords of Hell are not generally available as divine patrons for the players in the campaign to choose, although almost everyone is award of them due to the predatory activities of their agents. Evil clerics and blackguards must select one of these demonic beings as a patron, but since player characters are generally not permitted to play evil characters, players may not do so (other than possibly choosing to be a cleric of Lyßa).

As with the Lords of Heaven, non-clerical inhabitants of the Three Worlds don't regard any of the Lords of Hell as being particularly more dangerous than any other. Although most inhabitants of the Three Worlds would not call upon their aid, they do regard them as powerful entities whose influence needs to be warded against. On the other hand, giants, trolls, goblins, kobolds, orcs, gnolls, and the denizens of regions such as Isakoti, Jåtemå, Loring, and Polþia would tend to call upon their powers as needed, but even they probably feel some trepidation when doing so, because while the Demon Lords may be willing to offer aid, they do so for a price.

Unlike the Lords of Heaven, who mostly work together, or at least don't actively work against one another, the Lords of Hell are a cantankerous lot, and their priesthoods and followers oppose one another nearly as often as they oppose the forces of Heaven, with the various Demon Lords often vying with one another to establish their supremacy. Some of the Demon Lords even see others of their number as deadly enemies - the rivalry between Ninkurra and Gangyn, for example, is bitter and deadly. The twenty-one Demon Lords are:

Abonde, Mother of Giants; The Blood Witch; She Who Whispers at Night; Demon Mistress of Giants, Trolls, Hags, and Witches
Bål, Lord of the Baleful Eye; Evil Prince of Earth, The Iron Lord; The Devourer; The Terror Below; Demon Lord of Gluttony, Decay, Ratmen, and the Dark Places Under the Earth
Belial, The Scaled King; Commander of the Demon Host; The Inquisitor of Hell; Lord of the Black Flame; Demon Lord of Scaled Creatures and Domination
Darmas, War Leader of Hell; The Great Slaver; The Scourge of Battles; Demon Lord of Tyranny, Conquest, and Duergar
Gangyn, The Spider Spirit; The Venom in Shadows; Lady of a Thousand Poisons; Demon Mistress of Shadows, Assassins, and Poison
Halpas, Evil Prince of Air; The Destroyer; The Nemesis of Heaven; The Relentless Gale; Demon Lord of Reckless Wrath
Iku-Tyrma, Evil Prince of Ice and Frost; The Foehammer; The Lord in the Ice; Demon Lord of Frost Giants, Sloth, and Winter
Ishi, The Red King; The Oathbreaker; The Ruby Sorcerer; The Soulblighter; Demon Lord of Evil Enchanters, Dark Magic, Pride, and Treachery
Kalma, The Exiled One; The Maiden of Misfortune; Demon Mistress of Ghosts, Spirits, and Calamity
Khil, The Reaver; The Leg Breaker; The Seething Chain; Demon Lord of Orcs, Fury, and Savagery
Kivutar, Mother of Plagues; The Queen of Maggots; The Rotted Temptress; Demon Mistress of Sickness and Pestilence
Lug, of the Mighty Blows; The Skull-Smasher; The Bone Grinder; Demon Lord of Hill Giants, Ettins, Ogres, Revenge, and Hatred
Lyßa, The Maiden of Sorrows; She Who Sees; Demon Mistress of Madness, Confusion, and Despair
Ninkurra, Queen of the Infernal Hive; The Consuming Swarm; Demon Mistress of Goblins, Torture, and Vermin
Oxoßi, Lady of the Black Fang; The Carrion Eater; The Beastlord; The Slayer; Demon Mistress of the Kell, Evil Beasts, and the Wild Hunt
Seþra, The Princess of Lies; Mother of Serpents; The Forked Tongue; Eater of Children; Demon Mistress of Snakes and Beguilement
Sirchade, That Which Lurks; The Many-Eyed Lord; Demon Lord of Suffering, Slime, Fungus, and Rot
Surtan, Evil Prince of Fire; Flame of the Underworld; Lord of the Black Forge, Demon Lord of Fire Giants and Greed
Tunar, The Pitiless Queen; The Blood-Drinker; The Dark Lady; Demon Mistress of Vampires and the Underworld
Tuni, The Reaper of Life; The Bringer of Darkness; Lord of the Crypt; Lord of Ghouls; The Closed Mouth; Demon Lord of Death and Darkness
Vaßatar, The Finder of Secrets; The Deceiver; Demon Lord of Kobolds, Avarice, and Thievery

During the War in Heaven, the Lords of Hell rallied their armies and marched upon the Gates of Heaven. The great conflict is told in the myths and legends of the Three Worlds, but the end result is well-known: Kivutar's child Füllar sided with the Lords of Heaven and the Lords of Hell were defeated and cast down, to be imprisoned until the end of the world, when they will rise again for the final battle between the forces of light and darkness. Despite their confinement, the Lords of Hell remain potent, capable of communicating with and acting through their servants, many of whom have dedicated their efforts to freeing their infernal patrons.

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