The Sunday Lore Gazette
Aug 31, 2024 22:05:24 GMT -5
Post by Admin: Otto on Aug 31, 2024 22:05:24 GMT -5
{Sunday Lore Gazette}
{9/1/24}
New Criminal Organization Lore
The Iron Hawks
Mercenary Group - Frost Gale
After being expelled from the Fighter's Guild, Gabe Hawkwood exiled himself to the northern reaches of Frostgale and established his own mercenary group. Once known as the Iron Bastion of the Capitol, the last Paragon of safety and justice, the public now knows him by a different name. The Iron Bastard, a name that is meant to be a spit in the face of a man discharged in disgrace. Rather than find shame in it, Gabe embraced his new title, and began forming a coalition of like-minded men: The Iron Hawks.
The Hawks started small, but comprised of former military, bandits, and even criminals. Gabe gave others who had also been blacklisted a place to do what they do best and still make money. It is for this reason that Gabe's growth has been so exponential - the people of Frostgale see him as a savior of the damned, the last beacon of hope for criminal bastards without a purpose. While they see themselves as martyrs, make no mistake. These men are as vicious as they come, the kind of people one would avoid getting too close to in a tavern or a dark alley.
The group has a reputation of violence, utilizing underhanded tactics and putting others in danger just to achieve the goal. The Hawks are radically loyal to Gabe, and there is nothing they wouldn't do for their leader. Their military training and criminal background make them exceptionally dangerous... they are the outcasts of government factions, mercenary groups, and even organizations like the Frostgale Specters - many of whom have been exiled for their gratuitous violence, much like Gabe. They consider themselves the scraps of society, the ones who are willing to do what others are too afraid to in the sake of keeping the peace. Thus far they've only taken odd jobs here and there, taking hard jobs other people are too afraid to touch. Mainly, there are murmurs that they are biding their time training, as Gabe implements a rigid, militaristic discipline in his men...
The Hawks started small, but comprised of former military, bandits, and even criminals. Gabe gave others who had also been blacklisted a place to do what they do best and still make money. It is for this reason that Gabe's growth has been so exponential - the people of Frostgale see him as a savior of the damned, the last beacon of hope for criminal bastards without a purpose. While they see themselves as martyrs, make no mistake. These men are as vicious as they come, the kind of people one would avoid getting too close to in a tavern or a dark alley.
The group has a reputation of violence, utilizing underhanded tactics and putting others in danger just to achieve the goal. The Hawks are radically loyal to Gabe, and there is nothing they wouldn't do for their leader. Their military training and criminal background make them exceptionally dangerous... they are the outcasts of government factions, mercenary groups, and even organizations like the Frostgale Specters - many of whom have been exiled for their gratuitous violence, much like Gabe. They consider themselves the scraps of society, the ones who are willing to do what others are too afraid to in the sake of keeping the peace. Thus far they've only taken odd jobs here and there, taking hard jobs other people are too afraid to touch. Mainly, there are murmurs that they are biding their time training, as Gabe implements a rigid, militaristic discipline in his men...
As of recent, however, the Iron Hawks have become more active - taking on more jobs, increasing their resources, and strengthening their connections. Gabe has held a grudge against the Fighter's Guild after refusing to pass leadership on to him for years; and since Athena's rescue, subsequent retirement, and word of a new leader taking the torch, his movements appear sporadic, almost agitated... growing ever-closer to the capitol. His followers have set their sights on guild resources and have been making life hard for the guild's new leader. The Iron Hawks are no stranger to escalation, and becoming a minor inconvenience to the Fighter's Guild is far from the last step in their plans.
New and Notable NPC
Gabe Hawkwood, The Iron Bastard
Frost Gale, Human, Male
Appearance |
Description | Personality |
Gabe's name and reputation is known throughout the military world, having served in many areas of Charon. He once belonged to the City Guard, Crown Guard, Legion of the Black Sun and the Fighter's Guild, where he was known far and wide as "The Iron Bastion"; but either left or was removed for his behavior. He has been blacklisted from most organizations, which led him to create his own. An off the books, mercenary group known as the Iron Hawks. They operate out of Frostgale and are mostly hired for small, skirmish-like jobs by rich nobles who don't mind their targets being a little... roughed up. However, the Iron Hawks' activity has been increasing over the past few months and rumor is Gabe has stirred and set his eyes on a specific goal. | He has not been nicknamed the Iron Bastard, a moniker in mockery of his old name, for no reason. Gabe is a rough, quiet man who is straight to the point. He uses fear to control people and believes that violence should be the answer to any problem. Kindness is not a word many would use to describe the mercenary leader. He was removed from the Legion for abusive behavior both against citizens and his own men and is notorious for controlling and manipulating others. Encountering Gabe or his men in a private setting should be avoided if possible. |
New and Notable Fell Beings
Ambling Hag
Marsh Flats
Power Level | Alignment |
Extreme | Evil |
Description |
With her massive size and ancient form, the Ambling Hag earned her name due to a misunderstanding. In ancient times she was known as the 'Wandering Blight' - a bog which had taken living form and traversed the darkest parts of the swamp. In recent times, others have named her a hag, a fae creature from the Land of Wonder. She is all too happy to let people believe that. For she is a Denizen of the elder planes, a fell monster of unspeakable power. Her smile is twisted from mottled, rotten bone and her voice is as terrible as the buzzing of insects. She wanders the bog, as sweet as a kindly old woman, promising safety and sanctuary for those who are lost; though her help comes at a price. Her danger lies not in the fact that she can twist a deal out of anyone... it is that she can do so without wanderers knowing what they've given up. With each deal made with mortals, her power grows... and while you may make it out of the Bog alive, you will not do so unscathed. Good-aligned creatures in the Marsh Flats stay out of her way, as if repelled by her. |
Abilities | Crafting Material |
- Smooth Talking - Profane Command - Massive Size - Inflict Fear - Charm Immunity - Natural Camoflage - Dark Domain Magic - Unwavering Memory - Voice Mimicry - Pure Evil | - Hag Bone |
Lunroth
Moonglade, King's Valley, Frostgale
Power Level | Alignment |
Medium | Hostile |
Description |
Lunroth are found in practically any dense forest, where darkness festers and the only light is filtered through thick branches. They are believed to be born on the New Moon, the night where hedge witches and dark mages are often performing rituals. As such, the Lunroth are believed to be Moon's Children, or even the product of Dark spells or ritual magic. They beacons of potent magic, and curiously enough, act as spellcasting rods to friend and foe alike. While this makes them more susceptible to magical damage, it also makes them annoying enemies when healing and support spells intended for others are absorbed by them, as well. They seem to feed off raw, arcane energy like regular sustenance. Though they are generally hostile, their disposition depends on the spell or ritual they are a byproduct of. As such, these hellish creatures might even be friendly, or make good familiars. |
Abilities | Crafting Material |
- Magic Consumption - Powerful Tail - Luminescence - Darksight | - Hide - Dark Catalyst |
Undertaker
Everywhere
Power Level | Alignment |
High | Good |
Description |
Despite their frightening demeanors, Undertakers are actually quite kind creatures. They exist for a single purpose; to harvest the souls of the undead and maintain the natural order. No one is sure exactly where they come from, and they are commonly believed to be agents of death. They themselves were once sinners in life... criminals and murderers who have dedicated their own afterlives in the pursuit of rehabilitation. They now wander Charon, faceless and nameless, severing the strings of undead puppets and commanding ghouls and zombies to turn against their necromantic masters for the sake of justice, before setting those souls free. They mean no harm to those who don't command the undead; though if they are attacked, they will retaliate with their own scythes. They are silent killers, and uniquely horrifying creatures. Do not make the mistake of standing between an Undertaker and their mission. |
Abilities | Crafting Material |
- Commanding Undead - Soul Collection - Exalted Polearm - Powerful anti-necromancy abilities | - Stone - Nightmare Dust |
New Bestiary Entry
Submitted by Ulmiyda Frostcroft for the Fall 2023 Creature Creation Contest - Featured in the Team 2 Dungeon
Marsh Marionettist
Hauntwood, Marshflats
Hauntwood, Marshflats
Power Level | Alignment |
High | Hostile |
Description |
“For those who dare venture into the Hauntwood after dusk, take care to avoid the Festival of Lights.” For centuries a strange phenomenon has been recorded throughout the Marsh Flats, one that until recently, has defied explanation. Residents and visitors alike have reported spotting glowing lights amidst the treeline, with mention of dancing figures dwelling within. In truth, these are the Marsh Marionettists, nocturnal beings who slowly wander the drenched swamps of the flats. Their name originates from their unique hunting patterns. Rather than actively pursuing prey, the puppeteer prefers to lure in lost travelers with a gentle glow, one that might offer the illusion of a refuge from the drenched swamp. As its unknowing prey approaches, the creature will speak directly into their mind, mimicking familiar voices to draw them even closer. Once the prey is in range, the tendrils of the beast will move at alarming speeds, attempting to ensnare the victim and prevent their escape. Should the tendrils contact exposed flesh, the victim will be frozen in-place, doomed as more tendrils wrap around each of their limbs. The Marionettist will then slowly feed off of the victim’s lifeforce, leaving no external wounds. The phrase “Festival of Lights” refers to a behavior exhibited by some Marionettists shortly after capturing their prey. Should the victim be a local of the area, the creature will move close to their dwelling. As night falls the Marionettist will begin to puppeteer its frozen prey, controlling their limbs in a flowing, dance-like motion, hoping to attract more victims who may be searching for their missing companion. This phenomenon has been said to have claimed entire families in the past and residents of the Flats are often warned not to pursue any missing people they may spy dancing amidst the lights. In terms of abilities, the creature has been known to exhibit several traits that make it adept at luring in prey as well as evading hunters. Bizarrely enough, these abilities are believed to be magical in nature rather than physical, with paralysis inflicted by its tendrils originating from a spell rather than any form of venom. The sudden changes in behavioral pattern after securing prey are hypothesized to be a result of reading the victim’s mind and using the knowledge inside to move closer to ideal feeding locations. A Marionettist’s hunting ground is estimated to span miles, as locals describe finding the soulless husk of a missing resident several miles from their last known location, the day after their disappearance. The tale also notes a nearby tree that seemingly vanished without a trace, only to be discovered a few feet from the husk. Many choose to believe the beast may travel wherever its light is visible. |
Abilities |
- Puppetry - Life-Steal - Collapsible Skeleton - Paralysis |
Keep tuned for more!