Showing posts with label gods and demons. Show all posts
Showing posts with label gods and demons. Show all posts

Monday, June 23, 2025

Daemons of Nhryxx - Hninkimonhlerler

"Demon of Forbidden Angles and Doorways you Should Not Investigate. Can be summoned by offering him nine Whitewood Spoons dipped in the Death Bee Honey. I do not know the words of incantation and I do not want to know them.

It's said that his name is an anagram of another name. The one that Bird Troglodytes gave the Secret Island where the Rhodolite Nonahedron is hidden. Yes, I deciphered it. No, I do not have enough courage to look for it. I think I should not investigate the door leading outside of my tower."

- The Wizard [redacted]

All-Obscuring Eye. Each creature struck by any of Hninkimonhlerler's attacks becomes automatically blind for the next 9 turns. The effect stops immediately if the eye is destroyed or covered by something (be it a piece of cloth, glob of mud or a bucket).

The Unerring Dagger. Can be used once each turn. Hits the target automatically and there are no non-magical ways to avoid it. It deals 1 point of damage but the struck victim must pass save vs. Magic to avoid losing 8 additional Hit Points. The Dagger levitates (similarly to the demon's own power - see below) and it looks like it attacks on its own, while in fact it is controlled by Hninkimonhlerler.

Acid Spit. Each turn, roll 1d4. On a score of 1, Hninkimonhlerler can perform the Acid Spit attack. Roll to-hit normally. Deals 1d8 damage but if the target fails save vs. Poison, roll 3d8 and pick the highest score.

Paradox Armor. Only the third attack that hits Hninkimonhlerler each turn is able to deal him any damage. Also, makes him immune to all poison, disease and acid. Due to its hyper-metallic nature, all electricity-based attacks deal 1d6 additional points of damage to the demon.

Levitation. Hninkimonhlerler is virtually unable to walk or even crawl - but he can levitate, reaching  speeds similar to walking/running humans. He can levitate up to 10 feet above ground. Can levitate over liquids, lava or even strings or ropes effortlessly. If any spell or effect cancels this ability, Hninkimonhlerler automatically regains it after 1d4 turns.

Dextrous Tentacles. All of his nine tentacles (one is on the back) can be used to manipulate objects and items with great precision and skill. In addition, one of them has pincer-like claws that can be used to attack instead of using the Unerring Dagger. Roll to-hit normally. The claws deal 1d6 damage.

 

I will try to make it a series of posts. We shall see how many I'll be able to create, both in terms of abilities and the artwork.

There are no stats here. When in doubt, use the bear. If still in doubt, double everything that can be doubled. 

Sunday, July 3, 2022

The Geometric Deities

Two-dimensional gods of the numbers. They have discarded their comprehensible forms to gain - according to Yvesi the Mathematician - the “Ultimate propelling Power”. It was required to set the Spheres of Ortix into motion. Or maybe they shed the third dimension to escape the fate of their brothers, devoured by the Mindless Forces during the First Deicide. Or both.

They took the basic forms:

B’o. The Square. Empowerment, design, improvement, containment.
S’u. The Triangle. Severing the lines, balance, observing the minute detail.
N’i. The Circle. Boundlessness, eternal journeys, cycles of energy.


Over 7800 words are now written, divided into 100 entries, covering various aspects of the setting. Even initial detailing of these things gave birth to 74 new items which must be described. The general shape is still very chaotic but I've already dropped the most ridiculous ideas. Despite that, it still will be really weird.

Tuesday, April 30, 2013

Zsakrn!

Another Underworld Kingdom god!

Zsakrn the Double-Faced is the master of one of the domains of the dead, the Gorge of Grey Mists. Sometimes he allows the dead to communicate with living persons via dreams and omens, mostly to simply baffle and confuse mortals. Also some says that Zsakrn is associated with all bad news, sad events and minor disasters. He feeds on mischief and jealousy, so this may be the cause why he is considered as an rival of the Cockroach King.

Great Cheater is another aspect of Zsakrn, so he has believers amongst many gamblers, tricksters and deceivers. He is also sometimes worshipped by dying people, who want to seek peace in his bleak, silent domain. Priests of Zsakrn are usually very diverse, as some of them are skilled orators, politicians or even demagogues, while others are rather silent and withdrawn keepers of the morgues and burial sites.

Commandments and restrictions: varied, depending on the aspect of Zsakrn – some believers are allowed (or even encouraged) to cheat, deceive and annoy others, while others are more oriented towards matters of the dead, but even them are usually malicious and full of twisted, black humor.

Blessings and rewards: Charisma bonuses, saving throws bonuses, Gambling skill, immune to special attacks of undead.

Curses: transformation into undead after death, multiple personality, extreme malice.

Miracles and signs: grey mists, dimming of lights, strange whispers and laughs, many small and rather insignificant accidents happening at once.

Friday, April 19, 2013

Quests


Some really uncool quests that may given by evil gods. Roll 1d10:

  1. Kill three high priests of the opposite cult.
  2. Capture the Angelic Being and sacrifice it in the Black Volcano
  3. Desacrate the main temple of the opposite cult.
  4. Bring me still beating hearts of 13 demons.
  5. Bring me the Elixir of Life and Elixir of Death.
  6. Gather the Seven Runes of Power and bring them to me.
  7. Bring me one of the Obsidian Daggers.
  8. Find the mummified corpse of Xsharnath, long-dead champion of mine, and bring him back to life.
  9. Bring me five Void Swords.
  10. Find the crown of the Traitor King and bring it to me.

Saturday, April 13, 2013

L - lesser demons


Roll 1d8 or whatever.
  1. Black Imp. Skinny and slimy. Can vomit a black, toxic tar.
  2. Clockwork Imp. Made of brass mechanisms. Can jam locks and break machinery.
  3. Demonic Ladybug. Rather pathetic but has acidic bite.
  4. Demonic Earthworm. Can dig through almost anything. Very intelligent (!).
  5. Slimy Imp. Very slimy. Eat the slime to experience acute hallucinations.
  6. Eye Imp. Has one very big eye. Can see through walls.
  7. Nose Imp. Has a very big, pointy nose. Can smell gold and jewelry.
  8. Cock Imp. No.. it has beak and is covered with feathers. Can command poultry.

Tuesday, April 9, 2013

H - Hellcrawlers

Found on DA - click on it it u want more info.

Demonic centipedes, covered with black-red spiky armor. Typical Hellcawler is 4-6 meters long and it's not very smart for a demon. However, it's main role is to destroy everything within reach of its mandibles.

Hellcrawlers are immune to non-magical weapons and fire, their bite deals 3 dice of damage and are able to breathe fire (narrow cone 12 meters-long, d8 damage + chance to catch fire). They regenerate d6 HP per turn, also each fire-based attack heals their wounds (d6 per attack - no worries that L8 fireball will completely heal them!). They can burrow through stone, concrete or even cast iron with a half of their movement ratio.

There is no known methods of Hellcrawler summoning except asking other demons to do so.

No. appearing: 1-3
Armor Class: 3
Move in Inches: 9
Hit Dice: 5-9
% in Lair: -
Treasure: their mandibles are made from a very hard stuff and can be very valuable.

Inspired by name of this band:


Wednesday, April 3, 2013

C is for the Cockroach King!

Random find. I like it! :D

Patron of greed, hunger and thirst (not necessarily in the literal sense). Sometimes he is named as the Keeper of the Vermin because of his name and images. It’s said that he gathers army of arthropods to infest realms of other gods or maybe even material world. Due to his unpredictable and malignant nature sometimes he sends plagues of vermin and diseases and instills jealousy and greed in people’s hearts, just to cause wars and conflicts.

Keeper of the Vermin is often worshipped by people driven by lust and greed. He has followers both in the Underworld Kingdom and on the surface world, but not everywhere his cult is approved. As almost every other god, he accept human sacrifices, but they are not necessary – he may accept almost any other gifts as well. It’s said that he craves for rotten food, foul wine and any kind of drugs. His priests are often dirty, morbid sybarites but some of them are silent and withdrawn keepers of vast knowledge, often about both fighting and spreading diseases plagues. 

Commandments and restrictions: followers of the Cockroach king must attempt to kill any giant arthropod they manage to find, just to send them to their master to fuel up ranks of his army. They must not avoid any kind of pleasures of the flesh but are not limited when it comes to other things. 

Blessings and rewards: resistance for effects of poisons, toxins, drugs and alcohol, immunity to diseases, ability to command arthropods of various kinds, ability to digest even the most decayed and rotten food. 

Curses: parasites (STR -1), horrible boils and festers (CHA reduced to d3), attracting all insects (ants, flies, cockroaches, centipedes and even giant beetles!), permanent alcoholic intoxication (may be fun until your liver starts to fall apart), becoming plague carrier (not immune to its effects). 

Miracles and signs: clouds of flies, water poisoning, horrible stench, rain of alcohol, sudden need to organize a mass orgy.

This entry is taken from the upcoming Underworld Kingdom booklet, called Dark Gods, Dark Magic. Most likely it will be published this month!

Monday, December 24, 2012

Ortix Worldship part Three - the Black Star


Details of the Ortix Worldship, its history, geography and inhabitants are born in pain. Everything is evolving and changing constantly, as I'm trying to create something more consistent than most of my projects. It's not an easy task, considering the very nature of game's world - it's rather complicated to create a world so different than ours. Luckily, It's only a game so I don't give a fuck about logic and laws of physics :D

As I mentioned in the first part of this series, each Worldship's power source is a small, artificial sun, suspended inside ship's megastructure. When Worldship begins to change itself into a planet, sun still remains inside it, acting like a light source for its Inner Surface.

The Black Star
It's uncertain when planet's internal light source started to emit strange, orange-red light. It's almost sure that it happened thousands of years ago or maybe even during the Population Phase, as the change of light's frequency has major impact on the flora and fauna of the Inner Surface.
Moreover - alteration of the properties of the sun wasn't a simple power loss - it looks more like a change of the sun's profile and power output or even like a change of its very nature.
Every person who saw the radiance of the Black Star admits that it emits eerie, disturbing radiance, impossible to detect or measure by any scientific methods, but clearly noticeable by any living being. This effect, combined with an absence of night-day cycle and general weirdness of the inhabitants of the Inner Surface makes it a really unsettling (and potentially dangerous) place.

Saturday, June 23, 2012

The Traitor King


Rumor table. Ideas about the Traitor King came to my mind about 2 hours ago so don't ask me about any details about him - I know as much as you do :D

  1. King lived about 200 years ago and now is dead.
  2. King betrayed his whole kingdom and condemned it to death. That allowed him to ascend godhood.
  3. He was insane and sold his kingdom to a demons.
  4. He lost his kingdom during a card game with a devil.
  5. King was cursed with immortality for his deeds.
  6. He was a monster disguised as human and one day he devoured all his subjects.
  7. He made pact with previously unknown dark god and sold his kingdom to him.
  8. Although his story begun about 200 years ago, Traitor King is still alive.
  9. King become a god but other deities banished him from their domain.
  10. He became a king because he betrayed his own family and loved ones and led them to death.

Friday, June 22, 2012

Combat abilities of gods


Want to commit deicide? Better be prepared.
(Referee should pick one or more - I prefer to pick almost all of them, except mix of 1 and 2)

  • Deity has 1-15 HD. Multiply HP x100.
  • Deity regenerates all lost HP at the beginning of each combat round.
  • God can cast one spell per round. No slot limits.
  • He / she / it deals double damage to the creatures of opposite alignment.
  • Can be hurt only with magical weapons of +3 or better.
  • AC 0 - treat as AC2 but with additional -2 to-hit.
  • You must pass save vs. magic to attack a god.
  • If you're hit - save vs. magic or die.
  • If god is killed, its body explodes with searing light, dealing 10-60 damage in 100m radius.
  • Deity can attack d6 opponents per round. First opponent (picked at random) is hit automatically.
  • Forget about invisibility, poison, curses, charm and similar nonsenses.
  • If god appeared in humanoid shape, it's vulnerable to humanoid slaying weapons (it deals double damage to him / her). May apply to other forms vs other -slaying weapons.
  • At the beginning of combat, Referee may roll d100 (or simply choose number between 0 and 100). It's god's resistance to spell effects (including fireballs, lightning bolts and any other spells that cause damage). In addition, deity can choose to not use its resistance (i.e. to be healed by their followers).
Any ideas for more stuff like this?

Friday, February 3, 2012

Bow before mighty Resh-Eiar!

Picture of Resh-Eiar, one of the gods of Ortix / Underworld Kingdom - the Spider Squid of the Deep. Made by me on monday:

Ugly as usual but may be a good base for some "pro" artwork :D

Thursday, September 22, 2011

Empty God... and my first post over here

First of all I would like to apologize for my crapy english that used to be a lot better.
Second of all I would like to say hello !
I'm the dude that was supposed to write here from time to time, expanding some weird ass stuff that he made up while on night gangway watch in Marin, Spain.
So! Here's the first bit. Hope you guys like it and... awaiting comments and death threats.


Empty God ist the lord of the spaces between the matter, forgotten emotions, thoughts that had gone away and the things that have yet to be created in one way or another.
It has no believers and takes great strength out of this.
Evidence to its existence are meaningless clues hidden in various parts of the worlds.
For instance - Ungrols Menu belonging to a race of long extinct fishmen, whose last thought was, for some unknown reasone, of their favourite... fish dishes. The whole thing is written on a wall of a submerged cave and will be deceiphered only when all of the clues will be gathered together revealing the diary of the Empty God. Unfortunately no one knows how many clues are there thus making such a quest probably impossible to complete.
There is a person, somewhere in the Underworld Kingdom, known only as Odun Trud.
A mage of Nothingness of unknown power and capabilities. Most likely none existent. His name is mentioned only in bed time stories for unruly children. Though it appears that he is entirely made up, as there are no mages known by this name nor are there any ones that draw power from the Empty Gods domain.
Paradoxically, he is real, he wields the gifts and he's got the power.
He just needs to realize it yet.
This magic does not show itself in any way except making subtle changes to the reality and has no set rules of magical spells as it is just another clue.

Monday, April 18, 2011

O is for the Old Ones

Despite the fact that Ortix has its own gods (and there are more of them than just thirteen main deities), many more powerful forces seek opportunities to gain mortal souls for itself.

Thirteen Gods usually remains in opposition to the most of the Great Old Ones – not because of caring for the well-being and safety of the mortals, but just because they are jealous and hostile to all who wanted to interfere with their powerbase.
Here is a list of the most active Great Old Ones:
  • Shub Niggurath – it have cultists among degenerated inhabitants of the Jungle Caves, also some tribes of the Red Moon worship her;
  • Nyarlathotep – worshiped by cultists of many forbidden, apocalyptic cults;
  • Atlach-Nacha – Spider-god is worshiped by some of the inhabitants of the Underworld Kingdom, both Neanderthal, goblin, ghoul and human;
  • Hastur – it’s said that some of the cannibalistic mutant tribes roaming through the desert worships Hastur. Maybe they have some hidden sacrificial site somewhere amidst the wasteland;
  • Chaungar Faugn – some well hidden followers;
  • Eihort – some believe that members of the long lost Architects Guild, builders of the Maze of Torment, were worshippers of Eihort. Now it seems that he have no followers
  • Yibb-Tsill – worshiped by deranged hermits, fallen priests and madmen dreaming about the Dark Side of the Grey Moon.

Tuesday, March 29, 2011

Thirteen Gods of Ortix


  1. The Cockroach King - god of unsatiable hunger and thirst;
  2. Resh-Eiar, the Spider-squid of the Deep - god of darkness and bottomless pits, probably associated with Atlach-Nacha;
  3. Rust, the Desert Godess - godess of broken bones, desert wind and sand dragons;
  4. Ibost, God Behind the Wall - walled up in the Shadeless Tower in the city of Ibost;
  5. Lanakhoi, the Drowned God - corpse-god of bottomless seas;
  6. Ctuar - god of keys;
  7. Ghaig - god of weaklings and cowards, keeper of doorless chambers;
  8. Ddakr - "slayer of the monsters, father of the slain";
  9. Thugya, The Serpent Worm - god of unrest;
  10. Ysail - god of boredom and forgotten places;
  11. Rnoist - keeper of The Number Thirteen, god of the Pale Fishes;
  12. Iathacla - three-handed god of slumber, coma and unexpected circumstances;
  13. Zsakrn - keeper of the dead, deliverer of bad news, cheater at cards. Maybe he is associated with the Crimson King.