The Corrupt Lord

In their gilded halls and lavish palaces, the Corrupt Lords reign from on high, gathering in that most precious of honeys, that sweetest of milks. Of course, they came across all of this wealth legitimately. Who are you to question this? The peasants propitiating them for salt for their food? Pathetic. If they can't afford even that most basic commodity, they need to work harder. Clearly.

These are tables for that specific archetype of Lord faced in classic old heroic adventures, which I have discovered (or possibly dreamed up) from the likes of the Water Margin, and Samurai Shamploo. The corrupt old men (and women I guess, and they don't have to be old) who are just kind of real dickheads, and deserve having their jaw-lines rearranged. You don't need a complex relationship with these guys to want to depose them. Great for levels 3 - 5 I'd say.

Each Corrupt Lord has their Vice, which partially determines their traits. They also have a pair of traits for their Lair, from which they rule. They are guarded by a group of Body Guards, and an Agent, who is in charge of the Lord's General City Watch/City Guard group. They also have d3 + 1 Outlaw Groups under their control.

The Vice of the Corrupt Lord

1 - Lust
2 - Envy
3 - Gluttony
4 - Greed
5 - Pride
6 - Wrath
7 - Sloth
8 - Roll Twice More, Ignoring Further Rolls of 8

Traits

Has one Trait from the list of the Outlaw Traits, and the list of Traits based off of their Vice. If the lord has more than one Vice, pick which trait you like more for each of the four sub-categories.

Pride
Active - If an attack misses the Corrupt Lord, they gain Temporary HP equal to half the damage the attack would have done
Passive - Their guards are all body doubles of themselves, and are nearly impossible to distinguish in battle
Deeds - The Corrupt Lord is exalting themselves to new heights, all at the expense of their people
Terrain - The Corrupt Lord's lair is littered with statues of themselves, the Corrupt Lord can see through their eyes and hear through their ears

Wrath
Combat - The Corrupt Lord can enter into a BERSERK RAGE!!!
Passive - The Corrupt Lord's guard fight as if they were 2HD higher than they are to avoid their Lord's wrath
Deeds - They are aggressively expanding their territory, and cracking down harshly on crime in their lands
Terrain - Their Lair isn't actually as sturdy as it looks, and the Guards and the Lord can burst through the walls without much effort

Sloth
Combat - The Corrupt Lord has extra Guards to fight for them instead
Passive - The Lair is supremely lavish, its disgustingly hard to move around because its all just a bit too overly designed
Deeds - The Lord neglects their duties, and the people are suffering for it
Terrain - In battle, the hordes of servants will just stick to the sidelines, but take non-damaging pot-shots at the heroes

Gluttony
Combat - The Corrupt Lord is supremely Obese, and as such gets +2 AC, 2 bonus Hit Dice worth of HP, and resistance to bludgeoning damage
Passive - All the Corrupt Lord's minions have 2 bonus Hit Dice worth of HP
Deeds - The Corrupt Lord enjoys the fruits of his people's labour, whilst they have literally only enough to keep working to support the Lord
Terrain - The topography of the Lord's lair is constantly changing, as a constantly writhing orgy of feasting and... other stuff. They just get in the way, and keep on getting in the way somehow.

Greed
Combat - The Lord has the best Equipment and Staff that money can buy
Passive - The Lord and Staff can offer nearly any bribe imaginable, and no bribe offered to them could ever really be enough for them
Deeds - The Lord taxes far too heavily, and then they even steal everything from those that can't afford to pay
Terrain - There's just... too much treasure everywhere. If you aren't careful, there's going to be a treasure-avalanche.

Envy
Combat - The Corrupt Lord just keeps stealing the weapons and abilities of those they fight and fight with.
Passive - They have just about everything they could possibly need or want in every place they could conceivably have it
Deeds - The Corrupt Lord just takes everything that's precious to anyone they can, even if they don't want it at all, they just can't help it.
Terrain - They and their guards have plenty of human shields; the people the Lord has kidnapped over the years

Lust
Combat - The weapons used by the Lord and their Guards are designed primarily to cause the maximum amount of pain they can
Passive - The Lord makes secret pacts with unearthly beings behind closed doors
Deeds - The Lord will have as much power as they possibly can, by any method possible, any method
Terrain - The Lair of the Lord has everything that you've been told you can't have, everything that you aren't allowed to want

Traits of the Corrupt Lord's Lair

The Traits of the Lord's lair are split into two sections, Positive, which are the strengths the Lord will leverage against the Party, and Negative, which the Party can use for counter-leverage. Each Lair has one of each.

Positive Traits
1 - Riddled with Secret Passages
2 - Adorned with Many Watch Towers
3 - Sprinkled with Many Deadly Traps
4 - Defended by Tamed Monsters
5 - Run about with Mystical Sigils and Wards
6 - Rigged with a Dead Man Switch
7 - Just Crawling with Guards
8 - Almost impossible to Approach Unseen
9 - Almost impossible to Approach except by the Front Door
10 - Much of the actual Lair is Underground
11 - The Lair rises High Up into the Air
12 - Many of the Main Causeways are Retractable

Negative Traits
1 - The Servantry are easily turned against their Master
2 - There is a Secret Entrance into the Lair
3 - Guards are forbidden in parts of the Lair for some reason
4 - There are a number of Unguarded Passages that allow travel within the Lair
5 - There are a number of easy access points in the roof that are unwatched
6 - One of the Major Locks in the Palace is Broken
7 - There is a Large are relatively defenseless Powder Store
8 - There is a Powerful Ally in the Lair's Dungeons
9 - The Changing of the Guard is extremely predictable
10 - The Changing of the Guard is hopelessly chaotic
11 - The Supplies that enter the side-gate aren't checked all that rigorously
12 - The Lair has strangely weak foundations

The Fighting Style of the Corrupt Lord

Corrupt Lords with the Vice of Wrath or Pride roll with advantage, Lords with the Vice of Sloth and Gluttony roll with disadvantage.

1 - Throne-Bound: They use support magics, and order their Guards around
2 - Hanging Back: They use reach weapons or ranged attacks, and support their guards from behind
3 - Guarded: They fight in Phalanx formation with their guards, and redirect attacks onto them too
4 - Front Line: They lead from the front in heavy armour, and with heavy weapons

The Body-Guards of the Corrupt Lord

The Body Guards are the Corrupt Lord's last line of defence, and never leave their side. In general, the group of Body Guards should have about 12 Hit Dice spread among their number.

1 - An Archmage with d3 Arcane Servitors
2 - Ironclad Warriors (2d6)
3 - Monstrously Skilled Glaive-Masters (2d4)
4 - Spell-Breakers (2d3)
5 - Inhumanly Fast Assassins (2d3)
6 - Supremely Bemuscled Pugilists (2d4)
7 - Revenent Knights (2d6)
8 - Iron-Oath Paladins (2d4)
9 - Black Magic Occultists (2d6)
10 - A Dominated Monster
11 - A Horde of Guards, altogether too many Guards
12 - A Cadre of Elite Snipers (2d4)

The Agent of the Corrupt Lord

The Agent is the Right-Hand person of the Corrupt Lord, in charge of the Lord's soldiery in practice if not in actuality. In all likelihood, the real power behind the throne. 
Agents have both a Profession and a Trait.

The Agent's Profession
1 - A Supremely Well Equiped Bounty Hunter
2 - A Ruthlessly Dogmatic Inquisitor
3 - A Man-Hunting Ranger
4 - A Sycophantic Court Wizard
5 - A Brutal Swordsmaster
6 - A Scheming and Conniving Vizier

Traits of the Agent of the Corrupt Lord
1 - Haven't realised how much they don't need the Lord
2 - Addicted to some vice, gambling, drink, drugs, or the like
3 - Not above taking bribes, large bribes
4 - Harbour some small sympathies for the blighted people of the land
5 - Have some significant person they would do anything for
6 - Have a dark secret they can't afford to have exposed
7 - Plotting their own coup against the Lord, missing a few crucial pieces...
8 - In deep with some other party, using the Lord for protection
9 - Obsessed with honour, and will serve whoever can best them at their own game
10 - A coward at heart, will flee when the fight turns against them

Forest Gods

The Forest God

Deep in the Woods, wild spirits roam freely between the boughs and the bushes, hidden from the unclean gaze of man. The Mightiest of these Spirits are the Living Avatars of the Forests themselves, striding tall between the trees of the Mightiest Forests. Within their realms, which they never leave, they are the undisputed masters, though they act more as guardians and nurturers than Tyrants. Usually. Druids revere them, and rangers respect them, and only the fool-hardy anger them. They tolerate men, though not gladly, their only concern is their Forest, which they will protect at all costs. They aren't quite gods in the sense of almighty men that live in the Sky, but they are worldly, and powerful, and Gods all the same.

Aspects

This is the main aesthetic of the Forest God, combine this with the Forms table to determine what it actually looks like. This is actually all one big d20 table, don't be fooled; it is merely arranged into 3 subtables (and a little bit at the end), and the result tells you which sub-type your aspect is arranged into, plant, elemental, or animal. This affects how you roll on some further tables, and the types of powers and followers the Forest God can have.

Plant Aspects
1 -  Wood
2 - Vines/Brambles
3 - Flowers
4 - Fungus
5 - Leaves
6 - Roots
Elemental Aspects
7 - Stone
8 - Mud
9 - Earth
10 - Tar
11 - Water
12 - Cloud
Animal Aspects
13 - Horn
14 - Fur
15 - Chitine
16 - Swarm
17 - Feather
18 - Bone
Unaligned Aspects
19 - Roll Twice, within the same sub-table
20 - Panopoly, roll once within each sub-table

Form

The shape of the Forest God, made of its aspect. It is always larger than a man, towering over him at least twice as high.

1 - Man
2 - Elk
3 - Faun
4 - Wendigo
5 - Bear
6 - Eagle
7 - Spider
8 - Torrent
9 - Snake
10 - Boar
11 - Beetle
12 - Owl

Features

Additional cosmetic features for your Forest God if you wish. Should probably only have one or two at most.

Plant Aspect Gods roll with advantage, Animal Aspect Gods roll with disadvantage
1 - Too Many Horns
2 - Too Many Limbs
3 - Too Many Eyes
4 - Home to Many Birds
5 - Home to Many Insects
6 - Home to Many Animals
7 - Always Shifting and Moving
8 - Scribed with Ethereal Runes
9 - Smoulders Within
10 - Emits Mist and Fog
11 - Roots Itself into the Earth
12 - Embedded with another Aspect

Terrain/Sacred Space

Where the Forest God dwells within the Woods, where their essence dwells in slumber, where supplicants offer their sacrifices and where the rivers carry the votives by secret water-ways. If Gods can only be killed on their home planes, this is where the Forest God can be slain. Though of course, in their Sacred Space, their powers are at their fiercest, and the God's followers will always come running if violence is brought to the Sacred Space.

Plant Aspect Gods roll with Advantage, Elemental Gods roll with Disadvantage
1 - A Great Lake
2 - A Roaring River
3 - A Huge Cavern
4 - Many Standing Stones
5 - A Stinking Swamp
6 - A Peaceful Clearing
7 - An Almighty Tree
8 - A Vine-Choked Valley
9 - A Flower-Blanketed Field
10 - A Fungal Grove

Followers

Forest Gods should always have at least two sets of followers, maybe as high as five. Destroyed sets of followers should be regained (and rerolled) at the next equinox or solstice. They are fiercely loyal to the Forest God, and often times as intelligent as men if they would otherwise not be. If you don't recognise an entry, just take a peek below, there should be a little description there for you. Or make up your own. Doesn't bother me.

Animal
1 - A Wolf Pack, lead by a King of Wolves - Best 2 of 3d6
2 - A Family of Bears, lead by a King of Bears - d4 + 2
3 - A Swarm of Insects
4 - A Swarm of Birds
5 - A Group of Boars, lead by a King of Boars - 2d8
6 - A Herd of Elk, lead by a King of Elk - 3d10
7 - A Roost of Owls, lead by a King of Owls - 2d4
8 - Clutch of Snakes, lead by a King of Snakes - 2d6
9 - A Unicorn
10 - Wild Fae - d6, exploding

Plant
1 - Dryads - 2d6
2 - Treants - d3
3 - Vine Horrors - d3
4 - Shambling Mounds - d3
5 - A Flowering Colossus
6 - A Forest Giant
7 - Myconids - 3d4
8 - Moss Hermits - d3
9 - Bracken Wolves - 2d3
10 - Wild Fae - d6, exploding

Elemental
1 - Naiads - 2d6
2 - Elementals - d4
3 - A Stone Giant
4 - A Flinty-pede
5 - Earth Motelings - 5d6
6 - A Lightning Bird
7 - A Stone Oracle
8 - Kelpies - d3
9 - A Fog Serpent
10 - Wild Fae - d6, exploding

Kings of Animals
These are beasts always of at least twice as many Hit Die as regular members of their species, and have magnified powers of their lesser kindred. They draw others of their kind to them like magnets, like royal courts. They are the Platonic Ideals of their kind.
Wild Fae
While most Fae are more than content to dwell in the glory of the Faewild, all Woods are in some way connected to the Undying Lands, and these Fae have migrated through to the Mortal World to experience its... grittiness. For some Fae, the thrill of a Duel is hardly as heightened as when the ritual weapon can actually kill you. However, all Fae must have a Lord that they at least respect, and so they congregate around the Forest Gods.
Vine Horrors
They are mostly in the shape of men, or when part of the Forest God's court, the shape of the God. They snake their way through the woods, always rooted to the ground. In their defence, they encase and strangle and suffocate, escaping up the trees or down into the mud if truly at risk. Usually, they merely go about their enigmatic, seemingly purposeless purposes.
Flowering Colossus
Like an animated hill, these hunched beetle-giants of rock and stone carefully cultivate the flowers and mosses that grow upon their backs, leading some to call them Garden Giants. They are gentle, and hard to provoke, but sometimes particularly rare alchemical ingredients will be discovered to grow upon their backs, leading the fool-hardy and ill-informed to attempt to steal from the Colossus. their pulped remains are rarely recognised as such, ground as they have been between the forces of continents.
Moss Hermits
They are the same shape as men, only made of living rock with eyes of precious gems, and cloaks of moss and petals. They own only fishing poles made of still-living wood which they use to fish in the earth itself for jewels, which they use to create new Moss-Hermits. They are very picky about the jewels that they use in their secret rites of creation, and those that don't meet the mark are tossed back down into the muck. They can remain fishing for centuries, as it takes their hooks years to sink down into the earth in some cases, and motionless and patient as they are, the moss will slowly creep over them, encasing them in green. They move only to brush it away from their Gemstone eyes. They are happy to converse with those that speak the language of the stones, dismissive of those that don't, and implacable in their vengeance. They have many friends among the rocks and stones of the earth, and their enmity should not be sought, or lightly made. 
Bracken Wolves
These are the Wolves of the Huntsmaster; meat of mud, ivory of flint, fur of mosses. They have the minds of stones, and so are content mostly to languish and rest to make any cat blush and tut. When roused to blood or anger, they have minds of wolves, and are fiercely strong. They were created as part of the Pact between the Huntsmaster and the Woods, to allow him his hunt-eternal. Such, some rest now in the courts of the Forest Gods, avatars of the Earth as they are.
Flinty-Pede
Long chain-coils of stones and boulders, flinten legs clattering through the ground, basalt mandibles gobbling up the earth, metal-ore-streaks running down their backs. As worms are to soil, so Flinty-pedes are to the deep rocks of the earth. Sometimes, they form friendships with the Forest Gods whose forest's roots seep and snake down into the rock in which they live. Of all the courtiers of Forest Gods, these are perhaps to be feared the most, they bring no signs of their passing, and strike from beneath the very earth you tread on. Their only 'weakness' as such is that they must always be contected to the earth in which they live. If ever seperated from it, they instantly crumble into inanimate rock.
Motelings
Just tiny, cute little elementals. Be careful though, in swarms, they have all the capabilities of their greater cousins, a fact of which they are well aware.
Lightning Birds 
Like their cousins, the Phoenix, Lightning Birds are attuned to that most blinding expression of the Earth's Power. In most weathers, they are the size of eagles, or maybe falcons. When clouds gather, they grow with the strength of the storm that will inevitably follow. They fly at the speed of the flash of light, strike with the force of a thunder clap, and spark and shed blasts of electricity at the touch of water. They are reborn from tiny shreds of blasted wood and earth with the touch of great, momentous storms. These are rare, thankfully, so if you can actually kill one, it will be some time before it can return to hunt you down. And it will return, their memories are long, and uncompromising.
Stone Oracles 
They scratch their messages into the earth; long, gaunt fingers of crystal scoring the future into the muck, eyes of mirror-facets seeing what will come, tectonically accurate, the long-seeing visions of stone with paths as set as the course of stars. They are valuable in every way, their words carry the course of time, their flesh is crystal, and they abhor violence. Almost a dream come true. The Earth is their friend though, and those that would strike down an Oracle would face the Enmity of the World itself, a curse of the greatest magnitude. This doesn't stop some from trying. It never ends well.
Fog Serpents
Normally, Fog-Serpents are the Genii Loci of great storm-clouds, but sometimes they drift down into the woods of Forest Gods to nurture the Forests further. Fighting them is like fighting the weather, in nearly every aspect. They wreath their adopted woods in mists and fogs that coat the ground in ethereal white, and their roar is the distant rumble of thunder. The only blessing we have in the battles against the Fog Serpents, mighty as they are, is that they are almost completely incorporeal. They can summon great winds, and bolts of lightning; but their thick coils, nearly six feet thick, can do you no harm; nor can their great maws swallow you up. Small mercies at least.

Forest God Powers

Forest Gods have Powers from their Aspect equal to the number of Followers they have. They may swap up to one power from their Aspect for a power from another Aspect.
All spells cast by the Forest God are cast as if by a spellcaster with levels equal to the Forest God's Hit Die, and all spells cast at a level equal to the Forest God's Wisdom modifier, unless it would be higher.

Animal
1 - Command Creatures
2 - Set Rots
3 - Inspire Fear
4 - Inspire Rage
5 - Swarm Storm
6 - Wither
7 - Deluge
8 - Ossify
9 - Evolve
10 - Devolve

Command Creatures:
As an action, the Forest God calls upon the creatures that inhabit its domain to serve their lord and Master. In d4 turns, 4 swarms of beasts of the Forest God's choice arrive to serve the Forest God.
Set Rots
The Forest God can cast Contagion as part of a melee attack before making the attack roll, targeting the same creature as the attack. It can do this a number of times per day equal to its Wisdom Modifier.
Inspire Fear:
As an action, the Froest God can attempt to cause a living creature to become deathly afraid of the Forest God. The target must make a Wisdom Saving Throw, becoming frightened of the Forest God on a failure for as long as it can see the Forest God.
Inspire Rage:
As an action, the Forest God can attempt to create a boiling storm of fury within a living creature. The target must make a Wisdom Saving Throw, or become so enraged that it must attempt to slay all creatures that it can see, to the best of its abilities. Each time that it takes damage whilst affected by this ability, it can attempt the Saving Throw again, ending the effect on a success.
Swarm Storm
The Forest God can cast Insect Plague once per day.
Wither
The Forest God can cast Blight a number of times per day equal to its Wisdom Modifier.
Deluge
The Forest God can cast Tsunami once per day.
Ossify
As an action, the Forest God can attempt to turn a creature into Bone, the target must make a Constitution Saving Throw. It takes d4 dexterity damage on a failure, it is stunned on its turn as its skin begins to calcify, its AC increases by 1 as long as its dexterity is damaged by this ability, and it must make the same saving throw on its next turn to. On a success, the creature takes 1 dexterity damage, and the effect ends. A creature that succeeds on its Saving Throw against this ability cannot be targeted by it again until the next new moon. A creature whose dexterity is reduced to 0 by this effect turns completely to bone.
Evolve
The Forest God can cast Polymorph on a friendly creature a number of times per day equal to its Wisdom Modifier.
Devolve
The Forest God can cast Polymorph on a hostile creature a number of times per day equal to its Wisdom Modifier.

Plant
1 - Shape Wood
2 - Blossom Storm
3 - Spore Storm
4 - Lignify
5 - Sudden Verdence
6 - Blazing Light
7 - Wall of Thorns
8 - Wild Fire
9 - Sudden Decay
10 - Bark Skin

Shape Wood
As a ritual, the Forest God can shape trees, one tree at a time over the course of the ritual, one tree per minute. The Trees can be manipulated into any shape and form the Forest God wishes, which causes no harm to the trees, which continue to grow in their new form once the effect ends. The only restriction to the ability is that the total volume and mass of the trees affected cannot change. The Forest God may also use this ability as an action a number of times per day equal to its Wisdom Modifier, any changes so effected manifesting immediately.
Blossom Storm
As an action, the Forest God can create a great storm of petals and leaves in a 60 foot radius around it, heavily obscuring everything within the radius. This effect lasts as long as the Forest God wishes, or until it is reduced to 0 Hit Points, and can't be dispelled by anything less than gale-force winds. As a further action during a turn during which this ability is active, the Forest God can thicken the storm further, blinding all creatures except the Forest God within the radius until the start of the Forest God's next turn.
Spore Storm
As an action, the Forest God can create a great storm of petals and leaves in a 60 foot radius around it, lightly obscuring everything within the radius. Any creature except the Forest God within the area that takes damage from any source also takes a further d4 poison damage. This effect lasts as long as the Forest God wishes, or until it is reduced to 0 Hit Points, and can't be dispelled by anything less than gale-force winds. As a further action during a turn during which this ability is active, the Forest God can thicken the storm further, poisoning all creatures except the Forest God within the radius until the start of the Forest God's next turn.
Lignify
As an action, the Forest God can attempt to turn a creature into Wood, the target must make a Constitution Saving Throw. It takes d4 dexterity damage on a failure, it is stunned on its turn as its skin begins to become brown and knotted, its AC increases by 1 as long as its dexterity is damaged by this ability, and it must make the same saving throw on its next turn to. On a success, the creature takes 1 dexterity damage, and the effect ends. A creature that succeeds on its Saving Throw against this ability cannot be targeted by it again until the next new moon. A creature whose dexterity is reduced to 0 by this effect turns completely to wood.
Sudden Verdence
The Forest God can cast Plant Growth a number of times per day equal to its Wisdom Modifier.
Blazing Light
The Forest God can cast Dawn and Daylight a number of times per day equal to its Wisdom Modifier.
Wall of Thorns
The Forest God can cast Wall of Thorns as an action, though it can only have one instance of the spell active at any time from this ability.
Wild-Fire
The Forest God can cast Firestorm once per day, with the following changes. Each 10 foot cube the spell creates appears one per turn over a minute, and each last 1 minute after the last cube has appeared. Each cube only deals 2d10 fire damage on a failed Saving Throw, or half as much if a creature in it succeeds its Saving Throw.
Sudden Decay
As part of a the damage for a Melee Attack, the Forest God can reduce the Strength, Dexterity, and Constitution Scores of the target of the attack by 1d6. It can use this ability a number of times per day equal to its Wisdom Modifier.
Bark Skin
As an action, the Forest God can cast Barkskin on all friendly creatures it can see.

Elemental
1 - Shape Stone
2 - Shape Earth
3 - Command Water
4 - Command Wind
5 - Lithify
6 - Liquify
7 - Create Mist
8 - Thunder Storm
9 - Call Elemental
10 - Flash Freeze

Shape Stone
The Forest God can cast Earth Tremor and Stone Shape a number of times per day equal to its Wisdom Modifier, and Bones of the Earth once per day. It also knows the Mold Earth cantrip, targeting only Stone.
Command the Earth
The Forest God can cast Earth Tremor and Move Earth a number of times per day equal to its Wisdom Modifier, and Firestorm once per day. It also knows the Mold Earth cantrip.
Control Water
The Forest God can cast Control Water and Wall of Water a number of times per day equal to its Wisdom Modifier, and Firestorm once per day. It also knows the Shape Water cantrip.
Command Wind
The Forest God can cast Gust of Wind and Warding Wind a number of times per day equal to its Wisdom Modifier, and Whirlwind once per day. It also knows the Gust cantrip.
Lithify
As an action, the Forest God can attempt to turn a creature into stone, the target must make a Constitution Saving Throw. It takes d4 dexterity damage on a failure, it is stunned on its turn as its skin begins to toughen into stone, its AC increases by 1 as long as its dexterity is damaged by this ability, and it must make the same saving throw on its next turn to. On a success, the creature takes 1 dexterity damage, and the effect ends. A creature that succeeds on its Saving Throw against this ability cannot be targeted by it again until the next new moon. A creature whose dexterity is reduced to 0 by this effect turns is completely Petrified.
Liquify
As an action, the Forest God can attempt to turn a creature into water, the target must make a Constitution Saving Throw. It takes d4 constitution damage on a failure, it is stunned on its turn as it vomits up litres of water equal to the constitution damage it took, and it must make the same saving throw on its next turn to. On a success, the creature takes 1 consitution damage, and the effect ends. A creature that succeeds on its Saving Throw against this ability cannot be targeted by it again until the next new moon. A creature whose Constitution is reduced to 0 by this effect turns completely to water.
Create Mist
The Forest God can cast Fog Cloud and it does not require an action to cast it, though it cannot cast it more than once per turn. It can also cast Windwall a number of times per day equal to its Constitution Modifier. 
Thunder Storm
The Forest God can cast Call Lightning and Thunderwave a number of times per day equal to its Wisdom Modifier, and Storm of Vengeance once per day. It also knows the Thunderclap cantrip.
Call Elemental
The Forest God can bring forth Elementals to serve it faithfully as an action. It can summon a total number of Hit Dice of Elementals equal to double its own with this ability, with no single Elemental having a number of HD greater than twice the Forest God's Charisma Modifier. To manifest particularly powerful Elemental, there must be a natural phenomena of particular beauty, or grandeur home to such an Elemental for the Forest God to call forth.
Flash Freeze
As an action, a sudden wave of cold magics gush forth from the Forest God, freezing the ground in a 60 foot square touching the Forest God, turning the area into difficult terrain. Any creature in the area when the ability is used must make a Constitution or Strength Saving Throw (the creature's choice) or be frozen in place and immobilised. A creature that starts its turn immobilised because of this ability takes 2d6 cold damage at the start of its turn, and it can attempt the saving throw again if it is still conscious, ending the effect on it on a success.

Vampires


Well, Vampires are pretty cool. Here are some tables for Vampires I guess. Look, I'm not good at these introduction things.

The Vampiric Archetypes

The Vampire's archetype informs their powers, and their disposition, how they approach Unlife, their problems, their Vice.

1 - The Lord
2 - The Debaucher
3 - The Impersonator
4 - The Knight
5 - The Arcane
6 - The Black Captain
7 - The Beast
8 - The Shapeless
9 - The Druid
10 - The Thin
11 - The Grave
12 - The Corpse

The Lord:
The classic vampire, brooding, powerful, dominating, proud.
The Debaucher:
She meets you in the parlours, in the salons. She catches your eyes every time, and she always leads the proceedings by example. Eventually you catch her eyes, and she catches your neck.
The Impersonator:
You would never know that it was them. They are slightly pale, but they've just had a period of sickness, its only natural. There wasn't anything off about them was there?
The Knight:
She bears ancient arms and armours, wields them with impeccable skill from centuries of honing and slaughter. A laugh rises from her throat like oil from a well.
The Arcane:
They are thin and gaunt and lifeless, all the energy has left them, and gone into the Great Work. They work the subtle art like a dancer, a musician, elegant and masterful. You will not be able to appreciate it for long. Savour it while you can.
The Black Captain:
He comes riding the black horse, dark and imperious. He raises a hand, darkness seeps from him like water, and the hordes of the dead stalk forth from it.
The Beast:
Vampires have no humanity left, only a pretense and an ego. The Beast has shed even these.
The Shapeless:
This one has left behind everything, even its old shape, it twists and contorts; the powers of the Vampire have granted this one its desires, perfect power over itself.
The Druid:
What is the self but a temporary state between fruit and fallow? The Druid recognises that dust we are, to dust we must return. It is a priest of the earth, an agent of its desires, a witness to the strength of the Great Mother.
The Thin:
Withered and dry, this one lurks on the edges, takes what it can when it can. Barely above an animal. Eyes like a predator. Like a murderer.
The Grave:
Lie rotting and stinking in the earth. Feed worms. Give nothing, take nothing. Master of silence. The only thing that is sacred when you're dead is peace.
The Corpse:
There are no pretenses among the dead. You know what you are, why pretend to be any different? As the living surround themselves with the living, so the dead surround themselves with the dead.

The Vampire's Lair

Lords, Debauchers, and Impersonators roll with disadvantage. Beasts, Shapeless, and Druids roll with disadvantage. 

1 - A Dark and Dead Castle, dry and dust and stone, the ghost of opulence yet lingering.
2 - A Rotting and Ruined Tower, a crooked and broken finger accusing the sky.
3 - A Dilapidated Manor, slowly sinking beneath the weight of years.
4 - Among Society, in the last place you'd expect, or perhaps dare to look.
5 - A high and lonely Mountain Lodge, kept company only by the howls on the wind.
6 - Hidden in Plain Sight; really? It was them? All along?
7 - A grand and echoing Museum/Gallery, figments and fragments of secret pasts.
8 - The deep reaches of the Sewers, keeping the muck and filth at bay as best as they can.
9 - A Graveyard, quiet and empty save for the stone markers of things long since passed.
10 - An incalculably Ancient Temple, they may even remember it being pulled from the earth.
11 - A vast and empty Megalithic Hall, they trace the old paintings with something like fondness.
12 - The depths of the Dungeon, sequestered between devices of pain and the jail cells.
13 - Amongst the hooks and drains of a Slaughterhouse, reclining between remnants of death.
14 - In the secret and hidden chambers of a Pyramid, walking amongst the memories of rituals
15 - The Tunnels beneath the Moor, lurk between roots, huddle beneath stones.
16 - A Sepulcher and the Crypts beneath it, winding and coiling, homes for corpses.
17 - A Cave System, down into the earth like cancer, cysts of stone, veins of rivers.
18 - A Dark Forest, dark boughs, dark roots, dark earth, dark growth, dark beasts.
19 - In the Roots of Trees, hidden halls and archways, drink the sap from the follicles.
20 - Beneath the surface of a Stagnant Lake, stinking and grimy, slick with mud.

The Vampire's Powers

Vampires begin life with only 1 power, but gain 1 more when they break free of their creator's control (or they start with two if they did not begin under the control of another vampire). They gain 1 HD and an additional power every 100 years.
The following lists are suggestions, and having one or two powers outside of the "normal" domains won't break anything really.

Lords should split their rolls between Physical and Mental Powers.
Debauchers should split their rolls between Mental and Sorcerous Powers
Impersonators should split their rolls between Transformation and Mental Powers.
Knights should split their rolls between Physical and Transformation Powers.
Arcane vampires should split their rolls between Sorcerous and Necromantic Powers.
Black Captains should split their rolls between Physical and Necromantic Powers.
Beasts should split their rolls between Transformation and Elemental Powers.
Shapeless vampires should split their rolls between Transformation and Sorcerous Powers.
Druids should split their rolls between Sorcerous and Elemental Powers.
Thin vampires should split their rolls between Necromantic and Elemental Powers.
Grave vampires should split their rolls between Elemental and Physical Powers.
Corpses should split their rolls between Mental and Necromantic Powers.

Physical
1 - Impossible Strength
2 - Impossible Speed
3 - Near Invulnerability
4 - Regeneration
5 - Impossible Skill At Arms
6 - Life-Vision
7 - Spider Climb
8 - Venom
9 - Echolocation
10 - Swallow Whole

Impossible Strength:
The Vampire has advantage on all strength checks, a +4 bonus to attack and damage rolls using strength, and it deals d12 damage with its unarmed strikes.
Impossible Speed:
The Vampire can gain the effects of Haste without using an action, but no more than once per hour. This ability is not a spell.
Near Invulnerability:
The Vampire gains bonus Hit Die equal to half its normal Hit Die, and it gains a +2 bonus to AC.
Regeneration:
The Vampire regains 2d4 Hit Points at the start of each of its turns. This does not happen if the Vampire is exposed to any of its weaknesses, regardless of severity.
Impossible Skill At Arms:
The Vampire gains a +4 bonus to attack and damage rolls using weapons, and it gains two additional reactions each turn, which it can use to backstep 5 feet when an enemy moves within 5 feet of it (without triggering attacks of opportunity) and to parry enemy blows (adding +4 to its AC for that single attack). It can only use these benefits whilst wielding a weapon.
Life-Vision:
The Vampire can see all creatures in its line of sight, regardless of (non-magical) obstructions.
Spider Climb:
The Vampire can gain the effects of Spider Climb without using an action, at will. This ability is not a magic spell.
Venom:
Rather than dealing necrotic damage when using its bite attack, the Vampire deals poison damage, and poisons the target, which additionally loses d6 Hit Points each turn it is poisoned.
Echolocation:
The Vampire gains +10 to its passive perception if the creature moving makes any noise at all, but suffers -5 to its passive perception if it is totally silent instead. It also knows the precise location of anything it can hear, even if it is invisible, or otherwise hidden.
Swallow Whole:
When a creature is hit by the Vampire's bite attack, it must make a Strength saving throw or be swallowed whole, suffering 3d10 necrotic damage each turn it remains so. It can attempt to escape as if grappled on its turn.

Sorcerous
1 - The Evil Eye
2 - Dance Macabre
3 - Shadow Transposition
4 - Mirror Transposition
5 - Statue Animation
6 - Portrait Magics
7 - Flight
8 - Invisibility
9 - Hexes
10 - VooDoo Dolls

The Evil Eye:
If the Vampire wishes, each creature that meets its gaze directly is afflicted with a curse, as if by Bestow Curse.
Dance Macabre:
As an action, the Vampire can cast Otto's Irresistible Dance on creatures whose total Hit Die don't exceed the Vampires own.
Shadow Transposition
As part of its movement, the Vampire can magically teleport between any area of darkness without using any movement that it can see (bearing in mind that Vampires can see in total darkness).
Mirror Transposition
As part of its movement, the Vampire can magically teleport between two points, as long as it is touching a mirror at the start and end of the teleportation. There is no limit to the distance the Vampire can travel with this power, as long as it is aware of the locations of both Mirrors.
Statue Magics
As a ritual, the Vampire can magically become aware of anything that it could perceive if it was standing in the place of any statue in its domain. As an action, it can also cause any statue in its domain to animate, as a 3HD creature.
Portrait Magics
As a ritual, the Vampire can magically become aware of anything that can be seen by any eyes depicted in Paintings in its domain, or it can speak through any mouths depicted in paintings in its domain. The contents of any Paintings are also decided by the Vampire's whims.
Flight
The Vampire gains a Flying Speed equal to its movement speed.
Invisibility
As an action the Vampire can magically become Invisible. It can use this ability for a total of 10 minutes each day.
Hexes
As a ritual, the Vampire can cast Bestow Curse, Hex, or Bane on any creature it is aware of, with no limit on range, as long as it possess a part of the creature's body, or an item of significant personal history.
VooDoo Dolls
Over the course of a day, the Vampire can create a VooDoo Doll of a creature it is aware of, as long as it possess a part of the creature's body, or an item of significant personal history. Any injury that the Vampire causes to the doll is felt (but not replicated) by the Victim's body, and the victim must make a Constitution Save or be stunned by the pain. Any injury that would result in serious bodily harm (such as the removal of a limb or vital organ) incapacitates the victim until they pass a Constitution Save on their turn.

Necromantic

1 - Blood Control
2 - Corpse Control
3 - Call Souls
4 - Blood-Limbs
5 - Bone Beast
6 - Control Bone
7 - Cause Disease
8 - Unknit Flesh
9 - Blasphemous Speech
10 - Banshee Scream

Blood Control:
The Vampire can manipulate small amounts of Blood it can see as if by Telekinesis, without using an action. It can also use an action to attempt to manipulate larger bodies of Blood as if using the spell Control Water targeting the Blood. The Vampire can also target the Blood within a living creature to attempt to control them as if with Dominate Person, if the creature fails a Constitution saving throw, rather than the save the spell normally requires.
Corpse Control:
The Vampire can animate corpses under its control as an action. It can animate and control a total number of Hit Dice of undead equal to double its own with this ability, with no single undead having a number of HD greater than the Vampire's Charisma Modifier. To manifest particularly powerful undead, there must be corpses of a creature that was particularly powerful in life.
Call Souls:
The Vampire can manifest angry souls as incorporeal undead under its control as an action. It can manifest and control a number of Hit Dice of undead equal to its own with this ability, with no single undead having a number of HD greater than the Vampire's Charisma Modifier. To manifest particularly powerful incorporeal, undead there must be some resident restless spirit for the Vampire to manipulate, rather than the general haze of wandering spirits it normally calls upon.
Blood-Limbs:
If there is Blood that the Vampire can see, it can manifest the Blood as a necromantic extension of itself, roiling semi-solid material forming additional crimson limbs and armour. The Vampire gains a pool of temporary Hit Points that it can fill from the Blood. The maximum of this pool is equal to half the Vampire's normal maximum hit points. As a bonus action it can add up to 10 Temporary Hit Points worth of Blood to its Blood-Limbs pool. It can use an action to add any number of Temporary Hit Points worth of Blood to its Blood-Limbs pool. For every 10 temporary hit points in its Blood-Limbs pool, the Vampire increases its AC by 1, and it gains an additional Claw Attack that deals half damage. It should be assumed that any pool of Blood can provide Hit Points equal to the damage that was dealt to the original owner of the Blood to cause it to shed that blood.
Bone Beast:
As a ritual, the Vampire can animate the Bones of a creature, or group of creatures into a Bone-Beast, with Hit Die equal to the total Hit Die of the creatures whose Bones constitute the Bone Beast. The Vampire can create a Bone Beast with Hit Die equal to a maximum of two thirds its own, rounded down.
Control Bone:
The Vampire can animate bones to create undead skeletons under its control as an action. It can animate and control a total number of Hit Dice of undead equal to double its own with this ability, with no single undead having a number of HD greater than the Vampire's Charisma Modifier. To manifest particularly powerful undead, there must be the bones of a creature that was particularly powerful in life. The Vampire can also attempt to control the Bones within a living creature, treating that creature's Hit Die as part of the pool of Hit Die the Vampire can control with this ability. If the target fails a Constitution Saving Throw, it is treated as being under the effects of a Dominate Person spell.
Cause Disease:
The Vampire can cast Contagion a number of times per day equal to its Constitution modifier.
Unknit Flesh:
As an action, the Vampire can attempt to unknit the flesh of another creature. The Vampire and the Target make a contested Constitution check. If the Vampire bests the target, the target suffers 3d10 damage as their flesh is warped and torn, and it is stunned for a number of turns equal to the number of dice that showed 5 or more. If the Target is victorious, the Vampire takes d10 psychic damage from the strain of losing.
Blasphemous Speech:
As an action, the Vampire can cast Unholy Word a number of times per day equal to its Charisma modifier.
Banshee Scream:
As an action, the Vampire can unleash a Banshee Scream. Any creature that can hear the scream, and that is within 60 feet of the Vampire must make a Constitution Saving Throw. Any creature more than 30 feet from the Vampire has advantage on the Saving Throw. A creature that fails and that has less Hit Points than the Vampire has Hit Die, is instantly slain. Other creatures that fail, and creatures that succeed and have less Hit Points than the Vampire has Hit Die, have their Hit Points halved. Other creatures that succeed the Saving Throw take 1 damage.

Mentalism

1 - Domination
2 - Minions of the Night
3 - Sow Mistrust
4 - Uncanny Whispers
5 - Utter Silence
6 - Cause Terror
7 - Blood Frenzy
8 - Induce Despair
9 - Nightmare Manifestation
10 - Moonlight Illusions

Domination:
The Vampire can cast Dominate Person on any creature with Hit Die equal to or less than its own. Creatures with 1 Hit Dice are allowed no save against this ability. A creature that succeeds on the Saving Throw against this ability cannot be affected by it any more.
Minions of the Night:
As an action, the Vampire calls upon the Nocturnal creatures that inhabit its domain to serve their lord and Master. In d4 turns, a Swarm each of Bats, Rats, and Gnats arrive to serve the Vampire.
Sow Mistrust:
As a ritual, the Vampire can attempt to sow discord and thoughts of betrayal amongst a group of creatures with total Hit Die equal to or less than the Vampire's own Hit Die that it has seen within the last 24 hours. Each creature must make a Wisdom Saving throw, and each creature that fails will now no longer fully trust their allies. At a minimum, affected creatures will refuse all beneficial spells and actions from their team-mates; attempting saving throws against spells cast on them, gaining no benefits from Help actions, etc. This effect lasts until the Vampire rests.
Uncanny Whispers:
As part of its action, the Vampire can cast Dissonant Whispers against a creature that can hear it within 10 feet. If it attacks a creature, it can only target that creature with this ability that turn. 
Utter Silence:
At will, the Vampire can cause an area of 100 feet around it to become supernaturally silent, as if affected by a Silence spell. Other sounds from a further 100 feet away are muffled and subdued, and can only be heard from half as far away as normal.
Cause Terror:
As an action, the Vampire can attempt to cause a living creature to become deathly afraid of the Vampire. The target must make a Wisdom Saving Throw, becoming frightened of the Vampire on a failure for as long as it can see the Vampire.
Blood Frenzy:
As an action, the Vampire can attempt to create a boiling storm of fury within a living creature. The target must make a Wisdom Saving Throw, or become so enraged that it must attempt to slay all creatures that it can see, to the best of its abilities. Each time that it takes damage whilst affected by this ability, it can attempt the Saving Throw again, ending the effect on a success.
Induce Despair:
As an action, the Vampire can drain the spirits of those nearby. All creatures within 30 feet of the Vampire must make a Wisdom Saving Throw. Creatures that fail and have less Hit Points than the Vampire has Hit Dice are incapacitated for 1 hour. Other creatures that fail are affected as if by a Slow spell. None of the effects of this ability are magical. Creatures that succeed on their Saving Throw against this ability cannot be affected by it again.
Nightmare Manifestation:
The Vampire can cast Phantasmal Force against any creature it can see. If the Vampire knows the Creature's darkest fear, it can instead cast Phantasmal Killer. It can only cast Phantasmal Killer once per day with this ability.
Moonlight Illusions:
As a ritual, the Vampire can cast Hallucinatory Terrain on any or all parts of its domain as it wishes. It can only use this ability, and the effects of this ability only manifest, on nights when there is visible moonlight.

Elementalism

1 - Decay Iron
2 - Entomb
3 - Ice Affinity
4 - Darkness Control
5 - Withering Touch
6 - Aging Touch
7 - Control Weather
8 - Control Flame
9 - Liquid Night
10 - Control Water

Decay Iron
As an action, the Vampire can destroy a number of pounds of iron with a touch equal to their Hit Dice.
Entomb
As an action, the Vampire can force a creature it has grappled down into the earth, 2 feet down below the surface. It takes 10 rounds worth of digging to unearth the creature again, though using proper tools increases the effective "rounds" of digging a creature does each turn to d4, though rolls of 4 also deal that much damage to the entombed creature.
Ice Affinity
The Vampire is immune to Cold Damage if it wasn't already, suffers no penalties for trying the move on ice nor for trying to see in blizzard conditions. It also gains an effective burrow speed equal to half of its movement speed that it can only use to move through ice.
Darkness Control
Without using an action, the Vampire can effectively cause any light source to dim to the brightness of a candle, or increase in brightness as much as it wishes, by increasing or decreasing the darkness in the area. It can manipulate the shape of darkness in any way it wishes too, even if such a formation should be impossible.
Withering Touch
The Vampire can cast Blight with a range of touch and number of times per day equal to its Constitution modifier.
Aging Touch
As an action, the Vampire can age a creature it touches. The target must make a Constitution Saving Throw, aging d4 years on a success, and by 3d4 years on a failure. The target's Strength, Dexterity, and Constitution scores also take temporary damage equal to the number of dice it was aged by from the system shock.
Control Weather
The Vampire can cast Control Weather and Call Lightning as rituals.
Control Flame
The Vampire can cast Pyrotechnics and Investiture of Flame a number of times per day equal to its constitution modifier, and Firestorm once per day. It also knows the Control Flame cantrip.
Command the Earth
The Vampire can cast Earth Tremor and Move Earth a number of times per day equal to its constitution modifier, and Firestorm once per day. It also knows the Mold Earth cantrip.
Control Water
The Vampire can cast Control Water and Wall of Water a number of times per day equal to its constitution modifier, and Firestorm once per day. It also knows the Shape Water cantrip.

Transformation

1 - Misty Form
2 - Demonic Form
3 - Animal Form
4 - Dust Form
5 - Swarm Form
6 - Perfect Disguise
7 - Stone Form
8 - Ethereal Form
9 - Shadow Form
10 - Unwholesome Plants

Misty Form
The Vampire can assume a Gaseous Form as an action, as per the effects of the spell of the same name.
Demonic Form
The Vampire can assume the form of a Demons or Devils as an action, with the limit that the Demon Form can have a number of Hit Die equal to or less than the Vampire's own. Any damage dealt to the Demon Form also carries over to the Vampire.
Animal Form
The Vampire can cast Polymorph on itself a number of times per day equal to its Constitution modifier.
Dust Form
When reduced to 0 Hit Points, the Vampire dissolves into dust, and blows away on an ethereal wind. It can then act as normal, though it only exists ethereally, with a number of hit points equal to its Hit Dice. The Vampire can only reform its Physical Body whilst resting within its coffin. If reduced to 0 Hit Points while in Dust Form, it is slain permanently regardless of the presence of Deadly Weaknesses.
Swarm Form
As an action, the Vampire can assume the form of a Swarm of Insects, replacing its stats with the Swarms, except for mental statistics and magical abilities. It can do this a number of times per day equal to its Constitution Modifier.
Perfect Disguise
The Vampire can cast Disguise Self on itself at will. The DC to discern the Illusion or to dispel it, or even to detect it magically, is equal to the Vampires's Hit Die, or its Intelligence score, whichever is higher.
Stone Form
The Vampire can cast Flesh to Stone and Passwall on itself at will.
Ethereal Form
Once per day, the Vampire can cast Etherealness.
Shadow Form
At will, the Vampire can become a shadow, becoming virtually invisible in the darkness. None of its statistics change whilst in Shadow Form.
Unwholesome Plants
The Vampire can animate plants under its control as an action. It can animate and control a total number of Hit Dice of plant-creatures equal to double its own with this ability, with no single creature having a number of HD greater than the Vampire's Charisma Modifier. To manifest particularly powerful plant-creature, there must be particularly large and potentially magically charged plants to be animated.

Weaknesses

Vampires have 4 Weaknesses. Each Weakness has a severity, from Weakened to Deadly. One of the Weaknesses must be Deadly severity. When you roll each Weakness, roll a d4 to determine the Weakness's severity. Weaknesses 1 to 5 roll the d4 for severity with disadvantage. Weaknesses 16 to 20 roll the d4 for severity with advantage.

Severity
1 - Weakened
2 - Repelled
3 - Immobilised
4 - Deadly

Weaknesses
1 - White Lilies
2 - Tears of True Love/Grief
3 - Social Rules
4 - Disorder
5 - Mirrors
6 - Holy Items
7 - Living Wood
8 - Diseased Blood
9 - Copper
10 - Coffin Nails
11 - Bone of Virgins
12 - Rope from a Hanging
13 - Antivenoms
14 - Ink
15 - Blessed Water
16 - Sunlight
17 - Salted Flames
18 - Silver
19 - Flint
20 - Lightning

The Vampire's Vice

Each Vampire has a vice, or maybe more than one. This they cannot resist.

1 - Food
2 - Art
3 - Pride
4 - Violence
5 - Sex
6 - Themselves
7 - Drugs
8 - Drink
9 - Pampering
10 - Pain
11 - Gambling
12 - Hunting
13 - Sloth
14 - Riches
15 - Beauty
16 - Envy
17 - Dark Knowledge
18 - Sowing Betrayal
19 - Betrayal
20 - Contest

The Tell-Tale Sign

This is that tiny crack in each Vampire's facade, the physical flaw that betrays them. Some of these can be hidden, or avoided. But the Vampire can never remove the Tell-Tale sign, and they must always be diligent of it, or risk their nature becoming known. 

1 - Pale and dry skin, supernaturally so.
2 - They can't quite hide the look of hunger.
3 - Their irises are a terrible shade of red.
4 - They blister and blight at the touch of copper.
5 - They cast no shadows, or reflections.
6 - Cats and other such 'elegant' animals hate them.
7 - Water freezes in their presence.
8 - It is always cloudy near them, storms are especially terrible near them.
9 - Grave-stones crack at their passing.
10 - Glass and reflective surfaces frost over near them.
11 - Condensation forms constantly on the eyes of statues and paintings near them.
12 - Rats are abhorrently large and aggressive in the Vampire's domain.
13 - The Vampire's foot-prints are taloned and animalistic.
14 - Holy Symbols tarnish and dirty at their passing.
15 - Smoke coils into demonic and leering faces in their presence.
16 - Food rots and spoils in seconds in their presence.
17 - Wood dries and creaks and weakens at their passing.
18 - Living plants desiccate and wither at the Vampire's passing.
19 - The Vampire cannot touch silver.
20 - Water will not stick to the Vampire, nor soak into its clothes.

Minions

The Vampire has a set of minions for every 3 full Hit Die it has.

1 - Miserable Men (3d8)
2 - Twisted Beasts (2d6)
3 - Swarms of Nocturnal Beasts (2d6)
4 - Swarms of Insects (2d6)
5 - Zombies (5d6)
6 - Skellingtons (5d6)
7 - Spawn Vampires (d6)
8 - "Built-Men" (d6)
9 - Ratfolk (3d6)
10 - Minor Demons (d4)
11 - Lamenters (d6)
12 - Bound Spirits (2d4)
13 - Gaunts (d4)
14 - Blood-Wraiths (d4)
15 - Raven-Knights (d4)
16 - Sycophants (3d8)
17 - The Brain-Washed and Broken (4d10)
18 - Shades (2d6)
19 - Ghoules (3d6)
20 - A Necromancer

Weirdo Minions

Built Men - Your classic flesh-golem/frankenstein monster. Hideously strong for a creature with the form of man, but lacking self-actualisation, they just follow orders and are easily subducted by the Vampire's dominating presence.

Lamenters - The dead who still have too much life to live when they die, and freed from mortality, find that their old desires and ambitions pale in the face of eternity. Apathetic and unconnected, some will enter the company of a Vampire to seek new heights of depravity and a break from monotony, for a time at least.

Gaunts - Elves cannot die, this much we know. Dead Elves however, can be turned undead, and Gaunts are what they become. They are yet more alien than those most inhuman peoples, and they are just so much more than us humans, they can't help but take the air we breath, drain the liquids from our eyes, steal the skin from our flesh, pull the the teeth from our mouths. They don't even really try to. It just happens.

Blood-Wraiths - Some truly desperate Vampires seek battles like hyenas seek lions; they are looking for easy meals just being left around. Such vast quantities of blood seeping down into the ground inevitably come into contact with the ancient dead, and wandering spirits of the earth; they fuse and merge, and from these places of incredible slaughter rise Blood-Wraiths. They are easily controlled by Vampires, lacking all sense of self as they do, even the presence and unconscious thoughts of the Vampire is pressure enough to assert control over them. They become crimson mirrors of their host-lord, wandering as the Vampires thoughts wander, reflecting its deeds in and as red shadows.

Raven-Knights
These are Vampire-Spawn of a sort, though only the most dishonorable warriors end up as Raven-Knights. The cowardice and hate in life is twisted into black fury and supernatural calm under the Vampire's curse. To the Raven-Knight, this is ecstasy. They are suddenly powerful and masterless, nearly. They pledge loyalty to the Vampire, because that is what they feel like they should do, they serve because they know this is right, and the way they will earn what the Vampire has given them. This is of course, all the mental prodding of the Vampire Master. They stoke the black coals in the Raven-Knight's soul, whilst also silently, without any tell-tale signs, tying the chains of dependency in the Raven-Knight's mind.

Super-Duper Weirdo Variant

So, Vampires drink blood right?
Well, you know what blood is? THATS RIGHT, ONE OF THE FOUR HUMOURS. Some vampires devour the other humours. Heres which ones drink which:

Sanguine
1 - The Lord
2 - The Debaucher
3 - The Impersonator
They are the classic Vampire, social and hedonistic at times, introverted at others, but always supremely self-assured. They have affinity with air, and heat, which they crave. Time has little meaning for them, convinced as they are that the world does actually revolve around them, and they don't put much effort into remembering things, assured that what is important will "stick". Sanguine Vampires drink the blood from your veins, gulping it down even as it spills from their mouths and coats their chins and chests.

Choleric
4 - The Knight
5 - The Arcane
6 - The Black Captain
The thing that drives Choleric vampires more than than anything else, is the allure of mastery, over themselves, magic, others, it matters little as long as there are none who can surpass them. They have affinity with fire, and are plagued by mood-swings. Choleric Vampires drink a strange pale liquid from their victims, who often survive the experience, but will invariably be struck down by terrible sicknesses before the month is up.

Phlegmatic
7 - The Beast
8 - The Shapeless
9 - The Druid
They are selfless (as far as Vampires can be), such that they give up what they are, or serve things other than themselves. They have affinity with water, and apathy. They care deeply for nothing (save their vice) and are quiet, and ever so slightly curious. Phlegmatic Vampires drink in the vapours from your lungs, steal the very breath from your mouths.

Melancholic
10 - The Thin
11 - The Grave
12 - The Corpse
They are dead on the inside. They have affinity with the earth, the cold. Obsessed with tragedy and perfection (of a sort) they will frequently forget their pasts. Melancholic Vampires drink the bile from your body, and if the shock of their feeding (they are the least careful and elegant of all vampires after all) then you will die shortly after, as poisons build up in your body, and the very food you eat corrupts you.

My ideas on rules for DnD and the like

Okay, this really is the half baked stuff that no-one in their right mind would want. Its just here for my own reference and as a slight exercise in ego stroking.

HD
I want monsters to be roughly measurable in HD in the way that 5e monsters really, really aren't. Its nice and easy, and elegant. The only problem is that its hard to scale up. Will have to think about more.
PCs won't gain one every level. Fighters and such get them quicker, wizards and such get them slower. Levels where you don't get new HD let you reroll you old ones, and keep the total if its higher than your previous total. Slower scaling.

Classes
There may only be four, like some hack-games? Fighter, Arcane, Divine, Specialist.
On the face of it, I like classes. But the ones in 5e are a bit bloated, I think its fair to say. And its annoying that I can't go level 3 Paladin level 2 Fighter because then I wouldn't have extra attack, which is stupendously good compared to what I would have. I think in that case, and cases like it, you should. Spellcaster multiclassers keep up slot progression. Why not fighters? Its easy enough to fix in 5e with a little house-rule, but I think I might mix it up even more stupidly than I should.
I think four base classes (maybe 5, unlikely 6) is enough, and then make everything a subclass of those basic four. Barbarians are just types of fighter really. Paladins really are just a type of fighter. Sorcerers and Wizards are really just types of Arcane. Etc. You can still distinguish them nicely between each other with subclass features, but they use the same basis, which hopefully helps balance too.
Subclasses also wouldn't have all that many new features, in that I think they'll mostly use the basic class features. For example, all fighters have maneuvers; paladins have their own special maneuvers, barbarians have their own special maneuvers, etc. I think they will be fueled by class specific dice. Fight Dice, Magic Dice, Faith Dice, etc. Paladin Smites are really just rolling Faith Dice when you hit a dude and channel the power of your CONVICTION THAT YOU ARE RIGHTEOUS AND THEY ARE NOT MUTHA BLASPHEMA
Nesting archetypes would be annoying though, not sure how to handle wizard subclasses like necromancer/illusionist. As I said, nested subclasses seem inelegant, Arcane having two subclass-esque parts also seems inelegant, having wizard, illusionist, necromancer be seperate also seems stupid to me (sorry Gary).

Ability scores
I really like these multi-ability score things (I know this guy didn't originate them either by their own admition, but its where I found out about them), but I really don't know how to implement them. Classic stats only exist in character creation? These extra stats sort of exist in that some abilities use two modifiers but no more than that? Have both and be really complex when one set will barely ever be used? Ditch one and hope the other can handle all the load? I'm not sure. One day I will figure it out I hope.

Movement/Chases?
Yo, grid based movement is kinda dope, in that it facilitates tactics without needing loads of cognitive load, like how I like to imagine 4e does it. But, not everyone has a grid, likes a grid, and grids make fights look static and dull.
Here's an idea. Speed is now a dice size. You also have a "stat" called position. You roll your speed against other creatures to try and improve your position against them. Closing into melee is now a roll, but if the other person is doing something else, its automatic, if the target is actively trying to keep you away, then its a roll off. Chases are similar. You want your position to be as good as possible to allow you to escape, but the other guys also want their position as good as possible to stop you.
Position also helps in combat. That's why fights in all the good movies move around so much. Each combatant is trying to improve their position. The fighter with the superior position is at an advantage.

Non-class things.
Tbh, even subclasses may end up as these. I imagine each person having a set of slots they fill with "cool things" like cool backstory bits, non-human races, subclasses, weird abilities like scrimshaw carving, alchemy, strongholds, destinies. They are extra things you can do. They differentiate characters, and in a way that I think is more realistic too. All the things you can do are not the result of your job. People are much more rounded than that. A lot of stuff might come from your class, but not everything.

Skills
They're nearly fine in 5e, but they're still stupid. Why are rogues and bards the only ones that get expertise? Except the worst fighters, and maybe a couple of others who get something like it.
I'll agree, 3es skills were overly complicated, but I think a lightly expanded list based off of 5es, with more gradiated skill levels (probably about 6, but no fewer than 4, not more than 8) would be cool, and differentiate between "I did this some in my backstory years ago but I still remember it roughly" and "I have trained and trained and trained. Fear me" Plus, it gives you something to train for, which leads us neatly to...

Downtime
I want this to be nice and robust. I want to plan shit, and be rewarded for it. I also want it to be simple enough that if you don't care for it, you don't need to bother all that much beyond "I want better skills, I will train." or "I want to talk to the duke, I will socialise." Maybe take some inspiration from blades in the dark. This is where the meet and potatoes of some of the Slots/subclasses may end up. Strongholds are in downtime for sure, and wizards need to research/copy spells, magic items need crafting, magic tattoos need inking, you get the picture.

Spells
I like Goblin Punches spells. I don't think I'd simplify them as much, but certainly simpler than 8 levels of spell.

Power Curve
Not as steep, not so high.

Abilities
Oooh, warlock invocations are super cool. All classes should have their version. Speaking of...

Warlocks
Not a class, a slot. Demons are way less picky than only choosing 0 level characters.

That's all I can think of. May add more as and when I get around to it.

NPCs of the Ives

[I'm putting this out there because I'm a little conscious that I haven't finished anything in a little while. This is only part of a larger whole, my own pet megadungeon thing. Just the NPCs that you might find down there, not even factions. There will be factions, there will be monsters, these guys are the in-between step. Oh, and its sewers and stuff, incase that doesn't become frustratingly obvious.]

Vent Oracle
In a dank corner of the sewers there is a grate in the center of a great chamber. Steam vomits up from it;  speak thy questions to it and the Oracle of the Vent may answer you, if your piety is great enough. If you do not know how pious you are, just as the milky Steam-Dryads that attend the Oracle. They can answer any questions you may have, as long as they pertain to the Oracle. What the Oracle actually is, is up to much debate. Probably something quite powerful.

Muck Naga
The Muck Naga dwells near the sewer-shelf of the Dredge Lake, where it can way-lay the few who make the descent down to the sewers and attempt to befriend them. It has many ambitions, but its primary one is absolutely the safety of those who adventure down in the depths. It only wishes for your safety, it couldn't possibly bear to see more be devoured by the beasts of the sewers...

The Three Sisters
Down on the Dredge Lake, there is a small island with three small shrines, and three Naiad sisters, guardians of the Lake and attendants of the Lake God. The Lake God no longer hears their calls though, steeped as they all are in the filth that flows down from the city above. The sisters are getting desperate; soon their connection to the Lake God will sever completely. They need purity, and they need it soon.

The Lake God
The Dredge Lake is large, vaster than any surface surveyors might suspect. It has its own spirit; as all things sustained by the earth must, and it is large enough for its spirit to be a god. But it is old, and terribly confused. It has been corrupted by the flow of poison from the city above, and it is slowly dying, as the lake is. It cannot hear its attendants anymore, it can barely see the trolls that strike it with stone spears from their pile of filth. It is slowly losing its mind, and when it does, the lake will die with it.

Lady Statues
It is not often that a Medusa will take up residence in a primarily human city; but this one has. By passing herself off as an eccentric artist, she maintains a partial presence in the city selling her unfortunate victims. She dwells bellow, in the sewers so that she does not petrify too many people; but she will do what she must to ensure that her deception remains undiscovered.

Old Breakhorn
The Minotaur named Old Breakhorn by those who plumb the depths of the sewers has lived here now for two centuries, somehow. It inhabits a particularly poorly planned area of the tunnels, a crooked maze of passages and tunnels. No-one is quite sure how it has managed to survive this long; especially considering the number of adventurers who have brought back the Minotaur's head to the surface...

Kalistrathyx
There have been legends of a Dragon dwelling 'neath the city of the Ives for long ages, but so far no one has actually seen it. Merely a myth, surely...

Sewer Demon
While probably not an actual demon, the Devil of the Southern Sewers has claimed enough lives in sufficiently brutal manner and numbers that it may as well be. Fiercely territorial, and aggresive beyond belief, no one is actually 100% sure what the Sewer Demon even is, the only consensus is that if you should ever come across it, you should run, and never look back. Even that would be enough for the beast to catch you.

Beric the Man-Eater
Every city has its share of the vile and wicked. Few have on of such concentrated evil as the Ives. Beric has been known about for about a decade now in the seedier areas of the city (few as they are) and a reward has officially been put out for him. There is some doubt as to his existence though; no one has ever found him or his lair, no sign of it at all. Yet the half-chewed corpses of adventurers appear in the city squares overnight with enough regularity to suggest he remains still, watching from the shadows.

The 3 Knights
No-one is quite sure who the Cat-skin Knights are, why they are locked in their interminable struggle, or why they have come now to the city. Their struggle was the word of the day when they began their struggle in the city square before the Calico Knight fled down into the sewers, and the Piebald and Tortoise-Shell Knights ceased their quarrel to pursue it. Curiosity is a powerful thing, and the rumour-mills have presented many, many possible explanations for their combats.

The Necromancer
The noble Hergault Assyrian once lived a dull and banally decadent life-style, until he discovered his tome of Necromancy. He couldn't rightly tell you where he found it, or how he came to be so devotedly sure of his ownership and mastery of it, but it is his now, and down in the secrecy of the sewers, he practices his black arts.

The Slime King
Unknown of the surface, the Slime-King holds his crown within his slopping and oozing body. Once it was merely another slime as any other, until it drained the powers of the crown (or more properly, the carnelian set in its apex) now resting within it. It dominates the slimes of the sewers near it now, and has carved out a rather nice little patch of tunnels for its lair, where it reigns with unthinking confidence.

Doug and Lugg the Trolls
Outcasts of Scudgen Isle, they have had no-where else to go other than the sewers. Technically brothers on their half-mother's father's side, they now only have each other, and that is grossly insufficient for them. They are not incredibly bright (even by troll standards) and they have only just been scraping by. They are scared, angry, and confused, in roughly equal quantities, and they are unlikely to survive in the long term.

The Band of the Scale
Once, they were paladins, and a squadron of the Purifiers, but now, they have lost their memories, and they are also now lizard-men. Quite how this happened is beyond them, and all of them will adamantly refuse to admit the truth of their present situation, even to themselves.
And somewhere else in the sewers, there is a group of slain paladins, lying face-down in the muck, slowly decomposing...

Crave the Undergiant
It is pale and thin, flesh clinging only reluctantly to its bones and eyes sunken as far back from the light as its skull will physically allow. It is degenerate and wretched, and down here in the sewers, all it can do is crawl. However, it has managed, somehow to thrive; barely at least. It has utterly pacified a tribe of the Sewer-Troglodytes that haunt the tunnels, convinced them that it is their god, and now rules despotically from a particularly large chamber that it can sit on its haunches in, and gobble up the kills that the Troglodytes bring it. It is pleased with this arrangement, but it has earned itself a fair few enemies, least of all the other troglodyte groups of the sewers.

Sewer Hags
Hags are found in all sorts of places, and it should be no surprise that these three old crones have taken up residence in this caldera of corruption. Sister Gruel, Mother Splutter, and Granny Dross are their names, and they are not actually as hostile as one might expect. They are cruel mistresses of the local area, and few in the sewers dare earn their ire, but to surfacers, they are even a little bit friendly, ever willing to brew up a little something in return for the strange and unexpected prices they demand...

The 1000 Trials of Hexaclaricus The Archmage
Hexaclaricus was not a particularly skilled mage. But, he got it into his head when he bound the demon Velcarinox to his service that he was an Archmage surely without compare, or so the demon said to him. Hexaclaricus set about immediately devising a method to distinguish someone to be a suitable apprentice to his readily apparent service, and so began construction on his 1000 trials (or rather, he set Velcarinox to constructing them. However, his lack of forethought mean that early on in construction he hit a series of natural caverns, and so gave up on the venture. Some of his goods are still secreted away within the testing chambers he did manage to erect though...

The First Men
The Ives themselves were hardly the first to inhabit this land, as evidenced by the ancient crypts and tombs the sewers have had to incorporate into their design. Their culture can only be guessed at, their views and values only supposed. Hard evidence is hard to come by because of the sheer weight of the centuries scouring them from the records. Surely none could have possibly survived from those primeval days?

The Sodden Library
It used to actually be quite civilised in the Quiet Library, but as the city above grew and grew, so did the local water-table, and now the Quiet Library is the Sodden Library. An eclectic archive of esoteric secrets and literature, it has been slowly forgotten by those above, as it wished to be, and its curator and caretaker has toiled slowly and softly ever since, tending to the books, rotating them around and around the shelves so that the water damage is never too bad. Some usable tomes may yet remain...

Grizzlesticks, Lord of the Feast
A thorough-bred demon through and through, Grizzlesticks likes nothing more than massive, unbridled consumption. His table is set with everything and anything, as long as it is edible. Many are his "guests" whom are never permitted to leave, or stop eating. He himself is corpulent in the way the sea is really, really big, in the way that the moon is very, very far away, in the way that the sewers are very, very filthy. It is unlikely that he could even move if he ever wanted to without the assistance of a lot of magic. He may seem unthreatening, immobilised as he is, yet there is a deceptive power in his many flabby arms, and his words carry a magical force that is hard to resist. So far, there has been no break to his revelry for many, many years, despite many attempts to force the issue.

Slough, the Milk-Man
Slough used to be a man just like us, but a particularly unfortunate encounter with a Milk-Worm and a White Slime has left him less of a man than he used to be. His flesh is pale and soft, like cream cheese. Some of it slops off messily from time to time, and he must scrape what he can off the floor, mold it back onto himself, and hope that his regenerative abilities are as robust as he suspects. No longer admitted amongst the untainted above due to his condition, he is trapped below, and is understandably, a bit peeved about the whole situation. Very hard to permanently put down, his one remaining shred of sanity is focused wholly on finding a way to reverse what has happened, if one even exists within the labyrinth of the sewers...

The Sculptor
A biomancer of some considerable skill, shunned from the city above, she dwells now in the clog, one of the more uninviting sections of the already hateful sewers. Her abominations are each lovingly tailored to be as fearsome as possible, and each are uniquely well suited to combat in the Clog. Her ambitions are limited not only to eternal life, and revenge on the city above, but also unlimited power, and potentially godhood, if she can swing it. She has not been able to make much progress whilst beneath, except that she is slowly, slowly amassing an army of abominations and flesh-servitors, built from the filth that freely flows from above.

The Phytomancer
The third of the sewers five resident wizards, Mary Cobbler has been quietly cultivating a grove of her own down in the depths when she can sneak away from her duties on the surface. She has become a mage of reasonable skill, but her true talents are in nurturing the plant-beasts she has been cultivating. They grow uniquely well on the foulness that flows through the sewers, and though it disgusts her to her core to utilise it, she would do anything for her "pets". She isn't quite sure what she is going to do with them when they are fully matured, but she is an impressionable sort. She'll find some sort of cause, one day; and knowing the Ives, left to her own devices, it won't be a good one.

The Arachnomancer
There are few men as uniquely disquieting as Arnold Brecht, the Arachnomancer. His... obsession has consumed his life completely, and partly his flesh and form as well, and as such he was banished from the city above to the sewers below. This suited him just fine; while it was something of an inconvenience, he has flourished like never before in the darkness of the sewers. His hordes of loyal spiders have multiplied exponentially, and his research continues apace. He has no thoughts of recompense on his banishers, he merely wishes to continue as he is, down and down the path towards a pure predator...

Sewer Vampires
The 6 vampires of the Sable Crown are all that is left of that vile court. Four young and two old vampires that managed to escape the Paladin's Purge of Blackstone, now driven to hide in the one place the Paladins would hesitate to chase them. They have set up a new "court" in a particularly dense and cut-off area of the sewers, where they continue their decadent orgies and salons, in as richly adorned chambers as they can manage, and given their talents, they have managed to steal quite a large amount from the city above during the night. Down below, when not consumed by revelry, they hunt as they please, unhindered by the light of the sun.

King of All Toads
The unnamed King of All Toads and his Croaking Court have thrived as never before since they moved to the sewers of the Ives. They don't remain in one place for long, so as their few predators won't catch them, and that they don't completely deplete the local area of food. They are wise and considerate of their ecosystem, as a good court should be. They are also intolerant of trespassers on their territory, and will demand recompense from those that "transgress" their way. The Toad-Knights of the Croaking court are not particularly feared, but they should be. Ignorance is no excuse.

Drow Methusalites
From down beneath. They know more than they say. They say much. Little of it is true. They are committed to spreading it. This is their purpose. The surfacers should no as much as possible. Then, they could not discern what is true from the false. They are beautiful so that you will not think wrongly of them. They bring gifts so that you will trust them. They are really so that if you learn the truth, you will not spread it. They have come to the sewers of the Ives so that they have a hidden lair. They will soon go to the city to spread their words. The people will learn much of the world beneath them. Our so they think.

The Gentlemen
They float above the ground, the tips of their shoes just brushing the ground. They smile all the time, their teeth never part. They are dressed impeccably. Always. They are also master surgeons; and they take people's hearts so that they can cook and eat them. They always seek the most unique cuisine, but they eventually always come back to sauteed human hearts. They are attended by corpse-automatons with mechanical engines in place of the hearts that have been removed from their chest cavities. They assist the Gentlemen in acquiring adventurers for cardiac extraction. You wouldn't want a Gentleman like them to get their hands dirty would you?  

The Cold King
The cold king has learned patience the hard way, through the long centuries he has spent frozen to his throne. He is a Death Knight of some startling power, and was much feared in his day. His day of course was long ago know, and only the more obscure texts will remember him; but there are some who hear his whispers in their dreams, and attend to him when they can. They move unseen and unharmed through the sewers, there are few that would risk raising the ire of a Death Knight against them, frozen as he is. They know it can't remain that way for long.

Creakbeam, the Mouldering
There is something of an ecosystem down in the dark, and inevitably where plants grow, there will follow Treants to nurture them. Creakbeam is the only Treant remaining to guard the under-forest of the Ives' sewers; and it is greatly protective of them. It is massively vindictive, it has had long years of brewing resentment against the surface dwellers whose effluence has poisoned and ruined his home. It would take a great amount of work to convince Creakbeam that you have nothing to do with the poison that flows all around you, that you aren't the "defilers" he abhors so much.

The Undying Lands of the Fae

The Undying Lands of the Wild and Lawless Fae are closer than you might think. Crawl through the circle in that standing stone, or sleep in this circle of mushrooms and you might find yourself upon the slopes of Cyng Dun, King of All Mountains, or lost in the depths of Phantasmogoria. It is the land where all is ruled by its proper appointed Lord (or at least, so say the Lords), and where nothing is permitted to die, except at its proper appointed time (or at least, so say the Lords).

This is something of a guide to the various areas of my Faewild, which I refuse to call it, because I don't really like the name. The Undying Lands is also a little bit too tolkien really, but I'm twisting it into something a bit more unsettling. Which incidentally, is also my take on how Fae should be. Beautiful like tolkein, but more unsettling, just beneath the surface. They may play at court-attitudes and honour, but some embrace the animals they all really are, and live wild and free.

The Undying Lands are not to traversed lightly. Each step probably breaks another law, and the Fae will come to collect...

Cyng Dun
The King of all Mountains

Cyng Dun dominates the mainland of the Undying World, the King of Mountains stretches high up into the sky, higher than any other mountain could, or should. You can see its peak always, wherever you are in the Undying Lands, it is the one constant. And as high as you might climb, you will always be able to breathe, it will never be too cold; it is after all where Sierra holds her court upon the very peak of the mountain. It wouldn't do for courtiers to faint whilst attending her now would it?

Cyng Dun is something of a common way to reach the Undying Lands, any gateway associated with stone will lead here, in the nooks in the stone.

Grand stone stairs, built for giants climb the sides of the mount on one side, to allow dignified access to Sierra's court, not that they are well trodden of course. No-one can really trust a traitor, let alone a Giant.

Resident Fae Lords:
- King Chitine
- Sierra, Duchess of the Fastigium

The Cloudy Court
Lofty and Blue

High up in the Skies, the Cloudy Court maintain the flow of the skies and the politics of the upper airs. In ivory towers of cloud with frozen bridges and roads of glittering sunlight they bicker endlessly back and forth, sending wind this way and that, sending rain one day and then the next on a whim, storms and snow and blazing sun and uncompromising cloud to wherever the court should declare.

They have a rivalry with the King of Roses Red and Fair, whom they would overthrow and supplant if they could. The will not in all likelihood, they are too discordant to ever match him.

The Feathered Prince in his grand Nest-Castle also dwells here, hanging from neath a particularly grand and remote cloud. Sometimes he brings mortal boys here to become birds like him. Probably out of bitterness, since this is what befell him.

Resident Fae Lords:
- The Cloudy Court of Blue Sky Wrought (Archfae)
- The Feathered Prince

The Spring Glades
Seat of the King of Roses Red and Fair

The Heart of the Undying Lands, where stands the Spring Palace of the King of Roses Red and Fair, lord of all the Undying Lands, Ever-Blooming Monarch of the Lands where none are permitted to taste Death, Greatest of all who call themselves Fae, whose Brilliance all Respect and Adore. These are only his most popular titles.

It is always spring here, since this is what pleases the King of Roses most. It is always beautiful here, since this is what pleases the King of Roses most. It is always perfect here, since this is what pleases the King of Roses most.

The Lady of Ribbons also dwells in the Glades, in Chateau d'Arras. Her balls and masquerades are only second in beauty and extravagance to those hosted by the King of Roses himself. She is definitely not jealous in any way.

Hekate of Sorcery and Night also holds court in the Glades, but near the edge, where it Glades bleed up against the Trackless Forest. She and her covens sing for magics in the Night, of which she is most knowledgeable of all Fae.

The Girl in Gossamer is the Ward of the King of Roses. She will come into her prime one day, and the King of Roses will be the most proud of her as any guardian has ever been of their ward, he will say. He is not as aware of her dealings and doings as he should be.

Resident Fae Lords:
- The King of Roses Red and Fair (Archfae)
- The Lady of Ribbons
- Hekate of Sorcery and Night
- The Girl in Gossamer

The Realm of Eald
The cast-off Kingdom

The Realm of Eald is where history collects like scum on the edge of a bucket, where everything will wash up eventually, given enough time. The King and Queen of What has Been rule over the slowly growing middens of detritus from the Castle of Eald, which stands atop the cliffs over the Shallow Sea, and they do not take nearly enough care of it.

The Prince of Teeth also has his Gallery in the Territory of Eald, throughout which he occasionally dispatches servants to sweep for teeth. He really likes teeth don't you know. Would you like to offer one or two? Haha, it was only a joke. Haha.
Ha.

Resident Fae Lords:
- The King and Queen of What has Been (Archfae)
- The Prince of Teeth

Phantasmagoria
Mushrooms and Fungus

Phatasmagoria is the realm of all things fungal, one great tangled Mycellium-World where growth is the only law and consumption the only demand. Get lost within the flesh-stalks, the vented fronds, within your own head, lose all awareness, become one with Phantasmagoria.

Absolom is not Phantasmagoria. It is its own organism. That is enough.

Resident Fae Lords:
- Absolom, the Blossoming and Blooming

The Filigree Bridge
The Silver-Spun Bridge between Heavens and the Earth

No-one quite remembers who built the bridge, but it still serves as quite a useful connection between the Spring Glades and the Cloudy Court. It would be more useful if it were not so, so long, or if the Filigree Man did not live halfway up it in his silver-spun castle. He has a habit of imprisoning his enemies (or friends, its something of a mystery which is which) in filigree casing, never to leave again. Most everyone who stays for long in his castle meets this fate.

Of course, this is not a trouble for Fae Lords. The Filigree Man knows better than that.

But you aren't a Fae Lord are you?

Resident Fae Lords:
- The Filigree Man

The Unkept Gardens
The Stolen Land

Everyone was shocked when the Rose King's second home was taken by claim of Right of Demesne by Lord-Sir Brackenwelts, who had never been to court before, or since. The Briarfields, as Brackenwelts calls his domain, is the very picture of a Grand Noble Estate, only left to decay and nature's unkind ministrations. Overgrowth and collapse rule here, and through the lianas and tall grasses Lord-Sir Brackenwelts stalks.

Perhaps he has even grander designs than the Unkept Gardens, but his behaviour would not suggest that. Which is exactly what everyone thought before he seized the gardens...

Resident Fae Lords:
- Lord-Sir Brackenwelts

The Trackless Forest
Wild and Untamed

A forest, lovely, dark and deep. All manner of beasts dwell within, all manner of trees grow uncut here, all manner of men are lost between the boughs of wood and stone. They say in the Dark Heart of the Woods, Lost Ilmarod's court drinks the blood  of those lost within, whom they hunt like dogs. Many other such monarchs dwell within the woods too, it is said. The Prime Unicorn, the Master of Worms, the Duke of Owls, many others such that lack names known to mortals as well.

The Goat-Boy dwells here too, forever hunted by Ilmarod's courtiers. He is never caught. He never will be. He has no court, save for those animals who run with him. They will run forever, but they shall never find the jaws of death nipping at their heels while they run. Occasionally they get rest, but mostly, they run, and run, and run.

Resident Fae Lords:
- Lost Ilmarod of Path Untrod (Archfae)
- The Goat-Boy

The Hunting Glens
Beasts and Those that Stalk Them

Wide and wild, if a menagerie of menageries dwells within the Trackless Forest, then every beast ever formed must dwell on the Glens. Hunters of all stripes dwell here, glutting their thirsts on the beasts, and being glut upon on return if they are foolish.

The King of all these Beasts, the Elken-Wolf is also the King of all these Hunters, the Apex Predator, the Dominant Life-form. His court takes all, beasts, hunter, predator, prey; one and all. It only meets once a month, on the highest night of the full moon, when all hunts are called to truce, if only until the sun rises again. Of course, this being the Undying Lands, who knows how long that will last, or how long it will be before the next.

The Huntsmaster is one of the most diligent of the Hunters of the Glens. He alone is free to ignore the armistice of the Full Moon, as long as he declares his intentions to his prey. He only sometimes does. His pack of earthen dogs is always at his heels, and no others. He hunts alone; except that all have the right to hunt with him once, and only for a single night. Since he roams as widely and as quickly as he does, few ever manage to take him up on this.

The Silvered Knights also dwell out in the Glens, their Mirrored Hall standing bright and lonely amongst the fields and copses. It is considered quite cliche these days for a Silvered Knight to bring back the Head of a Great Beast it has slain out on the Glens, after all, every such Knight has many trophies of such hunts. Thus, you are only ever likely to see the half of their Order that dwell at court for this Questing Season. Enjoy their hospitality while you can, for you are entirely safe whilst within their walls. You may only remain for one day and one night.

At the opposite end of the Glens, stands the Tower of Night, where the famous salons of She of the Midnight Stars are conducted. Do not ascend too high without invitation, you may not be able to return if you do.

Resident Fae Lords:
- The Elken-Wolf of Cloven Hoof (Archfae)
- The Huntsmaster
- The Silvered Knight
- She of the Midnight Stars

The Smoking Shore
Ash and Sand

Tigers stroll lazily and contentedly along the basalt sands and between the brimstone stacks. Crystal glitters amongst the stones. The blasted remains of Dawn-For-Eye's many towers litter the shore too, as the sea gently steams and laps against the rocks. The Charred Ports are abandoned now, as they always have been. None have ever lived here, no-one who mattered at least. Except the Tigers. They are beings of impeccable grace, taste, and are unrivaled company; obviously. The Court of Amber and Black  are the few non-Fae beings permitted in the Undying Lands, and indeed they have a whole area of the Smoking Shore given over to them. This does not please Dawn-For-Eyes.

Resident Fae Lords:
- Dawn-For-Eyes

The Seeping Fen
The Grand Mire, forever Rotting; Barrier to Lost Fomoria

Why should be speak of it? It is wretched and blasted, monster-haunted, nothing of worth lies there. Besides, you wouldn't be going to Old Fomoria now would you?

Unless you wished to visit Cerastes? Few do. He is a loner, and besides, all his court is curved to better accommodate him, and to inconvenience guests. If you seek a craftsman though, there are none as skilled as him. None. Regardless of medium or technique. Of course, you have to brave the monsters and the wastes to get to him, so all in all, I'd say you should seriously consider settling for the second best...

Resident Fae Lords:
- Cerastes, the Coiler and the Slitherer

Old Fomoria
Where once lived Giants

Giants do not live in the Undying Lands now, save for the one who ended the war, who now lives upon the Mount.

Dead Fomoria is not visited. It has been left to rot and decay. The old Giants who lived there have been driven from this land, and this was once their fortress, but now there is nothing. Not even echos. Their land has been burned and salted.

The King of Roses Red and Fair will permit none to call this their home. The Titan of Flowers ensures his law is kept.

Perhaps one day Sierra will petition to reclaim her ancestral home. She will not if she is wise.

Resident Fae Lords:
- None, it is blasted and wasted; none shall live there upon decree of the king

The Smouldering Isles
Flame and Faith

Speak not of the Banished Fey. They who would take the Abhorrent God's words upon their flesh. They are blasted with flame at the order of the King of Roses Red and Fair. Never again shall they set foot upon our shores. Leave them with their delusions and trouble yourselves not with the thought of them.

Resident Fae Lords:
- Insolence

Sahandralar
The Great Democracy of the Twinned City

In the distant and sandy city of twisting spires and minarets, everything (everything, even the time of day) is democratically decided. Two Administrator-kings ensure the smooth running and application of the people's wishes, each ruling in turn during the day and the night respectively. Tigers walk freely amongst the people, goblin colony-constructs stride down the high-ways, Elementals chat with Angels in the smoking parlours. Paramours meet in secret by the water-gardens, and rag-clad thieves steal the jewels off the peaks of the towers under the sparkling stars of the night they voted for.

Resident Fae Lords:
- None; Fae Lords shall not be permitted within this grand institution of democracy, upon decree of the twin Sultans-Elect

The Many Isles of the Shallow Sea
Where one could find Anything and Everything

To list all that can be found upon the Shallow Sea would be an exercise in futility. There are the isles of Eternal Youth, the Isles of the Flower Eaters, the Isles of Stone, of Flame, of Ice. There is an isle for everything and anything, if one would sail enough. Indeed, even the fabric of the Real and Is, thin as it is in the Undying Lands, runs thinner still amongst those isles. It is impossible to predict what awaits you there.

Resident Fae Lords:
- The Sailor on Dark Waters
- Many others, it is not known what their names or titles are

Flodhelm
The Sunken Palace of the River King

They say that eventually, all rivers must flow down to the sea. Some say all rivers also must eventually flow through Flodhelm, the grand-mire of the River King. If you saw it, you would believe it. The castle itself is black and pitted, soft and rotten rock heaped into a rough castle slowly sinking into the mud, rivers flowing through windows into basements and hallways, which fits the Sodden Court of the River King just fine. The marsh around it isn't much better; endless dark greys and browns, flies and low shrubs, filthy water.

It isn't much wonder that this court is one of the least visited.

Resident Fae Lords:
- The River King of Sodden Grin (Archfae)

Scathenmere
The Crystal Lake of the Nymphs

It is beautiful and serene, like its nymphs.

It is crystal clear and sparkling, like its nymphs.

It is vast and terrible in its wrath, like its nymphs.

It is treacherous and vindictive, like its nymphs.

It will enchant you with its allure and swallow you up, like its nymphs would.

It is a predator, like its nymphs.

Resident Fae Lords:
- Cirrah, Queen of Nymphs

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