The Ivory Order


On a bleak and hopeless harbour sits a dull and dingy city draped over the landscape like a oily rag. Here, the rule of Law is thin indeed, and though business seems to be running as normal, and the Mayor pumps out decrees at a reasonable rate, the heart of the city is rotten. More than its fair share of gangs skulk the street. Everyone is scared, terrified of some unknown enemy. Trace the strings and sinews of control and terror, and eventually, squatting at the centre of the web, you will find the Ivory Order.
Officially, the Order has never committed anything Illegal, though the records note that they may possibly have done some questionable things if you were into some hokey cokey religion which they aren't of course please don't hurt us.
This is obviously bullshit.
They are among the most heartless gangs in existence. They callously and proactively bully and terrify the people of the city into submission, and have dominated all the centres of power in the city, and the myriad other extra-legal groups.
The biggest factor in their strangle-hold on the city is definitely in the superstition and dread that drapes them like fog. Their weapons are made of carven bone, etched with strange symbols and glyphs, and their members are run about with scars, remains they say, of the surgeries in which their bones are fortified with alien black-magics. Awful tales are also spread of the bone-stiff monsters in the shapes of men the Order breed to fight for them, the Pale-Wights.
And the terrible rumours of a night-black serpent-thing assassin, the dreaded Worm which eats men whole at the command of the mysterious masters of the Ivory Order, leaving no traces, and no witnesses. There are no survivors of the attentions of the Worm.

Against the Ivory Order


In the game, the Order are a serious threat. The Pale-Wights are no pushovers, and more than that, the Order has some serious numbers and potent magics at their command, and a Hag too. They have control of many gangs in the city, and the authorities as well. To assault them head on would be suicide for all but the highest level parties. The intent is that they have a lot of contact with the Order, none with the bosses, at all. Dolorous Edd is their main NPC contact with the Order, and while the Order will not be outright hostile to the Party's interests to begin with, their utterly ruthless, no-nonsense attitude, and despising of unnecessary risks will inevitably lead to either the party joining them in their wickedness, or conflict. The Worm is the ultimate terror tool of the Order, it will take more and more of the Party's contacts and friends in the city as hostilities escalate.
The Party will certainly need to deal with the authorities and characters of the City, and sort out the problems of the lesser gangs to earn the friends and strength they would need to destroy the Order. When the battle finally comes, it won't be a Duel with Edd, a Battle with Pale-Wights, or a Struggle against Omma Ferns that decides the war (indeed, these things are somewhat optional, given that these characters could potentially be turned against the Order themselves). The final battle with the Worm should be the tipping point of the conflict; if the party can destroy the Worm, nothing else the Order can bring to bare against them will be harder fought than the Worm.
Indeed, the Bosses are kept only to be a final, role-play challenge. They can't outfight the party (though that doesn't mean they wouldn't try), but they will test them. Offer them power and wealth and forbidden knowledge. They have some seriously potent knowledge, and it dies with them if the Party destroy them. Then there is the added wrinkle that if the party are adamant about their intent to destroy the Order, the Woman with the Black Gloves will certainly try to sell out the other Bosses to retain the existence of the Order, in whatever form the Party desire. Of course, the Gaunt Man will Silver Hair is already immortal, which won't become obvious until his vengeance is ready to crash down upon those responsible for his defeat.

The Powers of the Order


The Bosses
They are always in control, and do not suffer fools, at all. Dark and shrouded, they will never act personally if they can help it. They have dragged the Order to the top of the food chain with careful planning and razor-precision, they take only the most acceptable risks they can. They seek to increase their own personal power first, then that of the Order. Eventually they will become Sigil-Liches, their lives sustained as long as their names are writ on bone, somewhere, anywhere.

The Gaunt Man with Silver Hair
HD 5, The Dark Heart, The Third Eye, A Fine Rapier
The most senior of the Bosses. Dominating in conversation. Forceful.

The Thin Lady with the Black Gloves
HD 4, The Black Breath, The Cursling Hand, A Serviceable Dagger
The most devoted to the Order. Will Negotiate in conversation. Calculating.

The Pale Man with the Eye-Patch
HD 6, The Evil Eye, A Coat of Charms, A Military Sabre
Always hoping negotiations break down. Will goad and insult in conversation. Cruel.

The Pale Man's Coat of Charms
It is a thick black coat, and the inside is covered all about in bone charms. It has 30 hp, and takes half the damage the wearer takes for it as some of the charms are smashed to pieces from within. Each time it takes damage, the creature that dealt the damage suffers a curse from the list below. X equals the damage dealt to the coat.
1 - The creature suffers -X to d20 rolls for the rest of the day until midnight.
2 - The creature is blind, deaf, and mute for X minutes.
3 - The creature takes -X to their maximum HP, and must make a save. For each point below the DC, that many maximum HP are lost permanently.
4 - The creature must make a save with a penalty of X, if the creature fails, someone they love now hates them passionately.
5 - The creature suffers a penalty of X to death saves for the next year.
6 - There is a X in 6 chance for the weapon to break. If the weapon is magical, it is a X in 12 chance instead. If the weapon was an unarmed attack or natural weapon, the creature takes d6 damage, and cannot use that method of attack until that damage is restored.

Dolorous Edd
HD 7, The Grim Glaive, Bone-Curse-Plate, Half-Plate Armour
Leader of the Enforcers and Bruisers of the Order. The High-ranker players are most likely to meet.
Grizzled, long dirty hair, hoarse voice, a little bitter, a little bored, there is always somewhere else he'd rather be. Practical clothes, battered plate armour. Somewhat laconic.
Dolorous Edd is not someone to be triffled with.
To be honest, Edd isn't all that fond of the Order. He isn't too keen on all that bone-carving and worship stuff, and he really, really despises the Assassin Worm. He serves loyally though; the job pays well, and he has great job security, and he isn't all too ready to find out what might happen to him if he ever tried to leave his position...
He also has a little sister that the Order doesn't know about disguised as one of his "serving girls" to keep he hidden. His 'unusual' appetites in and for woman are a notorious vice of his.
The Grim Glaive is a +2 Glaive that appears to be bone-hafted, but really isn't. Blood spilled by it freezes after a few seconds of being shed, effectively turning the ground beneath people wounded by it into difficult terrain, assuming they have blood to shed.
The Bone-Curse-Plate sits nicely underneath Edd's breast-plate, carved from the ribcage of a person slain by one they wronged greatly. He despises them, but they have saved his life on more than one occasion, so he puts up with them. When he suffers a critical hit, the Plate breaks and reflects all damage and other effects of the hit onto the nearest other creature to him, friendly or not. Not all of his men have learned about this yet.
Dolorous Edd commands 2d6 squads of 2d6 bruisers each.

Master Surgeon Baldwin Graves
HD 3, A Bone Scalpel that is Sigiled to never lose its edge and slices flesh just wonderfully
Head of the Surgeons, and the only one permitted to operate on the Bosses.
A bit pudgy, bushy eye-brows, mutton chops. Grumpy and heartless, except to the Bosses. Rumpled clothes beneath a stained and browned doctor's apron, speaks cryptically. Does it all in the name of "natural philosophy", hopes to write the definitive book on surgery one day.
He trains all the surgeons in the Order, though none know as much about surgery as him. In truth, he has been somewhat lazy about it, and trained the other surgeons to perform certain tasks, neglecting their more general education. Without him, they would be hard pressed to perform more than basic operations.
He also created the Surgery Scrimshaw Pattern, and is the only one who can craft them. Even Omma Ferns hasn't quite cracked it, yet.
He runs a team of 2d4 surgeons.

Omma Ferns - 'White-Fingers'
HD 6, a Cleaver that severs limbs on a critical hit, a Totem-Staff that animated bones, even those inside a creature, up to a complete person's skeleton.
A Marrow Hag, tallish (maybe 7 feet), but for her hunched spine, shapeless clothes, cackles to herself every so often, you can see the bone strain through and against her skin in some places, particularly the elbows, knuckles, and cheeks, where it has broken through completely.
In the old days, she taught the people who would become the Bosses how to carve charms and scrimshaw into bone, and now that they have risen to prominence, they have tempted her into the fold with promises of bones, which she crunches and chews with aplomb, the rarer and more diseased and deformed, the better. In exchange, she trains the Bone-Carvers of the Order, and produces patterns for them every so often. She would be furious indeed if her supply were ever cut off.
She shows no particular love for any members of the Order, except for the Bosses. She particularly despises the Nerve-Slaves and treats them especially cruelly, though curiously she does have a kind of twisted affection for the Pale-Wights, and occasionally has to be told to stop dressing them up as old women and offering them strangely brewed liquids.
She bullies her team of 2d4 Scrimshaw carvers into action.

Old Georg - "Old Bug-Eyes"
HD 2, nothing about him in particular is special, physically at least.
Gaunt and frail, missing an ear (which he ate), gold tooth (at the original too), formal but food-stained clothes, lazy and foul tempered. Talks like you're stupid, and interrupts you a lot.
No-one likes Old Georg, except the Bosses who he sucks up to in a particularly sickening way. On second thoughts, maybe not even the Bosses.
He is the tactician and planner for the Order, a role at which he is uniquely skilled, thus his apparent indespensability. He personally plans and organises the jobs of the Order, handed down from the Bosses, he has the most frequent contact with the Bosses of anyone in the Order.
Recently, he has developed a bit of a taste for human flesh, though the flesh of any sentient creature would be appreciated. He is close to the edge though, and if he were to overindulge a little too much in one go, he would certainly turn RED. He has managed to keep it secret so far, though of course it is only a matter of time until he loses control, eventually even the smallest morsel will be too much. This is also the cause of his sunken-eyed and frail look.
He is control of the rest of the order; there are 3 smuggling crews of 2d12 smugglers each, there are 3 Nerve-Slave Workhouses, each containing 3d12 Nerve-Slaves, and the best result of 2d4 Handlers, and there are 3 groups of 2d6 Pale-Wights, each with handlers equal to the higher d6. Sometimes Dolorous Edd takes command of the Pale-Wights, though neither he nor Georg likes it when he does this, clearly.

Creatures of the Order


The Pale-Wights
White eyes; pale, lumpen skin. Some parts strain against the wasp-hive bone beneath. Some parts are punctured through by misshapen bone stalagmites. Their arms hang heavy by their sides, weighed down by their bones, which now are almost all bone. Where the bone has burst through, sigils can been seen carved into the living bone itself.
On a closer inspection, the white eyes are eyes no more; the skull has grown over the eyes, closed up the mouth, sealed the nose and ears. They creak and crack as they move, their masses of bone shattering and snapping with every movement.
They are the shock troopers of the order; resilient and mostly mindless, potent symbols and warriors both, despite their insanity. They require replacing regularly, due to the constant and literal wear-and-tear they receive by their very movement.

The Nerve-Slaves
Normal men, and normal women; slack jawed and distant gazes; they have bone splinters driven into their backs, just below the shoulders in a circle, ink running lines and glyphs around and between them. More docile and dexterous than Pale-Wights, they can do general chores and even slightly skilled tasks.
When left alone, they follow their last instruction, like a still-living zombie, the backs of their shirts drenched with the unstopping seep of blood from their needles. Some debtors to the Order who can't pay their fees are forced to pay off their debts by working as Nerve-Slaves. The "rates of pay" are surprisingly good. Unsurprisingly, no-one ever chooses this option, they are always forced.

The Worm
No-one quite knows what it is, even members of the Order. Presumably the Bosses have to know, presumably.
It is quite along, probably 20 feet, and a good two to three feet thick at its bulkiest points. Its skin is thick and turgid, like rubber and fat. Grey and pallid, the Assassin-Worm slinks about the ground, and carries itself at speed on its two massive arms, which look like men's. It is strong, and all together too fast for its size and shape. It can tear the arm off a man with some effort, but not as much as you'd want it to. It is uncomfortably quiet too, and extremely well co-ordinated.
It is the Order's most fearsome weapon.
No-one wants to be killed by the Worm. It means you are usually throttled to death in the Worm's bulging arms, or down into the Worm's toothy maw. Either way, you are eaten at the end, whether the Worm has properly killed you or not.

D6 potential origins for the Worm
1 - The Gaunt Man with Silver Hair's little brother never wanted in on any of this business, but invariably he was caught in the cross-fire, and he was slain. His bones, drenched in tragedy, were thus the perfect catalyst for a terrifying bone and flesh monster, and the Gaunt Man with Silver Hair utilised them to create the perfect tool of revenge in his callousness; The Worm.
2 - The Order found the bones of some ancient, antediluvian behemoth from before the time of man,. They had to see what they could make. Of course they had to try. Who wouldn't? They made The Worm.
3 - They found a mass-grave of victims from the last great plague. They used the bones, just a few to start off with, and made something transcendent with them; The Worm. They were amazed, and promptly burned the rest of the burns to not even ashes.
4 - They killed a Saint of Purity in the night to take his bones. The body warped and animated to take vengeance on the defilers, but they mastered the beast too, and bound it to service with sigils writ upon the very bones of the beast; The Worm.
5 - They found it in the sewers; The Worm. It begged for bones. They fed it, and now it serves for such delicious Ivory Treats. It particularly loves carven bones. It is now somewhat addicted. Without the Order, it would go mad, and die a few days after.
6 - It used to merely be a person. The long years of murder, surgeries for bone-sigils, and feasting on the bodies of those he has slain have warped his flesh and form. Once, it was one of the Bosses. Now, it is The Worm. It is human, no more.

Bone Sigils


Carved straight onto the bone during surgery, when receiving a Bone Sigil, at the end of surgery you must make a Constitution save or permanently lose a point of Constitution. At most, you may have as many Bone-Sigils as your Constitution score (though you may end up with more by virtue of losing a point of constitution at the end of that final surgery). There are two types of Bone Sigil, the generic ones offered to members of the Order, and well-paying clients, and the Special Sigils, reserved only for the Bosses. Only the Bosses, and Omma Ferns know of this second type. Baldwin has seen them, but doesn't understand their significance.

Generic:
- Arms: You gain resistance to damage dealt specifically to the arm that has been sigiled, and your unarmed strikes with your fists/hands use a damage dice of one size higher than before. Each arm must be sigiled separately.
 - Legs: You gain resistance to damage dealt specifically to the leg that has been sigiled (including falling damage if both legs are sigiled), and your movement can't be reduced by non-magical terrain effects.
- Ribs: You gain resistance to damage dealt specifically to your chest, and you gain one additional potential death save failure that you must fill before you are slain.
- Eye-Socket: You cannot be blinded by non-magical means.
- Spine: You cannot be paralyzed by non-magical means.
- Skull: You cannot be stunned by non-magical means.
- Ears: You cannot be deafened by non-magical means.
- Jaws: You gain a bite attack that deals 1d4 damage, or if you already had one, its damage die is increased by one size.
If you posses all the generic Bone-Sigils, including both arms and legs, you become resistant to all damage, and additionally you suffer no extra damage from critical hits, though you do still suffer all other effects of the critical.

Special:
- The Third Eye: You can see invisible creatures, spirits, lies as they are spoken, diseases, and magic, as if they were yellowish mist.
- The Evil Eye: If someone meets your gaze, you can inflict a curse on them. Whilst so cursed, they have a minus 3 modifier to all d20 rolls, which is doubled whilst you can see them. Normal defences against the Evil Eye work perfectly well on this, and magic can break the curse as normal, as can you at will.
- The Cursling Hand: Your finger-tips blacken like burnt bone, and wounds inflicted by them never heal. You unarmed attacks with this hand deal 1d8 damage if they don't inflict more normally. You can also use the fingers to trace magical sigils, pick locks, panic animals with a touch, and with plants with you grasp.
- The Black Breath: You no longer need to breathe, and your breath is mildly toxic. You can sicken a 1 HD creature with a single breath, though it takes 4 hours of constant inhalation per HD of the creature to prove fatal. You can taste poison, but nothing else.
- The Dark Heart: The Culmination of the Bone Sigil art. Only the Gaunt Man with the Silver Hair knows the Pattern. Baldwin has literally seen it, but he performed the surgery under magical compulsion, and no longer remembers it even exists, magic might jog his memory on that front.
As long as the sigil remains carved on the Sternum, and the Sternum remains in the chest, that person cannot die. "Death" merely means they are incapacitated for 24 hours, and at the end of that time you recover 1 HP, and lose 1 maximum HP. If your maximum HP is reduced to 0 by this, you finally die, and become a Devourer.

Bone Charm Patterns
[Rules for Scrimshaw Charms here]
Remember, the order for effects goes novice/initiate/master. These patterns are unique to the Order, though they also know 2d4 other regular patterns. These patterns can only be taught by Omma Ferns, one of her disciples (who know 2 patterns each) or by stealing and studying the pattern in the normal manner.
- You gain a bonus to attempts to intimidate people equal to the number of friendly creatures within 10 feet of you, with a maximum bonus of +4/+8/+12.
- By adding a drop of blood from all participants of a deal, the bone charm seals it magically, causing serious pain/considerable injury/hideous death to any of those participants who break the deal.
- Gifts you offer look much more valuable when you offer them, to the tune of double/triple/quadruple their normal value.
- The temperature is lowered in the local area (roughly a 20 foot square) by a few degrees/to just above freezing/to a deadly cold, considering use in an average room temperature environment.
- Surgery is somewhat safer/much safer/perfectly safe.
- If you remain perfectly still, you are much harder to spot, requiring a passive perception of 11/13/16 to see at a minimum.

Their Other Equipment


Their Weapons
Many of their members carry axes and swords hafted with carven bone, magically strengthened and blessed by the carvings wrought about them. They will not break unless wielded by one uninitiated to the Order, whereby it will invariably shatter in the hand of its wielder, shredding their flesh on the hand and arms with jagged shreds of bone.
A member of the Ivory Order who uses a Bone-Hafted weapon rolls a d4 with their attack rolls, increasing their critical hit range by the amount it shows for each attack.
Anyone else using a Bone-Hafted  weapon takes d4 damage when they make their first attack roll with the weapon as it shatters into sharp sharp fragments of bone as they swing it.

Curse Darts
These are small bone darts that deal 1d4 damage each on a hit. Keep track of how many hit you each day, and at the end of each day make a save against their curse with a penalty equal to half the number of darts that struck you. On a success, you take d4 damage to your dexterity score and your maximum HP, which recovers at a rate of 1 per day. On a failure you suffer the same effect except that you also lose 1 point of dexterity and maximum HP permanently, the temporary losses do not recover at the end of the day, and you must make the save again at the end of each day, suffering the loss of further dexterity and maximum HP with each failure. A person whose dexterity or maximum HP is reduced to 0 by the darts becomes a Pale-Wight.

The Bullied Gangs


The Hawk Street Rakers
Best 5 of 7d4 gangers, each of 1 HD, for each die result of 3, one ganger has 2HD instead, for each die result of 4, one ganger has 3HD instead. One of the Gangers is Hakkin' Jack, a 4HD ganger who fights with 2 axes. Relatively new on the block, carving a name for themselves. They chaffe under the control of the Order, and would break free if they could, especially since Hakkin' Jack was humiliated by Dolorous Edd for disobeying orders.

The Heavenly Circle
There are 3d4 alchemists, one of each die being the Ringleaders David Escott, Marcus Blaine, and Talmund Angiers. Each d4 shows how many buddies each of the Ringleaders has beyond just themselves, and thus who has the most clout in the Circle. David is somewhat apathetic to the Order's influence on the group, Marcus is okay with the current arrangement since it keeps the Bruisers off their back, and only Talmund really despises the Order, though he too is terrified of the Worm. They supply the Order with drugs and elixirs used mostly in the surgeries, and the carving of Scrimshaw. They would rather not have to deal with all of this stuff, so they could "get on with the good stuff".

The Grudge-Men
Best 4 of 6d4 dwarves around the Ringleader Guthrik Ironbraids. They serve willingly after Guthrik was bested in single combat by Dolorous Edd. They do technically serve Edd rather than the Order though. Thungsten Granitepick is leading dwarves equal the two lowest used die of the 4 in a plot to kill Guthrik, and thus free themselves of Order control. This won't end well without intervention. Either Thungsten will fail, but still causing serious damage to the group, or he will succeed in a relatively bloodless coup, but the group will then be run roughshod over by the Order when they end up refusing the orders of Dolorous Edd.

The Dredgers
Best 3 of 4d8 gangers, twice. They are aligned against each other, though they were once and will probably be again parts of the same whole. The two halves of the gang are lead by Hanker Borden, who leads the larger part of the gang and Attang Riu, who leads the weaker half. Hanker was the original leader of the gang, and supports the Ivory Order. Attang vehemently opposes the Order's rule, and so lead a revolt against Hanker with his sympathisers. Attang is the Stronger Leader in both senses, but Hanker has the nominal 'support' of the Order and the advantage of numbers. Hanker's men might lose faith in him however, if he really screws up; Hanker is a man on the edge on the moment, so its not too unlikely. He has his orders to regain control of his gang within 9 days, with the threat of the Worm looming over him, so he's really quite desperate to sort it out. In 7 days if a solution doesn't present itself, he will lead a massed assault on Attang's gang, resulting in 2d6 loses to each side of the gang. Also roll a d8, on an odd result, Hanker is slain by Attang, and on an even result, Attang is slain, resulting in further losses to the loser's side equal to the result on the dice.
Normally, the Dredgers fish valuables out of the Harbour, and aggressively and proactively break the noses of those who impinge on their territory, which contains many drug shops under their control, though they have lapsed in their strictness since their numbers have dwindled since the outbreak of hostilities.

The Iron-Street Regiment
Best 2 of 3d4 Squads of 5 men each, each lead by a double Hit Dice commander. One of the groups is lead by Colonel Lammar, a quadruple Hit Die commander, and contains his command staff. They believe whole-heartedly in the Rule of the Strong over the Weak, and thus they willingly serve the Order. Something they have yet to realise is the self-fulfilling nature of this arrangement, as their joining the Order's hegemony is a large reason that the other gangs haven't attempted to break away. If convinced that the Order is no longer as strong as it was, they would leave the alliance, but would not openly revolt. As far as they are concerned, the benefits of taking on the Order aren't worth the risks. It would take a really good amount of convincing and demonstrations of the value of attacking the Order to convince them to war.
The Faux-Army of the Regiment pride themselves on their discipline and their honour, though at the end of the day, when the going gets tough, the tough get going, and they reveal that they are really no better than any of the other gangs of the city.

Bullied Officials of the City


Mayor Grestley
The leader of the City in name only, he has been told by the Order that as a reward for the blind eyes that he turns and the paper trails that mysteriously vanish in the night, he has been chosen to house the Assassin Worm in his basement while it sleeps. This is not true, but he does not know this, and he sleeps only lightly for the terror of the tooth-ringed maw that could close on his head at any moment. Thus, he remains compliant.
Even if he were to be convinced of the surety of the victory against the Order (which almost certainly would require the head of the Assassin Worm at his feet), his City Watch are badly outclassed, and could perform only some small damages against the Order.

Cardinal Brahee
She is the cultural heart of the city, and she could certainly turn the mood of the city from fear to rage against the Order, but she keeps her mouth shut out of fear. She has no fear of the Order's enforcers, sure of her deity's protection, but she knows that deep down in the catacombs beneath the cathedral, lurks the Worm. None in the Order know that she is aware of the Worm's lair, but know she does, and she hopes that one day, she might be able to put this knowledge to use in a useful way.

Sir Cornell
An old-blooded knight of the City, however time and age have robbed him of much of his once-predigious skill at arms. He could potentially be roused to action given that he still maintains some great stores of resources like gold and weapons which would certainly do much in the struggle against the Order. However, for now, he is convinced that an old man like him couldn't do anything against the Order in his sorry state.

The Guild of the Commons
Most of the workers of the City report here to keep their records and tithes and taxes up to date, a meaningful percentage of which most certainly end up in the coffers of the Order. The Guild are in no place at all to resist, much to their chagrin as the powers that be continue to ask uncomfortable questions about their output. As eager as they would be to rise up against the Order, their contribution in such a battle would unfortunately be rather limited, at least without much work to arm and train then people of the city, which would also have to be carried out in deathly quiet to avoid the eyes of the Order. Perhaps, not even then.

The Struggle


Here-in is a short summary of all (well, all the ones I'v thought of) the parts of the City and the People in it that the Party could bring to bear against the Order. Key Structures are the parts of the Order that the Bosses have to somewhat rely on, and as such would be the most difficult to turn against the Order, but at the same time, would inflict the most damage on them. Certainly at least 2 key structures and a majority of the other assets would need to be leveraged to defeat the Order.

The Commanders of the Order - [Key Structure]
- Sever Omma Fern's Supply of Bones to turn her against the Order
- Turn Edd against the Order, either by convincing him of the benefits, or manipulating him through his sister
- Turn Georg RED
The People of the City - [Key Structure]
- Have the Cardinal and/or the Guild of Commons turn the people Against the Order
- Persuade the Mayor to lend the Guard to the Struggle
- Utilise Sir Cornell's resources to arm the populace (would need to be intertwined with the Cardinal or the Guild for any of them to be of much use
- Convince the Guild to stop sending funds to the Order
The Hawk Street Rakers
- Incense the Hawk Street Rakers to rebellion
- Destroy the gang
The Heavenly Circle
- Persuade the Heavenly Circle to direct their efforts elsewhere
- Destroy the gang
The Grudgemen
- Remove Guthrik from the command such that they can resist without impinging on their honour 
- Manipulate their oath to Edd to enable them to resist
- Assist Thungsten in his coup
- Destroy the gang
The Dredgers
- Assist Attang in siezing control of the Dredgers and unite them into one force
- Remove the loyalist's confidence in Hanker such that they abandon him
- Destroy the gang
The Iron Street Regiment - [Key Structure]
- Convince them of the Order's weakness, so that they abandon them
- Somehow turn the Regiment to rebellion
The Order's Operations - [Key Structure]
- Disrupt the Nerve-Slave Warehouses
- Disrupt the Smuggler Crews
- Neutralise the Pale-Wight Handlers
- Neutralise the Gang Bruisers
- Cease the Flow of Bone
The Worm - [Key Structure]
- Destroy the Assassin Worm

Bandits and Outlaws

Out in the Hills and the Woods and other such fringes of society, lurk the mean, the cruel, and the illegal. In the dark corners of settlements, shaded figures mutter and scheme, and the common folk cover their ears, that they won't be the next targets.
Bandits and Outlaws are some of the best kinds of low-level villains out there, they can be extremely varied, and present an interesting challenge to a group of PCs in how to approach breaking them up. Here's my take on tables to generate a Band of No-Good Rapscallions and Nerf-Herders.

Structure

Such is the make-up of any group of Outlaws:
1 Outlaw Leader with their own loyal unit of followers
d4 Lieutenants each with their own unit of followers
1 Asset for each Lieutenant
A Scheme
A Lair
And a Defence

Outlaw Classes

Each of the Outlaw Leader and their Lieutenants have a class from the following list. In general, Lieutenants have Hit Dice equal to 6 - the number of Lieutenants, and the Outlaw Leader has Hit Dice equal to 2 + the Hit Dice of their Lieutenants. Alternatively, you can match the Class of the Lieutenant to the unit that follows them, but the Outlaw Leader always rolls their class.

1 - Berserker
2 - Duelist
3 - Tactician
4 - Sniper
5 - Poisoner
6 - Tank
7 - Personality
8 - Martial Artist
9 - Pugilist
10 - Ranger
11 - Assassin
12 - Sorcerer

Traits

Each of the Outlaw Leader and their Lieutenants have traits from their respective tables. Lieutenants always have 1 trait. Outlaw Leaders have one trait, or two if they have 5 Hit Die or more.

Traits of the Outlaw Leader
1 - Consummate Coward: The Outlaw Leader never suffers any penalties or attacks of opportunity when moving away from enemies. All the Outlaw Leader's unit's Morale scores are reduced by 1.
2 - Always Prepared:The Outlaw Leader is always prepared for everything and anything. Always, and anything.
3 - Fights Dirty: The Outlaw Leader gains a bonus of +1 on to hit and damage rolls for each friendly creature within 5 feet of them.
4 - A Few Tricks up the Sleeves: On a 4 in 6 chance, the Outlaw Leader can produce whatever they need as an action. Once it has succeeded 3 times, they can't use it again for a week.
5 - Always a Surprise: Once per day, the Outlaw Leader can reveal a surprise that is appropriate for their current situation, it has always been there, waiting for this situation. This can't be used to contradict already established facts.
6 - A Body Double: If you reduce the Outlaw Leader to 0 Hit Points, secretly roll a dice, and on an even number, it was only the Outlaw Leader's body double! The Outlaw Leader can never replenish their body double, except by some magical means, and the body double can be identified as such by someone with some reasonable knowledge of the Outlaw Leader.
7 - Animal Companion: The Outlaw Leader has an Animal Companion as a Ranger of level equal to the Outlaw Leader's HD.
8 - Inhumanly Strong: The Outlaw Leader's Strength Modifier is increased by 2.
9 - Inhumanly Fast: The Outlaw Leader's Dexterity Modifier is increased by 2.
10 - Inhumanly Tough: The Outlaw Leader's Constitution Modifier is increased by 2.
11 - Inhumanly Skilled: The Outlaw Leader's Proficiency Modifier is increased by 2.
12 - Sharp-Eyed: The Outlaw Leader suffers no penalties for obscured targets, or when making ranged attacks at long range.
13 - Blood-Thirsty: The Outlaw Leader can enter a Rage as a Barbarian of level equal to the Outlaw Leader's Hit Die.
14 - Pact-Maker: The Outlaw Leader can cast spells as a Warlock of level equal to half the Outlaw Leader's Hit Die.
15 - Alchemist: The Outlaw Leader has d4 vials each of Alchemist's Fire, Acid, and Potion of Healing, which he can replenish at a rate of d4 per day when in his Lair.
16 - Robber-Baron: Has the protection of being a Minor Lord of the Land.
17 - Well Equipped: Has d3 extra assets.
18 - Occultist: Once per day, the Outlaw Leader can summon 2d4 Hit Dice of demons as a 10 minute long ritual costing them Hit Points equal to the Hit Die of demons summoned. None of the Demons can have more Hit Die than the Outlaw Leader does.
19 - Lucky: The Outlaw Leader has the Lucky feat.
20 - Secretly a Lich: Oops, they're a Lich now. Uh oh.

Traits of the Outlaw Lieutenants
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

Units of Followers

These are the groups that follow the Lieutenants and the Outlaw leader. Each group of followers is loyal to their Commander. In general, each individual follower has Hit Die equal to 3 - the number of dice of followers in the unit.

1 - 2d6 Skirmishers
2 - 3d6 Swordsmen
3 - 2d4 Horsemen
4 - 2d3 Hounds and Equal numbers of Handlers
5 - 2d4 Bruisers
6 - 2d4 Archers
7 - d4 Occultists
8 - d4 Battle-Alchemists
9 - 2d4 Berserkers
10 - d4 Unlicensed Sorcerers

Schemes

How it is that the Outlaws earn their loot. This determines their favoured hunting grounds, prey, all sorts.

1 - Highway Men
2 - Blackmail
3 - Protection Racket
4 - Robery
5 - Kidnapping
6 - Smuggling
7 - Raids
8 - Rigged Casinos
9 - Boot Legging
10 - Confidence Tricks

Lairs

The Lair is where the majority of decisions regarding the direction of the Outlaw's activity is done, adn where they will fall back to when times get tough. Depending on their Scheme and where in the world the group is based, there are two tables, one for Wilderness Groups, one for Urban Gangs.

Wilderness Group Lairs
1 - Old Castle/Tower
2 - Cave
3 - A Hidden Vale
4 - Grove
5 - Mountain Ledge
6 - Old Mine
7 - A Decrepit Temple
8 - Swamp
9 - Lost Tomb
10 - A Ruined Inn/Homestead

Urban Gang Lairs
1 - A Converted Town-House
2 - A Disused Warehouse
3 - The Basement of a Public House
4 - The Catacombs beneath a Decrepit Church
5 - A Whole Street of Houses
6 - The Ruins of Old Homes
7 - Dark Back Alleys where no-one goes
8 - The Manor of a Noble that the Gang Bully
9 - An Extensive Catacomb
10 - In a Secret Underground Lair

Assets

Special funds and equipments and connections for when the going gets tough. Determine beforehand what kind of circumstances the Outlaws would crack into these reserves.

1 - An Escape Route
2 - A Friend in High Places
3 - A Magic Item
4 - A Few Suits of Plate-Mail
5 - A Good Few Horses
6 - A Friend in Arcane Places
7 - A Friend in Low Places
8 - A Safe-Houses
9 - Some Good Hounds
10 - A Well-placed Fall Guy
11 - Superior Fortifications
12 - Some Good Quality Weapons
13 - An Extra Lieutenants with A Unit of Followers
14 - A Seasoned Captain
15 - Some Hidden Funds
16 - A Valuable Hostage
17 - A Spy Network
18 - Superior Technology
19 - A Stash of Equipment
20 - A Stash of Esoteric Equipment

Defences

The main trait of the Outlaw's Lair which they can rely on to defend themselves from more-than-cursory invasion.

1 - A Nearby Monster Lair
2 - Altogether Too Many Traps
3 - A Tunnel Network
4 - An Illusion
5 - The Lair is Hard to Access
6 - A Well Defended Choke Point
7 - The Lair is Hard to Find
8 - They Have Access to Magical Healing
9 - A Scorched Earth Policy
10 - Human Shields
11 - A Monstrous Lieutenant
12 - The Lair is Dangerous to Access

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 dayIt 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 dayIt 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 dayIt 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 dayIt 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 dayIt 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 dayIt 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 dayIt 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.

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