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DRYH: Ashes of Gods - Setting Details
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=NIGHTMARE LIEUTENANTS= ''Nightmare Lieutenants are less powerful than Major Nightmares and often answer directly to a Major Nightmare in the course of their actions and existence, but certainly not all of them do . . .'' ==The Fool - Pain 5== The Fool is a thin androgynous figure in black and white motley and an oval mask, half black, half white with only a bare rectangular slit for each eye and the mouth. The Fool does not speak, but can communicate quite fluidly through pantomime. In certain light, with certain movements, the observer would swear the Fool to be a lean young man under that mask, while in other light with certain other movements, the observer would be equally certain the mask hides a slim young girl. The Fool is the Raven King's primary means of communicating directly with the Awake when he wishes, though the Fool will often set forth on its own agenda as well. The Fool commands the '''Inklings'''. ==The Hound Master - Pain 4== The Hound Master is a tall gaunt man with the image of a skull painted on his dark face and a green glint in his eyes. He always manifests shirtless in a tattered black suit with tails and top hat. Two great black hounds accompany him at all times, increasing his effective Pain rating to 6. The Hound Master commands the Black Dogs of the Raven King. '''Special:''' The Hound Master has a terrible reputation both in and out of the Mad City. Minor Nightmares, will avoid the Hound Master and his Black Dogs, fleeing from his presence for dear life. Lieutenant level Nightmares not directly allied with the Raven King will viciously and immediately attack him on sight. When being attacked by other Nightmares, the Huntsman's Pain increases by 2 + 1 for each additional Nightmare beyond the first to a maximum Pain rating of 12. If a major Nightmare attacks the Huntsman, he can blow his Horn to summon the Raven King. '''The Hound Master's Horn:''' The Huntsman bears a bronze bugle etched about with runes that seem to devour any light that touches them. At need he can blow this horn to summon the Raven King. It is rumored that his ability to add pain against other Nightmares comes from this Artifact. ==The Jack - Pain 4 (+ special)== Once the brother of the Raven King himself, the Jack's power was torn from him by one of the Awakened at the behest of Hell itself. It is rumored that the Hound Master saved the Jack from destruction, but the once great Nightmare has become little more than a mad beast of smoke and claws and ravening teeth. An eyeless beast, the Jack shifts constantly between Ursine, Vulpine, and Lupine manifestations, black fur bristling, black claws lashing out, black teeth constantly bared, utterly silent, moving in and out of reality in turbulent clouds of billowing black smoke. '''Special:''' The Jack is rarely encountered except that he is called or summoned by an Awakened, usually through inadvertently interacting with the discarded broken toys of the Scampers. When summoned in this fashion the Jack adds the summoning Awakened's current exhaustion AND any permanent madness to his Pain rating. The Jack is one of only two Nightmares known to serve lesser Nightmares - whether by weakness, madness, or design - and the Major Nightmares allow it. They do not approach the Jack or interfere in his designs. ==Vampir - Pain 1/4/7== Vampir are pale humanoid Nightmares created by the Blood Queen from raw human stock and conform closely to the Vampires of popular human lore. Vampir of Pain 1 are rare, usually created in emergencies and afterward given to higher pain Vampir as servants or destroyed outright. Vampir follow a close hierarchy based on pain rating (further delineated by age within each pain rating). Two Vampir of higher than 7 pain are known to exist. They do not answer to the Blood Queen, but there is nothing to say they would refuse her either. ==The Wretched - Pain 3== The Wretched are women of the Menagerie who have grown beyond their station to become Mistress When's Lieutenants. The Wretched always manifest as gaunt women in proper modest garb with their lower jaws ripped away and black blood constantly seeping out of the wound that remains. All animalistic aspects from their time in the Menagerie are gone, but a twinkle of mad lust and invitation remains in their eyes. ==The Hartshorn - Pain 3== Three shadowy human figures in rugged tasseled buckskins, tall and lean, with the skulls of great stags hovering where their heads should be, wander the Ways between the Mad City and the City Slumbering, doing the Keeper's bidding. No one knows if the Hartshorn are real Nightmares born from the souls of men or if they are creations of the Keeper, but their loyalty and devotion is uncanny and unquestioned. Tricks of the mind are the demesne of the Hartshorn, weaving the mists and damp into illusions of loss and pain in the minds of their prey. ==Old Scratch - Pain ?== Old Scratch appears as a shrewd, dark haired fellow with amber eyes, perfectly white teeth, and a finely groomed goatee. He is always seen in an impeccable white shirt, and matching vest and trousers of dark worsted wool and a fobbed pocket watch at his belly. His black leather shoes shine like glass. Old Scratch is often encountered during the Thirteenth Hour and he will typically only talk Deals. He wastes little time on anything else. He offers no goods or services, only asks what is desired, then names a price to obtain it. Scratch never fails to fulfill a bargain. But he also never fails to collect its price. Old Scratch's Pain rating is not known. ==Catspaw - Pain 4== Slinking humanoid figures with feline heads, tails, and claws, the Catspaw function like an organized gang, collect 'protection' and hassling transients for tolls of passage through their tattered fiefdom. On the other hand, they mercilessly root out any other criminal element in the Wharf and will fight off encroaching Nightmares and Awake alike if they feel they are a threat. The Catspaw can leap great distances and always land on their feet. ==Techno Babblers - Pain 3== Challenging the Catspaw for dominance, the Techno Babblers are an odd blend of human and machine forms, travelling in odd derelict packs, wreaking havoc where they can. Some evidence suggests leadership, but no one seems to know what Major Nightmare the Techno Babblers answer to. '''Special:''' Static. Techno Babblers can release electric energy that interferes with other technology, masking it with white noise or intermittently interrupting the flow of power, causing flickering and other fluctuations in their presence. ==The Nightling Gale - Pain 7== With the chiming of the Thirteenth Hour, the Rooftop Jungle becomes a particularly uninviting place as the Nightling Gale rushes among the rooftops, sweeping away anything not properly anchored as it rages through the hour. The Nightling Gale has no sentience or thought. It will not attack with malice or tactics, but when it arrives it is an unrelenting force of madness. Awake who find themselves in the Jungle at the striking of the Thirteenth hour are well advised to find a portal or descend quickly. Those caught in the Gale must roll against Pain 7 or be swept to a random location selected by the GM. In a successful encounter, the character selects where they end up or are able to anchor themselves against the Nightling Gales mindless rage. '''Special:''' If sufficiently threatened, the Night Callers are able to summon the Nightling gale outside the Thirteenth Hour. They must roll their collective Pain versus the current exhaustion of all Awakened present on the scene. Dominance does not play into this roll and players do not have to roll any dice. ----
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