Page 1 of 1

darklord, npcs ideas

Posted: Sat Apr 18, 2020 2:33 pm
by edised
i have difficulty writing, that is why my posts are few and small, but i do have ideas. so i give to you some darklord or npc ideas feel free to flesh them out. or add your own

1. a fighter now undefeated from removing his heart. he has inhuman strength and focus and cant be slain. curse he now feels nothing, only the memory of feeling what was.

2. a industrialist, cruel and hard, pays better than anyone else but feels he owns his workers. having his workers do long shifts with dangers machines. curse he can never rest. as long as others work he must work.

3. a imperialist hunter, having grown bored with beasts now hunts the most dangers game. curse he is now a ware-something (lion maybe). however with thise power comes lose his mind. he hates becoming little more than a best.

Re: darklord, npcs ideas

Posted: Sat Apr 18, 2020 3:37 pm
by Mischief
A selection from my slush heap.
A charismatic female politician and business lady who can't get popular. She has a faction but is not the star of it. Her domain runs on an elections or moot system. The current temporal ruler is a reasonable Queen Victoria/Elizabeth type who does her job well. Parliamentary system?
Domain of giant insects. Kinda amazing there isn't one already for the walking worms. People riding spiders like horses. A good dinner is unrolling a boiled giant pillbug with the crack of the exoskeleton and scooping out the cooked guts with a spoon. Giant mantis attacks. Red widows live openly. Every horrible parasitoid gets scaled up to human-size too. Wasp stings people in the brain and leads them off alive to a hole to be buried and fed to the wasp young. *Not* a drow domain though. May be fey or with a psionic focus.
A lady monk in the high mountains. She supposedly controls the flow of souls to the afterlife and reincarnation. She demands ever changing religious practice to ensure enough "devotion" has been gathered so her powers can function. The bureaucracy of souls is an organized collection of those who have died who are afraid to pass through the Grey Gate into the mists. They require "devotion" so that they do not move on. Since devotion is a limited currency, only a finite number can persist. This creates intrigue.
People characteristics: Carefully handcrafted goods to show devotion to craft. Extreme asceticism and complex ceremonies and practices which show high religiosity, often combined with feats of strength like carrying someone through mountains.
The bureaucracy of souls prevents undead from rising. Undead are unheard of in the country because souls don't come back like that. Some necromancers are trying to farm their own "devotion" with cults that are ruthlessly hunted down and stamped out - the cultists are often innocents who don't realize they are being taken advantage of.
Reincarnation, like the spell, sometimes spontaneously happens to characters who die. Revival spells often a problem.
Path of 1000 gates - the alpine highway to the high mountain kingdom where each blessed/cursed wooden gate passed under on the way has a legend.
Cultural: Traditional Mexico + Tibet?
Domain of trolls and giants. Might be a no-man's land. (e.g. No Darklord at moment, because in interregnum). Landmass between Lamordia and Darkon.

Re: darklord, npcs ideas

Posted: Tue Apr 21, 2020 10:16 am
by The Lesser Evil
edised wrote:i have difficulty writing, that is why my posts are few and small, but i do have ideas. so i give to you some darklord or npc ideas feel free to flesh them out. or add your own

1. a fighter now undefeated from removing his heart. he has inhuman strength and focus and cant be slain. curse he now feels nothing, only the memory of feeling what was.

2. a industrialist, cruel and hard, pays better than anyone else but feels he owns his workers. having his workers do long shifts with dangers machines. curse he can never rest. as long as others work he must work.

3. a imperialist hunter, having grown bored with beasts now hunts the most dangers game. curse he is now a ware-something (lion maybe). however with thise power comes lose his mind. he hates becoming little more than a best.
#1 sounds like an ancient dead from Har'Akir, or possibly a warrior mage transformed into a lich with his heart being held as part of his phylactery. Would be ironic if he saw fear and other emotions as weakness before becoming immortal.

#2 would be at home in Paridon, Nosos, Richemulot, or Dementlieu.

#3 is a little bit harder due to the imperialist element, in that the isolation of Ravenloft's domains makes empire a harder thing to accomplish. However, the general motif of most dangerous game is covered by the Hunt Club (from Champions of Darkness). If one were to make an explicitly imperialist huntsman, Falkovnia would make for a matching national temperament, though the domains surrounding it seem to be either urbanized or an unapproachble hellhole (in the ase of the Shadow Rift).Therefore, a Falkovnian huntsman would likely seek to exploit wilderness within his home domain.

Another option for an imperalist huntsman could be a Nova Vaasan whom sought too exploit the Tepestani wilds. Or a Raian hunter whom ventured too far into the Wildlands. Or even possibly an exceptionally foolish individual from one of the domains neighboring Verbrek whom saw the wild realm as a place to be conquered, only to be infected with lycanthropy from one of the werewolves (or other werebeasts) native to the domain.