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| Lobsopdoy07-06-07, 03:08 PM | The drums of war rumbled through the field, as two opposing tribes charged at each other. The Swishtas were nomadic hunter-gatherers who claimed to have found a grotto where they could communicate with their own tribal creator diety, Am-Nos-A-Koom. But they had been attacked while building a shrine to him by the Nuhati, an agragrian people who claimed that area as their territory and a sacrificial altar to the goddess of rain, Mtzeupichnl. Before the Swishtas were able to lock spears with their (current) blood enemies, a great grey light flashed in the sky and both armies stopped what they were doing and looked up in wonder. 10 feet above the ground over the column of Nuhatis, floated a single man-sized being. The Swishtas looked on in awe, forgetting that they were actually at war. As the Nuhatis began to kneel before it, the being raised a hand and all of them flinched backwards at the same time as if struck on the shoulder with a club. A split-second afterwards, they all fell dead and smoke rose from their unmarked bodies, as if their spirits were trying to escape before the entity could attack them. "Am-Nos-A-Koom has protected us! We have been declared the victors here by divine right!" The war-chief of the Swishtas said, to raucous cheering that was cut short as if a blade had chopped through the sound in the valley. Suddenly nothing could be heard, and a whisper that seemed to come from everywhere entered the ears of everyone present. "Your religion has been declared anethema. Your diety shall soon join you in oblivion" They looked up and each of them screamed, though no sound came out. The man-size entity was there ten feet above them too. It's very precense dimming all the light around them. It was covered in filthy robes and it's face was covered with a blank mask that seemed to be fused to it's flesh. Strings of greasy hair hung from the top of it's head and it's uncovered skin looked like twisted volcanic obsidian. http://http://img207.imageshack.us/img207/8561/eladvenimientodelangelbfk1.th.jpg (http://img207.imageshack.us/my.php?image=eladvenimientodelangelbfk1. jpg) Source of picture:http://www.deviantart.com/deviation/34339196/ (Abstract or surrealist images are often best for capturing the feel of the Erharidu, as they can easily change their appearence through illusions. What never changes is the atmosphere around them, and that is what is most important.) Origin: The Erharidu originate from the time when the conflict between Law and Chaos became further split into the even larger conflict between Good and Evil. When the Lawful Plane that would become Mount Celestia was chosen by the forces of Lawful Good to be their domain, they needed to purge it of any evil forces that could possibly taint the goodness that would be absorbed into the Planes very essence. That evil was not destroyed, but simply disposed of, into a blank eternity of nothingness and nowhere. That is what could possibly be Good's greatest mistake. Eventually the curdling horror of the discarded Lawful Evil was able to twist into life and sentience. What emerged from the spaces in between the planes were the Erharidu. The Erharidu quickly learned that they were unwanted and un-noticed, considered nothing more then rotten meat to be purged from the glory of Mount Celestia, from Creation itself. This was intolerable to them, and the primordial beings stewed in their empty nothingness for millenia, allowing their anger to grow and grow and grow until finally, in a crescendo of rage, they SHATTERED the barriers that held them and forced their way into Creation. A raging swarm of pure formless hatred mauled every Plane, their anger enough to even partially overcome their Lawful aspect. The only place not damaged was the city of Sigil, which only added to their rage. Entire civilizations were ground into dust, Archons and Tanar'ri were attacked with equal fervor. But finally, the dieties and powers of each Plane rallied together and drove them back. The Erharidu had never expected the Planes to have grown in power while they were trapped in stasis, and they were forced to retreat quickly. Eventually, they were cut down to a mere 100 individuals who escaped to the nothingness between the Planes. Their anger subsided into a chilled hatred, and they realized that a new strategy was needed. Before they left the Planes entirely, they absorbed and devoured the essence of their fallen comrades, giving them each remarkably heightened power. Now, they were ready to organize, plan, and strike back at everything. Creation itself had rejected them and tossed them into a heap as if they were nothing. Everything, from the lowest mortal insect to The Lady of Pain, to Pelor himself, to Asmodeus of Nessus was implicit in this humiliation, and they will PAY Organization: The final hundred, the true Erharidu, would never allow themselves to simply go back to nothingness and oblivion. They all agreed on a strategy that would see every power in the Great Wheel destroyed. They knew that they were no match for the powers themselves. But they also realized that each diety was powered by worshippers. If a religion completely dies, then the diety behind it will eventually wither away itself. So they each moved back into the Great Wheel quietly, announcing their passage without so much as a whisper of power. Then...their genocide began. Procedure: The Erharidu will start with the weakest type of spiritual religion or faith, killing and annihilating the souls of those who honour ancestors, or a tribe who worship nature spirits. Each dead faith would bring them more power as they stole the essence of these dying dieties into themselves. As they get more powerful, they begin to attack and wipe out the churches of more powerful dieties. Wiping out an entire organization of clerics devoted to Pelor, and an army of blackguards who worship Bane are one and the same to them. Basically, an Erharidu will gradually bleed out a diety of worshippers until it's nearly powerless, then swoop in and devour it. Of course, it's hand will be invisible until the time comes for it to die. Then the individual Erharidu will make sure that it is very personal. Seeing the fear in a power's eyes as it shrivels to nothingness is their greatest joy. Personality: They appear to be emotionless and blank, and hardly ever interact with mortals or dieties unless it's "business". Despite their chilly exterior, their souls are burning clockwork mechanisms of hatred. They hate everything that exists and are constantly moving toward tearing the very essence of the Planes down. They are allies to no one. Not even the Lawful Evil fiends of Baator are looked upon any differently. They plan to devour the Lords of the Nine and Asmodeus himself as surely as they plan to devour Demogorgon and the Celestials. If it isn't obvious already, the Erharidu are all deeply, irrevocably insane. Goal: They plan to move up to stronger and stronger dieties until they can finally wipe out the greatest powers. All of the Erharidu shall band together, with the power of all faiths destroyed and a soulless Material Plane turned to ash, and break into Sigil then eradicate the Lady of Pain herself. With even Balance destroyed, they shall join themselves together, now omnipotent and freeze Creation into an eternal moment of nothingness and pain. There will be no activity or motion in the Great Wheel, other then the essence of the Erharidu leaping from horror to horror. The eternal freezing death of the universe. http://img460.imageshack.us/img460/5848/erihardrusk5xb4.jpg As you can see, they will sometimes usurp the very identities of the dieties they are destroying when they become weak enough. (The Norse pantheon pictured here...sorry I'm not that great an artist) This allows them to easily mop up any remaining worshipers through demands for human sacrifices, holy wars, etc. Erharidu will work together, although there is always only one Erharidu to each diety. For example, an Erharidu that is destroying the religion of a Lawful Good diety will get in contact with the Erharidu that is working on a nearby Lawful Evil diety's religion. They will then work together to ferment brutal holy wars between these churches to weed out worshippers more efficiently. Alignment: Lawful Evil. Although they are completely insane, they work in a clearly organized fashion, complimenting each other's activities with clockwork efficiency. They also follow strict procedures. The only exception is Xipe Totec, the Flayed One, who was exiled from the Erharidu. Xipe is Chaotic Evil VDVR: Although they are not truly dieties, the 100 remaining Erharidu each have the base equivalent power of a demigod. Although that power can increase as they destroy dieties and pantheons. A starting Erharidu has a Virtual Divine Rank of 0 Classes: Every surviving Erharidu is at least a master of the Ur-Priest class. they will pick up other classes as they usurp and destroy dieties. Special Abilities: Selective incorporeality: Having grown in nothingness, they have become able to make parts of their bodies waver between Planes. Although an Erharidu can physically attacks and wield weapons as a corporeal being, any attack against them is done as against an incorporeal opponent. Regeneration: An Erharidu will be able to absorb the faintest wisps and traces of evil essence to regenerate health points. They automatically regain 10% of their health each round in the Material Plane or Neutral Planes. This increases to 20% in the Lower Planes (30% in Baator with the addition of Law). In the Upper Planes, this regeneration is inactive due to the essence of Good that permeates through it, with the exception of Mount Celestia, which will allow it to regain 5% per round through the essence of Law. This also does not work in any area that is Hallowed by a Good Diety of any type. Soul-absorbing: Any living being that is killed through the machinations of or in combat with an Erharidu is either absorbed into it's essence or simply annihilated. This prevents dieties from being able to gain power from petitioners. They can only be ressurected through a Miracle spell or by the intervention of a diety of higher power then the Erharidu. Dimming Aura: An area that is occupied by an Erharidu is considered to be dimmed. Characters will get the appropriate penalties without darkvision or low-light vision. Whoooooo...that was one long post x_x Hope you like it. |
| sciborg207-07-07, 02:36 AM | Well done...I need some time to think on it. |
| Lobsopdoy07-07-07, 03:13 PM | I think that an Erharidu would be good as the BBEG of a campaign, most likely. Again, I'm not good at mechanics, but I like to think I have good ideas. Do you think the pictures were good (Besides the one on lined paper that I drew, which obviously isn't)? The biggest influence in designing them was probably a mix of the Testaments from Xenosaga, and the Auditors from Discworld. :3 |
| Lobsopdoy07-09-07, 02:28 PM | Oh yes, another ability. They're immune to scrying and the portfolio senses of Dieties. Basically, unless a diety is actually told about them or it actually physically sees the Erharidu, it won't know about them until it's too late. So basically, if an Erharidu caused a war to slaughter the believers of a god of war, it wouldn't sense anything weird about it, even though it senses any act that has to do with war itself. Does anyone have any comments or criticism on this homebrew...creature? |
| sciborg207-10-07, 02:32 AM | If we're going with belief == power, isn't a god going to notice when its believers start dying? I mean if I start getting stung by invisible bees, or even mosquitoes, its gonna be obvious after a point. Though I can see the encouragement of holy wars, I don't know if this will work against any pantheon that has contact between its deities of varying alignment. Though, again, a pantheon facing the unified wrath of these beings would be one hell of an epic campaign... In other words, the idea remains supa-coo'. |
| Lobsopdoy07-10-07, 09:11 PM | If we're going with belief == power, isn't a god going to notice when its believers start dying? I mean if I start getting stung by invisible bees, or even mosquitoes, its gonna be obvious after a point. Though I can see the encouragement of holy wars, I don't know if this will work against any pantheon that has contact between its deities of varying alignment. Though, again, a pantheon facing the unified wrath of these beings would be one hell of an epic campaign... In other words, the idea remains supa-coo'. Well, my rationale was that the Erharidu would be absorbing power as it destroys it's believers. So if done right, the trickle of dying believers will be so subtle that by the time the diety realizes that something is up, it'll be significantly drained of power while the Erharidu has been buffed up and can just slaughter said diety. The Erharidu is also immune to scrying and stuff. Believers die all the time, and the petitioners might not be reaching them, but lots of other causes could kill souls and what-not. The Erharidu also don't attack pantheons piece-meal. They're extremely organized, and will most likely attack each diety at the same time. Infest would probably be a better term for it. You also might want to remember that they start small. Lesser Gods first, then they use the power that they absorb to not only usurp the identity of those gods, allowing them to interact with the rest of the pantheon, but also allows them to further corrupt them. How's that? |
| Aquarius Alodar07-12-07, 04:40 PM | *casts Interplanar Message* "The Faith-killers could be a problem, but it has now become necessary for us to take their naeth down at the source....." MAAEGIO RAKK Large Outsider (chaos) Hit Dice: 9d12 (197 hp) Initiative: +2 (+2 Improved Initiative) Speed: 30 ft. Fly 50 ft. (clumsy) AC: 15 (-1 size, +4 natural) Attacks: Bite +4 melee, huge Scimitar +5 melee Damage: Bite 2d4 plus Necrovenom, huge Scimitar 2d8+4 Face/Reach: 10 ft. by 10 ft./15 ft. Special Attacks: Necrovenom, Spell-like abilities Special Qualities: SR 11, Acid and Electricity immunity, Bestow Pseudonature, Psionics Saves: Fort +7, Ref +3, Will +9 Abilities: Str 18, Dex 11, Con 17, Int 18, Wis 16, Cha 13 Skills: Alchemy +6, Concentration +8, Decipher Script +5, Heal +7, Intimidate +9, Intuit Direction +5, Knowledge (arcana) +12, Knowledge (the planes) +13, Search +8, Sense Motive +10, Spellcraft +9, Use Magic Device +9 Feats: Alertness, Combat Casting, Expertise, Hover, Improved Disarm, Improved Initiative, Improved Trip, Weapon Finesse (bite) ______________________________________ Climate/Terrain: Any land and underground (Far Realm) Organization: Solitary, pair or study (3-5) Challenge Rating: 8 Treasure: Double standard magic items Alignment: Usually neutral good Advancement: By character class Maaegio RaKK (mar-je-go rak) are a race of ancient beings that long penetrated the boundrys of the Far Realm, and unlike Kaorti they are unharmed against the logic of reality. Maaegio RaKK thankfully are rarely evil, infact they merely like to observe and study the mechanics of the planes. Most will greet non-pseudonatural beings with a friendly attitude, and those trapped within the madness of the Far Realm are often saved by them. Then they provide them with a somewhat surreal but safe sanctuary in which the rescued travellers can safely stay until the Maaegio RaKK can figure out a way for them to get to their destination. Most Maaegio RaKK will not tolerate hostility towards their kind, though they understand that most mortals might find them somewhat disturbing. Maaegio RaKK look mainly like a 10 ft. column of pale arms that writhe. From one side of them a massive raven-like wing and a bat-like wing protrude from the mass that form as a pair of wings. At the very top an 8ft long grey earth-worm-like neck protrudes, and ends with a horse-like skull with an emerald lodged in one empty eye-socket and a cowl of orange and black feathers on their crown. When they move their bodys twist from side to side in an unnatural fashion. Their voices are unussually benevolant, but a quiet metallic-tone can be heard, as well as a muffled gravely sound like a boot on shattered glass. Maaegio RaKK speak their own complex buzzing, clanging language composed of unliving sounds and animal-like noises. They also speak Common and Undercommon. COMBAT Maaegio RaKK would prefer to befriend and learn from others, but if met with hostility they will threaten attackers with the universes raw power. They usually use as many of their spells as possible, only resorting to their pseudonatural gifts if necessary. Necrovenom (Su): If a Maaegio RaKK makes a sucessful bite attack, the opponent must make a Fort save (DC 14) or instantly die. It rises again in 1d4 rounds and turns into a pseudonatural undead. It gains the alignment of the Maaegio RaKK that bit it. Roll a d8 and consult the table below for what sort of undead it turns into. 1 - Skeleton 2 - Zombie 3 - Ghoul 4 - Spectre 5 - Shadow 6 - Wight 7 - Wraith 8 - Shadow Spell-like abilities (Sp): At will-blur, fog cloud, ghoul touch, major image, protection from arrows, pyrotechnics and scare. 3/day-dimensonal anchor, gentle repose, emotion and haste. 1/day-dismissal, major creation, planeshift and wall of force. These are as cast by a 15th level Wizard. Bestow Pseudonature (Su): Once per day, a Maaegio RaKK can give 1 willing creature the pseudonatural template. The target takes 1d4-1 temporary wisdom damage, but gains a +2 insight bonus on AC. On an unwilling creature, it must make a Fort save (DC 18) or gain the pseudonatural template and takes 1d4+1 temporay wisdom damage, it still gains +2 insight bonus to AC. Only a something short of a miracle or wish spell will reverse the process. Psionics (Sp): At will- aversion, cone of sound, expansion, invisibility purge and sustenance. 3/day- anchored navigation, crisis of breath and mass concussion. These powers are as mannifested by a 10th level Psion. attack/defense modes: ego whip, mind blast, psychic crush/empty mind, mental barrier. MAAEGIO RAKK SOCIETY Maaegio RaKK spend most of their time studying the planes and the raw powers of the universe. Every few years or so, they leave the Far Realm to find those who are curious about the pseudonatutral forces, such as Alienists and Planeshifters. They then offer them a proposal. The Maaegio RaKK will give them powers beyond imagining, as long as that person tells the Maaegio RaKK academy anything that they have discovered and invented, for the crave knowledge. They follow a teaching that says that if everyone has the same knowledge, then peace ensures. They hate conflict, and would much rather explore some unusual demiplane or study an extraplanar beast. They are currently fascinated with the forces of life and death, and how the negative and positive planes affect pseudonature. Oddly enough they often specilize in a obscure sub-group of Necromancy called Necroseudonomy, which is the study spiritual energy in realms of entrophy. Although the majority of them study the aforementioned magic school called Necroseudonomy, a few decide to take proffessions in other schools so they can utilize magic to its fullest potential. A few are fascinated with their innate psychic abilities and decide to discover the potential of the mind as Psions. The occasional Maaegio RaKK may deny others of his or her kind, and wander off to become a Sorceror. MAAEGIO RAKK CHARACTERS A Maaegio RaKK's favored class is Necromancer. A Maaegio RaKK PC effective character level (ECL) is equal to its class level + 17. Thus a 1st-level Maaegio RaKK Necromancer has an ECL of 18, and is the equivelant of an 18th level character. (excuses, RMGCLF....) ........And of course, the Erharidu count as hostile by *any* definition. |
| Lobsopdoy07-12-07, 05:23 PM | The Erharidu have nothing to do with the Far Realm. They probably don't even know OF the Far Realm. They want to take down the Great Wheel. I don't see what the MAAEGIO RaKK have to do with them. Although they would probably get along great with The Arbiter. |
| Lobsopdoy07-12-07, 08:50 PM | Alright, for the classes I'm thinking for the Erharidu: Sorcerer 20/Ur-Priest 10/ Entropomancer 10. I think it fits in nicely with the theme |
| Aquarius Alodar07-13-07, 04:19 PM | The Erharidu have nothing to do with the Far Realm. They probably don't even know OF the Far Realm. They want to take down the Great Wheel. I don't see what the MAAEGIO RaKK have to do with them. Although they would probably get along great with The Arbiter. Should the Erharidu stumble upon one of the portals to that plane, however, the Arbiter is almost certainly going to be very deep in the proverbial cesspit, mind you......as will be the other Lords of the Nightmare Dimension. .......As my associate made the point, battle lines are going to have to be drawn sooner or later. The ethergaunts are going to be slightly less tricker to convince of this common cause than the spell weavers, I'd guess. As for the MAAEGIO RaKK? Architects......of some kind of transplanar Plane of Shadow/Far Realm redoubt, certainly. Just in case some kind of last stand becomes necessary. |
| Lobsopdoy07-13-07, 06:17 PM | -_- The Arbiter is a Material Plane God that is itself an avatar of a Far Plane Overdiety. The Far Plane has NOTHING to do with the Erharidu. The entire point of their story is that they want to destroy the Great Wheel. They're working with Tharizdun to do it, thus giving them some cleric domains for magic. They don't know about the Far Plane, and they wouldn't care about the Far Plane if they knew. In their insane rage, they are only focused on the Great Wheel. If you have any comments on the Erharidu or any tips about how to improve them, I would be extremely greatful. If you just want to yammer on about some hypothetical Far Realm entities, then this isn't the place to do it. :( Edit: Although the Maaegio Rakk are pretty cool. Sorry if I was too harsh there |
| Lobsopdoy07-14-07, 10:28 PM | Here's an example of an Erharidu that I made today. Once again, Comments and constructive criticism is greatly appreciated. I'm no good at crunchy stuff, so I could especially use help with that Jazhkiel, the Arcane Plague Erharidu (Abomination, Evil) Hit Dice: 40d8+20d4(Sor)+20d8(Ur-Priest and Entropomancer) Demigod lvl 20 Sorcerer/10 Ur-Priest/Lvl. 10 Entropomancer Virtual Divine Rank: 4 Abilities: Cha 40 Int 35, Dex 20, Con 25, Wis 30, Str 19 Feats: Combat Casting, Improved Critical, Persuasive, Iron Will, Two-weapon fighting, Improved Two Weapon Fighting, All Meta-Magic Feats, Dark Speech Special Attacks: Domain powers, Devour Divinity, Absorb Spirit DR: 25/epic chaotic/good weapons Epic Feats: Automatic Quicken Spell x 2, Craft Epic Staff, Enhance Spell, Epic Spellcasting, Ignore Material Components Epic Spells: Pestilence, Momento Mori, Eclipse, Greater Ruin, Rain of FireRegeneration: Jazhkiel takes half damage from epic and good weapons. He takes full damage from epic chaotic-aligned weapons, Jazhkiel takes double damage from epic chaos and good aligned weapons Domains: Destruction, Evil, Madness Portfolio: Hatred, Vendettas, Parasitism Spells: Jazhkiel can be assumed to know every mundane spell in any textbook. Jazkhiel functions with a caster level of 45 for both divine and arcane spells. Vile damage is applied to any appropriate spell. Spell-like abilities: At will - Jazkhiel can cast any spells from it's domains at will at least 5 times per day, blasphemy, protection from good, protection from chaos, mass hold monster, symbol of death, symbol of insanity, greater shout, greater prying eyes. 5/day - Mordenkainen's Disjunction. Alignment: Lawful Evil Territory: The Black Space Between the Planes Encounter Groups: Unique (Solitary) Languages: Jazkhiel can speak and understand any language. Divine Blindness (Ex. Ability): Erharidu are immune to divine scrying or to being seen via a diety's portfolio senses. A diety will not be able to notice the presense of an Erharidu unless it is brought to their attention by someone else, such as a worshipper. An Erharidu's actions will not be sensed by a diety unless it is a direct attack against the diety, or the Erharidu's presence has been brought to the diety's attention. Aura of Hate (Ex. Ability): All Erharidu constantly emit an unholy aura. Those who find themselves in the aura must make a successful will save or succumb to it's influence. Those who fail turn on their comrades and find themselves unable to attack the Erharidu until their comrades are dead. Those who pass the Will save get a -4 morale penalty to appropriate rolls. Devour Divinity (Ex. Ability): An Erharidu that has successfully killed a diety can absorb it's essence to gain a permanent increase by 1 in it's Virtual Divine Rank. Soul Absorb (Ex. Ability): Once per day, an Erharidu can attempt to use Soul Absorb on a successfully grappled opponent. The opponent must make a Will save. If the save fails, then the Erharidu clasps it's twisted hand over the opponent's face and absorbs it's essence. The subject of Soul Absorb is immediately reduced to a dried-up husk and cannot be ressurrected except by a successful Miracle spell or the intercession of a diety. The Erharidu gains the subject's class levels and abilities for one hour. I know it's missing some stuff, but I'm tired x_x. Note that not every Erharidu is going to have the exact same feats and classes that this one does. The only surety is that all of them have 10 levels in the Ur-Priest prestige class (I decided today), the Extraordinary abilities, and some spell-like abilities. |
| Lobsopdoy07-17-07, 11:25 PM | I'm just bumping this. What do you think of the stats I wrote up? Edit: I'm changing the base racial HD of the Erharidu down to 30 Outsider HD. Since 40 seemed too high. Edit: I think that, story-wise, the Erharidu could be the ones who first gave mortals the secret to becoming Ur-Priests, creating more opportunities for Divine powers to be weakened >:D |
| Aquarius Alodar07-18-07, 05:20 PM | -_- The Arbiter is a Material Plane God that is itself an avatar of a Far Plane Overdiety. The Far Plane has NOTHING to do with the Erharidu. The entire point of their story is that they want to destroy the Great Wheel. They're working with Tharizdun to do it, thus giving them some cleric domains for magic. They don't know about the Far Plane, and they wouldn't care about the Far Plane if they knew. In their insane rage, they are only focused on the Great Wheel. If you have any comments on the Erharidu or any tips about how to improve them, I would be extremely greatful. If you just want to yammer on about some hypothetical Far Realm entities, then this isn't the place to do it. :( Edit: Although the Maaegio Rakk are pretty cool. Sorry if I was too harsh there *sigh* Just plugging ideas there anyways....shutting up now. |
| Lobsopdoy07-18-07, 10:06 PM | Alright, I'm sorry. But it isn't helpful if you just talk about other species without showing how it's relevant to the topic. |