Nevermet Press

Portrait of a Villain: The Sleepless Drift, Neirave

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The Sleepless Drift by James Keegan

The Sleepless Drift by James Keegan

Written by Dennis N. Santana
Illustrated by James Keegan

The Winter brings forth the new year by freezing and smothering the wrongs of the past year. But Winter has ceased to have meaning, because people have ceased to change. Now they fear winter’s judgment. What they deserve is an endless winter, to reflect their frozen hearts.

Background

The Sleepless Drift, Neirave is an odd-looking woman, with a sterile beauty that seems mournfully frozen in time, wearing a long robe covered with crystals and flecks of ice. Those who enter her domain greatly fear discovering her or the creatures she commands, as no heart seems warm or pure enough for her to spare the wrath of her wintry domain.

Neirave Eda was born in an isolated forest village during a grave winter. She was a normal child for the longest time, but each winter she seemed to go through a change. As the land whitened, so did her hair turn pale, her eyes turn ice blue, her skin become grayed and her lips darkened. Things she touched would quickly become cold. Sculptures she made from ice or snow would move of their own volition if she commanded them to.

Her sorcerous power attracted negative attention. The villagers believed she would become dangerous to them. The village had no other with such powers, nobody who could control Neirave should she anger. But then winter would pass and she would return to normal. The village would forget, until next year. The winter would transform them, reveal their true colors and torment Neirave with the apparition.

Each winter her change would become more pronounced and her powers stronger. And each winter, the spring would take longer and longer to come, exposing Neirave to more and more of the village’s wrath.

Eventually, Neirave Eda was driven to suicide. She sliced her throat open over a mound of snow that hid her body forever. But she did not know what she did, for the girl had little control over her powers. All the dread and sorrow she felt, the fear of her persecution and the stress caused by the villager’s intolerance, was imparted upon that mound of snow, and perhaps into the forest itself.

A different Neirave was created there. An animate of ice with her exact appearance and power, but none of her earthly limitations upon her power. Encasing her old body in the ice, to be able to rest undisturbed, the new Neirave brought to the region their greatest fear – a winter that would never end and the untold destruction that comes with it. The place became known soon for its unending winter. Deep within the forest, Neirave made allies of the wintry animals, and made servants of the cold wind and the endless snow.

Motivation & Goals

Neirave’s endless winter is confined only to the forest from which she hails, but expands ever so slightly with each passing day.

To Neirave, the winter is a transitional period. The year is encased in ice and destroyed so the world can begin anew. Each winter, she would transform to show the worst in humanity – their fear and prejudice and anger towards a helpless girl. Now she has turned the winter upon her old tormentors. Unless they themselves transform into beings fit to live, the winter will drain them of all life, burdening them with the cold of their own sin.

Most of Neirave’s weaknesses remain trapped in her corpse, somewhere in the forest. But her emotions have not been entirely drained from her. Within her cold body still beats a warm heart. As long as it does, she cannot truly become the winter she wishes to. Her current goal is to master all of her powers, to overcome her false flesh and inherited emotions. To drive the winter past the forest and out into the waiting world.

Organization

Though she has all the memories of her old self, Neirave is a sheltered creature nonetheless. She knows little of what lies outside her own forest. Neirave’s grand retinues are composed of wolves and bears, and other animals of the cold forest, along with automata of snow and ice given a partial life by Neirave’s winter. These beasts have but one mission, which is to kill any remnants of the Neirave’s forest home that oppose her.

Neirave resides deep within the forest, randomly traversing it from day to day, never once staying in the same place. Despite her restlessness and randomness, she does have some followers. People who’ve encountered her and have been turned into ice effigies, they themselves embodying only a hatred for their own worst sins. They do not travel with her, but wander through her domain nonetheless. It is said that Neirave has one particular area of the forest from which her winter hails, that it is there where she can be stopped.

Combat Tactics

Neirave does not actively engage in combat, or at least, she has never had to. Upon witnessing her and receiving her kiss most people immediately die, becoming ice effigies. She commands violent blasts of cold wind that can uproot small buildings or blow away a group of strong men with mere breaths. Some never even see her, turned away by the violent winter in an instant. But her powers fluctuate, and only one major display of them has ever been witnessed. It is unknown if she can perform with such strength at all times.

Within the endless winter, she controls the ground, the wind, the sky. She is like a God in her own playing field, but a God that has never bested anyone but thugs and hunters, fighting without finesse. She knows not what would happen should a warm enough heart seek her in combat, nor what would happen if her old self would be brought back to life.

Adventure Hooks

  • A surviving villager braves snow, monsters and her own fatigue and escapes into the outside world, warning a nearby village of the endless winter.
  • The PCs must travel across a somewhat ordinary-seeming forest, but only within do they discover something sinister.
  • Winters in the region begin to last longer, and the ground loses some fertility. An encroaching mantle of ice, seemingly alive, could be to blame.

Creative Commons License

The Sleepless Drift, Neirave by Nevermet Press is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 3.0 United States License. Permissions beyond the scope of this license may be available at http://www.nevermetpress.com/contact.

Items of the Hidden Kingdom

Written by Matt Cicci
Edited by Jonathan Jacobs
Illustrated by Matt Lichtenwalner & James Keegan

Magical relics have long been key in the pursuit of, or defense against, undeath. From simple holy symbols fortified with divine blessings to cowls that allow the undead to walk amongst the living, a great number of magic items deal exclusively with those horrid beings that refuse to go gently into the ever-after. Below are a few such items inspired by the Red Monks of Von Brandt.

Beggar's Coin by James Keegan

Beggar's Coin by James Keegan

The Beggar’s Coin

Beggar’s coins are rarely spent. It is not that these small gold circles are without value. In truth they’d catch a fair price, but their value goes beyond the mere concept of commerce. When one of these coins are pressed tight into the palm of a hungry man, the hunger slips away; when these gold slips are dropped into the cup of a cold man, warmth slips over him. The simple dweomer infused into these coins creates a sense of comfort that few would part with. They’ve gained particular popularity in the hands of the downtrodden who’ve been blessed by the Red Monks.

Breath of Unlife by Matt Lichtenwalner

Breath of Unlife by Matt Lichtenwalner

Breath of Unlife

Despite the horror associated with the undead, one cannot argue that the concept of undeath possesses a certain appeal. How else might one explain the studied nature of necromancy, the existence of vampires, and the not-uncommon occurrences of those tempted to stretch their own lives into immortality through undeathly transformations. It is irrefutable then that undeath presents temptations to many. Chief amongst these is likely an immunity to the common ills that the living suffer. Once having stepped through the veil, no longer does one age. Nor does disease or poison offer any threat. And sleep itself becomes extraneous.

Seeing a market for these benefits, an obscure alchemist from Korothos City is rumored to have brewed a necromantic elixir that is sold as a rejuvenating remedy. On many levels he achieved marked success; the potion allowed people to work through the night, it reduced the grey hair in many a noble’s brow, and in general bestowed a measure of vitality on its imbiber.

Unfortunately for the alchemist, it did not take long for its necromantic qualities reveal themselves. A number of side effects emerged, ranging from a foul odor that permeated the user or the awkward rigidity it induced in the muscles. Some experienced much harsher consequences such as widespread reports of violent mood swings and elixir-inspired cannibalism. What happened to the alchemist in the wake of these disconcerting reports is unknown, nor are the whereabouts of his surplus stock of the potion.The recipe for the elixir itself has yet to be found.

Gold Oak Mask by Matt Lichtenwalner

Gold Oak Mask by Matt Lichtenwalner

Gold Oak Masks

One thing Brother Ptolemy learned of quickly as his Hidden Kingdom began its work, was the distrust that was inherent in the human soul. Distrust from those he was attempting to help, and and an even sharper level of suspicion from city officials and other religions who regarded his work with a raised eyebrow. The work it took to gain a city’s trust or something resembling trust was as great as all the other, more pressing, endeavors the Hidden Kingdom engaged in.

Ptolemy turned to magic to ease this burden; the red monk’s patented golden masks were born. Though often chipped and worn, these oak masks possess a soothing magical aura about them that puts others at ease. Words spoken from behind the wood facade carry a more persuasive weight. In addition, the masks muddle spells or inquiries into the wearers true nature.

Ptolemy, despite refusing the luxury of satisfaction, is content with his creation’s efficiency. The face the Hidden Kingdom presents to the world is golden, serene, and full of compelling wisdom.

Soul Strength Armor Matt Lichtenwalner

Soul Strength Armor Matt Lichtenwalner

Soul Strength Armor

The problem with undead, any veteran of battle against them would say, is they do not attack your body as much as they attack your soul. Insubstantial and bone-chilling, these evil creatures often seek to drain the very essence your life. Strong men grow weak, wise men go mad, and courageous buckle in fear at the necromantic onslaught these abominations unleash.

The intricate golden chains of Soul Strength Armor are designed to fight against these affects. The links, which are still as strong as any other suit, have been blessed with the divine and fortify the wearer’s courage and wards the soul from harm. When the brave paladin enters the crypt in this luminous armor, it will be the undead themselves whose psyche is shattered as they find themselves impotent against its divine protection.

von Brandt's Dagger Matt Lichtenwalner

von Brandt's Dagger Matt Lichtenwalner

Von Brandt’s Dagger

This simple, nicked dagger is the very blade that killed Gerhardt Von Brandt without his knowing it. A jealous man plunged the blade into the noble’s ribs, and thus began the subtle undeath that transformed Von Brandt into Brother Ptolemy.

In one swift blow this blade tasted mortal and immortal blood, and it awoke. Von Brandt’s body was imbued with powerful magics he’d been using to stave off age, and in that moment of transition some otherworldly force ebbed into the dagger. After the incident, the blade fell to the floor and was forgotten, only to be later picked up by an unknowing member of the town watch who later investigated the “murder”. The guard was found with his throat slashed only four days later.

And just as Von Brandt’s life has grown as he and his Hidden Kingdom have traveled, so too has the dagger’s strength. Wherever the blade lands, murders without assailants become commonplace. Honest men’s hearts are turned black merely by touching the pommel of this blade, and yet another killing spree begins anew. The dagger rarely stays with any owner for more than a few weeks, until eventually the dagger’s insatiable appetite for blood takes the life of its owner, one way or the other. This simple blade always finds another owner before long, and each time it gets a little closer to Von Brandt, whose unique blood it still savors after.

Creative Commons License

Items of the Hidden Kingdom by Nevermet Press is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 3.0 United States License. Permissions beyond the scope of this license may be available at http://www.nevermetpress.com/contact.

Portrait of a Villain: Immeril Lithos

Immoril Lithose by James Keegan

Immeril Lithose by James Keegan

Written by Quinn Murphy
Illustrated by James Keegan
Edited by Cassey Toi

Oh, I know, wasn’t that a wonderful experience? I shall have to try it again.

Please sit down. I want this to be as painless as possible and you getting riled up is going to spread the poison faster. Please friend, sit.

But we are friends! I think I may have been a bad friend, though, a dreadful companion…I should have told you that the spry young Immeril before you comes at a terrible cost. I have made a deal with…well, that’s not important. What you need to know is that I am under the employ of strange powers, and those powers require me, to sometimes, make them an offering. I’m afraid I have little choice on who they pick…I certainly wouldn’t have picked you. But when they call, I must answer. Underneath this vibrant facade I am a terrible weakling, you see. Unable to walk on my own power, almost.

It’s easy to take what is happening to you personally, but please, listen with your heart when I say I hold your friendship in the highest of regards. And….don’t tense! This will hurt so much more if you do.

Background

The eldest son of Rykos, Lord of House ithos, Immeril was to inherit the rule of the house and all the responsibilities extending from it. Birth robbed him of the very destiny it had offered him. Immeril almost died as he emerged from the womb, and lived constantly at the border between life and death for the first two centuries of his life. Barely kept alive by his house’s considerable magics and herbalist treatments, his father deemed him too weak to command. Immeril found solace in the great Library of Lithos, reading voraciously under the tutelage of Caquel Lithose, his uncle and mentor.

Immeril learned a great deal about the outside world from books. He became a formidable scholar yet remained unsatisfied. The knowledge absorbed through years of reading left him with a hunger to see that which he read about, to experience life, to taste the world. He had grown sick of words, but what else remained to him? His father Rykos refused to allow the anemic scholar to venture further than the library, for fear of embarrassment to the house. Without sanction from Rykos and the entourage of physicks and healers that kept him alive, Immeril wouldn’t last more than a day satisfying his curiosity.

It was this very confinement that lead to the solution of his problems. Spending all of his days reading, Immeril had cleared the Blueleaf and Greystag Wings of the library. Ready to explore the wing devoted to magix, the Brightstar Wing, Imerril found something that could be of use -The Book of Unbidden Rituals. An ancient text, Imerril recognised this as an artifact from the Furum, a time even before the gods, dragons, and elves. Though he could not read the text, he devoted himself to translating and decoding the book.

Throughout the decade following his discovery of the book Immerill discovered rituals and magic that he could wield because, unlike normal magic, none of his vitality was required to wield this magic. The rituals and magic had various functions, but one in particular, Whisper of the Fel Rose, gave him the tools to live. The right incantation and a mere pin prick to the neck of the assistant, meant that the ailing scholar could share that person’s vitality. The fawning chain of medics and healers could be replaced with Immeril’s best friend and mentor Casquel.

Casquel, fatally, set aside his skepticism and reluctance to the discovery; offered his neck and died wordlessly, in so much pain that no sound came forth. The specially prepared pin drained the elf of blood and soul in seconds. Blooming from Casquel’s corpse was a flesh coloured rose. Its petals were adorned with images of Casquel’s face forever affixed in that look of dread surprise. As the ritual instructed, Immeril broke the fleshly stem, lifted the rose to his face, and inhaled its fumes. Life surged through his body for the first time ever.

The once frail son concocted a story explaining Casquel’s absence. The elder had grown tired of his weak pupil and the boredom of his life. He left, Immeril explained, to find new adventures. If anyone disbelieved the now-healthy son of Rykos, none dared to challenge him. Brimming with strength, in a few months Immeril erased centuries worth of weakness. He demanded his rightful place. His energy combined with staggering intelligence and charm quickly established his place in the house, to the delight of his father. He could advance in strength towards his destiny as a prince, then as a lord.

However, the strength attained from others does not last. Immeril would have to slay again, and slay he did. But the kingdoms of elves are not so large that it could go unquestioned for long. He also realised that by becoming king he would see even less of the world. Nobles and attendants would fawn over him and isolate the scholar from the world he long desired to see.

Immeril appealed to his father’s arrogance. It had been too many years since the glory of Lithos was clearly seen by the lesser races. Would it not be prudent to send forth an emissary to those lands, to bless them with grace of the elven people? Rykos’ arrogance could not resist the temptation. He would send forth the source of Lithos’ great pride (once its damning shame) forth to these unfortunates to give them something to aspire to in their short, brutish lives.

Immeril went forth into the world with the blessing of Rykos, the power of House Lithos, and the seductions and voices of the Furum entities.

Motivations

Immeril wants to see the world. His role as an emissary is largely self-defined. He goes on “diplomatic” missions to any place he wishes see. He enjoys meeting new people, tasting new cuisines and experiencing places that he came to know about through his centuries of exile in the Library of Lithos. He seeks to display Lithos’ greatness through charitable works, aiding those his father sees as “lesser” as much as his resources allow.

To travel, Immeril must take victims and inhale the fumes of Fel Roses. As he left the borders of his homelands, the Furum entities made themselves known to him as voices in his head. They choose for him those who are to feel the soul-wrenching fury of Immeril’s pain. Increasingly, they have chosen those with whom Immeril befriends. Immeril does not know what the Furum entities ultimately want, but it is clear that they seek him to be isolated and alone. Immeril is fighting that fate as best he can, but it’s hard to make friends when you keep on killing them.

Organization, The House Lithos

Ever since he found his strength and voice, Immeril has had the complete backing of his father. The once-prodigal son is, nearly, incapable of any wrongdoing in Rykos’ eyes. Immeril travels with the a cadre of elite warriors, the Visha, who are as capable with magic as they are with a sword. He also travels with numerous attendants of various sorts. Those who travel with Immeril feel that there is something odd about him, but none dare question too closely, fearing Rykos’ wrath.

Immeril has performed many great works for the villages and towns he has visited. He has used the magic and might of the Visha to fix bridges, heal the sick, defeat monsters plaguing the people and more. His joviality and good cheer has lead to him being dubbed the ‘Smiling One’. No one seems to notice that a few people go missing when he is in town. Every once in a while, a Furum entity demands that it be let loose in the world to feed. Immeril will either summon it as he is leaving a place, or he will free it and slay it after it has satiated itself, in order to overt any suspicion.

Plot Hooks

The Emissary has No Clothes

The Smiling One has visited a poor village. He has given comfort and aid to it’s people. The Visha even summoned rain to alleviate the drought. A few ruffians in the town have gone missing, but they’ll not be missed. One person does however, notice.

A Friend of Immeril’s….

The party gets to know Immeril in his role as a diplomat and become friends with him. They work with him to solve one of his murders. As he knows how to generate red-herrings, he neatly avoids any suspicion being cast in his direction and they allow him to see more of the world with ‘friends’ in tow. Pleasant, jovial and helpful, Immeril makes a great recurring NPC who can aid the players.

One day however, the Furum entities will call for the PC’s souls, and Immeril’s pact and true nature will be revealed.

Combat Tactics

Immeril rarely fights. He has no practical magic that he can risk revealing to his attendants or bodyguards, so always defers to the Visha whenever fighting occurs.

The Visha work together as a team. They will take turns on the offense in melee, weaving defense in the back-lines and co-ordinate deadly traps for their foes.

If faced alone, Immeril carries with him a few fel roses at all times. He can use the roses to summon Furum entities for a brief period of time. Furum entities are abominations of ever-burning flesh that attack anyone, but Immeril with mindless savagery.

Creative Commons License

Immeril Lithos by Nevermet Press is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 3.0 United States License. Permissions beyond the scope of this license may be available at http://www.nevermetpress.com/contact.

Objects of Desire

Written by John Payne
Illustrated by James Keegan

Aegis of Prudence by James Keegan

Aegis of Prudence by James Keegan

Aegis of Prudence

The aegis of prudence usually appears as an amulet in one of two different forms. In its primary form, it appears as a triangular-shaped pendant with a large bloodstone set in the center. Inscribed around the bloodstone are the names of three angels. In this form, it is primarily used by men to protect against succubi and/or seduction by women. The other form is a circular pendant inscribed with the names of three angels around a single moonstone. This form is primarily used by women to protect themselves against the advances of an incubus, humans or otherwise. Both versions of the amulet protect the wearer from demon possession, regardless of the gender of the wearer or the demon.

At least one aegis has been found in the form of an earring studded with moonstones set in silver.

Demontrapper

A demontrapper is a type of sasumata, a seven to ten foot pole with a half-moon or ‘U’ shaped head. Small spikes form along the end of the pole and inside the head. It can be used against targets up to 10 feet away. The pole itself is usually an ordinary hardwood pole. Although quite ordinary looking, the head is mystical/magical in nature.

When employed by a person trained in its use, the demontrapper prevents a creature from teleporting, becoming ethereal, or traveling to another plane of existence.

Disorienting Dulband

This turban is found as a length of ornate grayish-blue unstitched cloth with a small blue gem for a clip. When properly folded and tied on a person’s head, it grants to wearer the ability to appear about a foot away from their true location. Viewers beyond twenty feet of the wearer do not notice this effect.

Within twenty feet, the turban prevents anyone from directly gazing into the eyes of the wearer. This protects the wearer for any kind of magical or mental attack requiring the attacker to focus on its target. It can provide a small bonus to dodge melee attacks.

Masks of Truth

Masquerade Mask by James Keegan

Masquerade Mask by James Keegan

This set of masks appear like any one of a variety of masks a man would wear to a masquerade ball or carnival of the social elite. These masks were created by a wizard suffering from ever increasing dementia. A lover of parties, he began to suspect that some of the women he danced with were actually demons. As the first masks revealed no demons, he was convinced that demons were actually present, but that his magic was somehow ineffective in revealing their true identities. He assumed that the demons were employing stronger countermagick to negate the effects of his masks. As a result, he made each one more powerful than the last.

Finally, a succubus was revealed to him by one of his masks at a party. He saw her in her true form while others saw only her human form. Encouraged by this success, he continued to make them more and more powerful.

In the end, the last masks not only revealed a creature’s true form (regardless of gender), but a creature’s true motives as well. The wizard’s paranoia grew worse as he discovered more and more his friends and acquaintances true motives. He believed he could read their thoughts. He was eventually driven completely mad by discovering too much truth. His current whereabouts are unknown.

The first three masks cover the eyes, sitting on the bridge of the nose. The wearer must use the attached baton to place the mask over his or her eyes. The first mask has a diamond pattern that alternates bright read and grin with gold trim. The second mask is roughly provides the appearance of an eagle’s head. The third mask is layered with gold leaf with raised vine patterns weaved throughout. The power of these first three masks allows the wearer to see the true form of any demon that has taken human form by their own innate ability. It does not, however, allow the wearer to see the true form of a demon that someone else changed into human form.

The next two masks are crafted to cover only the eyes and nose of the wearer. The colors and patterns on the mask change over time. The changes are almost imperceptible over time, yet the design can appear completely different every two hours. These two masks allows the wearer to see a demon’s true form and the true form of any creature that has been magically transformed.

The penultimate mask covers the eyes, nose and cheeks of the wearer. It is kept on the face by a cord that is tied in the back. It is black with jarring red and blue shapes trimmed in silver leaf. It is quite distinctive in appearance, though only its creator and those that have worn it know its true nature. In addition to seeing the true form of any demon or magically altered creature, it can also protect the wearer from mind reading.

The final mask, a bauta, is white and covers the entire face. The mask has a square jaw line pointed upwards to allow for talking, eating and drinking without having to take off the mask. It shares the powers of the black mask, but also allows the wearer to peer into the thoughts of others. To use this ability, the wearer must look directly at his intended target and focus for a few seconds.

Masks of Truth by James Keegan

Masks of Truth by James Keegan

Another mask exists of unknown origin. It is a black oval mask that covers everything but the outer edge of the face. It has large eye holes and sharp angles on the cheekbones and no opening for the mouth. It is held on the face by biting a small bit behind the mask. Unlike all the other masks, this one appears quite feminine. This mask incapacitates the wearer. The victim is still alive and breathing, but he or she is unable to speak. The victim is able to walk around slowly and is highly susceptible to the wishes of other.

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Creative Commons License

Objects of Desire by Nevermet Press is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 3.0 United States License. Permissions beyond the scope of this license may be available at http://www.nevermetpress.com/contact.

Portraits of a Villain: The Desire

Desirae Turpis, by James Keegan

Desirae Turpis, by James Keegan

Written by Michael Brewer
Illustrated by James Keegan

Concept/Archetype: Predator of Noble Men
Keywords: Fantasy, Succubus
Race: Human
Profession: Madam Harlot

Do you know what rules this kingdom?  It is not the people, the aristocracy, nor even the king who pretends to dote upon that self-righteous bitch of a queen.  No!  I’ll tell you what rules this kingdom.  Lust!  Men and women breathe heavy with desire for that which they cannot have.  It occupies their every thought and controls their actions.  And, no one but I can provide relief for their burning hearts!!

Background

Known by the social elite simply as The Desire, this woman is a stunning beauty to behold. The Desire’s beauty is easily matched by her cunning, but exceeded only by her ruthlessness.  Her influence is legendary, and recognized throughout the entire kingdom as no tavern, inn, merchant house or brothel survives long without paying tribute to her.

The Desire was born Desirae Turpis. She was raised a peasant girl among the families bonded to serfdom on the King’s personal estate. It was a difficult life, but one not without love – now just a fading memory. Shortly after her fourteenth birthday, after turning down multiple advances by a noble’s son, Desirae was accused of stealing wheat from the King’s grain-holds.  Her family was banished from the farms, and she was thrown into the stockade without term. Therein, she endured months of humiliation, assault, and worse.  Many a night she would be taken and placed into a deep cell, where her accuser and several guards would have their way with her. Imagine the worst.

Then one night she had a vision. The ghostly apparition offered to help her find a way out of her imprisonment. In exchange for her freedom, Diserae opened her heart to the apparition and promised to take it with her into the world. With the oath made, the apparition vanished and Diserae’s heart felt suddenly full and satisfied. She also found that her thoughts were consumed with seeking revenge on all those who had harmed her in the past.

Soon after the vision, she became pregnant and this discovery prompted her jailers to quickly cast her out into the freedom of the streets. Having no place to go, and no family to turn to, the filthy urban streets became her home. To survive,  she resorted to begging, thievery, prostitution, and smuggling. Soon the child within her was ready for birth and she sought aid at a local church. The infant died during childbirth and the presiding priest reprimanded her fiercely for having a child out of wedlock, declaring her lust the cause for the child’s death.  Having nowhere else to go, Desirae returned to the streets, and a life of selling her body to survive. Now, her heart truly burned with an icy hatred and revenge, and it is said that this was the day her skin turned to the color of chalk.

With her renewed determination, she quickly grew wise to the ways of the streets and know that first she must wrest control of them. Her handler was her first victim, but many others followed suite. She drew power from her inner demon, and in time took the name The Desire to rid herself of all the trappings of her past. Once remade, The Desire continued on her path to conquering the underbelly of society. Her harem grew, as did her reputation. Eventually, through murder, trade, trickery, and deal brokering, The Desire controlled the most extensive network of flesh of any kingdom.

Motivations & Goals

Being abused at the hands of a noble is obviously The Desire’s primary motivation for all her endeavors.  While she has obtained a life of extravagance peddling to the fleshly needs of both the aristocracy and common men, luxuries are not important to The Desire.

She uses the riches of gold and flesh as a means to destroy and control men of power.  Once The Desire has finished extorting someone, she usually enjoys making a public mockery of them while watching their power, rank, and privilege stripped from their name.

She exists only to inflict pain and humiliation upon the rich and powerful.  Indeed, many men under her thumb have willingly submitted themselves to cruel and violent tortures overseen by The Desire.  These tortures are usually some form of ritual performed for the goddess of lust and wrath.

The current target of The Desire is the king himself.  After failing several times to seduce the king with her courtesans during popular masquerade balls, The Desire has decided she needs to take a more active approach with inducing the king’s fall into temptation.

Organization

The Desire’s organization consists of practically every prostitute and brothel in the kingdom.  The women and men in her service are very well taken care of and protected from harm.  They are perhaps the one group of people The Desire shows compassion for, though she does not tolerate open defiance. She employs a number of mercenary bodyguards that serve as protectors for members in the organization as well as muscle to deal with clients that owe money or favors.  The Desire also has several arrangements with the various assassin and thieves guilds, ensuring members of her organization do not become targets while furnishing opportunities for members of the guilds to ply their trade. While residing in a well protected chateau located on the bluffs outside the city walls, The Desire enjoys a commanding view of the city. And, despite her fearsome reputation, she hosts one the many masquerade balls that are the current rage among the social elite.

Adventure Hooks

  • A young street girl asks for aid escaping the city and the clutches of an angered Desire.
  • The PCs are invited to a masquerade ball and are mistakenly handed documents containing highly sensitive information on a local lord.
  • A PC finds himself framed for the murder of a working girl, earning the attention of law enforcement as well as The Desire.

Combat Tactics

The Desire avoids direct confrontation at all costs, preferring her hired mercenaries to dispose of dangerous aggressors.  However, if cornered, The Desire relies on her innate charms to compel men to be more understanding.  If that fails, she resorts to sorcery to confuse and delay opponents until help arrives or so she can escape.  It is well known by those close to her that The Desire is an accomplished enchantress.

Distributed Workshops: Nevermet Press does not work out the system specific stats for any of our online content. However, in the spirit of crowd sourcing, we do encourage the online community to do so via their own personal gaming blogs, online forums, or other venues. If you are interested in creating stats for any of our content using your favorite game system, please do! If you link to us, we’ll return the favor as well!

The independently developed statblocks and other mechanics for The Desire are available from these other sites:

  1. The Spirits of Eden (4E D&D)

Creative Commons License

The Desire by Nevermet Press is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 3.0 United States License. Permissions beyond the scope of this license may be available at http://www.nevermetpress.com/contact.

Nevermet Press