The Acolytes of the Unending Man:
Liches are almost always important in life and this continues in death. All Liches build power-bases around themselves to help them accomplish their schemes. While still mortal, these groups are there to help them accomplish the goal of Lichdom. But once that has been achieved, the Lich will turn this group, often referred to as a Lich's Coterie, into a tool for greater things.
A Lich's Coterie is his most prized followers, his lieutenants, assistants and closest advisors. They are the debauched Court for the Lich's Sorcerer-King. When a Lich needs something important, he will send a member of his Coterie to retrieve it. When he needs a project overseen, he sends one of the Coterie to supervise it. When he marches to war, his Coterie stand alongside him, armed with the most powerful weapons their Lord has deemed them worthy of possessing.
This Coterie is primarily composed of...
1d6
1- Cultists, who revere the Lich as a God, Demigod or Saint.
2- Wizards, who serve the Lich in exchange for a share of the Lich's knowledge.
3- Civilized Mortals, who serve the Lich in exchange for promises of power, wealth or status.
4- Bestial humanoids, who serve the Lich in exchange for booty, plunder and the chance for a good scrap.
5- Undead, who serve because they have no choice.
6- Ghouls, who serve because they are hungry and bored.
The Coterie is primarily motivated by...
1d8
1- The promise of everlasting life, of being raised up to the Lich's level one day.
2- The promise that the Lich will destroy their enemies.
3- Magical power and knowledge.
4- Political power and status.
5- Money and loot.
6- Fear. The Coterie are terrified of the Lich.
7- Religion. The Coterie view the Lich as a God, or an avatar of the same and obey out of devotion.
8- The Lich. The Lich is incredibly charismatic and has turned this Coterie into a cult of personality based around himself.
How loyal is the Coterie?
1d8
1- Extremely loyal. The Coterie are extremely devoted to the Lich. If he gave the word to slay themselves, they would do it eagerly, with smiles on their faces.
2-5 Loyal. The Coterie are loyal to the Lich, as long as he doesn't horribly abuse them and rewards them for good work.
6-7- Disloyal. The Coterie are more loyal to the potential rewards the Lich is promising, if they don't come often and fast enough, they will abandon their Lord.
8- Very disloyal. The Coterie are actively plotting against the Lich, while pretending to be loyal. The Lich is almost certainly aware of this fact and is likewise planning to take action against them.
What is the status of their Lord?
1d6
1-2 Dead. The Lich is dead and struggling to return to life. Depending on their loyalty, the Coterie may be feverishly working at restoring their Lord or may be delaying to try and raise their Lord at a more opportune time (for them).
3-4- Alive but flawed. The Lich was reborn, but isn't as strong as he normally is. He needs to perfect his form before he can truly move forward with his plans. Reduce his HD by 1d6 and halve the number of Ancient Arcana he possesses.
5-6- Gloriously Alive. The Lich is alive and as strong as ever. Such is his power. You should start praying or begging now.
The Main Man:
To generate a Lich, roll on the tables below.
How old is the Lich?
1d4
1- Young. The Lich is a young Lich, having become immortal within the last 10 years. He is still in touch with the present society and may even maintain a secret identity within it.
2- Mature. The Lich is a Mature Lich, having become immortal within the last 100 years. The Lich has just brushed up against deep time and is reconsidering the fact that his current plans were not nearly ambitious enough.
3- Old. The Lich is Old, having become immortal within the last 300 years. This Lich is likely obsessed with some cause that no one alive has considered relevant in centuries.
4- Ancient. The Lich is so old that entire kingdoms have fallen before his eyes. Civilizations are creatures of the day compared to him. His perspective is so different than yours he might as well be some sort of Aberration or Outsider.
How powerful is the Lich?
1d4
1- Very. The Lich has 8 HD, AR 2 and an Atk bonus equal to +4. He has MD equal to his HD.
2- Incredibly. The Lich has 10 HD, AR 3 and an Atk bonus equal to +5. He has MD equal to his HD and knows 1 Ancient Arcana.
3- Terrifyingly. The Lich has 11 HD, AR 4 and an Atk bonus equal to +5. He has MD equal to his HD and knows 1d3 Ancient Arcana.
4- Inconceivably. The Lich has 12 HD, AR 4 and an Atk bonus equal to +6. He has MD equal to his HD and knows 1d4+1 Ancient Arcana.
Has the Lich modified his body?
1d10
1- His new body is a perfected version of his old one, stronger, resistant to disease and more beautiful than ever.
2- He has given himself 1d4 extra arms.
3- He has replaced his legs with the lower body of a 1d6 [1= Horse; 2= Lion; 3= Octopus; 4= Crab; 5= Spider; 6= Mermaid.]
4- He replaced his skin with living metal, making him much harder to actually harm.
5- He gave himself wings to enable flight and allow him to look down on all those beneath him, a category which likely includes almost everyone now.
6- He has the ability to regenerate now.
7- He installed redundant organs. Now he has three lungs, 2 hearts, six kidneys and multiple livers. He is much harder to kill or poison now as what should be fatal wounds are merely painful.
8- He has made himself immune to poisons and poison damage.
9- He has given himself gills so he can breathe underwater.
10- He replaced his blood with a magical substance that 1d4 [1= Strengthens him; 2= Helps him heal better and faster; 3= Enhances his magic; 4= Makes him harder to affect with magic.]
What is the Lich's personality like?
1d8
1- Cruel.
2- Vengeful.
3- Petty.
4- Jaded.
5- Coldhearted.
6- Greedy.
7- Arrogant.
8- Ambitious.
What is the Lich's Phylactery?
1d6
1- A town or village that the Lich once lived in and still loves.
2- A small piece of seemingly useless garbage that the Lich carries on his person, such as a stone arrowhead or a piece of petrified bread.
3- A rare magical item that is 1d4 [1= Revered as a sacred relic by a powerful religion; 2= Owned by a wealthy family; 3= Lost in a horrible dungeon; 4= In the possession of some random adventurer or wandering monster somewhere out there.]
4- A baby. When the baby grows up and would die of old age, it instead reverts to the age of a baby and has all of it's memories erased.
5- It is a bloodline, passed down from mother to daughter. Currently, it attached to a maiden on the eve of a joyous wedding.
6- A single trinket, hoarded by a Dragon who collects trinkets like that. Ex: If it is a book, it is in the hoard of a Dragon that collects books.
What type of magic does the Lich specialize in?
1d20
1- Elemental Magic. This Lich is an expert at manipulating one particular element through the use of magic. That element is 1d8 [1= Fire; 2= Water; 3= Earth/Stone; 4= Air; 5= Smoke; 6= Ice; 7= Metal; 8= Lightning.]
2- Necromancy. The Lich is an expert at summoning, controlling and binding the spirits of the dead.
3- Biomancy. The Lich works flesh and bone like clay in a potter's hands.
4- Divination. The Lich is easily able to see and predict the future, though his predictions are not always accurate.
5- Transmutation. The Lich is a master of transforming substances into others, changing the form of creatures and manipulating matter.
6- Conjuration. The Lich is easily able to summon all sorts of things, from servants to powerful weapons.
7- Life. The Lich is a master of life, healing injuries with a touch and inflicting disease with a word.
8- Light. The Lich wields the power of light, blinding and firing burning rays with a flick of his finger.
9- Shadow. The Lich controls the shadows, watching from them, using them to hide and vanishing into them with a whisper.
10- Mind. The Lich can read and manipulate minds. You could have fought the Lich before and you'd never know.
11- Chance. The Lich can manipulate probability, causing attacks to miss him, misfortune to strike his foes and fortune to come to his aid.
12- Words. The Lich manipulates the words you speak, the ones the Wizard uses to cast spells and the ones that you speak to yourself inside your mind.
13- Sound. The Lich can deafen you a roar or manipulate you with the voice of a friend.
14- Alchemy. The Lich is an expert at manipulating and creating new substances, as well as mixing up the nastiest potions you can imagine.
15- Runesmithing. The Lich works with the runic tongue, creating terrifying weapons of war, autonomous servants and ingenious devices to protect himself.
16- Powder. The Lich works magic on dragon dust, that explosive powder that powers dragon-staves, bell-thumpers and Earthshakers.
17- Muscle. The Lich works magic through his muscles, giving him the power to punch you into next week, or perhaps a bright, bloody smear across the walls.
18- Sword. The Lich uses magic that transforms him from a blademaster into the King of Swords.
19- Space. The Lich uses magic to manipulate space, folding, bending or twisting it at his will.
20- Time. The Lich commands power over time.
What Ancient Arcana does the Lich know?
1d20
1- The Lich can fire a laser that can cut through almost anything. This laser can be fired once per battle and does 1d10+10 fire damage. Creatures get a save to avoid being hit.
2- 1/Day, the Lich can command people to "Fall." All who can hear the Lich must save. Those who fail their save collapse and cannot move anything more than their eyes. Those who pass their saves make all rolls at -4 for the duration of the battle.
3- Blot out the Light. 1/Day, the Lich can blot out any light sources within the immediate area* of the Lich. If outside, this includes the Sun. At the Lich's roar, all light sources are extinguished, plunging the area into perfect darkness for 1 hour. The Lich can see perfectly fine in this darkness, of course. What is physical darkness to the spiritual dark of the grave?
4- The Lich can teleport up to 100' as an action. It can only do this once every 1d4 turns.
5- The Lich can exhale a cloud of highly toxic gas. The Lich may use this ability every 1d4 turns. The cloud takes up 30' cubed. This gas 1d4 [1= Every round a living creature spends inside it, that creature takes 1d6 CON damage, if reduced to 0 CON, that creature dies; 2= Living creatures take 1d6 damage for every round they spend inside the cloud; 3= Living creatures take 1d6 DEX damage per round spent inside the cloud. If reduced to 0 DEX, a creature is paralyzed for 1 hour; 4= Living creatures take double damage from all sources while inside the cloud.]
6- Drain life energy with a touch. As an action, one person the Lich touches takes 3d6 damage as the life is drained from their body. The Lich is then healed the same amount. The Lich may do this once every 1d4 turns.
7- Create walls of 1d4 [1= Force- these walls are immune to non-magical damage but can be hurt by magical weapons and fire; 2= Fire- these walls damage anyone inside or near them, doing 1d6 damage to anyone within 5' of them and can only be damaged by things that could harm a bonfire; 3= Ice- these walls freeze anyone who touches them, doing 1d6 cold damage on contact and 1d6 STR damage on extended contact. If reduced to 0 STR, a creature begins suffering from hypothermia and could freeze to death. This wall can only be hurt by something that could harm a glacier; 4= Wind- creatures that try to touch the wall must succeed on a STR save or be thrown 30' back. This wall deflects all ranged projectiles affected by wind (arrows, bullets, sling stones, etc). This wall cannot be hurt by anything that couldn't harm a cloud or a gust of wind.] These walls are up to 20' tall, 5' thick and 50' long. The walls of force, fire and wind last for 10 minutes, while the ice wall lasts until it melts or is destroyed.
8- Summon swarms of animals to fight for it. The Lich can summon a swarm of 1d6 [1= Rats; 2= Bats; 3= Wasps; 4= Crows; 5= Snakes; 6= Spiders.]
9- Transform into something that cannot be hurt. The Lich can, as an action, transform into 1d4 [1= A puddle of water; 2= A cloud of smoke; 3= A pillar of fire; 4= A gust of wind.] The Lich can remain in this form and move for up to 1 hour, though while in this form it cannot do anything that, for example, a pillar of fire could not do. Additionally, in this form, the Lich cannot be harmed by something that could not harm, say, a pillar of fire.
10- Curse people. If you can hear the Lich's voice, you can be cursed by it. It may only curse 1 person or group of persons per day. Then it cannot curse another creature until that first curse is fulfilled or broken.
11- Turn people into animals. As an action, the Lich may cast a spell on one person. That person must save. On a failed save, that person is transformed into a giant, vicious animal under the Lich's control.
12- Kill with a Word. As an action, the Lich can speak a magical word to one person. This person must be able to see or hear the Lich. That person must save. On a success, that person's health is cut in half. On a failed save, that person dies. The Lich may only speak the Killing Word once per day.
13- Reverse Time. The Lich must take an action to mark a specific time. Then, 1/Day, as an action on his turn, the Lich can revert time to the time that was marked.
14- Age to Dust. 1/Day, the Lich can strike a creature with the winds of time, causing them to age rapidly. One creature must save- on a successful save, that creature ages 1d20+10 years. On a failed save, that creature ages 1d100+10 years. If this would make them old and infirm, give them disadvantage on all checks, Atk rolls and saves for the duration of the battle and reduce all Ability Scores by -1d4. If they are a creature that instead gets stronger the older they are, such as an Elf or Dwarf, then instead give them advantage on checks and saves for the duration of the battle.
15- Tear open the World. The Lich, as an action, rips open a portal and tries to throw a creature through it. If in danger, the Lich could dive through the portal as well. The portal leads to 1dX [1= One of the lower planes; 2= one of the higher planes; 3= A different location in this world; 4= The future of this world; 5= A parallel world; 6= Another one of your Referee's RPG settings.]
16- 1/Day, the Lich can raise all corpses within 1000' as his Undead slaves. These Undead cannot be unbound or dispelled for 1 day and until then, are absolutely loyal to the Lich. The corpses of commoners rise as 1 HP zombies, while all creatures with 2 or more HD keep the HD they had while alive, though they lose any powers that would require them to have life energy, such as magic or secret techniques.
17-1/Day, the Lich can conjure a terrifying storm that brings 1d6 of the following: 1d6 [1= Enormous hailstones; 2= Lightning that targets creatures intentionally; 3= Acid rain; 4= A rain of fire; 5= Tornadoes; 6= Blood-draining fog.]
18- Turn a creature to stone. 1/Day, the Lich can target one creature within 50'. That creature must save. On a failed save, that creature turns to stone and is trapped as a statue. On a success, the creature takes 1d6 DEX damage instead. This DEX damage comes back at a rate of 1 point per day.
19- 1/Day, the Lich can create an Anti-Magic Field in a radius of up to 50' centered on itself.
20- 1/Day, the Lich can see the flow of time and fortune and exploit it. For the next minute (10 rounds), the Lich gives himself advantage on all d20 rolls, checks, saves, Atk and Defense rolls included.
Besides his Magic, does the Lich have any other ways of fighting?
1d8
1- The Lich is a
Master of one particular weapon. This weapon is a 1d6 [1= Sword; 2= Staff; 3= Axe; 4= Bow and Arrow; 5= Spear; 6= A Chain Weapon.]
3- The Lich carries a dangerous ranged weapon. This is 1d6 [1= Fully automatic crossbow; 2= A brace of flintlock pistols and a musket; 3= A Wand; 4= The Lich has 8 Metal Spheres orbiting his head, as an action, he can fire one at his enemies like a bullet; 5= He has an Ioun Stone that will fire lasers at anyone the Lich targets on his turn; 6= The Lich has a pouch of the most horrible potions you can imagine and he throws them at people when they get too close.]
4- The Lich's touch is dangerous enough. It does 1d4 [1= Does 1d6 HP damage as it drains life energy, healing the Lich for the same; 2= All the Lich's bodily fluids are ludicrously toxic, if exposed, you take 3d6 poison damage, save for half; 3= The Lich has a neuro-electric charge flowing through its body, anyone who touches it must save or be paralyzed, as well as take 1d6 lightning damage a round; 4= The Lich The Lich can super chill its body by vaporizing all the water in certain parts, causing anyone who it touches with those body parts to take 2d6 ice damage and have that part of the body be covered in ice.]
5- The Lich is superhumanly strong, able to tear a man apart with his bare hands, bend steel over his knee and pulverize stone walls with his fists.
6- The Lich carries a tremendously powerful magical weapon. Pick one from this blog or use one of your favorites.
7- The Lich can move things with his mind. As an action, the Lich can move an object or creature with his mind. The Lich makes these rolls with it's Telekinesis having a STR of 18(+3). Creatures get a save to resist being moved.
8- It doesn't. The Lich has a powerful, passive ability that protects it from almost all harm. It: 1d4 [1= The Lich has tendrils growing out of its head which strike with the force of a bullwhip and will automatically attack anyone who comes close to the Lich; 2= Any living creature who walks within 10' of the Lich without the Lich's permission takes 2d6 damage from the Anti-Life shell the Lich constantly exudes; 3= The Lich is constantly thronged by 1d8 semi-real mirages who will become real creatures and attack anyone who threatens it; 4= The Lich is ensorcelled so that any attack targeting it will always miss. On an attack targeting the area the Lich inhabits or one unaimed and striking it purely by accident can harm it.]
What Magical Treasures does the Lich have?
1d12
1- The Chalice of Black Pearls. The Chalice produces 1 black pearl a week. When worn by a living creature, if the wearer is targeted by a spell, the wearer can choose to destroy the Pearl. This grants the wearer +10% Magic Resistance per Pearl burned. The wearer can wear up to X Black Pearls, where X is their HD/Level.
2- Cuirass of the Anointed. A set of magical medium armor that 3/Day, when attacked, the wearer can fire a magical net from the Cuirass. This net does 2d6 damage on a hit, save for half, and restrains the target on a failed save. The net has 8 HP and can be damaged by non-magical weapons.
3- The Flying Sword Sakura Storm. This sword hovers over it's user's shoulder, attacking any creature the user directs it to. It has an Atk bonus of +4 and does 1d6+4 damage on a hit. It can only be active for 1 hour a day. If the user is unconscious or non-responsive, the sword will also act to defend him if necessary.
4- Purification Board. A magical shield that, 3/Day, if a substance is placed upon it, it will chop and cut that item into small, bite-sized bits, while safely removing any poisonous or toxic elements from the substance. If the entire substance is toxic, it will instead simply annihilate the substance and leave nothing but a faint residue behind.
5- Recipe for Diamond Flour Loaves. The Lich knows a recipe to create magical bread known as 'Diamond Flour Loaf Bread'. When eaten, a Diamond Flour Loaf grants a creature a Damage Threshold equal to X, where X is the amount of mana infused into the bread when it was kneaded. This effect lasts for [1/2*X] hours.
6- Manual of Golem Construction. A magical book that allows the user to create and control 1 Golem of 1d4 [1= Stone; 2= Flesh; 3= Iron; 4= Crystal.} The user must have the manual in his possession when commanding the Golem, otherwise the sophisticated magics controlling and maintaining the Golem will begin to fail and the whole thing will be reduced to an extremely elaborate conversation piece.
7- Opal Glass. A Greyish Crystal ball seemingly made of a single, nearly flawless gemstone. Can be used as a Scry-glass, but 3/Day can also be used to grant a vision of the future.
8- Helm of Mind Evisceration. When worn by a creature, the Helm must be worn for at least 7 days. After this has been done, it will have copied the creature's memories perfectly. The Helm can then be placed on another living creature and locked in place. When this is done, the Helm will begin erasing the captured creature's mind, wiping his memories and then, once his mind is blank, replacing them with the memories that it originally copied.
9- Diamond Sarcophagus. A box of clear crystal that can be locked from the inside. When placed inside, a creature recovers HP as if they were resting in luxurious conditions. Additionally, creatures with Horrible Wounds recover twice as fast when placed inside the Sarcophagus. The Sarcophagus only works 1/Day for the first creature to climb inside and continues to work until that creature exits it.
10- Fountain of Blessings. A small stone fountain that weighs about as much as a small man. The fountain draws water from some unknown source as even when being carried, it still can produce water. This water is always potable and refreshing. Additionally, 2/Day, a creature that drinks from the fountain can beseech it for healing and be healed for 1d6+1 HP. The fountain can be strengthened by feeding it magic items, magical grist or large amounts of gold or mana over time.
11- Drakebone Furnace. A furnace that blazes with impossible heat. The furnace can only be fueled by fresh blood or mana. When an object is placed inside of it, it will burn away any impurities within that object. This can enable the production of high-quality steel and other alloys very quickly. However, the most interesting use is when a living creature is placed inside of it. A creature placed into this furnace will have all their impurities burned away, depending on his virtue. The virtuous and pure of heart will be cleansed of diseases and poisons, have their deformities removed and be purified. Those of moderate virtue will be partially burnt, reducing their beauty but covering parts of their bodies in a hard black crust. This gives them natural armor and resistance to fire damage. Those of moderate vice will be burnt more, making them immune to fire and giving them extensive natural armor. And those who are wicked and defiled will experience no blessing, but instead be consumed by the flames of the furnace and burnt to ashes.
12- Demonshard Armor. A set of armor said to be made of demon's bones. It grants the wearer Heavy Armor, 30% magic resistance and 1/Day, the ability to strengthen the force of your blows, increasing your Atk and damage by +1 for 1 minute. By killing certain types of people and pouring their blood across the armor, you can strengthen it, increasing these bonuses. But the more you do that, the more likely that the voices whispering in the corners of your mind might stop asking for things and start demanding them, or forcing you to do them instead.
What is the Lich's Grand Design?
1d12
1- Vengeance on all those who wronged the Lich while he still lived, or those who killed him previously. If those people are dead, then their children. If they have no children, their city, tribe, nation or civilization, whatever is easiest or most satisfying to harm.
2- To rule the world. Simple in concept, very difficult in execution.
3- To fix some sort of great problem such as famine, disease, war, death, etc. The Lich plans to "solve" this issue.
4- To create a utopia.
5- To create the perfect being(s).
6- To Travel through Time.
7- To rend the Veil at the edge of the World.
8- To invade Heaven and negotiate with God.
9- To spread their preferred people/nation/race to another world/universe/plane.
10- To stop the Apocalypse (coming soon to a City near You).
11- To take over and modify Hell to make it less terrible.
12- To bring about the Apocalypse. The Lich would like a little peace and quiet and maybe a little revenge, as a treat.
What is the Lich's current scheme?
1d12
1- Building impossibly dangerous weapons.
2- Brewing potions of eternal life.
3- Attempting to gain access to Heaven.
4- Building scale models of a city in a wasteland and then abandoning them when they prove unsatisfactory.
5- Stealing the diaries and personal documents of influential people.
6- Grooming a powerful or useful individual to become part of the Lich's Coterie.
7- Trying to create a working network of teleporters.
8- Trying to engineer a new race.
9- Trying to create a viable super-soldier that is both superior and easily produced.
10- Attempting to trigger a natural disaster.
11- Growing soulless bodies in test tubes.
12- Experimenting with cloning.
What is the Lich's current problem?
1d6
1- One of the Lich's totally untested and highly dangerous weapons has gone missing. This is a tad concerning.
2- One or more members of the Lich's Coterie are plotting against it and the Lich is trying to discover what their scheme is before they try to overthrow the Lich. This could also be an expression of the Lich's paranoia and no one is plotting against them.
3- Some meddlesome outsiders have stumbled into one of the Lich's schemes and are mucking everything up.
4- The Lich has attracted the attention of someone or something very powerful and is looking for a way to deflect attention while revealing the absolute minimum amount of information.
5- A magical power source the Lich is attempting to utilize is distorting the environment in ways that are both unhelpful and fairly obvious to those nearby.
6- An unrelated action by some external organization with no knowledge of the Lich or his schemes is taking actions that interfere with the Lich's schemes. The Lich needs to find a way to redirect them without revealing his own presence.
Some Examples:
Alkai the Ever-Gifted:
Alkai is a young Lich, obscenely powerful and impossibly cruel. His Coterie is mostly composed of Ghouls who are willing to indulge his tantrums and amusements as long as he keeps them well fed. Alkai is a gifted conjurer, able to summon arms and armor as well as allies from other worlds and planes of existence. He is also strong enough to rip men apart with his bare hands.
Grand Design: Alkai wants to rule the world.
Current Scheme: Alkai is building a spy-network that will allow him to gather information on what every important person in the world is doing.
Current Problem: Alkai attempted to use a source of magical power to brain-wash his informants and make them perfectly obedient, but instead it drove most of them crazy and also gifted some of them with magical abilities which they are using to fight imaginary monsters and conspiracies.
Eridanus the Far-Sighted:
Eridanus is an old Lich, incredibly strong and arrogant beyond belief. He is gifted in mental magics and can move objects with his mind. His Coterie were a bunch of Cultists who revered him as a God but now have come to recognize the fact that their "God" is in fact a relentless ego-maniac who would sacrifice them all for a ham sandwich. They are plotting to revolt at the earliest possible opportunity but are terrified that Eridanus already knows about their treachery and is merely pretending to be ignorant.
Grand Design: Eridanus wants to rend the Veil of creation, with the belief that this will grant universal knowledge and power. None of his Coterie are sure what exactly that means, all they know is that Eridanus must not get his hands on any more power.
Current Scheme: Eridanus is currently attempting to clone himself, so he can some decent help for once.
Current Problem: Some moronic outsiders have stumbled into one of Eridanus' cloning labs and started stealing/smashing everything like a bunch of drunken elephants.
Arcalis the Golden Queen:
Arcalis is a young Lich, who despite her (relative) lack of power, is arrogant beyond belief and considers herself the peak of all life-forms. She is an expert at transmutation magic and wields a bow and arrow with frightening accuracy. Her Coterie are mostly Undead, controlled through magic and forced to obey her. Despite this, many of them are actually somewhat fond of her and if they were freed, might not rip her limb from limb. Some are definitely bitter about enslaved though and would betray her in a heart-beat if they could.
Grand Design: To invade Heaven and ask God to make her the ruler of Creation. Arcalis is certain she could do a much better job than God and is convinced he will heed her wisdom if he only heard it face-to-face.
Current Scheme: She is attempting to groom an influential member of the Church into joining her Coterie so that he might adore her and aid in her greater schemes.
Current Problem: The magical power source that she is using to control her Undead is poisoning the local environment and people are starting to notice.
Good post, evocative stuff as always. You might consider submitting it to Knock! (https://www.themerrymushmen.com/submissions-tmm/). It would have to be cut down for print - perhaps choosing only your top 4 favorite tables from this list - but there's some stuff here I haven't seen before.
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