The Dark Wood of Bairreach is an eerie, thickly forested domain that shrouds the rural hamlets of the cursed land. The villagers live in constant fear of the ancient spirits that inhabit the woods, whispering tales of dark powers and unholy rites. The deeper one ventures into the forest, the more twisted the landscape becomes, with gnarled trees and strange, unnatural symbols carved into their bark. The land itself feels alive, as though every step disturbs something lurking just out of sight.
Fog shrouds the forest at all hours, thickening at twilight until it becomes nearly impossible to navigate. Lantern lights bob in the mist, which some say are ghostly spirits or will-o'-wisps leading travelers to their doom. In this land, the ancient forces of the natural world clash against the frail, superstitious beliefs of humanity, and one can never tell if the forest is haunted or simply hungry.
### Darklord: Morrigan Caith
Once a herbalist and wise woman of the village, Morrigan Caith was accused of witchcraft when several children went missing. As villagers sought to burn her, Morrigan called upon ancient, dark entities of the woods to save her, inadvertently binding herself to the domain and cursing the land and its people. Her pact saved her from death but corrupted her soul and bound her to the dark, foggy woods. Morrigan’s face is hidden by a hood, though rumors persist of her eyes glowing with a witch’s fire or showing no eyes at all.
Morrigan cannot leave the forest; she is cursed to walk among the ancient trees, forever bound to the entities she summoned. Though she loathes the people who accused her, she also deeply regrets the suffering her curse brings to those who wander into Bairreach.
#### Powers and Dominion
- **Curse of the Forest:** Morrigan can manipulate the fog that veils the woods, drawing unwelcome visitors deeper into the labyrinth of trees. She can make travelers lose their way or lead them to sights that instill dread—like symbols carved into trees, remains of vanished villagers, or apparitions of those who died in the woods.
- **Dark Nature’s Pact:** Morrigan can command the natural spirits of the forest to obey her. These entities take forms like shadowy animals or animate the trees to ensnare those who trespass. However, she cannot command them to leave the forest.
- **Summon the Dead:** Morrigan can conjure apparitions of the missing villagers and children who have perished in Bairreach, using their spirits to terrify or mislead travelers.
Despite her power, Morrigan’s existence is one of profound loneliness, and she despises the twisted, vengeful creatures that now surround her in the woods.
#### Torment
Morrigan is haunted by visions of her past life, seeing herself as the simple healer she once was. Whenever she attempts to communicate or reconnect with villagers, they perceive her as a terrifying specter or hear only guttural growls, further isolating her. Her curse prevents her from passing fully into death, forcing her to watch helplessly as her powers harm others.
### Noteworthy Locations
#### The Hanging Tree
A giant, ancient oak known as the Hanging Tree stands near the edge of Bairreach village, covered in dark symbols. Legend holds that if you touch the tree, you glimpse the fate that awaits you in the woods. The spirits of the children who disappeared cling to its branches, appearing on nights when the fog is at its thickest.
#### The Stone Circle
Deep in the woods lies a ring of large stones, etched with pagan symbols. Some say the stones mark an ancient burial ground, while others claim they are a gateway to the realm of the dead. On certain nights, whispers can be heard among the stones, and dark shadows flit through the clearing.
#### Caith’s Cottage
The crumbling remains of Morrigan’s cottage sit in a remote part of the forest, covered in vines and moss. Strange herbs grow nearby, and ghostly lights sometimes glow in the windows. Locals swear the place is cursed, and those who enter rarely return. Inside, ritualistic carvings and abandoned spell components suggest dark rites once took place here.
### Adventures in Bairreach
#### The Missing Child
A distraught family pleads for help, claiming their child was stolen by the witch of Bairreach. They hire the players as occult detectives to venture into the forest, hoping to find the child. Strange symbols, ghostly whispers, and Morrigan’s spectral servants stalk the party. The child, if found, might reveal the witch’s true motives—or be the bait to lure the players deeper into the curse.
#### The Cursed Relic
An object once owned by Morrigan—a carved, rune-covered staff or amulet—has surfaced in the village. Whoever possesses it begins to suffer from hallucinations of the forest, visions of cackling spirits, and strange markings appearing on their skin. The players must locate and return the object to Morrigan’s cottage, facing the wrath of the forest spirits who see the object as a violation of the pact.
#### The Witch’s Trial
In a twisted echo of her execution, Morrigan’s spirit reenacts her trial night after night, with ghostly villagers and apparitions of her accusers. Each time, she relives the burning as her curse worsens. The players, caught in this spectral ritual, must break the cycle or else become part of the cursed village for eternity. But ending the ritual may mean a deadly confrontation with Morrigan herself.
### Secrets and Lore
- **The Pact of Bairreach:** Morrigan’s curse began as a bargain to save herself from death. This bargain also tied her life to the lives of the villagers. Destroying Morrigan will end the curse, but the forest will consume the village in the process.
- **The Spirits’ Envy:** Morrigan is only partly in control of the spirits she conjures. Ancient and otherworldly, these spirits have desires of their own and relish manipulating visitors, often turning them against each other to protect the land.
- **Symbols of Salvation:** Certain runes can repel Morrigan’s creatures, carved by the rare brave villager who has made it back from the woods. These symbols can guide players to sanctuary or away from Morrigan’s domain.
The Dark Wood of Bairreach is a place where detective skills are as valuable as combat prowess. Solving the mystery may require balancing faith in the occult with understanding the psychology of fear and guilt, uncovering the truth that no one—living or dead—leaves the dark forest unchanged.
Mist talismans: the skeleton of a fish with humanoid features, a book containing scientific drawings & information on impossible creatures, a bright leaf that smells of roasting meat
In Evanix, beasts talk & longtime friends turn into salvering monstrosities overnight. Sleep is the danger here, for it invites rapid mutation. There are no “normal” organisms in Evanix anymore. Everything is as they will be or as they were. Carnivorous plants mimic sounds of children, newly sapient moths form a cult worshiping light, dinosaurs feast upon omniscient proto-deities, while the grass eats the scraps. a father, turned into a scaled monstrosity, kills & eats his family. All while the darklords of this domain, Dimitradailein slowly turning into a creature from the distant past, or some impossible future, brew elixir after tincture after draught & research bizarre theories that push the limits of morality & comprehension in an attempt to retain their humanity, not realizing that they lost it long ago
Settlements & sites
Evanix has few settlements, only one in fact. But the enormous forest holds more, including many dilapidated noble houses & at least one castle. The domain of Dimitradailein. Below the domain is a maddening cave system, home to the Sightless Seers
Myawatakoshi
The only permanent settlement in Evanix, Myawatakoshi, otherwise known as the sleepless city is famous for its residents sleeping very little to avoid devolving into monsters. In addition to “normal” crops, the residents of Myawatakoshi farm a root that lessens their need for sleep
The depths
A vast cave system below Evanix, home to the sightless seers, a cult of sapient moles, bats, & worms who worship a god of sight. Through these caves, one can navigate to anywhere in Evanix, if they can avoid being sacrificed to the sightless seer’s god of sight
The Crooked Tower
Dimitradailein’s castle-laboratory is a crumbling ruin, about 2 miles from Mywatakoshi. Most of it has been destroyed by magical explosions, & the wreckage of countless esoteric devices litter the ruins, including a duplicate of The Apparatus, & the charred remains of The Entropy Remover.
Dimitradailein
Dimitri was a biologist, & Madailein, an artificer. Then, a new land was discovered. A hidden valley of marvels & miracles, a land of unique organisms & elements never seen before. They destroyed it. Dimitri dissected the marvels & miracles on his slab, while Madailein made blasphemous inventions out of the rare minerals there, but the real crimes began when they worked together. They created biomechanical nightmares & used them to level the land, bleeding the magic out of it. They scoured the land of its marvelous creatures & miraculous metals. All in the name of science. As they looked out across the wasteland, admiring their handiwork, smoke from burned forests curling behind them, the mists closed in & doomed them. They were in Evanix. But they were fused into one body. When they looked around they saw a land of bountiful crops, fat animals, & friendly people. They destroyed it too. They used noble & commoner alike in their experiments, devolved the noble houses to less than animals, or stripped away their souls using The Apparatus. They store the former royal family as blobs of sapient flesh in the castle’s wine cellar. Then, their most monstrous crime yet. They invented The Entropy Remover, a device made to reverse the flow of time for them. It malfunctioned. Instead of fixing their present predicament, the device made the flow of time for everyone across the domain go haywire. It started the evolutionary apocalypse. Now they work feverishly in Castle Dimitradailein concocting cure after “cure”. Each one only bringing further monstrous transformations
Dimitradailein’s powers & dominion
Dimitradailein dresses in torn, spotless lab clothes, with numerous devices & important samples stashed in easy to reach places. They have statistics similar to an Echo Of Demogorgon with an intelligence score of 32 (+11 to intelligence checks).
Artificer. The Madailein part of Dimitradailein is a machinist, & has a unique understanding of mechanics, using machines to further her macabre ends
Biologist. The Dimitri part of Dimitradailein is a biologist, & has an encyclopedic knowledge of anatomy, using bioengineered creatures to further his madness induced plots
Better than one. Given enough time, Dimitradailein can create macabre miracles. Dimitradailein can create any beast or plant given a number of days equal to the creature's challenge rating, or any very rare or lower magic item given a number of days equal to half the magic item's cost. Working together, they can give any beast or plant the abilities of any very rare or lower magic item given a number of days equal to the higher number.
Closing the Borders. Dimitri & Madailein can each close the borders of Evanix once a day. When Dimitri closes the borders, strange, organic forms can be seen moving in the mist, & anyone who enters is assailed by endless waves of mutated creatures. When Madailein closes the borders, the whirr of machines can be hard & anyone who enters is assailed by endless waves of mechanical monsters
Dimitri‘s torment
Dimitri presents himself as a cooly knowledgeable expert, but is tormented in the following ways
Dimitri is convinced that Madailein is responsible for their present state, but cant do anything to prove it.
Dimitri is discouraged by their lack of success, & fears that there is no cure
When Dimitri looks back, he sees the pair’s downfall & wondered when it all went wrong
Madailein‘s torment
Madailein presents herself as an optimistic altruist, but is vexed in the following ways
Madailein is convinced that Dimitri is responsible for their present state, but cant do anything to prove it.
Madailein is only encouraged by their lack of success, & thinks their cure lies in ever more radical theories
When Madailein looks back, she sees the pair’s downfall & wondered when it all went wrong
Roleplaying Dimitradailein
Dimitradailein is a synthesis of two genius minds. Cool-headed Dimitri, & proactive Madailein. The two heads often bicker with each other, debating scientific facts few others could comprehend, however both can be enticed by clever adventurers posing experimental ideas
Dimitri presents himself as a cool-headed expert, but the miasma of rage roiling beneath the surface is visible in moments of anger
Personality trait. I wait for when the time is right, unlike Madailein who rushes headlong into things
Ideal. I will escape this place, but it’s not worth dying for
Bond. as much as i hate Madailein, she’s still my friend
Flaw. i am convinced the answer to our escape lies in the natural world
Madailien presents herself as a proactive altruist, but she truly only cares about herself & her discoveries
Personality trait. I strike while the iron is hot, unlike dimitri, who who waits around forever
Ideal. I will escape this place, or die trying
Bond. as much as i hate Dimitri, he’s still my friend
Flaw. i am convinced the answer to our escape lies in machines
Evolution in Evanix
Every time a creature takes a long rest roll on the evolution or devolution table, then roll on the consummate table to determine the changes. All changes can be removed by Remove Curse of similar magic
Evolution or Devolution
1-10
devolve
11-20
evolve
Evolution
1-2
You gain truesight out to 60ft
3-4
Your wisdom score drops by 2 as your brain is focused inward
5-6
You can innately cast Mage Hand (the hand is invisible)
7-8
Your intelligence score increases by two & your strength score drops by one. If you have intelligence below 8 before you roll this, you gain the ability to speak common & raise your intelligence score to 10
9-10
you take 20 radiant damage when you start your turn in sunlight. While in sunlight, you have disadvantage on attack rolls and ability checks
11-12
You are permanently blinded. You gain blindsight out to 60ft, & can't use your blindsight while deafened
13-14
You gain a flying speed of 25 ft as gliding membrane or proto-wings sprout
15-16
You have resistance to Fire, Poison, Cold, Acid, & Lightning damage. If you already had resistance to one or more of these, you gain immunity instead. You gain vulnerability to Bludgeoning, Slashing, & Piercing damage
17-18
Your legs & arms fuse into your body, forming a serpentine tail with a humanoid hand at the end of it
19-20
You replace all statistics with that of a beast, plant, or monstrosity with higher intelligence than you
Devolution
1-2
You gain darkvision out to 60ft. If you already have darkvision, increase it’s range by 60ft
3-4
You have disadvantage on attacks made while standing up, but can crawl at your normal walking speed
5-6
Your wisdom score increases by 2
7-8
Your strength score increases by two, your intelligence drops by one
9-10
Your unarmed strikes deal 1d6 + strength modifier
11-12
You grow scales, raising your armor class to 14 if you are wearing no armor
13-14
You gain resistance to Bludgeoning, Slashing, & Piercing damage. If you already had resistance to one or more of these, you gain immunity instead. You gain vulnerability to Fire, Acid, Poison, Cold, & Lightning damage
15-16
Once per short rest, if you drop to 0 hit points, you can drop to 1 instead
17-18
You grow a thin, long tail that can be used as a whip
19-20
You replace all statistics with that of a beast, plant, or monstrosity with lower intelligence than you
Rollback Post to RevisionRollBack
Pronouns: Any/All
About Me: Godless monster in human form bent on extending their natural life to unnatural extremes /general of the goose horde /Moderator of Vinstreb School for the Gifted /holder of the evil storyteller badge of no honor /king of madness /The FBI/ The Archmage of I CAST...!
Alignment: Lawful Evil
Fun Fact: i gain more power the more you post on my forum threads. MUAHAHAHAHAHAHAHAHAHA!!!!!!
About Me: Godless monster in human form bent on extending their natural life to unnatural extremes /general of the goose horde /Moderator of Vinstreb School for the Gifted /holder of the evil storyteller badge of no honor /king of madness /The FBI/ The Archmage of I CAST...!
Alignment: Lawful Evil
Fun Fact: i gain more power the more you post on my forum threads. MUAHAHAHAHAHAHAHAHAHA!!!!!!
Jethro, Domik, and Remdil have left the town of Vaftillion to inquire about a strange book from Edmund the Librarian. They stop to rest in the dark wood after a long day of traveling. They discuss their time in Parvis, the strange woman only known as "Ruby", Remdil's time as a gladiator and about the Gods followed by the two holy men. This unusual combination is soon to become imbued with abilities beyond their wildest dreams, but power always comes with a price...hopefully one they are ready to pay. Find out more about Jethro, Domik, Remdil and more onhttps://9apps.ooo/
Darklord:** Morrigan Caith, the Witch of Bairreach
**Genre:** Folk Horror, Occult Detective
**Hallmarks:** Foggy forests, ancient curses, haunting apparitions, ritualistic symbols, eldritch witchcraft
### Domain Overview
The Dark Wood of Bairreach is an eerie, thickly forested domain that shrouds the rural hamlets of the cursed land. The villagers live in constant fear of the ancient spirits that inhabit the woods, whispering tales of dark powers and unholy rites. The deeper one ventures into the forest, the more twisted the landscape becomes, with gnarled trees and strange, unnatural symbols carved into their bark. The land itself feels alive, as though every step disturbs something lurking just out of sight.
Fog shrouds the forest at all hours, thickening at twilight until it becomes nearly impossible to navigate. Lantern lights bob in the mist, which some say are ghostly spirits or will-o'-wisps leading travelers to their doom. In this land, the ancient forces of the natural world clash against the frail, superstitious beliefs of humanity, and one can never tell if the forest is haunted or simply hungry.
### Darklord: Morrigan Caith
Once a herbalist and wise woman of the village, Morrigan Caith was accused of witchcraft when several children went missing. As villagers sought to burn her, Morrigan called upon ancient, dark entities of the woods to save her, inadvertently binding herself to the domain and cursing the land and its people. Her pact saved her from death but corrupted her soul and bound her to the dark, foggy woods. Morrigan’s face is hidden by a hood, though rumors persist of her eyes glowing with a witch’s fire or showing no eyes at all.
Morrigan cannot leave the forest; she is cursed to walk among the ancient trees, forever bound to the entities she summoned. Though she loathes the people who accused her, she also deeply regrets the suffering her curse brings to those who wander into Bairreach.
#### Powers and Dominion
- **Curse of the Forest:** Morrigan can manipulate the fog that veils the woods, drawing unwelcome visitors deeper into the labyrinth of trees. She can make travelers lose their way or lead them to sights that instill dread—like symbols carved into trees, remains of vanished villagers, or apparitions of those who died in the woods.
- **Dark Nature’s Pact:** Morrigan can command the natural spirits of the forest to obey her. These entities take forms like shadowy animals or animate the trees to ensnare those who trespass. However, she cannot command them to leave the forest.
- **Summon the Dead:** Morrigan can conjure apparitions of the missing villagers and children who have perished in Bairreach, using their spirits to terrify or mislead travelers.
Despite her power, Morrigan’s existence is one of profound loneliness, and she despises the twisted, vengeful creatures that now surround her in the woods.
#### Torment
Morrigan is haunted by visions of her past life, seeing herself as the simple healer she once was. Whenever she attempts to communicate or reconnect with villagers, they perceive her as a terrifying specter or hear only guttural growls, further isolating her. Her curse prevents her from passing fully into death, forcing her to watch helplessly as her powers harm others.
### Noteworthy Locations
#### The Hanging Tree
A giant, ancient oak known as the Hanging Tree stands near the edge of Bairreach village, covered in dark symbols. Legend holds that if you touch the tree, you glimpse the fate that awaits you in the woods. The spirits of the children who disappeared cling to its branches, appearing on nights when the fog is at its thickest.
#### The Stone Circle
Deep in the woods lies a ring of large stones, etched with pagan symbols. Some say the stones mark an ancient burial ground, while others claim they are a gateway to the realm of the dead. On certain nights, whispers can be heard among the stones, and dark shadows flit through the clearing.
#### Caith’s Cottage
The crumbling remains of Morrigan’s cottage sit in a remote part of the forest, covered in vines and moss. Strange herbs grow nearby, and ghostly lights sometimes glow in the windows. Locals swear the place is cursed, and those who enter rarely return. Inside, ritualistic carvings and abandoned spell components suggest dark rites once took place here.
### Adventures in Bairreach
#### The Missing Child
A distraught family pleads for help, claiming their child was stolen by the witch of Bairreach. They hire the players as occult detectives to venture into the forest, hoping to find the child. Strange symbols, ghostly whispers, and Morrigan’s spectral servants stalk the party. The child, if found, might reveal the witch’s true motives—or be the bait to lure the players deeper into the curse.
#### The Cursed Relic
An object once owned by Morrigan—a carved, rune-covered staff or amulet—has surfaced in the village. Whoever possesses it begins to suffer from hallucinations of the forest, visions of cackling spirits, and strange markings appearing on their skin. The players must locate and return the object to Morrigan’s cottage, facing the wrath of the forest spirits who see the object as a violation of the pact.
#### The Witch’s Trial
In a twisted echo of her execution, Morrigan’s spirit reenacts her trial night after night, with ghostly villagers and apparitions of her accusers. Each time, she relives the burning as her curse worsens. The players, caught in this spectral ritual, must break the cycle or else become part of the cursed village for eternity. But ending the ritual may mean a deadly confrontation with Morrigan herself.
### Secrets and Lore
- **The Pact of Bairreach:** Morrigan’s curse began as a bargain to save herself from death. This bargain also tied her life to the lives of the villagers. Destroying Morrigan will end the curse, but the forest will consume the village in the process.
- **The Spirits’ Envy:** Morrigan is only partly in control of the spirits she conjures. Ancient and otherworldly, these spirits have desires of their own and relish manipulating visitors, often turning them against each other to protect the land.
- **Symbols of Salvation:** Certain runes can repel Morrigan’s creatures, carved by the rare brave villager who has made it back from the woods. These symbols can guide players to sanctuary or away from Morrigan’s domain.
The Dark Wood of Bairreach is a place where detective skills are as valuable as combat prowess. Solving the mystery may require balancing faith in the occult with understanding the psychology of fear and guilt, uncovering the truth that no one—living or dead—leaves the dark forest unchanged.
You're on. this is one I made
Evanix
Domain of evolution gone mad
Darklord: Dimitradailein
Genre: body horror, disaster horror
Hallmarks: sapient animals, monstrous transformations
Mist talismans: the skeleton of a fish with humanoid features, a book containing scientific drawings & information on impossible creatures, a bright leaf that smells of roasting meat
In Evanix, beasts talk & longtime friends turn into salvering monstrosities overnight. Sleep is the danger here, for it invites rapid mutation. There are no “normal” organisms in Evanix anymore. Everything is as they will be or as they were. Carnivorous plants mimic sounds of children, newly sapient moths form a cult worshiping light, dinosaurs feast upon omniscient proto-deities, while the grass eats the scraps. a father, turned into a scaled monstrosity, kills & eats his family. All while the darklords of this domain, Dimitradailein slowly turning into a creature from the distant past, or some impossible future, brew elixir after tincture after draught & research bizarre theories that push the limits of morality & comprehension in an attempt to retain their humanity, not realizing that they lost it long ago
Settlements & sites
Evanix has few settlements, only one in fact. But the enormous forest holds more, including many dilapidated noble houses & at least one castle. The domain of Dimitradailein. Below the domain is a maddening cave system, home to the Sightless Seers
Myawatakoshi
The only permanent settlement in Evanix, Myawatakoshi, otherwise known as the sleepless city is famous for its residents sleeping very little to avoid devolving into monsters. In addition to “normal” crops, the residents of Myawatakoshi farm a root that lessens their need for sleep
The depths
A vast cave system below Evanix, home to the sightless seers, a cult of sapient moles, bats, & worms who worship a god of sight. Through these caves, one can navigate to anywhere in Evanix, if they can avoid being sacrificed to the sightless seer’s god of sight
The Crooked Tower
Dimitradailein’s castle-laboratory is a crumbling ruin, about 2 miles from Mywatakoshi. Most of it has been destroyed by magical explosions, & the wreckage of countless esoteric devices litter the ruins, including a duplicate of The Apparatus, & the charred remains of The Entropy Remover.
Dimitradailein
Dimitri was a biologist, & Madailein, an artificer. Then, a new land was discovered. A hidden valley of marvels & miracles, a land of unique organisms & elements never seen before. They destroyed it. Dimitri dissected the marvels & miracles on his slab, while Madailein made blasphemous inventions out of the rare minerals there, but the real crimes began when they worked together. They created biomechanical nightmares & used them to level the land, bleeding the magic out of it. They scoured the land of its marvelous creatures & miraculous metals. All in the name of science. As they looked out across the wasteland, admiring their handiwork, smoke from burned forests curling behind them, the mists closed in & doomed them. They were in Evanix. But they were fused into one body. When they looked around they saw a land of bountiful crops, fat animals, & friendly people. They destroyed it too. They used noble & commoner alike in their experiments, devolved the noble houses to less than animals, or stripped away their souls using The Apparatus. They store the former royal family as blobs of sapient flesh in the castle’s wine cellar. Then, their most monstrous crime yet. They invented The Entropy Remover, a device made to reverse the flow of time for them. It malfunctioned. Instead of fixing their present predicament, the device made the flow of time for everyone across the domain go haywire. It started the evolutionary apocalypse. Now they work feverishly in Castle Dimitradailein concocting cure after “cure”. Each one only bringing further monstrous transformations
Dimitradailein’s powers & dominion
Dimitradailein dresses in torn, spotless lab clothes, with numerous devices & important samples stashed in easy to reach places. They have statistics similar to an Echo Of Demogorgon with an intelligence score of 32 (+11 to intelligence checks).
Artificer. The Madailein part of Dimitradailein is a machinist, & has a unique understanding of mechanics, using machines to further her macabre ends
Biologist. The Dimitri part of Dimitradailein is a biologist, & has an encyclopedic knowledge of anatomy, using bioengineered creatures to further his madness induced plots
Better than one. Given enough time, Dimitradailein can create macabre miracles. Dimitradailein can create any beast or plant given a number of days equal to the creature's challenge rating, or any very rare or lower magic item given a number of days equal to half the magic item's cost. Working together, they can give any beast or plant the abilities of any very rare or lower magic item given a number of days equal to the higher number.
Closing the Borders. Dimitri & Madailein can each close the borders of Evanix once a day. When Dimitri closes the borders, strange, organic forms can be seen moving in the mist, & anyone who enters is assailed by endless waves of mutated creatures. When Madailein closes the borders, the whirr of machines can be hard & anyone who enters is assailed by endless waves of mechanical monsters
Dimitri‘s torment
Dimitri presents himself as a cooly knowledgeable expert, but is tormented in the following ways
Madailein‘s torment
Madailein presents herself as an optimistic altruist, but is vexed in the following ways
Roleplaying Dimitradailein
Dimitradailein is a synthesis of two genius minds. Cool-headed Dimitri, & proactive Madailein. The two heads often bicker with each other, debating scientific facts few others could comprehend, however both can be enticed by clever adventurers posing experimental ideas
Dimitri presents himself as a cool-headed expert, but the miasma of rage roiling beneath the surface is visible in moments of anger
Personality trait. I wait for when the time is right, unlike Madailein who rushes headlong into things
Ideal. I will escape this place, but it’s not worth dying for
Bond. as much as i hate Madailein, she’s still my friend
Flaw. i am convinced the answer to our escape lies in the natural world
Madailien presents herself as a proactive altruist, but she truly only cares about herself & her discoveries
Personality trait. I strike while the iron is hot, unlike dimitri, who who waits around forever
Ideal. I will escape this place, or die trying
Bond. as much as i hate Dimitri, he’s still my friend
Flaw. i am convinced the answer to our escape lies in machines
Evolution in Evanix
Every time a creature takes a long rest roll on the evolution or devolution table, then roll on the consummate table to determine the changes. All changes can be removed by Remove Curse of similar magic
Evolution or Devolution
1-10
devolve
11-20
evolve
Evolution
1-2
You gain truesight out to 60ft
3-4
Your wisdom score drops by 2 as your brain is focused inward
5-6
You can innately cast Mage Hand (the hand is invisible)
7-8
Your intelligence score increases by two & your strength score drops by one. If you have intelligence below 8 before you roll this, you gain the ability to speak common & raise your intelligence score to 10
9-10
you take 20 radiant damage when you start your turn in sunlight. While in sunlight, you have disadvantage on attack rolls and ability checks
11-12
You are permanently blinded. You gain blindsight out to 60ft, & can't use your blindsight while deafened
13-14
You gain a flying speed of 25 ft as gliding membrane or proto-wings sprout
15-16
You have resistance to Fire, Poison, Cold, Acid, & Lightning damage. If you already had resistance to one or more of these, you gain immunity instead. You gain vulnerability to Bludgeoning, Slashing, & Piercing damage
17-18
Your legs & arms fuse into your body, forming a serpentine tail with a humanoid hand at the end of it
19-20
You replace all statistics with that of a beast, plant, or monstrosity with higher intelligence than you
Devolution
1-2
You gain darkvision out to 60ft. If you already have darkvision, increase it’s range by 60ft
3-4
You have disadvantage on attacks made while standing up, but can crawl at your normal walking speed
5-6
Your wisdom score increases by 2
7-8
Your strength score increases by two, your intelligence drops by one
9-10
Your unarmed strikes deal 1d6 + strength modifier
11-12
You grow scales, raising your armor class to 14 if you are wearing no armor
13-14
You gain resistance to Bludgeoning, Slashing, & Piercing damage. If you already had resistance to one or more of these, you gain immunity instead. You gain vulnerability to Fire, Acid, Poison, Cold, & Lightning damage
15-16
Once per short rest, if you drop to 0 hit points, you can drop to 1 instead
17-18
You grow a thin, long tail that can be used as a whip
19-20
You replace all statistics with that of a beast, plant, or monstrosity with lower intelligence than you
Pronouns: Any/All
About Me: Godless monster in human form bent on extending their natural life to unnatural extremes /general of the goose horde /Moderator of Vinstreb School for the Gifted /holder of the evil storyteller badge of no honor /king of madness /The FBI/ The Archmage of I CAST...!
Alignment: Lawful Evil
Fun Fact: i gain more power the more you post on my forum threads. MUAHAHAHAHAHAHAHAHAHA!!!!!!
That's cool
thanks
Pronouns: Any/All
About Me: Godless monster in human form bent on extending their natural life to unnatural extremes /general of the goose horde /Moderator of Vinstreb School for the Gifted /holder of the evil storyteller badge of no honor /king of madness /The FBI/ The Archmage of I CAST...!
Alignment: Lawful Evil
Fun Fact: i gain more power the more you post on my forum threads. MUAHAHAHAHAHAHAHAHAHA!!!!!!
Jethro, Domik, and Remdil have left the town of Vaftillion to inquire about a strange book from Edmund the Librarian. They stop to rest in the dark wood after a long day of traveling. They discuss their time in Parvis, the strange woman only known as "Ruby", Remdil's time as a gladiator and about the Gods followed by the two holy men. This unusual combination is soon to become imbued with abilities beyond their wildest dreams, but power always comes with a price...hopefully one they are ready to pay. Find out more about Jethro, Domik, Remdil and more on https://9apps.ooo/
These are really cool. Way better than what I come up with.