Ancient Solar Dragon

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Pizza Lord wrote:

Looks very thorough and very well-thought out and organized.

I can't think of anything to add except maybe some relationships with other races or their gods. Possibly Lolth or driders specifically.

Should probably have at least one nemesis or antithetical situation, event, or prophecy or situation he and his clergy work to prevent or hinder.

Thanks for commenting. Yes those are good ideas I should write into it. Honestly the moment I thought of the spider motif I realized I made a Dwarven Lolth. I tried to differentiate him by associating him with the more big hairy spiders than the drow's more sleek spiders like black widows.

Those are good points I should have at least one big shake up in the faith. When I first started writing I thought of giving him a rivalry with Atlach-Nacha I think I'll try to write that back in.
thanks again for your time.


avr wrote:

Animating undead is an always-evil act on Golarion I think. No reason it can't be different in your world of course, but FYI.

Some typos, notably ank for ankh and some odd grammar.

Nice concept and a lot of good detail though.

First let me Thank you for commenting. Indeed I did forget that raising undead is Always considered an evil act on Golarion. And yes my editing skills aren't perfect probably exacerbated by the fact I work late so tend to write even later. I'll try to spruce it up further on my doc.


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over the last few weeks i have written up this god in my spare time. I'm hoping for some feedback good or bad as long as its honest. I'm a better idea guy than statistics so feel free to recommend those as well.

Xagnar deathtrap

holy symbol- A bearded dwarves skull with tarantula legs.
Titles- the divine Relictner, the great eventuality, the old curse,
Adjective- Xagnite
Realm- Verol baor, The city sarcophagia, the dead city, the ruined city,
Alignment- LN
Areas of Concern- The Dwarven dead, Burials, mummification, tombs, dungeon traps, curses, Rot and preservation,
Worshipers- Relictners, Old dwarves, embalmers, mummies, Ettercaps, sentient undead, Dwarven witches, trap makers, werespiders,
Cleric Alignments- LN, LG, N,
Domains- Ruins, Erosion, Death, artifice,
Subdomains- trap, curse, undeath, ambush,
Favored Weapon- Warhammer
Symbol- a spider with an ank for an abdomen
Sacred Animal- giant spiders, rust monsters
Sacred Colors- rust red, black, Brown,
Appearance- Xagnar manifests as a massive dwarf who appears to be extremely old and desiccated. A massive light grey beard hangs down to his knees. His heavy armour appears to be both heavily eroded and perfectly built. He wears an ornate armoured sekhemty upon his head. His mighty warhammer death binder is always carried by him in some capacity.
Dogma- Xagnar and his followers believe in the Erosion of all things. Things as small as rings and shrines up to things as great civilizations and gargantuan monuments. All these things eventually fall to ruin, and yet through maintenance and vigilance they may last beyond what nature would otherwise allow. Even the dead can be mummified or embalmed to last far longer than one may expect. It is the charge of the faithful to guard and preserve what may otherwise be lost. Through undeath the faithful may pursue this task even longer, yet they should never forget that even this state is temporary and will eventually end. Then others will take up the mantle, through this great cycle the greatest of works may last until the end.
History- Xagnar was born into a mortal family of Dwarven scholars and collectors belonging to the Pahmet. For a time he grew up as many pahmet did. Helping his parents and adventuring into the ancient desert tombs. However it slowly became clear that he was a Relictner as he grew older he aged far quicker than normal and accidents became far too common around him. One fateful day while his parents discussed how to handle this, they were kidnapped by a band of gnolls. Left with no other option he ventured out into the desert to find them. During the battle he inadvertently triggered his ancient lineage. Hardening his armour to the point the gnolls could no longer puncture it. In this he discovered he was a godling of Torag. Taking the path of the Hexcrafter magus Xagnar liberated many ancient artifacts of osirion and Dwarven make alike. His interest in the traps and curses of ancient Ruins grew in this time. Often considering the knowledge gleaned in their construction to be as valuable as the treasures they protected. He then started giving advice to architects and other adventures on how to disassemble and build their own traps and curses. Soon he was hired as a consultant as often as an adventurer, and was seen as a rare and marvelous example for his people to follow. It's currently unknown exactly how Xagnar became a god. Theories range from collecting all the right artifacts in a specific order, the starstone, creating the ultimate fusion of curse and trap, even a divine test by Torag himself. Regardless of how he achieved apotheosis Xagnar did become divine. Becoming the patron of Relictners and other trap makers.

Home- Xagnar's Realm is the ruined city of Verol baor. Located under the city of axis in a massive cave system lies the dead city. Its ``main entrance" is a large tunnel located in the city of Axis that gradually slopes down into the realm of Xagnar. this one massive cavern branches off into smaller caves that lead to a multitude of different planes. The whole cavern resembles an Orvian vault. The roof of the cavern is miles above the floor and covered in innumerable stalactites, the occasional large hole leading to Axis or the higher planes providing the only sparse natural light and occasional breeze. The roof is also covered in webs and other strange substances produced by the giant spiders that live on the ceiling.
Below lies a vast cityscape of sand choked Ruins, though a closer examination shows people and creatures moving between the buildings. Entire districts seem on the verge of collapsing into the light grey sand that permeates the land. while the one next to it seems fresh and new. These states are as often illusions as they are true, many are traps to catch the unwary off guard. A perfect Dwarven mansion may actually be a simple dirt hut or vice versa. Whilst many are abandoned others may be inhabited by planar travelers or predatory monsters. The closer one gets to Xagnars pyramid. The more civilized and more inhabited the city becomes.
At the far end of the cave lies the immense pyramid of Xagnar, Verol kjangtoth, an immense and ornate building composed of black stone and rust colored metals. It connects directly to the back end of the cave system and holds Xagnar's vaults, throne, and even a cavern that leads to forgeheart in heaven.
Relationships-
Torag- was initially quite wary of this new god. He was half-undead and not the most honorable of fighters. However he was a dwarf and a distant descendent of Torag himself so it was his duty to meet and judge him, for better or worse. While he discussed this with the rest of the Dwarven pantheon. Xargon surprised him by striding up to the gates of forgeheart by his own accord. For he wished to meet his mighty ancestor, it's not entirely known what the gods said to one another that day. But by the end after 3 days and nights the whole pantheon welcomed a new brother to the family even if hesitantly for some. What is known is that Xagnar as an act of goodwill to show his commitment to Torag and the other Gods would not allow evil Worshipers to use his divine power.
In the modern day the two gods show a healthy respect for one another. Torag is one of the few beings who can summon Xagnar from his realm without rebuke or delay, though not necessarily without complaint.
Angradd- while initially weary of Xagnar, Angradd came to find his input useful and his strategic knowledge impressive, And even allows Xagnar to convene on the fate of Dwarven spirits. While Xargons' tactics Are often more defensive than Angradds he does find use in many of the possible traps and ambushes that his offensive strategies could be open to.
Magrim- a tense relationship exists between the two gods. While sharing an Alignment the two gods have little else in common. As a patron of undead to an extant Magrim detests the unnatural break in the line of souls undead create. However Xargons teachings that even undeath is temporary and not true immortality, has lessened the overall number of undead in Dwarven society. Tense but non combative is often used to describe their terse relationship.
Dranngvit- The Debt Minder took an instant liking to the old curse, while their shared Alignment helped settle initial introductions, the long lasting curses of Xagnar fortified their newfound Friendship. There are few things as long lasting as a mummy's curse except perhaps a Dwarven grudge. Something Dranngvit finds respectable. And the two have had great fun creating elaborate curses for oath breakers and traitors. The two divines have since become good friends.
Folgrit- was the first of the gods to welcome Xagnar into the pantheon, something the Relictner found deeply surprising. While the two have little in common Folgrit has done her best to be welcoming to the new god. Xagnar showed his appreciation by showing her and her clergy particularly vile curses and debilitating traps to protect the Graves of children. He also took in many dwarven attic whisperers into his realm, this action gave them a new home where they could be safe and also keep others safe from them.
Bolka- welcomed her new brother into the pantheon with open arms. Happy for the new god to be joining them, even if this new divine and her shared little in interest or domain. Though initially slightly put off by his complete disinterest in relationships and dour attitude with some digging she found the hidden romantic in him when it came to others. With funeral rights and Burials specially tailored for couples. While sometimes annoyed by Bolka's over eagerness and cheery attitude, he does welcome his new sister into his realm.
Grundinnar- the peacemaker was instrumental in letting the other Gods accept Xagnar. Citing his positive actions as a mortal and his non-hostility towards the gods. Since his introduction to the pantheon Xagnar has come to greatly appreciate Grundinnar, the old curse's surly and morose temperament can rub even other Dwarven gods the wrong way and non-dwarven gods even more so, and Grundinnar has to step in to cool rising tempers.
Kols- the oath-keeper keeps a professional relationship with the old-curse. Holding even undead to oaths and promises. As well as ensuring that oathbreakers find their punishment either in a spike trap or the jaws of undeath.
Trudd- as a guard of Torag Trudd and the old spider see each other little. Something both are pleased with, as this means both are doing their respective jobs properly.
Droskar- while Xagnar admires the work of the duergar if not the people themselves, he had no love for their detestable God. Droskar has attempted to breach Xagnars realm on multiple occasions, hoping to use the gateway to forgeheart to lead an invasion force against Torag. Each attack has been repelled so far and it's fallen forces added to the defenses of Verol baor.

Providence- the faithful of Xagnar believe that spiders bring good luck and deliver messages from Xagnar. Food and valuables lasting longer than expected under unfavorable conditions. is also seen as a sign of his favour.
Signs of his disfavor come from spiders being overly aggressive towards oneself. And personal items having rotted or rusted faster than expected.

Servants- embalmantulas, a species of giant spiders created by Xagnar who's bites not only drain blood and vital fluids but transfer mummy rot. The corpses either transform into undead or are dragged to the nest to be used as egg sacs. Embalmantulas are giant grey haired spiders resembling tarantulas or trapdoor spiders, more intelligent than most vermin embalmantulas create multiple traps using their webs to construct ambush spots and snares.
Giant spiders, multiple species of giant spiders lair in Verol baor, trapdoor spiders, ogre spiders, wolf spiders, etc
Ettercaps, while regular ettercaps nest regularly in Verol baor tending to its large spider population. shepherding the arachnids through the crumbling streets. larger more powerful Ettercaps live in the extraplanar ruin, known as Atlercaps, these ettercaps descended from an individual Ettercap whose traps particularly impressed Xagnar.
-Atlercaps are larger than regular Ettercaps, being around 7 to 9ft in height. While their skin is a more pale purple and wrinkly than regular Ettercaps most never see their skin as Atlercaps possess a thick light grey fur covering their bodies. Less bellied than regular Ettercaps, Atlercaps are more heavily muscled as well though it can be hard to tell initially because of their coats. Their claws are particularly vicious and impart curses on their strikes. However they are more intelligent than regular Ettercaps and can be bargained with for safe passage or information usually in exchange for food or materials, and as they are Lawful creatures they can be trusted to honour those agreements.
Atlercaps are ettercaps with the
Resolute, advanced, and accursed simple templates. And speak Dwarven.

Deathtrap oozes- well liked as pets by the trap god, the ruined city contains multitudes of the oozes of all sizes. Indeed deathtrap oozes grow to extraordinary sizes in Xagnars realm and it contains some of the greatest specimens. Many also gain intelligents and learn how to imitate all manner of traps and many take class levels.

Rust monsters- a powerful symbol among dwarves is the rust monster. Even the finest Dwarven steel eventuality rusts and fails, a monster that speeds up the process and consumes the leftovers has a fairly well earned bad reputation. However Xagnar loves the strange crustaceans for that exact reason, all things eventually break down, even metals.
Rust monsters are common in the ruined city and many have grown large and fat on the fallen metals of creatures who have fallen to the traps and curses of the city. Some rust monsters eventually crawl through the explanar gates of the city to molt into rust dragons. Many of these dragons also return to Verol baor to nest and hunt.
Gearghosts- as often created by accident as they are deliberately in the ruined city Gear ghosts are commonplace in the extraplanar ruin. Gear ghosts in Verol baor find themselves allowed to openly operate in the city and they fully take advantage of this, constantly constructing new traps all around the city. Many even learn how to curse these traps to make them extra deadly.

Mummies- as a mortal Relictor Xagnar has a close connection with mummies of all kinds. Many of his Clergy become mummies to continue guarding his shrines after death, Giant spiders and other animals are transformed into mummified creatures for the same purpose. Dread mummies and mummy lords are rarer but can be found in Verol baor and his larger churches. With his Clergy's most important or powerful members receiving the honour.

Pharaonic guardians- unlike normal guardians Xagnars, are created using faith and willing labour. After a lifetime of labour against the inevitable progress of time, many of his faithful can be willingly transformed into Pharaonic guardians. Wielding warhammers instead of the usual Shield and sword, Xagnars guardians also possess heads of spiders and rust monsters.
Divine servitors- Djergldrogna are formed from the souls of the most worthy of the faithful. Djergldrogna can shift between this form and two other forms, that of a regular dwarf, a giant rust monster like spider and a hybrid form. At first glance their hybrid form appears to be a Dwarven mummy, closer inspection shows them to possess a chitinous exoskeleton and mandibles hidden under thick beards. Four spined hairy insect-like legs erupt from their backs tipped with blades.
Djergldrogna- are Aranea with the outsider type, and the dwarf subtype. Are Lawful neutral. Have the rust ability of a rust monster. Can cast bestow curse three times a day.

Unique servants
Neithgin- the herald of Xargon is a drider-like outsider, with the upper half of a large and muscular dwarf and the bottom half of a tarantula. The spider section of his body also has the characteristic red carapace of a rust monster and the grey fur of an old spider, the Dwarven half appears old and partially mummified but retains a heavy musculature. Neithgins head has four spider-like eyes and a loose unkempt flowing beard, his hair is also much longer than commonly seen amongst male dwarves. Though few see his face as he's usually seen wearing his spider helm. His armor appears to be a masterwork of Dwarven smithing that's gone to ruin. The whole set's covered in a heavy rust, many foes have realized too late that despite this the armour is far stronger than it looks and that the rusting plates often trap enemies weapons between them. His warhammer creeping ruin can not only crush boulders and topple pillars but it plagues those struck by it with an insidious mummy rot that reduces victims to dust.
Zicreas- a Gearghost whose unique and deadly traps have won him the favour of the old curse.
Zicreas negative energy charged Gearghost 10th trapper ranger/ 5th witch,

Malth galdrogna- the oldest and largest of the embalmantulas, nests in the craggy roof of the ruined city. Even more intelligent than regular members of his kind, Malth is capable of morphing into a large hairy dwarf. In this form he often performs the role of herald when Neithgin is distracted or otherwise predisposed. he is thought to have been Xagnar's familiar as a mortal.

Church of Xagnar- the church of Xagnar is new to the Dwarven race. After his apotheosis to divinity many dwarves weren't initially sure of his new role in their lives, but as he granted his favour and communed with the curious his church found its footing. Xagnar's church has become responsible for managing the burial sites of most Dwarven settlements, carefully maintaining the tombs of the dead as well as guarding them. This is done passively as well as actively. Passive guarding includes basic maintenance ensuring that the tombs and coffins aren't battered or falling apart. This also includes setting curses and ward traps as well as more mundane traps to keep out looters and vermin. The more active side of this is posting guards, the more mundane being regular guardsmen and Clergy with the more exotic being willing undead and constructs.
The church has a complicated relationship with undead. Mindless undead are barely tolerated by the church as it is seen as disrespectful to the family and friends of the individual. However grave robbers and other such cretins aren't shown this same treatment as their fate is deemed deserved, it's only right in that a thief becomes the guard of the dead he saw to steal from after all.
The creation of more intelligent undead like mummies or crypt things is seen as a holy endeavor and is gifted upon only the willing. Some families or individuals willingly become undead to guard the tombs of their loved ones.
The church has also become involved in the defense of Dwarven settlements, as their mastery of traps and curses makes them excellent at rigging tunnels and fortifications with a multitude of deadly traps and ambush spots.
More than one orc or duergar invasion has been whittled down and its remaining soldiers cursed and blighted. Before arriving at the walls only to be attacked from behind from tunnels they didn't see even as they walked past them.

Clergy- the Clergy of Xagnar is predominantly composed of clerics, with their responsibilities including tending the dead and maintaining the traps and wards of tombs and crypts. Though many also trade in curse enchantments for weapons and advisors for architects and military leaders.
Warpriests have become increasingly common in the Clergy as well. Well best known as guards and undertakers, many also lead ambushes on invaders and as lieutenants to generals. Warpriests of Xagnar have become famous for raising and riding giant spider mounts, of which they often charge into battle atop off.
The rare Inquisitors of Xagnar spend the majority of their time rooting out unsanctioned undead, necromancer guilds and demonic cults.
Paladins are as rare as inquisitors and serve in much the same fashion. Though they tend towards slaying the undead than the cloak and dagger of guild politics. This leads the few Paladins and inquisitors to form squads, mostly temporarily but occasionally these can become lasting partnerships.
Notably Xagnites when in a military role almost always join the city guard. Much preferring to defend a set location then run into enemy hands. Though they are capable of offensive strategies they much prefer guerilla warfare and ambush tactics then a fair fight on open ground.
Clergy wear loose fitting robes and cloaks of a rust red colouration. With brown and black often used as secondary colours. Bandages reminiscent of mummies as well as Dwarven skull designs act as decoration. Large hats like sekhemty and similar designs are worn by active clergymen and the designs get more complex the higher in status a member is.
Armour follows a similar design with reds and blacks predominating. Helms also become more ornate as one increases in rank.
Temples and shrines as one may expect the Temples of Xagnar double as tombs. These crypts tend towards strictly utilitarian design and are less extravagant than many expect. These Temples are built to last, fully capable of weathering time, nature, and even all out sieges. Like anything built by the Xagnites the entire fortification is overflowing with traps and wards many which require a Cleric or other staff to escort family to the dead less they end up joining their loved ones. Along with the undead, constructs have also become staples of these tombs. With bone and fossil golems being Favored specifically.
Holy texts fangs unseen is a book originally penned by Xagnar while he was still alive. Originally a journal, the book contains trap instructions, interesting curses, musings on philosophy, embalming solutions as well the stories of his adventures. Used as an example for his Clergy to follow.
Church history newly formed in the eyes of the old churches and seen as a possible evil undead cult. The Xagnites had an uphill battle for legitimacy, while many holds were initially wary of his priests, the kingdoms and holds he frequented while alive accepted this new god with open arms. Impressed with the stewardship of the dead and extra defensis his Worshipers gave to Dwarven holds who accepted them, many began slowly allowing his Worshiper and the building of Temples. Now all but the oldest and most bullheaded holds possess at least a small shrine to the old curse. And allow his Clergy to care for the dead and join the guard in some capacity.
Holidays- old curses night- a day to put down new projects and revisit old ones. Check for repairs in old works and redraw old concepts. If everything is caught up and no problems need fixing, then Worshipers are encouraged to think back on actions and how they could have handled them better or simply muse on old memories. Usually held near the end of the year
Old futures day- participants are encouraged to stop worrying about old troubles and failures and think of new ideas and projects. If one already has too many projects on the go, then simply think about what the future holds and how you can make the best of it. Usually held after the beginning of a new year.
Xagnites Holidays are flexible and usually coincide with other local holidays in the region. Usually the loud and busy ones, the often morose and introverted followers of Xagnar can celebrate in a more quiet background way. And are set a day before or after the other holiday.
Organizations-
The binding hammers- the central military branch of the Clergy. Mostly related to the defense of different Dwarven holds against different threats both common and rare.
The curse eaters- are mostly composed of the few Paladins and inquisitors of Xagnar. Mostly concerned with managing unsanctioned undead and tracking down grave robbers.
The rusted cloths- are the central governance of the church. Centered around the largest temple to Xagnar in his mortal home. Mostly composed of clerics the rusted cloths handle the everyday paperwork and grave tending of the church.

https://docs.google.com/document/d/13p4jFbXhMSCfFjIXZVZNDbU-jNkbk65E2XNRe0s Z8_w/edit


I've been trying to think of what classes match up well with deep ones and there hybrids, with divine casters being to obvious in my opinion. So how about a Psychic bloodrager. Something that taps into the eldritch powers of the deep ones. Maybe even helps hybrids reach that final change quicker. The obvious problems I guess are there slow land speed (made up for underwater) and lack of dexterity. So perhaps some kind of underwater charger.


Since wendigo spirits possess the body's of people of those suffering from wendigo psychosis, what if a person is possessed by the spirit of a wendigo even only temporarily. Taking on the curse or mystery of the creature. What mysteries would they gain. Or what penalties and small gains would a wendigo curse give someone. Probably a lots of spells about cannibilism, insanity, Cold and beast shapes. Any ideas are welcome!


Since wendigo spirits possess the body's of people of those suffering from wendigo psychosis, what if a person is possessed by the spirit of a wendigo even only temporarily. Taking on the curse or mystery of the creature. What mysteries would they gain. Or what penalties and small gains would a wendigo curse give someone. Probably a lots of spells about cannibilism, insanity, and beast shapes. Any ideas are welcome!


Archpaladin Zousha wrote:

The deep ones probably think the skum are posers.

"Oh, you worship little aboleth fishies? How cute. WE'VE got a demon lord on our side! Top that!" :P

The aboleths were probably trying to copy the deep ones when they made skum.


DarkOne7141981 wrote:
You are describing a half-dragon hag. Changelings are generally humanoids first (human-hag descendants) I believe.

. Hmmmm good point.


The order of the chimera is built for cavalier/summoner


I have been wondering the bestiary 4 says that a changeling looks for all practical purposes like her fathers race. So if a hag and a dragon mated would that generate a dragon with changeling traits.
A black dragon and a green hag seems like it would be a great example. Similar goals and environment.

The same goes for ogres when does a coupling result in a half dragon ogre or a ogre-kin dragon.
A white dragon and an ogre seem likely both being vicious dim witted brutes.