While travelling the party encounters a once famed surgeon who seeks their help in undertaking pilgrimage to the distant shrine of a death god. When pressed on her motivation, she reveals that through some curse or divine act of cruelty, those she operates on can never die, but also cannot heal.
There is a tree that grows in the ruins of the old braon’s castle, said to have sprouted from the chopping block upon which he had his wife’s lovers executed. The tree grows no leaves, only flowers, and it’s said that if you make a tea from its blossoms, you will receive a vision of your one ture love. Beings of woven thorn are said to guard the tree, but there are those who would pay desperately to drink of its boughs.
A once peaceful kingdom dissolves into a generations long civil war, any hope of peace drowned beneath a tide of violence, ruination, and grievance that none can hope to escape.
Among the outergods there are none more eager to engage with mortals than the entity known as Thisting Grail. It is a thing of violence and appetite, and seems all too eager to lend its power to those most likely to misuse it, whether they sought it’s aid in the first place or not.
Scholars and madmen have long debated the Grail’s motivations, what goal or ideology it is trying to achieve with the visions and often horrific miracles it bestows. In truth, Thirsting Grail has no goal beyond the pursuit of violence and longing, it is a means without an end, ready to lend itself to any cause that would make the world a bloodier, hungrier place.
The god is formless, an ocean of boling blood that takes on the shape of whatever “vessel” its followers imagine for it, borrowing their cultural iconography and birthing itself anew each time. There are litanies of these avatars, hundreds more likely forgotten by history; blood saints and baleful red stars and heart hungry blades. Perhaps because of blood’s ubiquity in ritual and occult practice the Grail’s influence can “seep” its way into the worship of other entities, divine or demonic, and it’s not unheard of for otherwise upstanding and dogmatic worshippers of banal gods to accidentally begin practising the grail’s bloody rites.
Sanguimancy and other forms of blood magic are the most obvious of Thirsting Grail’s gifts, but it has other more esoteric offerings: smoke from sacrifices or incense mingled with the formless god’s essence can grant visions of desires made manifest, though often twisted through a disturbingly carnal (in both senses of the word) lens. All too often worshippers ( and the cult leaders that encourage them) see these visions as prophetic, leading to the outergod being sometimes called “the mother of truth”. It can also manifest the objects of desire: succulent fruits, unearthly lovers, weapons of inordinate power, but there is something fundamentally wrong with these creations as they cannot grant true satisfaction, and often leave those that partake of them wanting more than when they started.
Those who fall prey to Thirsting Grail’s influence can become warped as their own veins become polluted by the entity’s ichor: becoming feral creatures of endless cruelty and appetite, or having their wounds open wider and wider until there is nothing but wound remaining of their swollen flesh. Those so overtaken grow and warp and merge with others until new horrors are birthed from them, a permanent seedbed of
Titles: Mother of truth, formless mother, font erubescent, the bloodstar.
Symbols: A red grail or fountain, cultural iconography stained with blood.
Signs: Wounds that bleed but do not heal, plants overflowing or cracking open to expose their innards. Unsettling red dreams.
Worshippers: Those with bloodstained hands be they doctors, butchers, or murderers. Vampires, occultists, and other sanguiphiles. Instatiable gourmands and unfulfilled lovers.
Inspiration: I wear my influences on my sleeve with this one. I’ve been turning the Elden Ring mythology over in my mind for some time partially because I think there’s a lot of fun ideas there but also because I felt like (in typical Fromsoft fashion) there wasn’t enough shown to really scratch my itch for discovery.
The formless mother/bloodstar was chiefest among these elements: A killer aesthetic with lore that was a little too thin to use as inspiration. After a while that thinness turned into a feature, the idea of an eldritch entity of pain and violence that conformed to the needs of those who worshipped it, granting power to those who would go out and make the world more violent and painful. I liked the idea that “mother of truth” was a misnomer, and that cultists would ascribe meaning and intent and iconography to a god that didn’t care one way or another.
Another strong influence is the Grail from Cultist Simulator/Book of hours ( SERIOUSLY, play book of hours you fools), an eldritch entity/aspect of reality that presides over hungers and births be they literal or figurative. The Blood + Mother connection was obvious here, but the Grail provided some more texture and esoteric aspects to fill out my version’s storytelling potential.
Warped Perception somehow feels like a free pass to Lovecraft. Most Outer Gods would probably have fitted the description. But I decided to go for the god from the panteon of more familiar peeps that was still missing from our ensemble, Yogh Sothoth.
Eyes, tentacles, more eyes - a classic :D
I, for one, have fun with the idea that each eye is actually a wormhole into another dimension - and Yog can peer through each one into that very dimension...
Creeptober-Promptlist by @creep-tober
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Check out the project I’ve been working on for the past few weeks with Wither Studios. We’ve dumped a ton of hours into this and I think it came out pretty great. I’m excited for you all to play it!
Touched by an Outer God is a short, action-horror FPS where you kill monsters and eat their flesh to become stronger. It was made as part of the Dread X Collection Volume 2, which will be out in August.
Find more info about the collection here: https://www.dreadxp.com/dread-x/dread-x-collection-volume-2-the-devs-and-details/
For centuries he had ruled his people and the people adored their pharaoh.
After centuries of delicate intrigue and deception the madness of the people had finally welled to the brim.
The time for savoring was over and Nyarlathotep could resist no longer, unmasked at last he gorged himself on their terror, demolishing everything he had built like a child knocking over a house of cards just to see it fall.
Lovecraft's monsters are especially fun to illustrate since they are open to such broad interpretation as to what they specifically look like which allows for a lot of creative freedom and the god of a thousand masks is the best example of that! I look forward to doing a lot more Nyarlathotep pictures in the future.
Deeper than deep, this sunken dimension exists beyond the bounds of all seas be they watery, hellish, or astral. A surreal and lightless landscape decorated with the remnants of sunken cities and vessels lost across time.
Known by some mariners and mystics simply as "The Below", this dimension was once simply an afterlife for those claimed by fathomless waters, whether they be stormtossed sailors or the inhabitants of civilizations washed away by floods. Where once it graciously accepted such lost souls, In the past century though the Unknown has become somehow covetous, reaching out to grasp at whatever prize strikes its fancy.
Adventure Hooks:
Those sailors that come too close to drowning may be marked by the Unknown, which will stop at nothing to claim their bodies and souls. Such is the case for the revenant the party is hired to deal with, an old sailor who dug her way out of her grave and walked several miles towards the sea before tying herself to the sign at the crossroads outside of town. She claims that no matter how she might want to rest in death, the "sea" will not give her peace. It will be up to the party to decide what to do with her, whether delivering her to a watery grave or seeking the aid of some other divinity.
After recovering a fortune from a wrecked treasure ship, a salvage crew is being picked off one by one, with a few of them hiring the party for protection against what they think is an attempt by their jealous coworkers to cut them out of the deal. Infact they are being haunted by a horrid half-real beast known as "the Scuttler", part crab part ghost haunted hulk, which guards the doors of the Abyssal Unkown (and objects it lays claim to) the way Cerberus guards Hades.
A series of storms washes up wreckage and strange valuables near a seaside town, bringing beachcombers and treasurehunters of all kinds. A dreaming compulsion settles over those that take things from the shore, driving them to gather driftwood and other materials from the brine, and begin the construction of a vessel there on the beach. When questioned in their half lucid state, they claim that the ship they build will "take them home, and further still", an odd claim made even by those who'd lived in the village all their lives.
Sink deep enough into the trenches of the Below and you will find the tombs of the first oceanic gods, bleached coral monuments and epitaphs carved around the vigil-fire of thermal vents. The Abyssal Unknown was once their mausoleum, a place where their descendants and adherents could pay their respect, preserved forever in the crushing embrace of the depths.
That was before the Collector came, a malign spirit of the depths not quite demon or outer god. Driven by an insatiable desire to know and possess, it usurped the Below's guardians and remade the realm in its own image, bending the Unkown's ancient magics to it's purpose of acquisition and scraping the dead gods' skulls for knowledge like the lowest of scavengers at whalefall.
So much knowledge has been lost to the sea over the course of history, and it is only a matter of time before the collector archives it's aim of ascending to true divine status. Already it's power grows, gathering agents and seeding the idea of its ascension into the minds of receptive followers.
Hey Dapper! As an avid follower of- and equally avid inspiration-taker from your work, first of all, thank you for the work you've put into all this. It is a treasure-trove of knowledge and inspiration that has certainly made me very happy. Can I ask for your thoughts on Tharizdun? I've been trying to form a concept of it for in my own world, but I've had little success.
Monsters Reimagined: Tharizdun, the Whisperer in Darkness
Being the default "god of madness" Tharizdun brings together two of my enduring gripes with d&d: gods that no one would actually worship and the enduring legacy of depicting people with mental illness as dangerous lunatics devoid of empathy and reason.
As he currently exists in the DM's toolbox, the whole point of including Tharizdun in your campaign is to act as the powersource behind whichever final fantasy style endboss wants to start the apocalypse before unleashing a mass of offband lovecraftian tentacles. Derivative, trite, his singular desire to inspire others to end the world is MCU levels of failing to give villains proper motivations.
We can do better
TLDR: Far In the wildest depths of the astral sea the ur-god Tharizdun is formless and thoughtless, yet dreaming. Resembling nothing so much as a cosmic nebula of oily clouds, a vast and shapeless expanse of churning primordial chaos that pulses with synapses of psychic lighting containing a consciousness older than time itself. Like a sleeper beset with sleep paralysis the chained oblivion thrashes against a reality it can only barely perceive, sending shockwaves of destruction across the cosmos.
While scholars of all worlds debate the true origins and nature of Tharizdun they can agree on two things:
It is more powerful than all the pantheons of creation, and it is terrified.
Inspiration: I wasn't originally going to do a whole monsters reimagined on Tharizdun, instead simply gesturing on what Matt Mercer has done with the deity (using the roiling chaos as a throughline for much of his Exandrian worldbuilding) and leaving it at that.
Around the same time I got this ask though I was considering doing my own take on Azathoth, the so called "blind idiot god" of the lovecraft mythos, inspiration struck and I decided to alloy the two concepts into what I think is a stronger whole. There's a lot of overlap in the two formless horrors, partly due to Tharizdun being a d&d's attempt to dip its toe into eldritch horror, without quite understanding the thematic framework involved.
Like many other things ( Minorities, the sea, decay, air conditioning) Lovecraft was terrified of objective reality. This might sound like a joke, but fundamental to his mythos is the fear that earth and the white men that lived upon it were not the centre of the universe created by a loving god. Lovecraft lived in increasingly scientific times and the science supported the idea of a universe in which humanity's existence was the meaningless product of random chance. Azathoth was this anxiety embodied in its most extreme scale: the capital G god of the universe which sat in the middle of all creation that was not only uncaring towards humanity (as many of Lovecraft's creations were) but the embodiment of ultimate unthinking chaos.
Trying to port Azathoth (and most of the other lovecrafitan pantheon) doesn't work because the conceits of the genre fundamentally clash. D&D DOES propose a moral universe, and goes out of its way to simplify morality down to such a cartoonish level that it has objective answers. In Lovecraft the horror comes from the fact that the cultists and their fucked up alien gods exist, where as the moral christian god doesn't... in d&d there's no reason for the cultists to worship the fucked up alien gods because the regular gods are both existent and quite nice.
The default d&d cosmology has multiple infinite voids of chaos including limbo, the abyss, and the far realm. I've already given my take on one of these, but I wanted an alternative for the origins of the weird that wasn't specifically focused on entropic decay.
There's a fascinating (and very depressing) history over the term hysteria and the connotations of mental crisis with feminine fragility. The word itself comes from the greek word for womb and there's something about the idea of "primal birthing chaos" that's worth playing with insofar as it makes weird rightoids Jordan Peterson deeply afraid.
Taking these thoughts as well as my earlier gripes in mind, its going to take a bit of an overhaul to make Tharizdun/Azathoth as a credible antagonistic force for a campaign. Also, this might be my own bias as an author showing through here but I don't go in for the lovecrafitan "truths too terrible to be understood". I think the universe is a fundamentally knowable place and if things exist outside our means of perceiving them then we'll just bullrush through and work out a temporary explanation on our way.
Here's my Fix/Pitch: Both Tharizdun and Azathoth are supposed to represent primordial chaos and formless madness. D&D's less than stellar history with mental health issues aside, we know that "madness" isn't evil and it isn't the antithetical opposite of order: It's flawed reason, it's an inability to comprehend, and it's deeply scary for those going through it.
THAT ended up reminding me of a famous quote from lovecraft himself; "The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown".
What if we make THAT FEAR into the god? Imagine the panicked sensation of being woken from the deepest slumber by a sudden noise, the door opening or a loud bang going off somewhere on your street..... the phantom horror of something touching you, crawling over you in the middle of the night before you have any of your senses or reason or memory to tell you that it's just your partner or your pet or your own bed sheets. That's the stuff sleep paralysis is made of and it's been haunting us humans since the dawn of time. It's also the same horror of being born, of being a non-thing and then coming into existence in fits and starts without any understanding of the world that you're now
Now imagine there's something out there in the astral sea, the plane of dreams and thoughts... powerful beyond all imagining but created without the ability to ever fully wake up. It is stuck in that first moment of existence because it may well have been the first thing to ever exist and it's been trapped in the shapeless nightmare of an infant since the dawn of time
THAT is how you make a god about the horror of the unknown. A god that is antagonistic to us because it is sacred of us, and it is scared because it has no way of knowing us, knowing the reality it inhabits beyond its own fear.
Adventure Hooks:
The greatest threat Tharizdun presents to most beings in the universe is having a nightmare about them. Through the inexplicable paths of sleep an individual's mind may find themselves connected to the entity's own... receiving terrible visions as the thinking clouds of Tharizdun's body churn in a variable brainstorm. Some aspect of this communion will be twisted into something terrible, birthed into the cosmos with the same shrieking fear and confusion that inspired its creation. Some desperate few seek out this communion, thinking in their hubris that they can give shape to Tharizdun's creation, that the terror beyond time suffers collaborators or requests. (Yes, I'm yoinking the dream-spawning ability of beholders. They were already weird enough before they started getting involved with dream stuff)
Despite being a living entity, Tharizdun is also a place, a plane unto itself streaking through the multiverse like a collossal ameoba through the primordial soup. There are landscapes within the god, whole continents that form and erode through seasons of surreality as the paroxyc titan dreams them into being. One can create portals into these landscapes, even fly a jammership across them, but the act of doing so invites an even more chaotic backlash than visiting the chained oblivion in dreams, letting its terror leak out into the waking worlds.
The name "chained oblivion" dates back to an eon when forces of celestial order attempted to keep Tharizdun contained in the hopes of preventing the escape of its creations or its contact with other minds. This period of the multiverse oft refereed to as the "Time of Quiet" sadly came to an end when the entity's bindings were shattered by a collective of villains and horrors today refereed to as the "Court of Fools" or "Troupe of the Final Void". The Troupe are a motley bunch, unable to agree on a theology but all wanting to pick at the slumbering titan like it was a scab on the skin of heaven. Some serenade Tharzidun with cacophonous music, others hurl saints and sacrifices into its body, some worship or hunt the god's offspring while others stab it with cosmic pokers, just to get a reaction. They want to wake the chained oblivion and don't care how much of the multiverse they have to burn to do it.
Like a mollusc producing pearls as a means of containing an irritating bit of grit, Tharizdun's roiling cosmic body will occasionally spit out an entire world or strange demiplanes as a means of dislodging something it could not pallet. While this has been the genesis of many realms both beautiful and terrible throughout the astral timeline, of late all these worlds worth taking have been colonized by the Troupe. Woe and pity to any mortal who calls such a world home, ruled over by tyrants who care only for destruction, unaware of a cosmos not coloured by Tharizdun's wake.
Titles: The chained oblivion, the spiraling titan, sire of stars, the Paroxsmal god, Lord of all Hysterics.
Signs: Stormclouds that look oily and churn with otherworldly light, formless nightmares and pervasive sleep paralysis, mass delusion, darkness that echoes with the god's muttering and the sound of distant flutes.
Worshippers: Ad hoc worship of Tharizdun tends to congregate around those who have received unwanted visions of the chained oblivion, as the harrowing experiance often bestows those that suffer it with an otherworldy weight to their words, to say nothing of occasional psychic powers. Many abberations likewise pay heed to the chained oblivion, either for directly giving them life or for its great and insuppressable power. Among these include Grell who refer to Tharizdun as "storm mother", The nightmarish Quori follow in the wake of the god's psychic emanations and make up a large faction of the court of fools, and the Kaorti, terrifying mage-things remade by exposure to the spiralling titan's heart who claim to be heralds for the entity.