Evil Villains

Category: Villains
Tags: NPC

A necessary evil

Villains are more than mere obstacles—they are the architects of conflict, the unseen hands shaping destiny, and the shadows cast by the light of heroism. Without them, there would be no struggle, no victories hard-won, and no tales worth telling. From the forsaken corridors of forgotten tombs to the bustling streets where assassins trade in death, the villains of Ertha lurk in every shadow, waiting for their moment to strike. Yet, what makes a villain truly formidable? Is it their power? Their ruthlessness? Or is it their conviction, their absolute belief that what they do is not only necessary but inevitable? True evil does not always come in monstrous forms. Some villains wear the robes of scholars, the armor of knights, or the smiles of trusted allies. Others are creatures so steeped in darkness that they have long forgotten the light.

The following is a glimpse into the malevolent forces that shape Ertha from the depths of the Shadowgate to the highest echelons of corrupted power. Some seek dominion, others vengeance, but all leave ruin in their wake.

Villains That Haunt Ertha

 

Allarc Wraiths

Born of the lost and the forsaken, the Allarc Wraiths are spectral horrors found in the caverns of Ertha. Once mortals who met tragic ends in forgotten places, they wander in restless torment, lashing out at any who dare intrude upon their eternal suffering. Silent and unrelenting, they drain the life force from their victims, feeding off fear itself. Only the bravest—or the most foolish—venture into their domain.

 

Skeletal Soldiers of the Lost Ages

Long-dead warriors cursed to remain bound to their duty, the Skeletal Soldiers of the Lost Ages guard ancient crossings and tomb entrances. Whether mindless husks or driven by the echoes of long-forgotten oaths, they are relentless in their charge. Some say their weapons still remember the hands that once wielded them, and their presence is a grim reminder that death does not always bring rest.

 

Bloodoath Califrate

Mercenaries beyond morality, the Bloodoath Califrate do not break contracts—even in death. Once their services are secured, they will pursue their target across the ages, bound by a pact forged in ancient, forbidden rites. There is no bargaining, no escape. Those who fall to their blades are fortunate; those who linger before their execution know true horror.

 

Brothers of the Broken Blade

More than mere outlaws, the Brothers of the Broken Blade are nomadic marauders who roam the open roads, taking what they please and leaving ruin in their wake. They are not motivated by conquest or wealth alone; they are driven by an insatiable need for destruction, viewing chaos as the only true law. No settlement sleeps easy when whispers of their passage spread.

 

Shattered Veil of the Seventh Order

The Shattered Veil were once the most feared assassins in Ertha—until the War of the First Age wiped them from existence. Or so the world believes. The truth is far more sinister. Their remaining members, hidden in the cracks of history, still honor the only law they ever followed: a contract is a paid kill, regardless of age, sex, or race. If the Veil is set upon you, pray you never see the blade.

 

Silverlight of the Third House

Warlocks, witches, and practitioners of the forbidden arts, the Silverlight coven exists only in the darkest corners of Ertha. Their name comes from the eerie glow of their gatherings, seen only at night. Few survive encounters with them, and those who do speak of curses that linger for generations. They are the keepers of knowledge long thought lost and the wielders of powers that defy the natural order.

 

Brokenbough of the First Order

Sin-eaters, once revered for their ability to take on the burdens of others, the Brokenbough have become something far worse. Devouring the sins of the world without absolution, they have turned into twisted creatures of hunger and madness. A single member of the Brokenbough can shift the tide of a battle, their power manifesting in ways that defy understanding. Rolling a d100, any value between 75 and 100 grants them control over the battlefield—a force of pure chaos.

 

Clerics of the Crimson Order

Once healers, now corrupters, the Crimson Order embraces the Seven Deadly Sins as divine truths. Their members, hidden among the ranks of true clerics, subtly alter the course of fate. They whisper to kings, plant doubts in the minds of the righteous, and turn saints into monsters. Every member possesses a +1 in hypnotic control over those who confide in them, swaying even the most steadfast souls toward darkness.

 

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GM Tips

 

Villains in Dicesongs are not just combat encounters. They are woven into the fabric of the world, shaping its history, bending its laws, and challenging players beyond mere dice rolls. Here are ways GMs can incorporate them effectively:

 

Give Every Villain a Purpose

 

Not all villains crave power. Some may see themselves as the heroes of their own story. Consider what drives them:

The Crimson Order isn’t just evil—they believe they are freeing the world from false morality.

The Shattered Veil assassins hold an unbreakable code of loyalty.

The Bloodoath Califrate don’t betray their contracts, even after death.

 

By giving villains depth, you allow players to question their own choices. Will they destroy an enemy or attempt to understand them?

 

Use Villains to Shape the Narrative

 

Villains should be more than static threats. Have them react to player actions:

Did the party disrupt a Silverlight ritual? Now, a curse lingers over them, distorting time.

Did they slay a member of the Brokenbough? The rest now remember their sins, and vengeance is certain.

Did they break a Bloodoath contract? The spirit of the assassin still pursues them, waiting for its moment.

 

Villains in Dicesongs are woven into the world. They do not exist in a vacuum.

 

The Moral Dilemma: What is ‘Evil’?

 

Players will encounter villains that force them to question their beliefs. The Crimson Order might convince a paladin that the gods have abandoned them. A sin-eater from the Brokenbough may beg for help, claiming they are trapped in their curse.

 

Use NPCs to blur the line between right and wrong. True evil is often subtle—it does not shout, it whispers.

 

Mystery and Intrigue

 

Villains in Dicesongs thrive in secrets and hidden agendas.

The Crimson Order doesn’t announce itself—it operates from the shadows.

The Shattered Veil assassins leave behind a single silver coin on their victims.

A Silverlight warlock may pose as a benevolent sage, slowly corrupting the minds of the party.

 

Reveal information through rumors, forgotten texts, and whispers in darkened taverns. Let the world unravel around them.

 

Consequences and Legacy

 

What happens when a villain dies? The death of a Skeletal Soldier may mean nothing. But what if:

The Bloodoath Califrate still honor their contract beyond death?

The Crimson Order martyr one of their own, turning them into a legend?

The Shattered Veil send a replacement assassin, learning from the last one’s mistakes?

 

Every death, every encounter leaves a mark. In Dicesongs, villains do not disappear—they leave echoes.

Final Thought: Darkness is Always Watching

 

Villains in Dicesongs are not just enemies; they are reflections of the world, living consequences of past actions. Whether ancient horrors or manipulators of fate, their presence shapes Ertha. The real question is not if your players will encounter them—but when.

 

And when they do, will they be prepared?

 

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