Ertha is a dangerous place
Gather close, friends. Order another round, and let me tell you of the perils that lurk beyond the safety of torchlight. Ertha is no gentle land. It does not care for the weary, nor does it shelter the unprepared. Out there, in the forgotten roads, the shattered ruins, and the yawning black mouths of the underworld, things wait. And not all of them are merciful.
The Lurking Horrors of Ertha
You’ll hear the stories soon enough, whispered by wary travelers at the crossroads, etched in frantic warnings on old stone walls. Some dismiss them as the ramblings of fools. Those are the ones who don’t live long. The wise listen, and the wiser yet know when to turn back. These are just a few of the horrors waiting in the shadows.
Allarc Wraiths
Found deep within caves, ruins, and the forgotten passages of Ertha, these spectral nightmares drift through the dark, their presence heralded by an unnatural silence. Those who meet their gaze find their thoughts unraveling like thread on a blade, their memories stripped from them as if they had never lived. If you must enter the depths, bring light—but beware, for some shadows are not so easily cast away.
Skeletal Soldiers of the Lost Ages
The remnants of long-dead wars, still marching to a forgotten call. These undead warriors guard crossings, ancient tombs, and cursed battlegrounds, their rusted weapons no less lethal for their decay. It is said that their souls remain trapped within their bones, forced to relive their last orders until the end of days.
Bloodoath Califrate
A mercenary brotherhood that does not break a contract—even in death. To hire them is to ensure a job completed, but woe to the one who becomes their target. They do not rest. They do not forgive. Even if their bodies perish, their spirits persist, bound to their task until the debt is paid in full.
Brothers of the Broken Blade
They are not ghosts nor demons—just men who have forsaken all law. Bandits, raiders, cutthroats who live by the blade and die by it. They prowl the open roads, preying on the unsuspecting, driven by bloodlust and the cruel amusement of watching hope fade from their victims’ eyes.
Shattered Veil of the Seventh Order
No contract is too vile, no target too innocent. The assassins of the Shattered Veil once commanded the shadows themselves, striking fear into kings and commoners alike. But during the War of the First Age, they were slaughtered to the last. Or so history says. Some claim the order was never truly destroyed, that they still operate in secret, their daggers hidden behind masks of trust.
Silverlight of the Third House
You won’t find them during the day. They emerge only beneath the moon, warlocks and witches bound in ancient pacts with forces best left unnamed. Their presence is known only by the silver shimmer in their eyes, and by the way the night itself seems to twist around them. If you see a Silverlight approaching, you have two choices—run, or pray they do not see you first.
Broken Bough of the First Order
They were once sin-eaters, those who took the burdens of the wicked into themselves. But there is a limit to how much corruption a soul can hold. They are now wretched creatures, no longer men, no longer bound by morality or reason. Should one appear on a battlefield, beware—fortune itself bends to their will. A roll of fate could change the course of any encounter, for better or for worse.
Clerics of the Crimson Order
Once, they were pious men and women, healers and guides. But in the time of the First Age, darkness seeped into their faith, twisting their purpose. Now, they do not heal—they corrupt. The Crimson Order embraces the seven great sins, whispering temptations to those who seek their aid. You might not even realize you’ve fallen under their sway, not until it is far too late.
A Word to the Wise
Take heed, traveler. These are but a handful of the dangers you may face. Ertha is a land where the past refuses to die, where sins return with long memories, and where the darkness is never empty.
But do not despair. There are those who stand against the tide, those who fight, who endure. If you must travel, travel well-armed. If you must fight, fight with purpose. And if you must run—run fast.
And now, let us speak of how to wield this knowledge, not just in caution, but in craft. For every danger is an opportunity, and every monster a tale waiting to be told.
Final Thought
Ertha is dangerous. It does not wait for the unprepared. But for those who listen, those who learn, and those who dare—its secrets are theirs for the taking.
Now, finish your drink, sharpen your blade, and step carefully. The night is long, and the road ahead is treacherous.
GM Tips
As a Game Master, the world of Dicesongs is your canvas, and the creatures lurking within it are your tools. Here’s how you can integrate these horrors into your own game:
Build Suspense Before Combat
Instead of immediate confrontation, hint at the presence of danger. A strange symbol scratched into the walls. A trail of bootprints that suddenly end. The sound of distant whispers in a language no one understands.
Tie Encounters to Lore
Each of these beings has a history, a reason for existing. Maybe the players find an old document detailing the last known contract of the Bloodoath Califrate—and realize it’s still ongoing. Perhaps a Crimson Order Cleric has infiltrated a trusted temple, subtly guiding the faithful toward corruption.
Make Choices Matter
Facing the Broken Bough isn’t just about combat—it’s about fate. If they enter the battle, let the players roll a d100 to determine how they influence it. Do they curse a foe with ill luck? Or does an ally suddenly turn against them?
Foes as Long-Term Threats
The Shattered Veil might not immediately attack—but they might be watching, waiting. The Silverlight of the Third House could be the cause of strange magical anomalies, drawing the party toward a deadly confrontation on their own terms.
Corruption as a Slow Burn
The Clerics of the Crimson Order are not overt villains. They are subtle manipulators. Introduce them as trusted figures, let them be helpful, kind. Then, piece by piece, twist the characters toward temptation. The players may not even realize what’s happening until it’s too late.