The Cyclops of Kierch Cove

Category: Monsters
Tags: NPC

Remnant of the Shadowgate War

Lurking in the mist-shrouded depths of Kierch Cove, a monstrous remnant of the First Age stirs beneath the waves. The Cyclops of Kierch Cove is no ordinary behemoth but a relic of the Shadowgate War—a war that shook the very foundations of Ertha. Created for a battle it never saw, this titanic entity remains bound to the world, its purpose lost to time. It is neither truly living nor dead, but something between, a ghost of war’s devastation. Many whisper its name in hushed tones, invoking dread and superstition. The isolated shores of Kierch Cove have long been considered cursed, the waters thick with unnatural stillness. Sailors dare not tread too close, for those who do often vanish without a trace. Legends tell of an ancient eye watching from beneath the tides, and a clawed hand that drags the unwary into the abyss.

 

A Relic of the War

The Cyclops, unlike natural giants, was not born but forged. It was a product of desperation—an attempt to counter the encroaching tide of Voidborn monstrosities spilling from the Shadowgate. Yet, when the war’s climax came, the great entity never saw battle. The war ended before it could be unleashed, and its creators—forgotten by history—sealed it away. Its purpose unfulfilled, the creature wandered into the waters of Kierch Cove, where it remains in restless slumber. Now, it exists outside the flow of time, bound to the past yet lingering in the present. The Shadowgate is sealed, but echoes of its corruption still stain the land. The Cyclops is a guardian without a gate, a warrior without an enemy, and its presence warps the very reality around it.

 

Horrors of the Shadowgate

The Cyclops was not alone in its creation. As the war reached its peak, unnatural hybrids of flesh and magic spilled forth, shaping a dark tide that threatened to consume all of Ertha. The twisted sorceries that birthed the Cyclops also created:

 

Firehounds – Infernal beasts with burning maws and searing breath, they ravaged the lands like living wildfires.

Necrolytes – Sorcerous revenants bound to the whispers of the Void, capable of animating the dead and commanding shadows.

The Behemoth – A titanic fusion of multiple entities, its existence was an affront to nature, its roars capable of shattering stone.

These creatures waged war on the forces of light, but they were ultimately sealed away when the Shadowgate was closed. Yet, the Cyclops, never used in battle, was overlooked. It remains—a failed creation, a lingering stain of ancient sorcery.

 

The Curse of Kierch Cove

Kierch Cove is no ordinary place. The presence of the Cyclops has twisted the environment, creating a nexus of unnatural occurrences:

Eternal Fog – The cove is perpetually enshrouded in mist, distorting perception and confusing even the most seasoned navigators.

Whispers of the Lost – Travelers report hearing voices in the wind—fragments of past battles, cries of the fallen, and the whisper of a command never given.

Warped Tides – The waters do not obey the moon; they shift with unnatural patterns, as though responding to something deep below.

Vanishing Ships – Sailors speak of vessels that drift too close, only to vanish without a trace, their crews never seen again.

 

These phenomena are tied to the Cyclops’ half-existence. Though it does not seek destruction, its mere presence warps reality.

 

Guardians of the Sealed Gate

Though the Shadowgate is closed, the remnants of that war still remain. The Cyclops is one such remnant, but so too are those sworn to prevent the return of darkness. Among them:

 

The Hollow Wardens – Keepers of forgotten history, they study and suppress knowledge of the Cyclops, ensuring it does not awaken.

The Prismatic Court – Though the vampires of this council withdrew from the world, they still watch for echoes of the Shadowgate’s corruption.

The Guilds of the Fourth Age – Unaware of the full extent of the threat, modern factions investigate the disappearances at Kierch Cove, oblivious to the ancient terror that lies beneath.

 

 

 

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GM Tips

The Cyclops of Kierch Cove is a monster of tragedy and horror, a relic from an age long past that still haunts the present. Whether used as a lurking terror, a tragic figure, or an apocalyptic threat, its presence in a campaign offers rich storytelling opportunities. It is more than just a beast—it is a memory of war, a guardian without a master, and a lesson that not all wounds of history ever truly heal.

For Game Masters running a Dicesongs campaign, the Cyclops of Kierch Cove offers a powerful narrative tool—one that intertwines history, horror, and high-stakes encounters. Here are some ways to use it:

 

The Echoes of War

Introduce the Cyclops gradually. The party hears rumors of disappearing ships, strange tides, and the fog of Kierch Cove. The deeper they investigate, the more they uncover the truth—that something from the Shadowgate War still lingers.

 

The Lost Expedition

A scholar from the Hollow Wardens has gone missing, last seen near Kierch Cove. The party is hired to find them, only to discover their research notes hinting at a great eye watching from the depths. Are they too late, or is the scholar still alive?

 

Awaken the Beast

A cult of Voidborn zealots seeks to reawaken the Cyclops, believing it to be their god’s lost champion. Should the party fail to stop them, the horror will rise, seeking vengeance upon a world that left it behind.

 

The Curse’s Breaking

The Cyclops is not wholly evil—it was made for war, but war never came. If the party learns how to communicate with it, they might uncover a tragic tale of duty unfulfilled. Is there a way to lay it to rest, or is its rage beyond reason?

 

A Battle of Titans

If awakened, the Cyclops is a threat unlike any other. Its strength is unmatched, and its knowledge of ancient battle tactics could devastate entire regions. Only an alliance of the strongest guilds—or a band of truly legendary heroes—can hope to stop it.

 

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