Eího, Realm of Despair (ee - yo)
Dhóldán's Domain of Despair.
There is much unknown about the Plane, and like all the realms, it has its fair share of mysteries. Most would do best to avoid the place if they can, but those who become lost or trapped will be agreeable to any kind of reasonable bargain made by an explorer if it means to escape. There are rumors of King Neo-Otyughs that rise to power and rule all the Dionaga and Gulguthra for a time, but this has never been verified. Rumors about vast underground networks of intestines and huge blood vessels that can be used to transverse the Plane, but as to who or what might live in these passages is unknown save for a single rumor about creatures that appear to be living viruses and bacteria, but this is probably false.
Geography
Ecosystem
Ecosystem Cycles
Weather
The Bilestorms
Vast clouds of bile often form on the plane and create Bilestorms, whereupon corrosive bile will pelt the terrain for upwards of 6 hours at a time. This bile is strong enough to cause burns on exposed skin, so care should be taken in the presence of such events. A DC check of 8 must be rolled for every 10 minutes spent exposed in the Bilestorm. A failure results in a strong burn that causes 2d4 damage.
The Shit Storms
This grotesque phenomenon is predicated by Lord Blathloxi himself, and are, indeed, direct emanations from his corpulent mass. The winds sweep across the lands and can be smelled as far as 5 miles away, the only indication that the Winds are closing in. To be caught in the winds is to be subject to a miasma so foul and nauseating that a DC check of 25 is needed to avoid becoming sick and vomiting. Anyone who fails 2 successive checks gains a level of fatigue. A check should be rolled every 10 minutes, and the winds generally last around 1 hour.
The Gut Rains
At unpredictable intervals, what passes for the sky will darken and it will rain organs for up to 1 hour. These fall from a great height and care should be taken, as being struck by one will cause 2d6 bludgeoning damage.
Localized Phenomena
The Shit Holes
The Piss Holes
The Twisted Thing
The Bloody Canyons
The Gutshakers
Fauna & Flora
THE LOCALS
The most common creatures found here are Otyugh and their slightly more intelligent cousins, the Neo-Otyugh, and they nest in vast fecal mounds that dot the landscape. Uncommon creatures include Flatuli Mephits, who plague travelers with nauseating smells and sticky fingers; Excrementals, collections of semi-intelligent fluids that hunt all living creatures, native or not; and various corrupted Golems, who seem to self-organize out of nothingness, or perhaps they rise at the whim of Blathoxi. The Excrementals
Fecalok
These shit elementals are solid, but not hard, and usually brown, black, or sometimes green in color, and they range in size from a small chest all the way up to a large manor house. They prefer, like all Excrementals, to lie in wait and ambush their prey. However, their overwhelming aroma often gives away their position before an attack can be launched. For this reason, the Fecalok can form pseudopods and lash out up to 20' away from their victims. These attacks are of the bludgeoning variety and do between 1d6 and 4d6 damage, depending on the size of the Fecalok. They are slow in movement, unable to dash, and moving only 15' per round.
Diarrhok
These barely meet the criteria for an elemental, being as they are comprised of foul liquid and fecal matter held together by some arcane science. Like their Fecalok cousins, they also like to ambush their prey but are able to compact themselves into tiny spaces and attack by rushing from their hiding place, in an explosion of violence. Their smell is worse than the Fecalok, and their attacks, which take the form of hurled blobs of thier own bodies, cause nausea on a successful hit. A critical attack causes the target to be stunned. Their attacks are not as strong as the Fecalok, and their size is generally in the medium to large range. They move at 30' per round and can dash if needed.
Constipok
These elementals are the hardened and compacted versions of the Fecalok, and their attacks, movement, and general behavior is identical. The one notable difference is that the tough nature of the Constipok can shatter weapons, armor, shields, and objects upon a critical hit.
The Natives
The Gulguthra
Otyugh, and their smarter cousins, the Neo-Otyugh, dominate the landscape. Their nests number in the uncounted thousands, and it is their wars, their territorial squabbles, and their incessant need to feed that drive the drama and danger on the plane as a whole. The Gulguthra and Dionaga, as the Otyugh and Neo-variety are collectively called, are fierce territorial expansionists, not unlike ants, and they exist in a constant state of struggle for dominance among the family clans. Able to bury themselves in the physical terrain, the ambush is their preferred method of feeding and one must pay close attention to the landscape to spot their eyestalks well before coming into threat range. Druids and Rangers who have encountered them on other planes are able to make Perception checks for hidden Gulguthra with advantage.
The Dionaga
Always dominated by the Neo-Otyugh, who possess a crude intelligence and cruel cunning. Upwards of 30 to 60 clans can be sometimes ruled by an especially clever Neo-Oytugh, but "empires" of 10-20 clans are more common. The Neo-Otyughs constantly struggle for territory, mates, and prey, and the plane is in a constant state of internecine warfare. Smart travelers would do well to observe the clans and move through recently vacated territory with haste. Finding oneself in the midst of a Gulguthra war is not an enviable position as they are unable to be reasoned with, however, there are unconfirmed reports of the wisest Neo-Otyughs taking bribes of food to allow interlopers to pass through their lands.
Mephits
Two species native to the planes are The Flatulus and the Vomitus Mephits are literally named. The Flatuli Mephits are living farts, who delight in making their prey sick and tormenting them so they cannot enjoy food, drink or rest without foul smells disturbing them. If needed, they can and will fight by solidifying themselves temporarily and striking with sharp claws and teeth. The Vomiti Mephits are less benign. They actively try and cause prey to disgorge and they use the mess to create new Vomitus. This can quickly get out of hand in the presence of large groups, so travelers should strive to destroy them as quickly as possible.
These tiny creatures can be found on every plane of existence in myriad "natural" forms. They arise when the landscape is particularly chaotic and dweomer is allowed to coalesce and become warped. Mephits are literal agents-of-Chaos and they exist only to torment, harass, torture, and plague any victims they happen upon. They have no need to eat, drink, or rest, and their machinations are done purely for the joy it brings them.
The Ofala
These are a collection of creatures that defy any known taxonomy, and arguments have raged throughout history, but the majority will concede that "Ofala" is as close as they are going to get to consensus. These are the living "sweetbreads" and exist as piles of seemingly random organs - brains, stomachs, intestines, livers, hearts, and the like. They move as oozes or slimes, slithering across the landscape as fast as a man running, moving at 60' per round. They are the number one source of calories in this twisted plane, and as such, are hunted mercilessly by all the inhabitants. As prey, their speed gives them the most advantage, but some have developed formidable defenses in the form of noxious sprayed fluids or pseudopods that lash and strangle. There is no known "common" variety, and the DM should use this opportunity to homebrew their own vile vivisection.
The Beetles
Giant Dung Beetles and La Grande Cucaracha are the most common varieties, but almost any form of beetle can be found here, usually grown monstrous in size and with a great appetite for living flesh. They are identical in all other aspects to their common cousins and their nests are uncountable.
The Golems
While the Ofala act as a sort of pseudo-Golem, the ruler of the plane, Lord Blathoxi, has taken it upon himself to hand-craft a race of creatures that are far more organized, intelligent, and deadly. There are 4 known types, and any knowledge that has been gleaned by travelers to the plane is included.
The Gutswarm Golem
The Brainswarm Golem
The Heartswarm Golem
The Lungswarm Golem
The Grubs
The parasite known as the Rot Grub is one familiar to adventurers who venture into the rotting places of the world. They burrow beneath the skin and attempt to make their way to the brain of their prey, where they chew out the tissue and lay a clutch of eggs. These foul parasites are everywhere in the plane, in their untold, wriggling millions. Care should be taken, especially when sleeping, as they are drawn to body heat and secrete a venom that numbs the skin so the victim is unaware that they are under attack. Like all vermin, they are vulnerable to fire.
Vile Stirge
These storage are three times as large as their "natural" cousins, and they do not feed on their victims. Instead, they seek warm bodies to reproduce and will mob prey and inject bile and phlegm beneath the victim's skin, doing 1d6 (to 4d6 or whatever is appropriate for your high-level party) damage and causing the victim to become both Slowed and infected with Vile Stirge eggs. Unless the eggs are neutralized via anything-that-removes-poison-or-disease, they will hatch in 6 hours, exploding from the victim's body in infant form. This does a flat 6d6 dmg and will produce 1-4 Vile Stirge fledglings that will be vulnerable for 10 turns (they have AC 10 and 1 HP). After this time, they rapidly mature into adult form. The following creatures have reported sightings, but are believed to be rumors:- Fecal oozes
- Puke oozes
- Fecal golems
- Bile oozes
- Blood oozes
- Phlegm golems
- Stomach swarms
- Golgothans - the Shit Demons
Tourism
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