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World War Gaelica

The Roving Shadows

Chain of Command

  1. Queen Gaelica, The Bone Reaper: Commander-in-Chief of the Roving Shadows, ruler of the Warhaven.
  2. Commander Kringle: Second in Command of the Roving Shadows & top general of the war effort. Sir Crannus serves as his First Knight, just like the old days of the St. Knights. Sister Glaecia travels with him as a missionary for the Avernal Church.
  3. Gaelica's Horsemen: see below
  4. Wight Captains: leaders of individual companies
  5. Wight Mages: magic-using wights that operate as special forces within companies
  6. Wight Trooper: wights bound to their flesh by the Zalcophet or the Caring Pharaoh's soul magic and eternal hatred for the living. Some wights are promoted to their position from their serve as a Zombie Trooper, such as the Frost Giant Captain Deadnok. The wights kill all living beings in their path unless instructed not to by a Wight Captain, Kringle or Gaelica herself.
  7. Giant Zombie Trooper: Frost Giant & Ogre zombies that serve as heavy infantry and siege breakers. While not technically giants, Yeti Zombies serve under this category.
  8. Ghouls: Vicious ghouls that violently tear apart & eat humanoids on the battlefield. There is no honor on a ghoul's battlefield, no order, and no surrender. The ghouls are loosely directed by Ghast Captains, who will only halt by command from Lady Gaelica or Lt Commander Kringle.
  9. Zombie Trooper: Standard humanoid zombies (frost elves, mammodons, etc.) that serve as basic infantry and frontline fodder. These troopers do not have sentience and are usually mindless beyond basic weapon function, but may be rewarded with wightdom if they serve effectively and consistently.
  10. Skeletroopers: Standard humanoid skeletons that do not serve on the front lines. Instead, Skeletroopers fire shortbows & longbows from a distance, as well as manning magitech artillery.
  11. Zombeasts: The beast zombies that serve under the Roving Shadows as assault forces, mounts or beasts of burden. These undead creatures have no sentience, only zombified existence. Darkjaw hunts many of the beasts and dragons of the tundra, usually bringing them to unlife for his forces. The known Zombeasts include Mammoths, Saber-Tooth Cats, Polar Bears, Winter Wolves, Dire Wolves, Frost Drakes & Frost Wyverns (all true dragons are reserved for the Shadow King's purposes.)

Deployments

  • Gaelica's Horsemen: An elite troop of wight soldiers and unique undead creations that serve directly under Lady Gaelica, fighting at her side when she chooses to bring backup or as her special forces. Spoonmaster serves as second in command to Gaelica and leads the team on missions where Gaelica is not present. Made up of Spoonmaster, Mechazar (undead/construct with magitech weaponry, formerly Balcazar's body), the Father's Wrath (wight barbarian w/the Pentaphant's Wrath, formerly Chazzle's body), the Underwitch (Daidrin/Thugoran/Hemomancy sorcerer, formerly Draconius' body), & Obutaur.
  • Wight Companies: Moderate-sized deployments of Wight & Zombie Troopers, Wight Mages, Skeletroopers, Giant Zombie Troopers & Zombeasts. Led by a Wight Captain; the old position of Captain Deadnok has been dissolved after the last Captain Deadnok (Frost Giant) was slain by Chazzle in his last moments.
  • Carnage Company: Large-sized deployments of ghouls & Zombeasts, with only one goal; kill and consume the flesh of the living. Led loosely by Ghast Captains, but mainly sent in as raiding parties when recovery or preservation of resources is unnecesary. All of Lady Gaelica's remaining forces were converted into ghouls, with skeletons having their necromantic dark energy injected into the zombies to create these ghouls.
  • Dollguard: Dollmen & rebranded constructs from the Isle of Smiles. Perform policing functions for Necropolis.

Queen Gaelica, the Bone Reaper

  • no longer wears a helmet, but a crown made of sharp bones. She now has undead flesh resembling her Moon Elf appearance in life. Her armor is littered with bone spikes with shadowy dark energy rippling off them. She has long white hair & wears no cape.
  • Using her own spies within Cyrofel during the Shadow King’s reign, Gaelica found enough information to recreate the latter’s Void Cannon within the War Diamond.
  • Instead of having her soul partially contained in her sword, her soul is now contained within the War Diamond itself. This allows her to respawn anywhere within the War Diamond (usually her workshop) 24 hours after she has been defeated in battle elsewhere. All of her weapons (Aetherbane, Shadowsun Greataxe, Deathstorm Lance, Skeletal Glaivespear, Everstorm Longbow) can corrupt any wielder that picks them up in the same way that Aetherbane did. Instead of possessing them, corrupted creatures become wights in the service of Queen Gaelica.
  • Gaelica makes 3 attacks with her multiattack Action. While wielding Aetherbane (her longsword) in one hand, or while wielding the Deathstorm Lance in one hand (while mounted on a beast or her sleigh), she can instead make one attack with her weapon hand and cast a spell (5th level or lower) with her other hand.
  • Gaelica has the spell progression of a 20th-level sorcerer. Her AC is 18 (heavy armor) and she has the War Caster feat.
  • Staff of the Darkvine (requires attunement): Versatile ( 1d6 with one hand, 1d8 with two). +1 to weapon & spell attack rolls/damage rolls/spellsave DC, and is considered magical. The staff counts as your spellcasting focus when casting with it, and the staff amplifies the power of spells dealing necrotic, fire or lightning damage when channeled through it. If you make a spell attack roll and hit, or if a target fails the saving throw against your spell, 1d4 to see how the damage will be amplified; 4 get 3x of necrotic/fire/lighting damage dealt from the spell, 3 or 2 gets 2x damage, and 1 gets 1.5x damage. In addition, the staff has a thrown range of 20/60 ft, can return to hand as a Bonus Action and spins at anyone in its straight path back. They make a DC 15 Dexterity saving throw or take 1d6 bludgeoning. However, with the upgrades from Martel's Mech, there was one flaw in the enhancement. If the damage is amplified by 3x, the caster also rolls a d100. On a 90-100, the spell output detonates with an AoE/target centered on the caster. If you miss an attack roll, you can use this item to reroll once, dealing normal damage if you hit but not amplifying it. If a target succeeds on their saving throw, they take half/no damage (based on the spell) as if it hadn't been amplified The staff will need to be repaired with a DC 20 Arcana check before being used again, even as a spellcasting focus. This weapon is kept in Gaelica's weapons vault (formerly the Heart Chamber), as it was once the Staff of Dahlivine/a piece of the divine weapon known as the Lance of the Lightbringer.

Updated Powers/Abilities

1. Rejuvenation: if Queen Gaelica is reduced to 0 HP or destroyed outright, she respawns 24 hours later within the Stone Chamber of the Warhaven. Disconnecting the Daidrin Gaiostone from the chamber before or during the rejuvenation period will kill her for good. 2. Possession: since she no longer needs to possess people through her weapons to rejuvenate, ALL of her weapons possess a new property. Whenever a living creature picks up one of her weapons, they must make a Charisma saving throw. Failure will lead to them being charmed by Gaelica for 24 hours, success leads to being safe for a day. Spells or effects that negate or end the charmed condition can disrupt this effect (Dispel Magic or Remove Curse would require a 9th level spell slot; dropping the weapon has no effect). After 24 hours, the wielder must make another Charisma saving throw or be under complete domination by Gaelica, following her orders without question for the next 24 hours; nothing short of a 9th level Remove Curse, Dispel Magic or Wish can break this effect, even if the user drops the weapon. On the 3rd day, the wielder must make a Constitution saving throw. Upon success, the user makes a Charisma save; success ends the possession cycle, failure restarts it after the user completes a Long Rest. Upon failure of the Constitution save, the wielder dies immediately and becomes a wight in the ranks of the Roving Shadows, after which the weapon teleports back to the Warhaven.   3. Spellcasting: Gaelica has the same spell slots as a level 20 paladin, two 6th-level slots, and one 7th, 8th & 9th-level slot each. She can cast Daidrin & sorcerer spells. From the Daidrin aura, she primarily uses necromancy & spatial spells, though she possesses some damaging cold spells as well   4. Martial Ability: Gaelica gets four attacks per multiattack Action, similar to a Fighter (no Action Surges though). She can replace one attack with a cantrip, two attacks with a 1st-2nd level spell, or three attacks with a 3rd-4th level spell. The cantrips/spells cast in this way must have a casting time of 1 Action; Reaction spells, Bonus Action spells & spells requiring longer than 1 round to cast (1 minute, 1 hour, rituals, etc.) cannot be cast like this. She also has the Martial Arts ability, which allows her to roll 1d4 for unarmed strikes.   5. Monster type: Deathmonger (undead). This creature is an undead warrior that grows stronger with the more people he/she kills and turns in battle. When a deathmonger is killed, they can respawn in 24 hours through the body of an undead follower, regaining all their powers but destroying the follower. If there are no more followers when the deathmonger is killed, they are permanently destroyed. Gaelica is a special type of deathmonger in that she’s linked to the Daidrin Gaiostone, which bypasses the respawn limitation. However, she can possess any of the undead thralls under her command.     Gaelica’s Horsemen (new name for Gaelica’s Fist)   1. Father’s Wrath (Chazzle’s wight): General of the Undying Infantry. Mammodon Barbarian wight w/ berserker powers & the Pentaphant’s Wrath   2. Mechazar (Balcazar’s wight): General of the Magitech Marines. Lizardfolk Artificer wight w/ the exalted Claw of Madrakor & Lizardflight Mark II armor   3. The Underwitch (soulless undead made of Draconius’ body & Queen Medusa’s head): General of the Arcane Forces. Dragonborn Wizard w/ the Soul Stick & Magitech Mage Robes   4. Spoonmaster (wight monk made by Darkjaw & The Shadow King to counter Fork): General of the Shadow Stalkers. Wields the weapons already listed in the document.   5. Obutar (see document)     Gaelica’s War Strategy   1. Once the Warhaven is complete, Queen Gaelica immediately travels to Fraisokovia and tries to destroy the city once and for all. After a protracted artillery battle between both factions, Gaelica finally broke a tiny section of the city-state’s shields long enough to launch a Black Hole Bomb she was charging. The city-state’s magocratic leaders use their time beforehand to cast a powerful ritual embedded into the city’s foundations. When the imploded black hole collides with the city’s center, the dark energy detonates with wholly-destructive force, activating the ritual. The energy concentrates in the core as it disintegrates the mages with gravitational force, channeling into the ritual lines woven throughout the city. It then shatters the city along these lines while converting the dark energy into a teleporting force, creating & sending Fraisokovia to a pocket dimension that cannot be easily entered or escaped. The space the city occupied in the material plane is replaced with a constantly-raging blizzard, similar to Artassa’s Everstorm.   2. Gaelica lays waste to all other free humanoid societies in Cyregnor, leaving nothing but remote villages & holdouts surviving in the North.   3. Gaelica wages war against the Frost Giants of Cyregnor, eventually wiping them out & leaving nothing but scattered tribes.   4. Gaelica attacks and captures a Drakewatch Fortress south of Faelaria, using it as a funnel & checkpoint base for the ground war with Dalterra. This will become part of the Dalterran Theatre of the Perniam Wars, involving the following factions:   •The Warian Collective (defenders) •The Drakewatch (defenders) •Orskan Imperial Army (invaders) •The Roving Shadows (invaders) •Banatar (defenders) •other Dalterran nations (defenders & in-fighting) •Faelarian Vampires (invaders)   5. Bonepick Brigade - Gaelica’s ghouls & ghasts within the Roving Shadows. When they kill & consume humanoids, the flesh is added to theirs and makes them bigger/stronger. When they bite humanoids without killing them, they spread their virulent infection of ghoulish undeath to them (Con save to resist). This infection deals necrotic damage every 24 hours unless removed by a Remove Curse spell (need to roll against Gaelica’s spellsave DC, unless cast at 9th level healing spells, even divine ones, will only delay the curse from killing its victim.   6. The wights of the Roving Shadows can turn any humanoid they kill if they are reduced to 0 HP by their Life Drain ability, which can be channeled through their sword. Standard infantry zombies cannot turn humanoids unless Gaelica is actively possessing them when they kill one.   7. A couple years into the Perniam Wars, Avernox lands a decisive victory against Danos, using the Void Cannon to wound him deeply enough to split the undeath domain from his essence. While Avernox (also weakened from the effort, as he needed to expend some of his divine essence to power the Void Cannon enough to harm another death-based deity) recuperates and absorbs his new domain, Queen Gaelica teleports the Warhaven into the Underworld and lays siege to Cyrofel with all its weapons. She sends Gaelica’s Horsemen to the castle in the BoneMobile, armed with a literal skeleton crew to fire the cannons. She deploys her troops on the battlefield to engage the Laughing Ghouls, Cyrofellian Royal Guards & other horrors on the ground, leaving an opening for her Horsemen to engage the Royal Family (Prince Amon, Princess Sevira, the Shade Walker, the Death Minister & the D-Rex). Once they fight through, they will engage and face off against Avernox once and for all, joined by Gaelica herself if the fight is going well.

Gaelica's Fist

Spoonmaster

  • Squad leader when Gaelica is not present. Daidrin Monk & Assassin Rogue who relies on spoon-based weapons, stealth & Daidrin magic to take down his foes. Armed with toxic spoon-shaped shurikens (enhanced with Balcazar's poison barkstars) & a spoon-shaped quarterstaff (formerly the Candy Cane Quarterstaff)
  • Poison Spoonstars: Thrown (range 30/80 ft), roll:1d4 piercing + mod (0 minimum), plus 1d6 poison damage. Attacks & Damage use Dexterity modifier (Finesse property) and are easily concealed in clothing. Spoonstars are expended after each use, but can be recreated in the War Diamond.
  • Spoonstaff: Quarterstaff that, after a successful attack or as a separate ranged attack, can release a gust of arctic wind in a 15 ft wide arc travelling up to 30 ft before dissipating. Anyone caught in the blast makes a Dexterity saving throw or suffers 4d6 cold damage, taking half upon success. Recharges with a 5 or 6 on a d6 roll, 1d6 . You make the recharge roll at the start of your turn.

The Underwitch

  • Combined with the power of the Daidrin Gaiostone, Lady Gaelica uses Draconius' body, a demon (summoned with the three vials of Medusa'a blood) & Queen Medusa's head (in place of Draconius') to create The Underwitch, a sorcerer with Daidrin Aura & wizard spells. The Underwitch (nonbinary) is armed with the Magitech Mage Robes & the Soul Stick. In addition, the Underwitch has Queen Medusa's petrification abilities, making them the powerful spellcaster of Gaelica's Horsemen.
  • Soul Stick (requires attunement): Versatile ( 1d8 with two hands, 1d6 with one). +1 to attack rolls/damage rolls/spellsave DC, considered magical and can be used as a spellcasting focus. Has a thrown range of 20/60 ft, can return to hand as a Bonus Action and spins at anyone in its straight path back. They make a DC 15 Dexterity saving throw or take 1d6 bludgeoning. In addition, once per turn after a successful hit, the creature must make a DC 15 Wisdom saving throw or have the mental capacity of any spirit passing through the Ethereal Plane until the start of the attacker's next turn. The player can roll a d4 to determine the type of spirit: 1 (at peace with death, AC reduced by 2), 2 (mournful spirit, -2 to Charisma & cannot cast spells), 3 (wrathful spirit, -2 to Intelligence & 50% chance of attacking an ally on their turn), 4 (ethereal traveler, -2 to Wisdom & 50% chance of using their movement to try fleeing the fight). If the target succeeds on their saving throw, they have advantage on all subsequent attempts until they fail one.
  • Magitech Mage Robes (requires attunement): AC of 11+spell ability modifier (just the ability score, not proficiency bonus), requires attunement. Used his connection to the Rouzhai Gaioforce to property enchant this. Activating with a Bonus Action, can grant resistance to a damage type for 1 minute at a time. The damage type is determined by player's choice or by rolling 1d6 , and can be either acid (1), cold (2), fire (3), lightning (4), radiant (5) or force (6). The wearer can use a Bonus Action to deactivate the current resistance, but would need to use a separate Bonus Action and roll 1d6 to choose another resistance (can reroll if same one as previous comes up).

Mechazar

  • The undead body of Balcazar possessed by the Claw of Madrakor, fused with the Lizardflight Mark 1 magitech armor. The suit can fire dark energy blasts utilizing Daidrin spell slots.
  • Lizardflight Mark I (requires attunement): Magitech combat suit. AC 17 & resistance to bludgeoning/piercing/slashing damage from nonmagical attacks. Secondary abilities activate with a Bonus Action. Once active, grants a 120 ft fly speed for 2 minutes. Must recharge for 1 minute in between uses. Can also channel Gaioforce spells directly through the armor, doubling their normal range (casting range, not the AoE that they can affect).
  • Claw of Madrakor (worked into the Lizardflight Mark I): Malleable Cursed bracelet/forearm (attunement required for use). Can use a bonus action to attack opponents (range 30 ft, 2d6 damage, choice of piercing/bludgeoning/slashing/necrotic), shield attacks (+4 to AC, your spellcasting mod), fly around the battlefield (60 ft of total movement per turn), grapple an opponent with your spellsave DC against their Strength saving throw (can travel up to 60 ft total to retrieve a target and move them around. If it reaches Balcazar, he can make one melee weapon attack against them), or cast Madrakor's Curse. The user can cast Madrakor's Curse on a target once per short or long rest, against which the target must roll a saving throw. If the target succeeds, the curse rebounds and inflicts 2d6+4 on the user. If they fail, they take 2d6 necrotic damage and 2d6 necrotic damage per subsequent turn that they don't break the curse. Breaking the curse can only be attempted after taking its damage that turn. In addition, the Claw of Madrakor satisfies any material components for necromancy spells (except Revivif, Raise Dead, Resurrection & True Ressurection), gives +1 to attack rolls & spellsave DC when casting necromancy or draconic spells, and can regain HP equal to 0%/25%/50%/75% of the damage done by the Claw of Madrakor (or a necromancy spell cast through it) based on what they roll on 1d4 (1 gives 0%, 2 gives 25%, 3 gives 50%, 4 gives 75%)
  • Blacksun Amulet (worked into the Lizardflight Mark I): amplifies the power of spells dealing force, necrotic, and either force/fire/lightning (starts on force, but can change it once per Long Rest), ca damage when channeled through it. The amulet counts as your arcane focus when casting this way and gives +1 to spell attack rolls/damage rolls/spellsave DC for the affected damage types. If you make a spell attack roll and hit, or if a target fails the saving throw against your spell, 1d4 to see how the damage will be amplified; 4 get 2x total damage dealt from the spell, 3 gets 1.5x total damage dealt from the spell, 2 & 1 gets normal damage. If you miss an attack roll, you can use this item to reroll once, dealing normal damage if you hit but not amplifying it. If a target succeeds on their saving throw, they take half/no damage (based on the spell) as if it hadn't been amplified
  • 10 Gift Grenades: gift-box shaped projectiles, thrown range 20/60 ft, AoE 15 ft. 3d6 piercing damage to anyone failing a DC 15 Dexterity saving throw (half if they succeed).
  • 5 Absolute Zero Grenades: AoE 20 ft, 3d8 cold damage to creatures that fail a DC 15 Constitution saving throw (half damage to those that succeed). In addition, anyone that fails the saving throw is frozen solid for one round.
  • Frostfire Glaive: heavy, two handed, reach 10 ft. Deals 1d10 slashing plus 2d6 cold or fire damage (player choice).

Father's Wrath

  • Undead body of Chazzle, a mammodon barbarian who fell in his campaign to avenge his father & tribe.
  • Pentaphant's Wrath (requires attunement): Greataxe, +1 to attack & damage rolls, additional 2d6 fire damage per attack once per Long Rest, you can use the axe to activate Demonic Rage, which piggybacks on your existing barbarian rage (if you aren’t currently raging, you start raging and expend a use as normal). Demonic Rage gives you three attacks per attack action, doubles your rage damage bonus, and increases the fire damage to 3d6 per attack. However, roll 1d6 upon activation (reroll 1s & 2s your rage lasts for this many rounds, then you fall unconscious for the same amount of rounds (can only wake up if you take half or more of your current HP)
  • Horn of Soiling: An ivory warhorn carved from the tusk of Gondruk the Ivory King, a feared half-giant mammodon warlord slain by Chazzle’s father. As a Bonus Action, Chazzle can make a DC 15 Intimidation check (disadvantage if he is charmed or frightened by the target or the target’s allies) to unleash a morale-shattering note from his hornflute. Anyone within 60 ft of Chazzle that is not an ally and can hear his note must make a Wisdom or Charisma saving throw (DC is the total from Chazzle’s check) or be frightened of Chazzle & his allies until the end of Chazzle’s next turn.
  • Warchief's Mantle (requires attunement): A cape made of mammoth fur and adorned with the tusk-like teeth of its previous wearers, along with pieces of Gothicca's tooth & claw. As a Bonus Action, Chazzle can make a DC 15 Intimidation check (disadvantage if he is charmed or frightened by the target or the target’s allies) to mark one creature that he can see, ordering his “troops” to attack. Anyone within 60 ft of Chazzle that can hear his command gets advantage on attacks against the target until the end of Chazzle’s next turn.
  • 10 Candy Cane Javelins: targets make DC 15 Strength saving throws or are partially frozen in place by the candy cane. For one round, the creature is grappled. After hitting a creature, you can choose to detonate the javelin, dealing an additional 4d6 thunder damage in a 15 ft AoE to anyone that fails a DC 15 Constitution saving throw (half damage if they succeed), but destroying the javelin in a flurry of candy cane shards.
  • Blowgun w/10 Arctic Darts: deals extra cold damage equal to the user's Dexterity modifier, can be used with his trunk as a Bonus Action.
  • 5 Hunting Traps

Obutaur

  • Undead skeleton of Obu (sans shell) fused onto the skeletal centaur body of Commander Kringle, who fell bravely in combat early in the Dalterran Theater of the Perniam Wars.
  • Serves as a death cleric in faith to Queen Gaelica & the Daidrin Gaiostone. His holy symbol (formerly of Danos) has been broken and crudely fused together to resemble the Bone Reaper herself.
  • Since he is a reigntaur (centaur based on Santa's magic reigndeer), he pulls the Bonemobile himself and has a flying speed of 90 ft
  • Peppermint Pike (Lance): reach 10 ft., one target, 1d12 piercing damage. As part of his multiattack, Obutaur can make one attack with the lance and cast one spell costing an Action
  • Hooves: reach 5 ft., one target, 1d6 bludgeoning damage.
  • Charge: If the centaur moves at least 30 feet straight toward a target and then hits it with a lance attack on the same turn, the target takes an extra 10 3d6 piercing damage.
  • Holiday Charge (recharge 5-6 1d6 ): As part of their movement, the centaur can choose to combine his walking & flying speed into one Charge attack. The centaur must be flying or have enough room to fly to use this ability. The centaur must move its entire movement speed throughout the Charge and cannot turn more than 90 degrees from his starting direction. If the centaur hits their attack roll, the target takes 7d6 radiant damage instead of the normal charge damage. The target must also make a DC 17 Strength saving throw or be knocked prone.

The Warhaven

  With Solya & Darkjaw gone, Lady Gaelica claims the Daidrin Gaiostone, as per the Shadow Triad Master Agreement. She first reforms the crumbling Zalcovia into the Warhaven, her personal flying fortress. She houses the Daidrin Gaiostone in the Core (former Vesticle Vault), constructs her personal weapon forge within the former Heart Chamber, and wired the stone's power throughout all of the War Diamond. She affixed all recovered cannons from Santa's Workshop, Isle of Smiles & the Gaiobros (minus her sleigh & the war carriage) to the outside structure, having firepower from all angles with unlimited dark energy from the Gaiostone.

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