
Vampire
Varethis, the land of undeath. From the vampire stronghold of Rivenholm to the stalwark bastion of hope known as Ebonreach, enter Fatum et Sanguis and forge your own path.
Author's Note:
Welcome to Varethis: A Realm of Shadows and Light
Varethis is a land shaped by ancient conflicts and fragile alliances, where the echoes of past struggles bleed into the present. It is a world of looming gothic architecture and vibrant sanctuaries, a place where hope clings to the edges of despair.
At its heart stand two great cities—Rivenholm, a vampire stronghold draped in mist and mystery, and Ebonreach, a beacon of refuge and resilience.
- Rivenholm, where moonlight fights against the encroaching fog that coils through narrow streets. Here, power is measured in blood and secrecy. It is a city governed by the Nightshade Council, a cabal of vampires who manipulate the balance of fear and fealty. Yet beneath the surface, rebellion stirs—the Riven Pact, a clandestine force of hunters and insurgents, fights to loosen the Council’s grip.
- Ebonreach, where the weary and the hopeful gather beneath soaring spires. A bastion against encroaching darkness, this city thrives under the guidance of various factions, each playing a vital role in its survival.
Throughout Varethis, these factions define allegiances and ambitions:
- The Hollow Clergy, a brotherhood of priests and paladins who invoke divine strength to ward off corruption, guiding lost souls toward salvation or judgment.
- The Ironhand Guild, a fraternity of artisans and merchants whose craft sustains both cities, shaping weapons, wonders, and wealth alike.
- The Eclipsed Circle, scholars of the arcane, harnessing shadow and flame in pursuit of secrets best left buried.
- The Rogue’s Syndicate, a network of thieves, spies, and assassins who thrive in shadows, unraveling intrigue and bending fate to their will.
- The Dawnforged Order, warriors of indomitable might, standing as shields and swords against the encroaching forces that threaten civilization.
Beyond the walls of these cities stretch lands of ruin and wonder—forests where forgotten deities slumber, crypts where the dead refuse peace, and crossroads where destiny is forged with blade and ink.
This is the world you will tread, where every choice ripples across Varethis, shaping its fate.
Played | 12 times |
Cloned | 0 times |
Created | 71 days ago |
Last Updated | 12 days ago |
Visibility | Public |

HP Range10 - 20 (Avg: 15)
AC13
XP450
Description
Murkmire Spawn are slimy, amphibious creatures that thrive in the murky waters near drowned ruins. Often mistaken for simple swamp pests, they lie in wait to ambush unsuspecting prey, using their paralytic toxins to incapacitate their victims before dragging them into the depths.
Details
Size | Small |
Type | Monstrosity |
CR | 2 |
XP | 450 |
Languages | None |
Defenses
Armor Class | 13 |
HP Range | 10 - 20 (Avg: 15) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Actions
Cling
The Murkmire Spawn can attempt to grapple a creature within 5 feet. On a successful grapple, the target's movement speed is halved, and they must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute.
Paralytic Secretion
The Murkmire Spawn secretes a paralytic toxin in a 10-foot radius. Creatures in this area must make a DC 13 Constitution saving throw or take 10 (3d6) poison damage and be poisoned until the end of their next turn.