Primordial Powers
The village of Stonetop sits upon ancient ruins, built centuries or even millennia ago by the Makers world. Strange and alien things. Primordial things and primordial powers, from the very dawn of time.
Themes
Choose or roll 1, or 2 and combine.
| 1 | Vastness, enormity, incomprehensibility, the primordial void |
|---|---|
| 2 | Truth, purity, quintessence, the raw stuff of creation |
| 3 | Fundamental forces: order, chaos, time, space, gravity, light, death, etc. |
| 4 | The spirit world: consciousness, symbols and thought, the connection of all things |
| 5 | True names, words of power, speech that transcends language |
| 6 | Celestial bodies: their movements, their mysteries, their influence on the world |
| 7 | Paradox: destiny and free will, causal loops, infinity, mutually exclusive truths |
| 8 | Natural forces and the shaping of the word: slow and subtle, violent and cataclysmic |
| 9 | The binding of the Things Below |
| 10 | Mythic times and mythic deeds, the birth and death of gods and legends |
| 11 | Long-forgotten peoples/beings, from before the rise of the Makers |
| 12 | Portals, possibilities, other worlds, beings/things out of time and space. But there are things in the world that were old when the Makers were young. And there are things older still, older even than the world, bigger than the |
Hooks
- A grand conjunction of the stars approaches, signaling momentous change.
- A meteorite crashes not far from Stonetop.
- A scholar returns from an ancient monument, preaching gibberish that infects the minds of others.
- A ritual can be performed only at a site of primordial power.
- Centuries ago, the spirit of War renounced their role and duties and incarnated as a reclusive shepherd, to live a simple life.
- A sleeping titan—big as a mountain, covered in millennia of soil, debris, and growth—starts to stir.
- A clan of refugees from no known region emerges from the portal below the Ruined Tower.
Questions
- The Pale Hunter is associated with "the" moon, but are there other moons? What are they associated with?
- What tends to make you feel insignificant and small?
- Do you believe in fate? Or do we chart our own destinies?
- What strange place did you once visit that was clearly touched by ancient, eldritch powers?
Cosmology
Many aspects of the setting's cosmology are intentionally left vague, for you and your group to flesh out as needed. Here are a few things to ask about or consider:
- How mythic is your cosmos? Like, is the sun a star, orbited by the world? Or does Helior drive his chariot across the sky? Or what?
- Do other worlds float in the void? Can they be reached via the spirit world or portals?
- What lies beyond the Last Door? Is the afterlife the same for all, or do different fates await each soul?
- What exactly is the relationship between the First Creators, the great spirits, the gods of forgotten peoples, and the gods worshipped today?
- Did life evolve over eons? Or did the First Creators populate the world with much of the flora and fauna we know today? Or what?
- Where did humanity come from? Do we predate the Makers or were we made by them?
The answers to these questions will depend on how your players answer questions about other topics, and decisions you make about them. In particular, see Aratis, Danu, Helior, Tor, gods and religion, death and the undying, the Makers, Lygos and the south, and Stonetop itself.
The First Creators
They were the first minds to know themselves, the first beings to give themselves names. They were born of the cosmic void, of light and possibility and the churning chaos of nothingness and all. They spoke reality into being, set down its fundamental laws. They made the world and bound the Things Below.
The First Creators are unlikely to feature directly in your game. Mostly, they serve as background, an excuse for why things are the way they are. Some might linger as what we now call gods, but as a rule they no longer actively shape the world.
Perhaps they have forgotten it entirely.
The Things Below
Beings of darkness, chaos, and corruption, older even than the First Creators. They are jealous and hateful and full of infinite malice, and so the First Creators bound them in the depths of the earth.
Though imprisoned, they still influence the world. The Green Lords called on them when the Fae rebelled. The servants of the Stone Lords succumbed to their whispers and ushered in the Time of Cataclysm. The Barrow Builders courted them openly and worshipped them as gods. Their influence has lessened in the current age, but it lingers still.
Great spirits
Impossibly potent entities, numinous and grand. The First Creators made some as experiments, some to be companions, some to serve as stewards of the world. Other great spirits arose spontaneously, birthed from the cosmos or the beliefs of mortal beings.
Many of these great spirits are aloof, alien, and disinterested in the world (or at least, in this world). Others are active, but shape the world in subtle ways. Their numbers might well include the Lady of Crows, and some or all of the major gods.
To create a great spirit for your game, decide whether it's worshipped as a god.
If it is, create it using the procedure for other gods. Otherwise, pick or roll 2 primordial themes and imagine the entity suggested by the combination. Consider why it goes unworshipped—is it unknown, uncaring, alien, or what?
Should one of the great spirits become active in your game, write it up as a threat (a magical entity). Even benevolent beings of such cosmic power can't help but cause trouble.
Incarnations
The great spirits sometimes manifest directly in the world. Such incarnations are likely to become figures of myth and legend. For examples, see:
- The Willow Witches
- The Nine-fingered stranger if you assume that Tor is a great spirit
- The Pale Hunter, if you decide he's a primordial entity To create an incarnation, first establish what great spirit it's a manifestation of.
Then choose or roll for why it incarnated, its manifestation, and 1-3 constraints.
Write it up as a monster, and possibly as a threat, with all manner of powerful moves—such beings are not bound by the normal laws of reality. See the examples (previous column) for inspiration.
Be cautious about introducing incarnations into your game. They should make the world feel rich and mysterious and help you punctuate the PCs' lives with adventure; they should not overshadow the PCs, or serve as a convenient contrivance. Their involvement should always feel dangerous, fraught, and complicated.
| 1-2 | As a punishment/penance/escape |
|---|---|
| 3-4 | Because potent magic summoned it |
| 5-6 | In pursuit of some agenda |
| 7-8 | Out of curiosity/boredom/despair |
| 9-10 | Through fate or cosmic accident |
| 11-12 | To learn, to experience the world |
| 1-2 | A seemingly normal person |
|---|---|
| 3-4 | A seemingly natural beast |
| 5-6 | A spirit or other mysterious being |
| 7-8 | A clearly supernatural person |
| 9-10 | A monster or supernatural beast, possibly a titan |
| 11-12 | Roll again, but it manifests as a group or multitude of the result |
| 1 | Doesn't realize what it is |
|---|---|
| 2 | Is subservient to another |
| 3-4 | Has a tether |
| 5-7 | Is bound by certain inviolate rules |
| 8 | Can incarnate only briefly, in or at certain circumstances/times |
| 9 | Is subject to mortal urges/needs/ emotions/weakness |
| 10 | Refuses to get involved |
| 11 | Is hunted by other supernatural beings |
| 12 | Can't use its power without dire consequences, for itself/the world The PCs are searching the bowels of the Ruined Tower for the bronze helm that serves as a casing for the Mindgem. In the next session, they're likely to find the oubliette and on a whim, I decide that one of the cells holds an imprisoned incarnation. I don't have much more than that in mind, so I roll two primordial themes. I get a 4 ("the spirit world: consciousness, symbols and thought, the connection of all things") and a 12 ("portals, possibilities…"). That seems like an entity who breaks down barriers between minds, dreams, and reality. From there, I roll a 5 for why it incarnated ("in pursuit of some agenda"), a 4 for its manifestation ("a seemingly natural beast") and a 3 for a constraint ("a tether"). I think that it incarnated to make dreams and desires come true. I pick an additional constraint: "It can't use its powers without dire consequences." It came to grant wishes, but in truth it spreads chaos—which is why Stormcatcher locked it away. |
THE NIGHTINGALE
Solitary, tiny, primordial, magical,
Beautiful
HP 19; ARMOR 5 (size, resilience), 1 vs.
DAMAGE ear-piercing screech w/ disadvantage (near, area, loud, ignores armor)
SPECIAL QUALITIES ageless; reads minds; tethered to a particular ever-blooming rose bush somewhere in the Foothills INSTINCT to grant unasked-for wishes
black iron (size)
> Entrance with its beautiful song
> Bring one's deepest desires to mind
> Manifest those desires in the world, however unrealstic, consequences be damned
> Flit away, go elsewhere If the PCs set it loose, I'll write it up as a threat (an affliction) that spreads chaos
throughout the region.
Archons
Archons are constructed spirits, made by the First Creators or one of the great spirits as guardians and enforcers of the cosmic order.
Start with the base archon stat block below. Pick or roll for their purpose, their manifestation, and up to 3 powers. Adjust the stat block to reflect these choices or results, writing at least one move to reflect its purpose and one to reflect it manifesting (unless its manifestation is a construct/ animate statue).
Base Archon
HP 23; Armor 5 (resilience, lacks vitals), 1 vs. black iron
Damage physical blows w/advantage (close, reach, forceful)
Special qualities ageless, immune to the elements, perceives thought and matter, omnilingual
Instinct per its purpose
For an example, see Tcaventes, Shackle and Key.
| 1 | To seek out and destroy |
|---|---|
| 2 | To find, judge, and punish |
| 3-4 | To capture/retrieve |
| 5-6 | To warn/castigate/correct |
| 7-12 | To stand watch and protect |
| 1-2 | Pure energy/light/fire: harmed only by black iron |
|---|---|
| 3-4 | A construct/animate statue: -spirit, Armor 6, or 4 vs. black iron |
| 5-6 | A mass of vapor/dust/ash/soil/ etc.: takes half damage except from black iron |
| 7-8 | A ripple in reality: +stealthy, harmed only by black iron |
| 9-10 | Someone plucked from the mind of whoever it interacts with |
| 11-12 | An impossible entity, surreal and weird and awe-inspiring |
| 1 | Smites at range (far or near, area) |
|---|---|
| 2 | Manipulates the environment |
| 3 | Teleports, or close enough |
| 4 | Pierces deception, compels truth |
| 5 | Stuns/deafens/blinds/hobbles foes |
| 6 | Marks/curses/binds targets |
| 7 | Compels mortals/lesser spirits to __ |
| 8 | Foresees the future, likely outcomes |
| 9 | Harms weapons used against them |
| 10 | Dispels/disenchants magical effects |
| 11 | Quells emotions, instills peace |
| 12 | Something special, unique, thematic Archons have unique names with unlikely combinations of sounds, with majestic and enigmatic titles. For example: Qrenithar, Dawn Herald; Klythorim, Arrow of Time; Xezaltran the Inevitable; Jharvakus, the Silent Witness; Phrysthalin, Bearer of Scales; and Lyvontis, the Judge Incorruptible. |
The Seeker acquires the Ineffable Words arcanum and eventually unlocks their mysteries, only to then mark a consequence that has an "eternal, ancient being of Order" seek them out and reprimand them. That sounds like an archon to me!
I pick a purpose of "To warn/castigate/ correct," and roll a 2 for its manifestation ("pure energy/light/fire"). For powers, I roll a 3 ("teleports, or close enough") and pick both "stuns/deafens/ blinds/hobbles" (it's made of light!) and "dispels/disenchants magic." I ponder a little, and write up the following:
LIVROTHOS,
CLEANSING FLAME
Solitary, Large, Primordial, Spirit,
HP 23, ARMOR 1 (lacks vitals), harmed only by black iron
DAMAGE white flame w/ advantage (hand, close, forceful, messy, 3 piercing)
SPECIAL QUALITIES: ageless, immune to the elements, perceives thought and matter, omnilingual
INSTINCT: to correct mistakes
- > Detect magic run amok
- > Appear as a column of white flame, painful to look upon
- > Vanish, maybe appear elsewhere
- > Burn magic away from the world
Titans
Legends speak of a time when beasts and beings of impossible scale roamed the world. The god Tor is said to have slain three such beasts, and everyone knows about the skeleton on the side of Titan Bones.
Perhaps the First Creators placed these titans in the world. Perhaps they evolved amid the early world's riot of vitality and life. Some could have been incarnations of the great spirits, or emanations of the Things Below.
Regardless, titans no longer roam the world like they once did. The Crombil might be one, but it wakes only once every few decades. The Suileach might be another, but it is confined to the Dread River. The hidden lands around the Golden Oak are full of gargantuan beasts, but whether they are truly titans is up to you.
There might be other such titans, hidden away in remote corners of the world, sleeping the centuries away, waiting to rise once more.
Sites
There are places in the world marked or marred by primordial power. If such a site needs to be established, combine the terrain in which it's located with a marker.
| 1 | A veil, hiding it from the world |
|---|---|
| 2-3 | Dramatic geology (a peak, a crater, a rift, a geyser, etc.) |
| 4 | Desolation/radiation |
| 5 | Remains of a titan |
| 6-7 | Megalith(s)/petroglyphs/runes/cave paintings/etc. |
| 8-9 | Ruin(s) of the Makers, built near or around it |
| 10 | Mysterious structure(s), placed by primordial entities |
| 11-12 | Roll twice and combine Once the site itself is established, pick or roll for a theme, an origin, and 1-3 features that make it interesting. |
| 1-2 | The intent of a (the) great spirit(s) |
|---|---|
| 3-4 | A confluence of geomantic/cosmic/ celestial forces |
| 5-6 | A conflict between mythic beings |
| 7-8 | The death of a primordial entity |
| 9-10 | The presence of a primordial artifact |
| 11-12 | The working (successful or not) of a potent spell or artifice |
| 1 | An archon, watching over it or what it contains |
|---|---|
| 2 | A trapped primordial entity or emanation |
| 3 | An abundance of certain spirits |
| 4 | The shade of a dead god or primordial entity, easily called up |
| 5 | Anomalies (time loops or fluxes, spatial warps, weird gravity, thoughts projected out loud, etc.) |
| 6 | A thin barrier with the spirit world |
| 7 | A portal, or a place with the potential for one |
| 8 | A font of power; a good place to work particular types of magic |
| 9 | Visions/omens/prophecies/insights, sometimes bestowed on visitors |
| 10 | Useful or valuable flora, something weird, found only here |
| 11 | The raw stuff of creation: black iron, water of life, primordial flame, etc. |
| 12 | One or more artifacts of primordial power If such a site lies near areas that are or were once populated, consider the locals' attitudes towards it (reverence, awe, terror, avoidance, etc.), and what additional signs they might have left. The Seasons Change and the PCs get "interesting news." I want to give them a lead on the Ineffable Words tains. a marker ("ruin of the Makers"). In the Whitefangs, that's probably a Rime Lord ruin. I roll a 10 for theme ("mythic times, the birth and death of gods and legends") and an 8 for origins ("death of a primordial entity"). For features, I roll a 4 ("the shade of a dead god…"), and pick "one or more artifacts of primordial power" (the Ineffable Words). I create the Rime Lord ruin using the tables on Rime Lords and the dead god using the steps on Gods and Religion. I picture a high place, where a demon killed Nangbu—a goddess of writing, wisdom, and prophecy. The Rime Lords carved a temple into the slope, to honor her and commune with her shade, but avalanches buried the temple. What remains is an alpine meadow with a which one can sometimes hear a whispering voice. For their interesting news, I think the PCs will acquire a scroll describing this temple of Nangbu, and how the dead god's shade dwells there and bestows gifts of wisdom and prophecy upon petitioners (the Ineffable Words). |
Other sites of primordial power
- A small lake: cold, acidic, devoid of life. During thick mists, it connects to other times, places, or realities.
- A hill overlooking a river, where an emanation is impaled on a rod of black iron. An archon hides the hill and its prisoner from the world.
- The base of a rusty metal tower, 6' wide, rising over a lush meadow that teems with nature spirits. The bones of a titan are buried below.
- A fallen megalith, half-sunk in peat and mire. When the stars align, a mortal here can ask one question and get a total, overwhelming answer.
- A lonely peak where, if one is not careful, their spirit will be drawn from their body and up into the void.
, to be found in a primordial site in the Whitefang Moun-I roll a 4 on the Whitefangs terrain table ("waterlogged soil, frozen or muddy") and a 9 for few chunks of Maker-carved stone sticking out of muddy soil. There's a stillness to the air, in
- An underground arch marked with runes, opening to a long straight hall. The hallway is a loop; you always return to where you started.
- Plenty of corrupted sites
- Certain chambers below the Ruined Tower.
- The Golden Oak.
- The Utterwell.
- Titan Bones, perhaps.
- Maybe Tor's Fist?
- Possibly the Stone itself.
Portals
There are places throughout the world that touch each other on a fundamental level, despite being hundreds of miles apart.
The Makers knew how to create portals in such places, allowing for instantaneous travel between them. One might find such a portal…
- beneath the Ruined Tower
- in the Labyrinth
- hidden away near Three Coven Lake
- among the ruins of Vor Svetelik
- up on Tor's Fist, perhaps
- maybe in certain ruins down in Lygos and the South
- anywhere else you think makes sense.
Portals can be activated via Opening the Way, which requires inscribing the sigil sequence of one portal within the sigils of another.
Should the PCs learn to use portals, they might wish to create new ones. To do so, they must:
Black iron
A few rare veins of this metal exist in the world, but mostly it's retrieved from meteorites. It is completely, utterly immune to magic.
- Fae treat it like iron, but worse—its touch unravels their magic and they take + damage (messy, ignores armor) from it
- Spirits can't touch it, perhaps can't even perceive it
- It can damage even insubstantial forms of manifest spirits, but does no true harm to the spirit itself
- It damages or destroys any open portal it touches, going nowhere
- Spells, rituals, and other magic cannot affect it, pierce it, detect it, or perceive things enclosed by it
When the PCs encounter some, pick or roll for its form:
| 1-2 | Ore/lump/meteorite |
|---|---|
| 3-4 | Raw material (spool/ingot/rod/etc.) |
| 5-6 | Charm/talisman/jewelry/symbol |
| 7-8 | Tool (nail/hammer/tongs/etc.) |
| 9-10 | Weapon/shield/armor |
| 11-12 | Construction (door/plating/throne/ etc.), likely immobile Pick or roll for its size and its Value to those who understand what it is. For worked items made of black iron, add their base Value to what's listed below. For example, a sword (Value 1) made of black ◇ iron would be Value 3. |
| 1-4 | A small object/amount (Value 1) |
|---|---|
| 5-8 | A object/amount (Value 2)◇ |
| 9-11 | A ◇◇ object/amount (Value 2) |
| 12 | An immobile object/amount (Value |
| 3 | at least) Black iron is strong and hard like steel and worked much the same way. It's a little on the heavy side, and doesn't hold quite as keen an edge. Black iron weapons don't have "x piercing," but a black iron warhammer would still have 2 piercing. |
Artifacts
Various Treasures
- ◇ Rocks with fossilized sea shells (Value 0), found far from any water
- A stack of tin plates, with punched-◇ out stencils; arranged correctly, they lay out the sigils of a specific portal (Value 1, or 3 to the right buyer)
- A pouch of odd, white coins bearing ◇ odd symbols, much lighter and harder than you'd expect (Value 1, maybe?)
- A… spearhead (?), wedged deep into bedrock, shining with eternal starlight (hand, magical, beautiful, Value 2)
- A silver chalice (Value 2), dented ◇ and tarnished, engraved with images of monsters being trapped in a globe
- An 8' statue of an unknown goddess bearing stars and moons in her many hands (immobile, fragile, Value 2)
- A gem of blue, crystallized flame; cool to the touch but melts metal and starts fires given time (dangerous, Value 3)
- A ◇◇ black iron hauberk (2 armor, warm, cumbersome, Value 4), utterly immune to magic
- An abandoned quarry of pure white stone, like you need for a portal; flooded but still full of good material
A Bejeweled Helm
◇, magical, loud, dangerous, uses Bronze, battered, and adorned with seven fittings, of which bear purple gems that hum ominously. When you don the helm, you sense the gems' power and how to use them but can hear nothing over their incessant noise.
When you unleash a gem's power, pick a target you can see and roll +WIS: on a 10+, your target freezes in time and space for as long as you wear the helm and maintain focus; on a 7-9, you must focus for a few seconds, but then the effect kicks in as per a 10+.
While your target remains frozen, the gem hums louder and louder, painfully so. When the effect ends, the gem crumbles to dust.
When you try to maintain focus, roll
+CON: on a 10+, you're fine for now; on a 7-9, either mark a debility or let the effect end; on a 6-, mark a debility and either let the effect end or ask the GM how time and space start to go haywire around you.
While frozen, the target (and anything on their person) is inviolate—they cannot be harmed, moved, or otherwise interacted with. They rejoin the timeline as if no time had passed for them, with whatever momentum they previously had.
A Sealed Amphora
A ceramic, two-armed jug with a wax seal.
Inside is water of life, the quintessence of water, so pure that it washes away all impurity, corruption, poison, or disease from any living thing. It becomes sullied and loses its potency when used, or if left unsealed for more than a minute or so.
The amphora itself is a perfect vessel: as long as it is sealed, no substance within will rot, putrefy, or otherwise spoil.
A Fossilized Horn
A spiral thing, maybe 2' long, the remnant of some long-gone incarnation. Those sensitive to the spirit world can sense its lingering, radiant power.
When you bear the fossilized horn, you have advantage on any move to impress, intimidate, or threaten a spirit (though it grants no special ability to communicate with spirits in the first place). Should you roll a 6- on any such roll, the spirit can choose to destroy the horn and end its effect, in addition to whatever else the GM says.
Minor Arcana
Pick 1 or have someone roll the Die of Fate.
| 1 | A time-worn missive |
|---|---|
| 2 | A… key? The Eye, Opened |
| 3 | A crumbling arch |
| 4 | A silvery signet ring |
| 5 | An oversized crown |
| 6 | A metal puzzle box |
Major arcana
The following are (or could be) associated with primordial powers.
Dangers
Natural forces
- Storms, violent weather, lightning, flooding
- Avalanches, rockslides and mudslides
- Prairie fire run amok
- Volcanic activity
- Earthquakes
- Radiation
Fate
Instinct to push towards the inevitable
- Reveal that recent events were foretold long ago
There are those whose fates are heralded by prophecy, omen, and vision. And if you know your fate, maybe, just maybe, you can change it.
• Reveal things yet to come
• Use coincidence to push them towards their fate
• Show how attempts to avert fate actually brings it to pass
• Offer an opportunity to change their fate, but tell them the costs/consequences of doing so
Incomprehensible Knowledge
Instinct to unravel any sense of safety/self
When one delves into primordial mysteries, one must grapple with alien and unsettling ideas. Dwell on them too long, and you find your mind turning against itself.
Primordial Flame
Damage w/advantage (hand, messy, ignores armor)
- Radiate blistering heat, damage (reach, area)
- Start normal fires nearby
- Reduce what it touches to ash
A tongue of perfect blue fire, somehow brought into the world. It is likely found held in stasis by some potent magic or artifice. For while it consumes and destroys all it touches, it cannot last long in contact with base reality.
Rift
When primordial power runs amok, it can damage reality itself. Such rifts might manifest as places where:
- Time runs slowly/quickly/not at all
- Things emerge from other times/ places/realities
- Natural laws like light, heat, gravity, and death behave strangely
- The world breaks down into chemics/ crystals/raw elements
- New lifeforms/consciousnesses arise
- Fundamentals, voidblights, or other dangerous spirits enter the world
- The Things Below spread their influence (see corrupted sites, The Things Below)
Most rifts are temporary, soon sealed by archons or other primordial entities. But if one persists for any length of time, write it up as a threat (a MacGuffin, Instinct to unravel reality).
Fundamental
HP 19; Armor 1 (lacks vitals), harmed only by black iron
Damage destructive touch w/advantage (hand, grabby, ignores armor)
Instinct see below
- Manifest in the proper conditions
- Communicate poorly
- Burden with incomprehensible knowledge
- Refuse to cooperate
- Manipulate/manifest its element, locally and dramatically
These are spirits of fundamental forces, far removed from mortal concerns. They are active only near sites of primordial power and uncontrolled rifts, or when called forth by powerful, dangerous magic.
Example fundamentals include:
Time
Instinct to plod forward
Manifests as a form of flowing sand
Gravity
Instinct to be greedy, selfish
Manifests as a voice from below
Fate
Instinct to be coy
Manifests as a weaver or a spider
Light
Instinct to overwhelm
Manifests as a prismatic pattern
Void
Instinct to get confused/annoyed
Manifests as a hole in reality
Order
Manifests as an unmoving crystalline form Instinct to arrange, normalize, preserve
Chaos
Instinct to undermine, to surprise
Manifests as a bewildering series of impressions
Voidblight
HP 10; Armor 1 (lacks vitals)
Damage spirit-rending bite (hand, grabby)
Special qualities can harm only spirits and mortals sensitive to the spirit world; harmed only by other spirits or magic attacks
Instinct to eat and spawn
- Follow the "scent" of a rift or a spirit-walker
- Mimic a spirit it has eaten
- Pounce on unsuspecting prey
- After a good meal: spawn another of its kind
To those who can perceive them, they seem like many-limbed salamanders made of starfilled night. Their broad, flat, eyeless heads split open into rows of glittering teeth.
They are alien things, spiritual scavengers and predators. They haunt forgotten corners of the spirit world, the dead worldmotes that float through the cosmic void.
Mostly, they wait and hunger. But if they catch the scent of a traveler, or worse, a rift into our world, they will follow it.
Treat an incursion of voidblights as a threat (type: beasts) with the following grim portents:
Other primordial entities
- The Things Below
- Great spirits, possibly including the Lady of Crows and some or all of the major gods
- Incarnations, including the Willow Witches and perhaps the Nine-fingered stranger and/or the Pale Hunter
- Archons, including Tcaventes, Shackle and Key
- Titans, perhaps including the Crombil and/or the Suileach