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<blockquote data-quote="Creamsteak" data-source="post: 1854239" data-attributes="member: 552"><p><span style="color: #ffd700"><span style="font-size: 18px"><strong>Taurusk</strong></span></span></p><p><span style="font-size: 9px"><em>"tawr-USK"</em></span></p><p><span style="font-size: 12px"><em>The Horns of Blood, Warlord, The Bull</em></span></p><p> </p><p><strong>Enworldian Lesser Deity</strong></p><p><strong>Symbol:</strong> A golden bull's head on a field of red; alternately - a labyrinth in red (blood)</p><p><strong>Home Plane:</strong> demiplane - The Labyrinth</p><p><strong>Alignment:</strong> CE</p><p><strong>Portfolio: </strong>the chaos of battle, power for power's sake, crushing the weak, bloodshed</p><p><strong>Worshippers:</strong> Tyrants, Warlords, Fighters, Berserkers</p><p><strong>Cleric Alignments:</strong> CN, NE, CE.</p><p><strong>Domains:</strong> Strength, War, Destruction, Blood</p><p><strong>Favored Weapon:</strong> Masterwork ivory club "The Tusk".</p><p> </p><p>Taurusk is an ancient bull-headed god of strength and blood. His prominent early worshippers were the strongest, most ruthless warriors and warlords. They swept across the land crushing all in their path. Taurusk's power grew. Those who did not kneel before him were destroyed for their insolence. Those who <em>did</em> kneel before him were destroyed for their weakness. Taurusk made four of his chosen warlords into demigods - The Riders. With these divine minions he brought war to the whole of Enworld. That is, until they reached the mountain home of the Shural-Kazi's goblins. There, Taurusk himself entered battle. In the end, and few know the whole tale, Taurusk was imprisoned in an endless, shifting labyrinth created by Shural-Kazi. The Riders circled the plane for a thousand years before returning to Enworld. One of them always stands guard at the Labyrinth awaiting the Taurusk's emergence. The Riders are responsible for providing blood to Taurusk, usually in the form of seven male and seven female virgins each year. Taurusk watches and interacts with the outside world through a well at the center of the Labyrinth. The Well of Tears was born with the Labyrinth. Legend holds that when the tears of sacrifices to Taurusk fill the Well and the Labyrinth to overflowing Taurusk will be freed. Other legends state that only Shural-Kazi holds the key to Taurusk's release. Worship of Taurusk has been on the rise for some time and as more sacrifices are made in his name the Well of Tears grows and his ability to touch the mortal world increases.</p><p> </p><p>Temples to Taurusk are varied, but all have some aspect of the labyrinth - twisting natural caverns, elaborate stone buildings with winding stone corridors, stepping stones set into the earth or even a sinuous path painted on the ground. At the center of each is a representation of the Well of Tears. Over this well, ritual sacrifices are made. The sacrifices are frequently tortured, so that the tears of the sacrifice, as well as the blood, may be offered to Taurusk. Clerics of Taurusk are savage, brutal and universally feared. They can be rash berserkers or cunning tacticians, but all live to shed blood in the name of Taurusk.</p><p> </p><p>Taurusk appears as a colossal minotaur with four horns and four great, twisting tusks. His pelt is black and his eyes gold. He wears full-plate soaked in the blood of his victims. He ferociously wields a club hacked from the right tusk of the Enworphant and roars with laughter at the sound of breaking bone and the smell of blood. Taurusk can no longer appear to his followers in anything more than visions, but his laughter is often heard when armies clash.</p><p> </p><p> </p><p><span style="color: #ffd700"><span style="font-size: 12px"><strong>The Four Riders:</strong></span></span></p><p>The Four Riders are Taurusk's domains given flesh. All were, at one time, mortals, who through their acts of atrocity were given divine status by Taurusk. It is possible for a mortal to kill and replace one of The Four, but Taurusk himself, since being trapped, can no longer "reappoint" them. Only three times has a mortal sought out and slain one of the Four. Behrahl is the third to ride as War. Domrusk is the second to ride as Destruction. The Riders carry the supplications of the faithful to Taurusk and return Taurusk's judgements in the form of spells or, commonly, more dire missives. As couriers of Taurusk's power, misguided worship of the Riders is on the rise. The Riders are slavishly devoted to Taurusk, but this may change as their power grows.</p><p> </p><p>All of The Four Riders appear as bloodless, black-cloaked versions of their mortal visages mounted on huge Nightmares.</p><p> </p><p><span style="color: sienna"><span style="font-size: 12px"><strong>Angheth(Strength):</strong></span></span> The first of the Riders, Angheth, <em>The Boar</em>, is the most independant of the Riders. He is often found alone in the mountains hefting boulders as he looks for hidden ways into or out of the Labyrinth. Giants are partial to Angheth. He rides Ash-kintaka.</p><p> </p><p><span style="color: darkred"><span style="font-size: 12px"><strong>Sangindr(Blood):</strong></span></span> Taurusk's favorite, Sangindr, <em>The Stirge</em>, is the most cruel of the Four. He is often worshipped or invoked by Vampires and other blood-drinkers. Sangindr was an elf in life whose thirst for vengeance against the Orcs who threatened his homeland grew out of control. It is his duty to bring the blood of the sacrifices to Taurusk. He rides Ash-beraya.</p><p> </p><p><span style="color: blue"><span style="font-size: 12px"><strong>Behrahl(War):</strong></span></span> Behrahl, <em>the Griffon</em>, is the most fearsome combatant of The Four. He is proficient with all weapons including exotic weapons and unarmed attacks. He often disguises himself as the captain of a mercenary company, attacking border forts and villages in the name of that nation's enemies. He was a human mercenary in life and continues in that role. He is the third person to ride as War - Behrahl defeated his predecessor, Ilyanra, in battle and dragged her dead, decapitated body through the ranks of the defeated. He rides Ash-sufira.</p><p> </p><p><span style="color: darkgreen"><span style="font-size: 12px"><strong>Domrusk(Destuction):</strong></span></span> Domrusk, <em>The Tempest</em>, is the most unruly of the Riders, though he rarely rides alone, content to follow the others riders wreaking havoc in their bloody wakes. Domrusk was a mage in life whose sole joy was using his gift to destroy. He defeated his predecessor by the working of devastating magics, but he nearly destroyed Destruction's mount and the associated demigodhood. He rides Ash-regara, though Ash-regara suffers it with ill grace.</p><p> </p><p><strong>Blood Domain:</strong></p><p><strong>Granted Ability:</strong> Once per day, you can heal wounds by drinking the blood shed by a recently slain creature. This blood must be fresh, with no more than an hour having passed since the source died. The blood can be called from any body within 20 feet with a clear line of sight, moving around any obstruction. After drinking one pint of this blood as a full-round action, the cleric converts 1d4 points of lethal damage to non-lethal damage per level.</p><p> </p><p><strong>Blood Domain Spells:</strong></p><p><strong>1st</strong> - Grease (creates blood, may confer a +2 circumstance bonus on Initmidate checks)</p><p><strong>2nd </strong>- Rage</p><p><strong>3rd</strong> - Neutralize Poison</p><p><strong>4th</strong> - Cure Serious Wounds</p><p><strong>5th</strong> - Blood Oath, Lesser (as <em>Geas, Lesser</em>)</p><p><strong>6th</strong> - Blood Tell (see below)</p><p><strong>7th</strong> - Blood Oath, Greater (as <em>Geas, Greater</em>)</p><p><strong>8th</strong> - Waves of Exhaustion</p><p><strong>9th</strong> - Energy Drain</p><p> </p><p> </p><p><em><span style="font-size: 12px">Blood Tell</span></em></p><p><em>Necromancy [Language-Dependent]</em></p><p> </p><p><strong>Level</strong>: Blood 6</p><p><strong>Components</strong>: V, S, DF</p><p><strong>Casting Time</strong>: 10 minutes</p><p><strong>Range</strong>: 10 ft.</p><p><strong>Target</strong>: The blood of one creature</p><p><strong>Duration</strong>: 1 min./level</p><p><strong>Saving Throw</strong>: Will negates; see text</p><p><strong>Spell Resistance</strong>: No</p><p>You grant the ability of speech to a puddle of blood from a single creature, allowing it to answer several questions that you put to it. You may ask one question per two caster levels. Unasked questions are wasted if the duration expires. The blood’s knowledge is limited to what the creature knew up to the moment of bloodshed, including the languages it spoke (if any). Answers are usually brief, cryptic, or repetitive. If the creature’s alignment was different from yours, the blood gets a Will save to resist the spell.</p><p> </p><p>If the blood has been subject to <em>Blood Tell</em> spell within the past week, the new spell fails. You can cast this spell on blood that has been spilled for any amount of time, though there must be enough to create a puddle. Long-dried blood or small puddles may give partial answers or partially correct answers.</p><p> </p><p>This spell does not let you actually speak to the creature. It instead draws on the imprinted knowledge stored in the blood. The wakened blood retains the imprint of the soul that once inhabited it, and thus it can speak with all the knowledge that the creature had when the blood was shed. Blood cannot learn new information.</p><p> </p><p><strong>Divine Focus:</strong> The cleric's divine focus must touch the blood to be questioned.</p><p></p><p>-Created by Sparky</p></blockquote><p></p>
[QUOTE="Creamsteak, post: 1854239, member: 552"] [color=#ffd700][size=5][b]Taurusk[/b][/size][/color] [size=1][i]"tawr-USK"[/i][/size] [size=3][i]The Horns of Blood, Warlord, The Bull[/i][/size][i][/i] [b]Enworldian Lesser Deity[/b] [b]Symbol:[/b] A golden bull's head on a field of red; alternately - a labyrinth in red (blood) [b]Home Plane:[/b] demiplane - The Labyrinth [b]Alignment:[/b] CE [b]Portfolio: [/b]the chaos of battle, power for power's sake, crushing the weak, bloodshed [b]Worshippers:[/b] Tyrants, Warlords, Fighters, Berserkers [b]Cleric Alignments:[/b] CN, NE, CE. [b]Domains:[/b] Strength, War, Destruction, Blood [b]Favored Weapon:[/b] Masterwork ivory club "The Tusk". Taurusk is an ancient bull-headed god of strength and blood. His prominent early worshippers were the strongest, most ruthless warriors and warlords. They swept across the land crushing all in their path. Taurusk's power grew. Those who did not kneel before him were destroyed for their insolence. Those who [i]did[/i] kneel before him were destroyed for their weakness. Taurusk made four of his chosen warlords into demigods - The Riders. With these divine minions he brought war to the whole of Enworld. That is, until they reached the mountain home of the Shural-Kazi's goblins. There, Taurusk himself entered battle. In the end, and few know the whole tale, Taurusk was imprisoned in an endless, shifting labyrinth created by Shural-Kazi. The Riders circled the plane for a thousand years before returning to Enworld. One of them always stands guard at the Labyrinth awaiting the Taurusk's emergence. The Riders are responsible for providing blood to Taurusk, usually in the form of seven male and seven female virgins each year. Taurusk watches and interacts with the outside world through a well at the center of the Labyrinth. The Well of Tears was born with the Labyrinth. Legend holds that when the tears of sacrifices to Taurusk fill the Well and the Labyrinth to overflowing Taurusk will be freed. Other legends state that only Shural-Kazi holds the key to Taurusk's release. Worship of Taurusk has been on the rise for some time and as more sacrifices are made in his name the Well of Tears grows and his ability to touch the mortal world increases. Temples to Taurusk are varied, but all have some aspect of the labyrinth - twisting natural caverns, elaborate stone buildings with winding stone corridors, stepping stones set into the earth or even a sinuous path painted on the ground. At the center of each is a representation of the Well of Tears. Over this well, ritual sacrifices are made. The sacrifices are frequently tortured, so that the tears of the sacrifice, as well as the blood, may be offered to Taurusk. Clerics of Taurusk are savage, brutal and universally feared. They can be rash berserkers or cunning tacticians, but all live to shed blood in the name of Taurusk. Taurusk appears as a colossal minotaur with four horns and four great, twisting tusks. His pelt is black and his eyes gold. He wears full-plate soaked in the blood of his victims. He ferociously wields a club hacked from the right tusk of the Enworphant and roars with laughter at the sound of breaking bone and the smell of blood. Taurusk can no longer appear to his followers in anything more than visions, but his laughter is often heard when armies clash. [color=#ffd700][size=3][b]The Four Riders:[/b][/size][/color] The Four Riders are Taurusk's domains given flesh. All were, at one time, mortals, who through their acts of atrocity were given divine status by Taurusk. It is possible for a mortal to kill and replace one of The Four, but Taurusk himself, since being trapped, can no longer "reappoint" them. Only three times has a mortal sought out and slain one of the Four. Behrahl is the third to ride as War. Domrusk is the second to ride as Destruction. The Riders carry the supplications of the faithful to Taurusk and return Taurusk's judgements in the form of spells or, commonly, more dire missives. As couriers of Taurusk's power, misguided worship of the Riders is on the rise. The Riders are slavishly devoted to Taurusk, but this may change as their power grows. All of The Four Riders appear as bloodless, black-cloaked versions of their mortal visages mounted on huge Nightmares. [color=sienna][size=3][b]Angheth(Strength):[/b][/size][/color] The first of the Riders, Angheth, [i]The Boar[/i], is the most independant of the Riders. He is often found alone in the mountains hefting boulders as he looks for hidden ways into or out of the Labyrinth. Giants are partial to Angheth. He rides Ash-kintaka. [color=darkred][size=3][b]Sangindr(Blood):[/b][/size][/color] Taurusk's favorite, Sangindr, [i]The Stirge[/i], is the most cruel of the Four. He is often worshipped or invoked by Vampires and other blood-drinkers. Sangindr was an elf in life whose thirst for vengeance against the Orcs who threatened his homeland grew out of control. It is his duty to bring the blood of the sacrifices to Taurusk. He rides Ash-beraya. [color=blue][size=3][b]Behrahl(War):[/b][/size][/color] Behrahl, [i]the Griffon[/i], is the most fearsome combatant of The Four. He is proficient with all weapons including exotic weapons and unarmed attacks. He often disguises himself as the captain of a mercenary company, attacking border forts and villages in the name of that nation's enemies. He was a human mercenary in life and continues in that role. He is the third person to ride as War - Behrahl defeated his predecessor, Ilyanra, in battle and dragged her dead, decapitated body through the ranks of the defeated. He rides Ash-sufira. [color=darkgreen][size=3][b]Domrusk(Destuction):[/b][/size][/color] Domrusk, [i]The Tempest[/i], is the most unruly of the Riders, though he rarely rides alone, content to follow the others riders wreaking havoc in their bloody wakes. Domrusk was a mage in life whose sole joy was using his gift to destroy. He defeated his predecessor by the working of devastating magics, but he nearly destroyed Destruction's mount and the associated demigodhood. He rides Ash-regara, though Ash-regara suffers it with ill grace. [b]Blood Domain:[/b] [b]Granted Ability:[/b] Once per day, you can heal wounds by drinking the blood shed by a recently slain creature. This blood must be fresh, with no more than an hour having passed since the source died. The blood can be called from any body within 20 feet with a clear line of sight, moving around any obstruction. After drinking one pint of this blood as a full-round action, the cleric converts 1d4 points of lethal damage to non-lethal damage per level. [b]Blood Domain Spells:[/b] [b]1st[/b] - Grease (creates blood, may confer a +2 circumstance bonus on Initmidate checks) [b]2nd [/b]- Rage [b]3rd[/b] - Neutralize Poison [b]4th[/b] - Cure Serious Wounds [b]5th[/b] - Blood Oath, Lesser (as [i]Geas, Lesser[/i]) [b]6th[/b] - Blood Tell (see below) [b]7th[/b] - Blood Oath, Greater (as [i]Geas, Greater[/i]) [b]8th[/b] - Waves of Exhaustion [b]9th[/b] - Energy Drain [i][size=3]Blood Tell[/size][/i] [i]Necromancy [Language-Dependent][/i] [b]Level[/b]: Blood 6 [b]Components[/b]: V, S, DF [b]Casting Time[/b]: 10 minutes [b]Range[/b]: 10 ft. [b]Target[/b]: The blood of one creature [b]Duration[/b]: 1 min./level [b]Saving Throw[/b]: Will negates; see text [b]Spell Resistance[/b]: No You grant the ability of speech to a puddle of blood from a single creature, allowing it to answer several questions that you put to it. You may ask one question per two caster levels. Unasked questions are wasted if the duration expires. The blood’s knowledge is limited to what the creature knew up to the moment of bloodshed, including the languages it spoke (if any). Answers are usually brief, cryptic, or repetitive. If the creature’s alignment was different from yours, the blood gets a Will save to resist the spell. If the blood has been subject to [i]Blood Tell[/i] spell within the past week, the new spell fails. You can cast this spell on blood that has been spilled for any amount of time, though there must be enough to create a puddle. Long-dried blood or small puddles may give partial answers or partially correct answers. This spell does not let you actually speak to the creature. It instead draws on the imprinted knowledge stored in the blood. The wakened blood retains the imprint of the soul that once inhabited it, and thus it can speak with all the knowledge that the creature had when the blood was shed. Blood cannot learn new information. [b]Divine Focus:[/b] The cleric's divine focus must touch the blood to be questioned. -Created by Sparky [/QUOTE]
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