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Level Up (A5E) Sins of the Scorpion Age: Deities, Gods, and Religion


Perhaps a few specific examples with some guidelines for DMs to expand on it as much as they feel comfortable.
I believe this is the best way to doo this kind of things. You present interesting stuff in the world, give examples of it, and let the DM/Player make the setting thier own.

Though I would like to note as this will be a setting book, these kinds of subsystems will probably be the majority of the available crunch for the setting...
Oh sure, the problem I often encounter with this things is that with setting books, the DM/Player doesn't need to only learn the crunch, but also the fluff of the setting, so even if ina vacuum it looks like a small amount of crunch, it can feel taxing to learn, even more for new players, that are also trying to learn the basic rules of the game.

I think this can be mitigated, with good editing and templating, and being certain this rules are in the right place and are easy to find.

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Shaper of Worlds
In Achelb, the valley city, city of thieves, home of wonder and vice, there is a tale which is shared from miner to miner. It speaks of a man named Moadi. Moadi was born to slaves within the green valley, and raised to farm and to gather for the great city upon the hill in the shadows of the mountains. But this was not the life he wished. He thirsted for freedom and sought it.

Moadi took up a hammer from the barn before returning to his sleeping chamber in the night. And as the watch checked to see the slaves were secured, his hammer flashed out and crushed the guard's skull. Bathed in blood, he used the hammer to shatter the pins of the door to the pen and fled across the green valley toward freedom.

But the guards of Achelb are cunning. And as he sought the pass they snared him in a trap of clever devising, another slave was trapped along the path in a gibbet, and called for aid. And as Moadi brought his hammer upon the lock the guards fell upon him with clubs and cloaks. Imprisoned, his master sold him to the mines that he might be rid of the man.

Moadi in the mines took up the hammer anew. But no simple bludgeon would break his chains, no. And the guards watched his every movement down into the darkness of the mines. Deeper, and deeper, they delved into a cavern of blazing heat and river of stone. And it was there that Moadi made his escape.

With the molten rock he weakened his chains. With hammer in hand he destroyed his captors, and deep he fled into the darkness beyond the river of fire. It is said that he wanders the darkness, yet. That his hammer rings out upon stone far beneath. As he continues to seek a path back to the world from his new prison of stone and shadow.

But I have heard it said in hushed whispers beneath furtive gaze, that Moadi did not remain in the darkness. That what he unleashed in the depths below rose up and haunts the mines he worked. That some ancient terror stalks the mines of Achelb... though if you speak such things you will be quickly dismissed. The mines were closed as they played out. Not for fear of demons in darkness.

Not for fear of Moadi's Hammer.

-The Chronicler-

Like the story of Am-Tet, this could be a literal tale or a myth couched in metaphor hiding history. Moadi's Hammer could be a Slavebreaking Organization looking to break chains across the land. Or it could be a magical weapons empowered by death, freedom, and the Dweller. Or even the Mountain itself. It's a tale that could be told from different sides, like the story of Isra and Ukada.


Shaper of Worlds
The Tempest. The Eternal Sky. The Endless Winds. The Storm. Words turn to him in deference, in reverence, in pleading for rain, for calm seas, for gentle winds. And are just as often met with howling gales and driving rain for the temerity of asking.

From the haboobs of Annam to the typhoons of Orlay, the Eternal Sky reigns over all and chooses upon whom to let water flow upon, and who shall be burned with blast-furnace winds. It was the Tempest which drowned ancient Mussara, whose rage set great waves against the fleet of Garash, whose lightning burned down the city of Horadh.


Sarga, also known as Healer’s Gift, is a pale orange flower ( with a more blue-ish variant growing in colder climes or altitude). It’s scent is mildly pleasant, but it is treasured for its healing properties.
Fresh Sarga petals grant d4 healing if ingested in a tisane. Dried petals lose some efficacy and heal d2 points. In either state, Sarga petals grant advantage on saves v disease, either ingested for internal disease, or as a paste for infections due to bites or similar.
Sarga is a common symbol used by followers of the flower.
It is not unknown for unscrupulous merchants to pass off Hillrose flowers as Sarga to unwary customers. The Hillrose is harmless enough, but brings no benefit, which can be fatal for those who felt secure in possession of their “Sarga”

Just an idea. I love what you are building here.


In fury, The Beast shook his fur, dislodging the parasites that lived on his skin and causing them to fall to ground. The Beast laughed. He had far greater plans, of course, but he knew these creatures would worsen the lives of all. This is how the Bantaur came to be.

I haven’t designed the creatures, but envisage a dog-sized scavenger/ pack hunter, with an evil nature due to its ancestors feeding on the blood of The Beast.


Shaper of Worlds
In fury, The Beast shook his fur, dislodging the parasites that lived on his skin and causing them to fall to ground. The Beast laughed. He had far greater plans, of course, but he knew these creatures would worsen the lives of all. This is how the Bantaur came to be.

I haven’t designed the creatures, but envisage a dog-sized scavenger/ pack hunter, with an evil nature due to its ancestors feeding on the blood of The Beast.
Immediately made me think of Conan Exiles' Sand Beasts.


Something torn between a Cat and a Scorpion. Bloodthirsters who stalk the sands.


Shaper of Worlds
So... the deities I initially chose, and the Tempest, represent things that people do not have control over, for the most part.

The Dweller as a death-entity trapped in the afterworld, becoming a psychopomp, represents Death. You can fight death, you might even win for a while. But eventually we all perish. Everyone falls into the Underworld and we tell stories to make it more palatable.

The Weaver works alongside the Dweller, giving mortals "Meaning" in life and death. That we have a specific end, a specific life, allows for a fatalistic nihilism where one will fulfill their destiny and die when the time comes.

The Mountain as an uncaring force of creation and destruction represents obstacles beyond our power, but also Earthquakes and Thunder. Battles between the Tempest and the Mountain ring out with the impact of his weapons.

The Serpent represents survival in harsh environments. Outside of arctic places there are always snakes and scaled beasts. But it also represents wisdom, betrayal, and the inherent danger in the world that you can't always control.

The Beast is every vicious animal, poisoned plant, and Australian Death-Cuddler out there willing to end your entire existence in half a blink. He's every night's terror and howl of wolves or jackals just outside the gate.

The Witch is everything we -don't- understand. Oh, she gave us magic. But that's like handing fireworks to a child. The child doesn't truly understand what he's got in his hands, the dangers of it, or how it works.

The Tempest is the storm, the wave, the tide, the cycles of life and death. The tornadoes that destroy villages, the hurricanes that wipe out communities. Gale winds and lightning-fire with no more care for what it strikes than a falling tree.

And the Flower represents our attempt to control it all. To elevate ourselves to it's level and hold some foolhardy hope that we can keep the Beast at bay. Death from taking us. The Storm from destroying all we hold dear. Or the Earth itself swallowing us up, whole.

S'why I didn't really go in on the Blade. Sorry, @Faolyn!


Teerka followed the silvery meanders of the stream as it flowed down twixt the two beehive dwellings and into the dark, low opening in the low rise. It was as if the Mountain devoured the Serpent.
She shivered at the imagery and glanced down at the Serpent tattoo that ran down her right arm, her spear arm, guiding her aim as a hunter of the wild lands. She remembered the Calanth artist who had created the art, coloured with powdered Kerit venom and lapis dust. It’s guidance had not failed her yet.
Both huts were deserted and crumbling. The leftmost had remnants of broken furnishings, created of ghost elm, but little else. The rightmost was more disturbing. It contained remnants of a fire pit, not recent yet more recent than the crumbled furnishings. And on its interior walls, strange art, seemingly made by thin, clawed hands, six-fingered and dipped in either ochre or...........before being pressed to the walls in a spiral pattern.
Teerka resolved to spend the night in the first hut and then to move on in the morning. Using the remaining light, she gathered some Sarak root from the stream banks; nourishing if tasteless when boiled, and she had plentiful water and broken furnishings to burn.

Later, she slept fitfully, dreaming of Xrione, of the venom-emeralds and of Zlabarsh i’Kood who had taken both. It was the tingling of the Serpent tattoo on her hand that warned Teerka awake as the malformed shadow of the thing that emerged from the cave rippled obscenely in the moonlight.

Hey, Steampunkette; you inspire.


Shaper of Worlds
The Tempest laid his curse upon the lands between Imba and Achelb... Where once great winds and torrential rains swept through, periodically, drenching the arid grasslands with life-giving waters, re-awakening the great watering holes of the savannahs, and renewing the cisterns and small lakes of the various cities, there... No rains came. In the first year there were thousands of dead. And the animals of the plains suffered and fled if they could. Soon, the people would follow as the sands came in terrible storms.

Lakes and rivers became as mud, and people choked upon the sandstorms and haboobs that spread the desert ever more quickly. Those who could tried to hold out, shoveling paths free, unburying small buildings. But as the water vanished, eastward they wended toward the great Cobra. Leaving behind their homes, their temples, their businesses, entire towns conquered by the indefatigable sands. Consumed by them.

Even the great Temple Cities and Pyramids were abandoned to the encroaching wasteland, and the priesthood flagellated themselves for their failures, or were put to death by the Pharoah for the same. Even the vibrant grasslands of Musarra, once green from river to river, dried and cracked and died. Sending the Kyran horselords East and North ahead of the sandstorms, ahead of the spreading curse...

Yet the rains still came to fill the Cobra to bursting, to flood along and over the riverbanks. And it became the blessed lands from tail to head. And the capital itself was moved to Il'sha-ah in the north, at the Cobra's hood.

The Curses of the Gods have taken much from us all... but none so deeply as the Tempest Curse.

-The Chronicler-


Shaper of Worlds
So let's talk about Deities that aren't the "Main Eight"

LevelUp/A5e introduces a CR 10 monster called "Forgotten God". These entities are powerful Celestial outsiders that use Divine Weapons, Stunning Gazes, and their own Divine Wrath. They've got some Legendary Actions each round to make them more of a danger during combat when they're solo, and there are different example gods that, largely, just trade out appearance and spellcasting functions.

To show that their power is "Broken" part of what they do is "Flawed Spellcasting". On their turn they attempt to cast one of two spells and roll a d6. On a 1, 2, or 3 the spell visibly fails but the Forgotten God's action is not expended, allowing them to instead do other things with their turn. (A mechanic that I think would be super interesting for different spellcasters, by the way!).

I think this is a fantastic template to use for the many deities of various locales and cultures and ideas that fell during the War of Transgression. While I'd like to keep the numbers fairly low, overall, by limiting the specific 'Domain' of a given god, I think this could work well to seed the world with unique entities that can have cults and plots centered around them.

I'm going to be dividing Deities into 3 groups. True Gods, Fallen Gods, and Demigods.

True Gods: Are the Eight Divines. They're basically untouchable by player characters, but could be the source of an Epic-Level encounter or the goal of a campaign that reaches very high levels. Challenge Rating 15-20+ monsters, essentially.

Fallen Gods: Are those who were defeated during the War of Transgression. They'll use the Forgotten Gods template but be given different aspects, such as spellcasting or physical descriptions. They might have permanent scars or disfigurements from the war itself, but none of them are going to look "Human" or anything like it. They should probably play pretty heavily into the idea of strange and terrible existential beings and Lovecraftian Horror. Challenge Rating 9-15 monsters, essentially.

Demigods: Are lesser beings that are still "Divine" in Nature. Named Angels, Named Devils, Powerful Elementals, things of that nature. They're not going to be big legendary monsters with power coming out of their nose, but certainly be strong enough to mop the floor with common folks. Things like Elementals or Fey, or Minor Demons and Devils. Challenge Rating 4-10 monsters, essentially.

You might notice that there's some overlap between different tiers of Deity. This is intentional. It means that the bounds between one kind of God and another are a bit Blurred, while there's a definite sense of "Range" where the gods of a particular level exist.

You'll also notice that this means there are "Gods" at most level ranges attainable by players. This is -also- intentional. The term "God" in Sword and Sorcery doesn't mean the same thing it does in modern theology. It's meant to be a more flexible term for powerful entities that one may or may not Worship, and through that worship or control be rewarded in some manner or another. Take Yag-Kosha, for example:


The reason the story is called Tower of the Elephant (And why the Pilot species in Alien is a giant elephant-helmet wearing creature) is this God-Thing that Yara the Sorcerer met in the time before the Cataclysm that sank Atlantis and began the Hyborian Age. Yog-Kasha relates to Conan his trip to Earth across the Stars and how he taught Yara magic when he reached Earth before the sorcerer blinded him, weakened him, and chained him up in the tower so he could continue to use his power.

Conan kills Yag-Kosha and cuts out his heart to drip blood over the giant ruby in the picture, there, and places the gem in Yara's bedchamber as he sleeps. Inside the Gem, Yag-Kosha is restored with all of his limbs and his four wings and he drags the Sorcerer into the gemstone to fight him.

This example, one of the earliest of the Conan Tales and without question one of the most famous, establishes some core things:

1) "Gods" in Conan are not omniscient and omnipresent by default. Crom could be (If he even exists), but not all are.
2) They're often flawed beings that can be weakened, blinded, and trapped by mortals.
3) They can be killed by a simple Cimmerian with a Sword.
4) Even dead, they continue on in new manners.

This gives us a -ton- of leeway in what is or isn't a God for game-design and storytelling purposes. Forget 3e's Deities and Demigods using the Epic Level Handbook rules to be level 40+ characters. Sword and Sorcery can be contained in 10 to 20 levels and still have the Epic storytelling because it's the narrative role of Gods that makes them powerful, not just their Stat Blocks.

I'll be referencing monsters from other works, here, for combat functionality, but given time and resources I'd stat them out fully in a manner similar to the creature described below.


Shaper of Worlds
The Eight Divines:
The True Gods of the World/Setting that Needs a Name, the Eight Divines are sometimes known by different names across different cultures, but are generally accepted, whole cloth, by a specific moniker.

The Beast: Khumuad in the Scorpion Lands, Arez among the Grisians, Ak-Umad to the Ipu peoples, and Gnomad to the distant people of Ellenici. A massive beastly creature that cannot be easily described in a single form. The Beast's base form, it's "Truest" self, is an amalgamation of various beastly traits in their Purest form, which were granted to animals imperfectly at the time of their creation. A Scorpion's Tail is a mockery of the Beast's tail. The claws of Bears and Cats are a lesser version of the Beast's claws. The teeth of a Shark are as near in the animal world as one can get to the Beast's teeth. Both the Insect and the Lizard try to mimic the Beast's durable and supple hide, which glimmers with hard smoothness, but neither captures it by being too inflexible or by being broken into smaller plates. The wings of Birds and of Bats, pale imitations of a true wing, the Beast's wings.

It is best described as a great upright Dragon with no scales, but instead a perfectly smooth and durable skin. It is furred down the back from the crown of it's head, down between it's massive wings, to near the tip of it's stinger-tipped tail. It's neck is fairly short, like a horse's, but it's limbs are far longer in relation to it's body, giving it a lanky appearance.

For combat stats: Use the Ancient Brass Dragon with the following changes: Replace it's Breath Weapon with a Poison Spray from it's tail. Change the damage type of Tail Slap to Poison. Remove it's Sleep Breath Weapon and give it the following trait which uses an Action on the Beast's turn or 2 Legendary Actions:

Return to Form
The Beast targets up to three creatures it can see within 120 feet of it. Each target must make a DC 20 Constitution saving throw. On a successful save, a creature becomes immune to this ability. On a failed save, the target is poisoned and also gains 1 level of exhaustion. While poisoned or exhausted in this way, the target must repeat the saving throw at the start of each of its turns. Three successful saves against the effect ends it, and removes any levels of exhaustion caused by it as well as the poisoned condition. Each failed save causes the target to suffer another level of exhaustion. Once the target reaches 6 levels of exhaustion, it dies and instantly transforms into a dinosaur under the Beast's control with a challenge rating of 4 or less.

The Dweller: Azugiir in the Scorpion Lands, Karluth to the peoples of Neasc, Zoscori among the Ellenici, Oc'negru to the Ipu and Ngo peoples, and Khenomar in Annam. The Dweller is a terrible otherworldly beast that guards the underworld and drags the living down into the waters from which life sprang. Those who are to be punished in the afterlife remain under the water, crushed and tormented in the Dweller's grip, drowning endlessly, until they have truly repented for their wrongdoings. Those who have repented, or did not transgress in life, are said to be raised from the waters and placed upon the shore of the afterlife, far in the East, beyond the edge of the world, to live eternally.

It is described as a great monstrous form of writhing tentacles, eyes, and fanged mouths that collapse in on themselves. It moves upright, if such a thing can be described, with it's great tentacles hanging low, flying just off the ground, though they occasionally brush the ground rendering it dead and barren.

Combat Stats: Use the Nightwalker from Mordenkainen's Tome of Foes with the following changes: It gains Legendary Resistance and 2 Legendary Actions. It can use it's Enervating Focus as a Legendary Action. The Dweller also has a Reach of 30ft.

The Flower: Nefia in the Scorpion Lands, Nefari in Annam, Nanafi among the Ipu, and Niffany among both the Elleneci and Neasc. The Flower was a great hero of the War of Transgression, during which she sacrificed her own life to the Gods to spare the world their full wrath. It is said that she battled many of the Fallen Gods and there are stories of her victories told in any place they dwell where the cult of the Flower grows. Whether these are true stories of her legend, or propaganda to elevate her above the local gods is anyone's guess.

The Flower appears as a powerful human woman of immense stature.

Combat Stats: The Empyrean. No changes required, just straight up use it out of the Monster Manual.

The Mountain: Shael in the Scorpion Lands, Kronth among the Neasc, the Grisians call him Choq, while the Ipu and Annam know him as Uqweq. The Mountain is an uncaring god. He lives in his mountain alone, forging great and terrible things, then either discarding them or destroying them to use the materials anew in his next design. There is no great love or joy in him, no deep hatred or violence. He would have to care to feel in such a way. Prayers to him often go ignored.

He is described as a massive bearded man in most cultures, with hair as white as snow. His skin is either deep brown or black, and his eyes burn like embers. He has four arms that are used to hold metal and pound it as well, or perform multiple tasks at once. He wears armor, and wields weapons, in the rare event that he is forced to battle.

Combat Stats: Tarrasque. Just rename the different attacks to weapons. Claws are Axe and Sword, Horns is a Spear, Tail is a Flail. His Bite and Swallow remain unchanged. The Reflective Carapace is Mirror-Armor.

The Serpent: The Serpent has no names, no titles, beyond The Serpent. In each society it is referred to only by this name. It is the wisdom of ages, survival in wildlands, and the brutal pain of Betrayal. It is watchful, and deadly.

It is described as an impossibly massive snake whose form is made up of whatever it travels in. In water, it is water, on sand it is sand, in a forest it is soil and grass and brush and animals. It can be a great serpent of Beetles and Scorpions, or of Flapping Birds, or of Air itself. It is nothing and it is everything in it's environment.

Combat Stats: Leviathan from Mordenkainen's Tome of Foes with the following changes: Slam becomes Bite, and is Piercing rather than Bludgeoning. Tidal Wave becomes "Wave of Destruction". This functions in the same way, but rather than being Water it is a wall of whatever medium the Serpent is currently composed of. Instead of "Swimming" it's just an Athletics check to move your normal movement while inside the wall.

The Tempest: Shassim in the Scorpion Lands, Sojeh in Annam, Khoga among the Kyrani, and Susce in Grisia. The Tempest is the irrepressible storm, the unending sky, the four winds, and the spring rain. He is mercurial, and may provide a bounty of rain each year at specific times, or lay a drought on a whim for months or years at a time.

He is described as a living storm cloud in roughly the shape of a man. Lightning shoots through his form and thunder rumbles out his voice.

Combat Stats: Ancient Bronze Dragon. Bite and Claw are lightning strikes leaping off his form. While the Tail Attack is a Thunderclap. Damage types change to Lightning for Bite and Claw. Repelling Breath is a Gale Howl and taken off the Recharge Timer, he can do it any time he wants. In addition, he can use Gale Howl as a Legendary Action costing 3 Actions.

The Weaver: Ibillah in Annam and the Scorpion Lands, Tennu among the Grisians and Kyrani. The Weaver is the goddess of fate and of dying, destiny and ends. Different cultures portray her with scissors or sabers to cut the threads of life, or as a moth or spider or great beetle shuffling about and shaping fate with strands of destiny or silk.

She is described as a humanoid insect, armed with a deadly sword and accompanied by terrible lesser beings like herself which each to each strike on her behest. She often has wings, but always has antennae and large compound eyes in a face that might otherwise be described as fairly human. She rides a buglike steed into battle and cuts away life with her great sword that can fight of it's own volition away from her hands, supported by it's own wings.

Combat Stats: The Weaver is a Dread Knight for combat purposes, riding a Nightmare with 10 Skeletons. The Weaver, the Nightmare, and the Skeletons are Celestial rather than Undead or Fiendish creatures. The Cursed Greatsword is also a Dancing Greatsword, which can be released to attack on her turn.

The Witch: Zeya in Annam and the Scorpion Lands, Shidhulla in Neasc.

She is described as a woman of flawless beauty, hair as emerald-gold, skin as dark as fertile soil, dressed in the finest clothing of the local fashion in greens and blues with rich reds being common in winter.

Combat Stats: Drow Matron Mother, from Mordenkainen's Tome of Foes, with the following changes: Demon Staff is renamed Staff of the Witch. Llolth's Fickle Favor is renamed Witch's Blessing. Tentacle Rod is Rebuking Slap.


Jewel of the North
From published works, there's few that could work as quasi-deities:
Mummy Lord (MM)
The Eidolon + Living Statue (MToF)
Elder Elementals (MToF)
The high level giants from VGtM
The big shots Yuggoloth/Oinoloth from MToF
The Daelkyrs from Eberron refluffed

You could always add the mythic template from Theros to the above to create powerful-yet-mortal creatures.
Hell, a beefed-up mythic dire wolf or panther could be a wonderful quasi-deity encounter for low-level, local adventuring.


Shaper of Worlds
I did intend to use the Mummy Lord as Am-Tet, returned from the Grave as one of the strongest Fallen Gods due to Ancestor-Worship and monuments to her time as Phaoris in Annam. LN rather than Evil, she'd be rising from her grave for a specific, destructive, purpose, to fight against Betrayers and Conquerors and the like.

I -had- thought about using the Storm Giant Quintessent for the Tempest but eventually settled on the Bronze Dragon for that Repelling Breath/Gale Howl dramatic style!

But for the next section, I'll be aiming at the level 9-15 "Fallen Gods" range, specifically.

For reference: I already intend to make Uhmalshira's combat form as a trio of Water Elementals which share a health pool and actions. So only one of them can attack at a time, but she can make her attacks from any of them. Add in a pair of Legendary Action attacks and boom. Health Pool would be about the same as 2 water elementals.


Jewel of the North
For the 8 mains, I'd go with something like this:

  • Beast: Yeenoghu (MToF), but its feature targeting gnolls target each beast or lycanthropes.
  • Mountain: Zaratan (MtoF) add a spear attack.
  • Tempest: Elder Tempest (heh!) MToF
  • Weaver: Mythic Larva Mage ?
  • Serpent: Mythic Marilith with poisonous bites and constrict instead of swords.
  • Dweller: Nightwalker, nice idea
  • Witch: Mythic Night Hag Coven? Demi-lich?
  • Flower: Drow Matron Mother (with a touch of Sphinx, maybe?)


Jewel of the North
I -had- thought about using the Storm Giant Quintessent for the Tempest but eventually settled on the Bronze Dragon for that Repelling Breath/Gale Howl dramatic style!
Why not both!? Take the quintessent and add the breath weapon! I'll see if I can do something on my builder later today if you want.


Building on your Conan reference, both Ollam-Onga and Khosatral Kiel would make great Fallen Gods.
For Khosatral, I’d suggest a sentient, evil iron golem for stats. Not quite sure about Ollam.


In the Frozen Forests of Neasc, a land tortured by witchcraft, some still turn to the Forgotten God of the Hunt, but the Forest God is fraught with peril. He and his pack of hounds are as likely to tear the traveller apart as they are to aid her against the servants of the witches.
And even more fearsome, in the darkest, coldest reaches of the forest, where dead moss clings to dead trees, it is said there lurks a god that died millennia ago, leaving only a hunger....a gnawing, terrible hunger.

As you can probably guess, I’m thinking of a reference to Cernunnos/Wild Hunt in the first instance, and Wendigo in the second.


In the desert lands of the south, the Flower defeated ( you decide, Serpent, Dweller or Beast) and drove it away. But her victory was not without pain and she was savagely bitten. When she cleaned her wound, three foul teeth from her foe had broken off inside the torn flesh of the goddess. In pain, she drew them forth and cast each of them away, to the east, south and west.
But, where they landed, the fangs writhed and buried themselves in the sands, where they exist to this day, grown into terrible banes.

At the risk of copyright, I’m thinking three Sarlaccs from Empire Strikes Back fame.

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