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high_fantasy

High Fantasy

For some Villains, power is about ruling your domain. There are those in Nequam who might best be described as overlords - those who would conquer lands and people, always looking for the next thing to rule. Villains range from the mundane murderous monarchs to magical wizards and sorcerers. On the less human end of the scale are daemons, dragons, and mysterious cults; anything with enough power and mysticism to draw in a follower or two. Some are perhaps more in the habit of hoarding, whether that's power, wealth, or something else entirely, but anything Sword and Sorcery finds its home here, as long as you can fend off other Villains.

To the untrained eye, things may look outdated, even more so than that of the Gothic Horror Villains. High Fantasy Villains do things their own way; some kind of magic will serve perfectly well in place of newer technology - the difference is largely in aesthetics.

Culture

black knight

Power is the oldest currency, and by and large the High Fantasy villains tend to be some of the big names that have existed for longest in Nequam1). Sometimes this power is an individual achieving immortality2), other times simply an individual drawing power from an ancient artefact. This is not to say new Villains don't pop up here and there, but it's only when they've become established that the other Villains are likely to start taking them seriously.

Some non-magical power exists too - there are a surprising number of corrupt royal families spanning generations. Of these, each new heir, obliged to prove their right to the throne and earn respect, is more ghastly than the last. Then there are the Villains that are simply giant fire-breathing dragons or other beasties of ancient tales - if it strikes fear into the hearts of mortals, then that's good enough.

Magical or non-magical, this power usually exists to expand the rule of a Villain or to prevent another Villain from claiming your turf. At the extreme end, epic battles which rage for as long as anyone can remember are a common sight. Villains are constantly looking for new ways to outwit and out-compete others. While all this can result in ancient grudges, the High Fantasy Villains don't tend to take it personally. Those rivals that are members can happily encounter one another at the Club without causing a scene. It's usually what the other person has, rather than the person themselves, that is of interest.

The ancient nature of power here affects the aesthetics - many of the Villains have been around since stones, towers, and shiny suits of armour were in fashion, and they're not about to go and change things to suit the whims of some hot-shot from the Organisations. In turn, anyone new on the scene who actually wants to earn respect from their peers needs to look the part first and foremost. And in fact, if you know what you're doing you can use this to your advantage; dress up to look like a terrifying monarch living in a castle, and most people around aren't about to question if you've got the army to back it up.

The Tenebrific Mountains

Most High Fantasy Villains find residence in and around the Tenebrific Mountains. The ominous landscape provides many sought-after features like endlessly deep caves, and forms a wonderful backdrop for foreboding castles and towers that litter the craggy peaks. For those Villains who need a little more space (or just somewhere a bit more accessible than halfway up a mountain) the surrounding lowlands are littered with all manner of bases, from giant fortresses to ethereal temples.

The Mountains contain a wealth of locations of interest to a High Fantasy Villain. Deep crystals and magical rifts are a common source of power, tied to the land they're on, and someone always has an eye on taking that power for themselves. Elsewhere there are more mundane elements to attract the attention of rival Villains - hoards of wealth, lands ruled by a single family for generations, or simply somewhere of great military tactical advantage. All are liable to result in a rival army turning up at your door.

Travel around is tough - mostly dirt tracks between notable locations, or the occasional paved street. Instead, most Villains choose to ride various fantastical creatures, fly, or even just skip the faff and utilise teleportation circles.

Villains

Oseneth the Inexorable (They/Them)

witch set up

Oseneth the Inexorable is one of the most powerful sorcerers in Nequam. The sounds of their devious new spells can be heard booming from their tower, and the most catastrophic ones can be seen lighting up the sky. Few who enter the tower ever escape, and those that do tell of the horrors they witnessed inside.

It's an open secret that the reason Oseneth is constantly recruiting new Underlings is their propensity for using them as test subjects for their new spells, especially if you end up displeasing them. Many consider it fortunate that Oseneth's delight in a wide range of experimental magic means that getting caught in the blast is often not fatal, but can lead to all manner of side effects. Still, they need someone to fetch potion ingredients, and tidy up around the castle (few forget the infamous enchanted brooms incident), and the pay's not that bad, making them one of the more attractive employers in the High Fantasy circles.

Other Villains

  • Razeraith (Any) - A mighty dragon that lurks in the caves of the Tenebrific Mountains, only emerging to find prey and gather more treasure for its hoard.
  • Anathema (It/Its) - A powerful daemon. The Order of Anathema serve the creature, though there is speculation that “the Order” may actually be only one person. The Temple of Anathema is located near the Tenebrific Mountains, but it is believed Anathema itself does not reside there.
  • Queen Alyx, Ruler of the Damned (She/Her) - An infamous monarch of the realm. The secret of her seemingly endless army is fairly open, though anyone caught claiming necromancy is involved is soon to join their ranks.

Inspirations

  • Dungeons and Dragons
  • The Lord of the Rings
  • Game of Thrones
  • ReGenesis
  • The Owl House
1)
Arguments about whether some of the Otherworldly entities have been around longer is usually met by pointed rebuttals that definitionally they don't exist within Nequam at all
2)
or close enough to fool anyone not asking too many questions
high_fantasy.txt · Last modified: 2024/06/30 14:33 by gm_anna