Karassa: Archon of the Chaotic Seas in Archons Decisive Factor System | World Anvil
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Karassa: Archon of the Chaotic Seas

Karassa is the force of evil and chaos in the world.  

Symbols

Karassa's symbols are the skull, the tentacle, and the color dark blue.

Domains

The Seas

Focus: Oceans and the Deeps   While the lakes and streams upon the land belong to Adara, the seas are the property of Karassa. Filled with toxic brine and all manner of unnatural poison, they go from the edge of the shore and the surface of the water all the way down to the depths where no light reaches. The toxins that the seas are full of will eventually kill or corrupt all that stay in them too long. This Domain enhances not only swimming and sailing the seas, but also interactions with poison. The familiarity with nautical motion also carries over into swimming and sailing on rivers and lakes, even though those aren't bodies of salt water.   Anathema: Dry Land   The Domain of the Seas has no impact on shore. Perhaps on the beach, or near a saltwater lake, where the ground is permeated by saltwater. But not inland.   Spells:
  • Liquid Form: This turns you into salt water or, at higher tiers, poisonous brine, oily sludge, or other liquids that may be found in the ocean (including blood).
  • Call Familiar: This calls forth a familiar, usually in the form of an octopus, sea bird, or other marine creature.
  • Conjure Liquid: This summons liquid from the ocean for your use. This can include toxic water.
  • Summon Minion(Generic): You can call forth a specific underwater creature. By default, we recommend a giant crab, but you can create different versions for different creatures.
  • Freeze: This brings forth the freezing chill of the polar seas.
  • Venom: This fills the target's bloodstream with toxic water.
  • Conjure Darkness: This fills the area with the darkness of the abyss.
 

Corruption

Focus: Mutation   Corruption is the Domain of mutated flesh, of cancer and warts and birth defects. It is used by any mutated being to take full advantage of those mutations, and thus its applications vary by creature.   Anathema: Unconditional Love   If someone loved the being suffering corruption unconditionally and sacrificially, then the corruption is negated, if not removed. Examples of this love include a soldier who every day cares for his weapon that he named, a woman who loves her husband who's been transformed into a monster, and a soldier who refuses to kill her comrade even when that comrade has been turned into a heartless monster.   Spells:
  • Wild Form: You mutate into a different creature.
  • Giant Form: You grow immensely in size, a twisted hulking mass.
  • Unleash: You mutate a creature into a more horrifying version of itself.
  • Borne by Wings: You grow into a hideous but powerful form, with bat wings, scales, and twisted flesh.
  • Summon Minion(Generic): You conjure some corrupted creature. Choose which when you take this spell.
  • Sunder: You inflict corrupting rust and rot on the object until it falls apart.
  • Enhance Attribute (Generic): This spell temporarily mutates the target to have a greater attribute score; choose which attribute when you learn the spell. You can learn it once for each spell.
 

Undeath

Focus: Death and the Undead   Undeath is the domain of raising corpses to serve you, calling spectres to your aid, and killing the living. It is associated with actions to kill people or use social skills to harm their Spirit. It is also associated with the Knowledge skill as the dead have secrets to whisper to the living.    Anathema: Funeral Rites   Those who are given proper burial are freed from the curse of undeath. For followers of Zarepth, this is burial with the proper rites. For followers of Innestia, this means cremation and a party to remember the deceased deeds in life. Chanting funeral rites over an undead being will often inhibit it.   Spells:
  • Death: This is a pure blast of the energy of death. If it kills the target, you have advantage to raise them as undead.
  • Raise Dead: This allows you to turn a corpse into a zombie.
  • Summon Minion(Generic): This allows you to call someone back from death into this world.
  • Danse Macabre: This haunting melody raises all the dead in range as zombies.
  • Call Familiar: This calls forth a departed caster to teach you magic. It typically takes the form of a shrunken head or talking skull.
  • Mystic Sense(Generic): This allows you to sense the living and the dead.
  • Drain Spirit: This saps energy from the target's Spirit and gives it to you.
  • Unleash Weapon: This calls up a ghost of one your weapon has slain to bear the weapon to strike down others.
  • Steal Soul: This allows you entrap the souls of your victims.
  • Helping Hand: The hand of a wraith moves items for you.
  • Inflict Hallucinations: This sends a ghost to possess your foe, messing with their mind.
  • Divination: This calls up a shade from the underworld to answer your questions. The information may occasionally be malicious or deceptive.
  • Eidolon Form: You turn into a ghostly specter, moving through walls while physical attacks pass through you.
  • Wither: The target begins to shrivel and die.
  • Call Spirit: You compel nearby ghosts to aid you.
  • Doom
 

Pain

Focus: Suffering Pain is the Domain of harm and hurting. It is associated with inflicting harm with swords, spears, bows, and other weapons. But it also covers inflicting mental pain with cutting remarks and harsh words.   Anathema: Soporifics Alcohol, opiates, and other chemicals can stop pain and render someone immune to their effects. Those intoxicated by these agents similarly cannot benefit from that Domain.   Spells:
  • Fester: You multiply your victim's suffering as their injuries are worsened.
  • Painful Racket: You play a corrupted cacophony unrecognizable as actual music.
  • Inflict Agony
  • Drain Spirit: You derive pleasure from inflicting suffering on another.
  • Empower (Generic): This grants the target the talent Berserker as they're driven mad by pain. If the target already had that talent, this drives them berserk and can even grant an additional talent tied to berserking.
  • Chaos Assault: A rush of painful magics inflict harm on your foe.
  • Damnation: The target is banished to suffer in Karassa's realm for a time.
  • Step through Hell: You take a step through Karassa's hellish realm.
  • Worker's Refrain: Everyone around you feels the lash of the taskmaster's whip, spurring them to get the job done.
 

Classes

 

Relationships with Other Archons

Karassa despises all the archons, including herself, and seeks their total corruption, downfall, and destruction. While all the archons are against her, it is Aquillus, Adara, and Zareph who put the most effort into stopping her evil.  

Vows

Viciousness

I'm always looking for a fight.   Every time you start combat, whether you are the attacker or the one being attacked, you fulfill this vow. If you try to talk your way out of a fight and come to a peaceful resolution, you break it.

Book of Secrets

My patron has given me a tome full of eldritch secrets. I will study it diligently, and let no unworthy eye glean its mysteries.   By taking an hour or so to read from your tome, you fulfill this vow. You can only do this twice per day. If anyone else should happen to read from your secret tome, your vow is broken and remains broken until you find out who and take the necessary precautions to ensure they will never spread the secrets they have learned. Killing them, erasing their memories, or inducting them in service to your patron are the usual methods.

Pain

Others fear pain, but I know that it pleases my master.   Every time you take an injury, you fulfill this vow. If you ever willingly accept healing from a follower of Adara or Zareph, you break this vow.

Killing

I dedicate every kill to my patron.   Every time you kill an enemy that could bear at least one injury, you fulfill this vow. Killing multiple enemies with a single action only fulfills this once. Sparing the life of someone who attacked you breaks this vow.  

Spreading Trauma

Pain and madness please my mistress.   Every time you inflict trauma on someone, you fulfill this vow. If you help someone overcome their trauma, you break it.

Secret Missions

I serve the mistress as she sees fit.   From time to time you will be given errands to perform, such as leaving a sealed envelope on a doorstep, letting a certain enemy combatant escape from a fight, or stealing someone's cat. Every time you complete one of these missions, you fulfill this vow. Sometimes, the opportunity to perform an errand does not arise, but if you refuse to perform one when the opportunity comes up, or if you question a mission, you break this vow.

Cruelty

I harm my mistress's enemies.   Every time you inflict an injury on someone, you fulfill this vow. If you ever treat, heal, or assist in the treating or healing of someone else's injury, you break it.

Hidden Face

No one must see my face or truly come to know me.   You may get the benefits of fulfilling this vow at any time, but only once per day, provided no one has seen your face that day. Letting anyone else see your face breaks it, though it matters not if someone sees a magical disguise they believe to be your true face.

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