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The Crimson Reapers

They call them the Crimson Reapers, a name spoken in hushed tones by traders and travelers along the roads of the Viscounty of Verbobonc and Gnarley Forest. To some, they are little more than brigands, killers-for-hire, and butchers who leave behind corpses and burnt wagons. But the truth is more complex—they are a hardened company of ex-soldiers, deserters, and professional killers, bound by survival and profit. They take coin where they can find it, blood where they must, and serve the Cult of Orcus not out of devotion, but out of necessity. Loyalty is a currency, fear is a weapon, and death is a business.   They don’t revel in murder. They don’t cackle as they burn down villages. They do their job, get paid, and live to see another day. If anything, they are pragmatists in a world of fanatics.

Origins and Purpose

The Crimson Reapers are the Nulb-based extension of The Circle of Whispers, a feared mercenary and criminal syndicate from Dyvers. Led by Zelt the Bat, this faction operates as a ruthless enforcer group, working to secure Nulb for the resurgence of the Temple of Elemental Evil while expanding its own power base through fear, profit, and intrigue.   This group is tasked with leveraging the chaos surrounding the Temple’s second rising to infiltrate Nulb’s criminal underworld, seize control over its bandits and pirates, and establish dominance over smuggling, extortion, and mercenary operations. Unlike simple brigands, the Crimson Reapers function as spies, assassins, and manipulators, playing the long game to consolidate power while keeping their true goals hidden.

The Circle of Whispers

Founded in 557 CY, the Circle of Whispers was initially a small adventuring band known for their cunning, secrecy, and preference for subterfuge over brute force. Its original five members—Galdigore Whitcress (fighter/aristocrat), Namilla of Caltaran (wizard), Jordeth Laes (rogue), Noribert Lorridan (bard), and Camilyn Freesails (cleric of Procan)—formed a well-connected group that quickly earned a reputation in Dyvers, Free Lands of. With early patronage from the rising merchant elite, they became a favored tool for noble intrigue, intelligence gathering, and "discreet problem-solving" for the right price.   As Dyvers expanded in power, so too did the Circle. By 561 CY, it had evolved from a simple adventuring troupe into a full-fledged mercenary guild, policing its own while orchestrating the downfall of rival bands. Throughout the 570s, the Circle transitioned into a formidable syndicate, seamlessly blending aspects of a thieves' guild, mercenary company, and intelligence network.

The Modern Circle (576 CY)

A House Divided
Following the deaths and departures of its founding members, the Circle entered a new era under the leadership of three distinct factions:
Zelt the Bat – The Master of Secrets
A ruthless sorcerer-spymaster, Zelt has no official title but commands deference from over fifty skilled warriors, rogues, and mages. His faction is the strongest within the Circle, known for its shadowy dealings, blackmail, and intelligence networks across Dyvers and beyond.
Objectives:
  • Expand the Circle’s political power within Dyvers.
  • Forge alliances with noble houses and merchant guilds.
  • Secure greater control over the underworld.
  • Use his influence to expand operations into the Velverdyva River trade routes.
  • Secretly serve Orcus, while pretending loyalty to Vecna and Hextor, ensuring power from multiple dark forces.
Telek Van – The Charismatic Expansionist
A renowned bard and scholar of Suel ancestry, Telek's vision for the Circle differs from Zelt’s. Rather than consolidating power in Dyvers, he seeks to spread the Circle’s influence across Verbobonc, Caltaran, and the Nyr Dyv region.
Objectives:
  • Create a vast mercenary and thieves' guild spanning multiple cities.
  • Recruit and indoctrinate individuals of Suel descent into the Scarlet Brotherhood.
  • Weaken Zelt’s grip on the organization.
Berek "The Bull" Rolans – The Old Guard
A veteran of Furyondy’s wars against Iuz, Berek represents the last vestiges of the Circle’s original adventuring roots. His fort, Bull’s Well, on the Gnarley Forest’s northern edge, is both a retreat and a training ground for the few remaining purists who remember the Circle’s former mission.
Objectives:
  • Resist the transformation of the Circle into a criminal empire.
  • Preserve the original spirit of adventure and honor.
  • Strengthen the defenses of Bull’s Well against external threats.

The Circle and Nulb

A New Opportunity
Zelt sees Nulb as a prime target for expansion. The growing resurgence of the Temple of Elemental Evil in 576 CY presents an opportunity to align the Circle with the Supreme Commander Hedrack and Commander Feldrin, ensuring profitable smuggling routes and expanding the Circle’s influence into the lawless frontier.
Operations in Nulb
  • Control of the Waterside Hostel: The Circle is seeking to influence Dick Rentsch, its owner, to use it as a front for their operations.
  • Alliances with Nulb's Criminal Elite: Zelt is negotiating with Lady Nysera Krivaltis and her enforcer Skole to solidify control of smuggling, piracy, and illicit dealings.
  • Ties to River Pirates: The Circle is assessing the strengths of Captain Tolub and Captain Marad Vesrek, two of the most powerful pirate lords in Nulb.
  • Covert Aid to the Temple: The Circle is funneling recruits, supplies, and intelligence to the Temple’s leadership, ensuring a stake in its resurgence.
  • Collaboration with the Cult of Orcus: Through Maldrith the Hexed, the Circle is weaving necromantic influence into Nulb, serving the Cult of Orcus while keeping their true allegiance hidden from the Temple’s leadership.
Zelt the Bat’s Grand Designs
Zelt’s ultimate goal is to establish himself as a shadow ruler, controlling vast networks of spies, mercenaries, and cultists. His plans include:
  • Expanding the Circle across the Flanaess, absorbing weaker organizations like The Battirovka Family.
  • Using the Temple of Elemental Evil as a means to gain power, then betraying it when it serves his interests.
  • Seeking the Hand and Eye of Vecna, believing they hold the final secret to absolute dominion.
  • Promising many souls to Orcus in exchange for vampirism upon his death.
  • Conquering Furyondy and Veluna for Hextor, should the opportunity arise.

Waterside Hostel Base of Operations

The Crimson Reapers maintain a permanent headquarters on the second floor of the Waterside Hostel in Nulb, secured through a deal with owner Dick Rentsch. This room, heavily reinforced and kept private, serves as the nerve center for their banditry, smuggling, and extortion operations.
Fortified Room
A heavy wooden door, fortified with multiple locks, leads into a dimly lit chamber filled with mismatched furniture, stolen tapestries, and maps spread across a large, rough-hewn table. A weapons rack lines one wall, holding an array of short swords, crossbows, and daggers, while a locked chest beneath the table holds gold, forged papers, and coded messages detailing smuggling routes and upcoming raids. A narrow window overlooks the docks, providing a discreet vantage point to observe river traffic and any potential threats or opportunities.
Function & Operations
Captain Zelt the Bat and his second-in-command, Zak the Bloodied, utilize this space for coordinating operations, interrogating captives, and recruiting new members. The room serves multiple purposes:
  • Planning Ambushes: Mapping out attack sites in the Gnarley Forest and scheduling raiding parties along trade routes.
  • Interrogations & Recruitment: Assessing captives for ransom, execution, or induction into the Reapers.
  • Information Hub: Using the tavern below to gather rumors and intelligence.
  • Storage: Hiding black-market goods, stolen artifacts, and secret communications from Dyvers contacts.
  • Future Plans: Expansion & Establishing a Safehouse
While the Waterside Hostel remains their primary hub, the Crimson Reapers seek to expand their presence in Nulb. Their next objective is to secure a private safehouse, away from prying eyes. Lady Nysera Krivaltis, who controls the Boatman’s Tavern and Nulb Market, has an extensive network and valuable influence. Once the Reapers establish a stronger working relationship with her, they plan to rent a discreet house under her control to further their dominance over Nulb’s illicit activities.

The Circle’s Future

Expansion or Fracture?
While the Circle remains a formidable force in Dyvers and beyond, it is riven by internal divisions. The ambitions of Zelt and Telek may eventually lead to an open confrontation, while Berek’s faction remains a wildcard. The organization’s growing involvement with the Temple of Elemental Evil and the Cult of Orcus may secure them immense power—or lead to their ultimate downfall. The coming years will determine whether the Circle of Whispers rises to greater heights or collapses under the weight of its own ambition.

Leadership and Structure

Zelt the Bat – Master of Secrets and Leader of the Reapers
A cunning and ruthless sorcerer-spymaster, Zelt the Bat operates under the guise of a simple crime lord, but his ambitions run much deeper. He intends to use Nulb as a staging ground for The Circle of Whispers’ expansion and the eventual conquest of regional power.
  • Public Role: Criminal mastermind controlling Nulb’s illicit activities.
  • True Ambition: Seizing control of the Temple’s power for himself, while secretly serving Orcus and amassing forbidden knowledge.
  • Tactics: Prefers psychological warfare, blackmail, and magic to subjugate rivals.
  • Weapons: Cloak of the Bat, Staff of the Python, magical disguises, and assassins at his beck and call.
Rom Khavernus ("Hollow Jack") – The Silver-Tongued Sorcerer
Rom is a battle-mage, alchemist, and enchanter, serving as the Reavers’ primary spellcaster and strategist. A former noble of Dyvers, Rom fell from grace due to gambling debts and now walks the path of crime and sorcery under Zelt’s mentorship. His role in the Reavers is multifaceted: he crafts magical items, supplies enchanted weapons, and ensures that the Reavers have every arcane advantage possible. Unlike the rest of the company, Rom still carries himself with the airs of a nobleman, earning him the mocking nickname “Hollow Jack” among the men. They may jest, but none deny the value he brings to their bloody business.
Second-in-Command: Maldrith the Hexed
A demonic arcane sorcerer who serves as Zelt’s enforcer and spiritual advisor. His necromantic powers and terrifying presence make him invaluable in manipulating local bandits and intimidating other criminals into servitude. His origins are shrouded in mystery, but his mastery of infernal magics and necromantic rites makes him indispensable.
  • Personality: Cold and calculating, he is the true force behind the gang’s demonic influence. Maldrith ensures loyalty through terrifying displays of power and possession.
  • Motivation: To serve Orcus by weaving dark magic into the fabric of Nulb sound for Orcus' grander schemes.
  • Public Role: A feared warlock and executioner.
  • True Power: Conducts dark rites for Orcus, ensuring the gang’s dominance through undeath and demonic pacts.
"The weak call it murder. We call it devotion." - Maldrith

Operations and Activities

The Crimson Reapers are deeply embedded in Nulb’s criminal economy, working alongside and against existing factions to cement their rule.
Control of Key Locations
Primary Sources of Income
  • Raiding merchant caravans on the Forest Road and The Wild Coast trade routes.
  • Smuggling contraband through the Hunting Cabin into the Temple.
  • Selling slaves to the Iron Lash for profit and sacrifice.
  • Extorting protection money from Nulb’s traders and dockworkers.
Tactics & Operations
The Crimson Reavers operate like a precision scalpel—efficient, ruthless, and always aware of their employer’s needs. Their specialties include:
  • Assassinations: Eliminating political and military targets to destabilize enemy factions.
  • Enforcement: Keeping the Temple’s allies in line, ensuring debts are paid and threats neutralized.
  • Magical Warfare: Deploying Rom’s enchanted weaponry and Maldrith’s dark magic to devastating effect.
  • Smuggling & Logistics: The Bloodied Fangs Maintaining supply lines for illicit goods, weapons, and contraband through Nulb’s black markets.
Recruitment Process
  • New members undergo a brutal initiation, where a demonic glyph is carved into their chest through arcane rituals.
  • Successful recruits are sent on their first raid under the watchful eyes of the Reapers.

Relationships and Alliances

Lady Nysera Krivaltis
A rival for control over Nulb’s criminal underworld. Zelt sees her as a mere opportunist lacking the vision of true power. Constant political maneuvering and sabotage between her Iron Talons and the Crimson Reapers.
Temple of Elemental Evil
  • The gang provides the Temple with steady shipments of slaves and goods, ensuring a mutual alliance.
  • Zelt’s secret allegiance to the Cult of Orcus remains hidden from the Temple leaders.
  • Hedrack values their contributions, while Romag and other priests remain suspicious of their true motives.
  • While allied with the Temple, the Reapers’ secret allegiance to Orcus makes them a wildcard, as Hedrack and Feldrin remain suspicious.
Nulb Establishments

Symbolism and Reputation

  • Calling Card: A blood-red glyph of Orcus carved onto caravan wagons and the bodies of their victims.
  • Tattoos: Each member bears a branded glyph that grants resistance to mind-affecting spells but ties their soul to Orcus.
  • Reputation: Viewed as ruthless, almost supernatural bandits by common folk, while authorities consider them a growing existential threat.
"Join us, or be offered in your place. Either way, blood must flow." - Felix

Headquarters and Territory

Primary Hideout: The gang uses the 1. Waterside Hostel of Nulb as their public face, with a hidden lair deep within the Gnarley Forest, protected by monstrous guardians.
Territorial Control
  • Forest Roads leading from Dyvers to the Wild Coast.
  • Merchant routes connecting Narwell, Verbobonc, and Dyvers.
  • Underground tunnels linking the 55. Hunting Cabin - off map to the Temple.

Enemies and Challenges

Opposition Forces
Internal Conflicts
  • Fear of demonic possession has led to whispers of desertion among the ranks.
  • The constant threat of exposure from Temple agents who suspect their loyalty.
Religious Threats
  • The Church of St. Cuthbert, Pelor, and Heironeous, seeking to purge them as an undead threat.
  • Paladins from Veluna tracking their dark influence in the region.

Adventure Hooks

  • "The Price of Power" – The adventurers are hired to investigate missing merchants and discover the Crimson Reapers' dark secret.
  • "Infiltrating the Reapers" – The party must pose as bandits and uncover their true allegiance to the Cult of Orcus.
  • "The Whispered Glyph" – A survivor of a recent raid bears an infernal mark, leading to dark revelations about the gang’s true patrons.
  • "Nysera's Gambit" – Lady Nysera Krivaltis seeks to employ the party to weaken the Reapers before they grow too powerful.

Conclusion

The Crimson Reapers are more than a simple bandit gang. They are an organization of terror and deception, balancing their service to the Temple with their own hidden agendas. As they grow in power, both allies and enemies should beware—for the Bat and his Hexed Priest have no intention of staying in the shadows forever.

"To kill is duty, to raid is worship, to die is ascension."

Tattoo3 of Cultist Brigand of Orcus by 3orcs
"When the glyph burns, the soul belongs to Orcus. No one escapes the Brand."
The feared brigands and cultists secretly serving the Cult of Orcus in the Temple of Elemental Evil.
Zelt, Captain, Seeker of Secrets by 3orcs
Master Zelt
Zelt the Bat is the ruthless and enigmatic leader of the Crimson Reapers, a notorious bandit gang operating out of Dyvers, Free Lands of and expanding its influence into Nulb . A cunning strategist and a formidable warrior, Zelt is known for his duality of skill—combining martial prowess with dark sorcery. His reputation as a relentless seeker of knowledge and hidden truths makes him more than just a bandit captain—he is a force of calculated ambition, constantly maneuvering toward greater power and deeper secrets.
Maldrith the Hexed by 3orcs
Maldrith the Hexed priest of Orcus
Second-in-Command: Maldrith: A demonic arcane sorcerer who serves as Zelt’s enforcer and spiritual advisor.
Felix Fahnor by 3orcs
Felix Fahnor
(a.k.a. Silent Blade) Crew leader for The Bloodied Fangs. Among the cutthroats and murderers of Nulb, few names are whispered with more fear than Felix Fahnor. A master assassin and former agent of the Horned Society, Felix now serves as the chief enforcer and hitman for the Crimson Reapers.
Rom Khavernus by 3orcs
Rom Khavernus
(company wizard) Rom is a battle-mage, alchemist, and enchanter, serving as the Reavers’ primary spellcaster and strategist.
Type
Illicit, Gang
Location
Related Species
Gang Structure
The Crimson Reapers operate in a military-like hierarchy with specialized roles:
  • The Reapers – Elite warriors and field commanders, each marked by a crimson glyph of Orcus.
  • The Hexblades – Sorcerers and warlocks sworn to Maldrith, specializing in demonic possession and dark rituals.
  • The Marauders – Standard brigands and cutthroats who execute raids with terrifying efficiency.
  • The Skinners – Specialists in slave capture and interrogation, ensuring prisoners are broken before being sent to the Temple or The Pit in Nulb.
10 brigands stationed at the Waterside Hostel Inn, operating out of Room D as part of the Crimson Reapers’ headquarters in Nulb.
Crimson Reaper Brigand 
(Waterside Hostel Enforcer)
Medium Humanoid (Human), Neutral Evil
STR 14 (+2) | DEX 14 (+2) | CON 12 (+1) | INT 10 (+0) | WIS 10 (+0) | CHA 11 (+0)
  • Armor Class 14 (Studded Leather)
  • Hit Points 36 (6d8+6)
  • Speed 30 ft.
  • Skills Intimidation +4, Stealth +4, Perception +2, Deception +3
  • Senses Passive Perception 12
  • Languages Common, Thieves’ Cant
Abilities
  • Pack Tactics. The brigand has advantage on attack rolls against a creature if at least one of their allies is within 5 feet of the target and isn’t incapacitated.
  • Cunning Ambush. If the brigand surprises a target, their first attack deals an extra 7 (2d6) damage.
  • Black Market Ties. The brigand has advantage on Charisma (Deception) checks when negotiating illicit trades or bribes.
Actions
  • Multiattack. The brigand makes two melee or ranged attacks.
  • Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d6+2) slashing damage.
  • Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 7 (1d6+2) piercing damage.
  • Dirty Trick (Recharge 5-6). The brigand throws sand, a knife, or alcohol into the target’s eyes. The target must make a DC 13 Constitution saving throw or be blinded until the end of their next turn.
  These ten brigands serve as the muscle and street enforcers for the Crimson Reapers in Waterside Hostel’s common room, ensuring Zelt’s influence remains unchallenged while protecting Room D, their operational headquartersw if you need modifications!


Cover image: Nulb Banner by 3orcs

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