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Mostur of the Setting Sun

Tyrant ruling over the city of Farthun

M
ostur first entered the annals of history when he defeated Thaox'endo the Red in the
year 2,304 of the Second Era. Phillas the Young left notes about the confrontation,
which “(...) left the Red Keep's surroundings smelling of rot for decades, after
Thaox'endo's body swelled up and exploded in a cloud of flies.”The stench went away though,
and with it the fear Thaox'endo the Red had spread in the region for centuries. His infamous
Red Keep, kept that color by the regular sacrifices Thaox'endo demanded, slowly became a
beacon of stability in the region, once it became clear that Mostur wouldn't be the type of
Tyrant Thaox'endo had been. A semblance of peace spread in his area of influence and a
mere century after the seed of what would later become the city of Farthun was planted.
Soon after the birth of Farthun and the slow progress of civilization arrived to the
region, people would come and pledge their services to Mostur's cause, offering their life
simply to be able to stand near what many considered a living god. These servants slowly
began to organize themselves, becoming the Coven of the Setting sun after Mostur officially
recognized their service and granted them his title. The Coven helped bring stability and
prestige to the region in a way that made Mostur's direct control redundant. He retired to the
depths of the keep, and sights of him became infrequent and rare, until his absolute
disappearance from public life.
Deep inside his chambers, devoid of any responsibilities and purpose, Mostur
researched. He sent his Coven to find hidden tomes of power that only he knew of, and slowly
but surely embraced the many gifts the Primordial Ones grant to any true servant of unbridled
knowledge. Piece by piece, Mostur cut out the last remnants of humanity within him, and
replaced them with something so alien to the human mind that no one would have been able
to understand. Not even the Coven, who in a mix of terror and sheer adoration, contained
Mostur within the depths of the Keep by regularly bringing him fresh “research subjects”.
Mostur's corruption wasn't as contained as the Coven thought though; the intangible
miasma that is the essence of primordial chaos, the shapeless effluvia that permeated
everything surrounding his work, slowly tainted his closest collaborators as well. One by one,
the members of the Coven of the Setting Sun succumbed to the twisting forces of the Infinite
Shapes. The youngest acolytes of the Coven, less affected by the Change, are in charge of
ruling over the city of Farthun, trying to keep a semblance of order in honor of Mostur, while
the elder attend him within the Inner Sanctum, their minds and bodies twisted by Mostur's
power.

The Red Keep


The Red Keep has been the seat of power in the region for centuries. First built by order of
Thaox'endo the Red, it dominates the landscape with its unique architectural style, a relic
belonging to a distant past. Its visage used to strike fear amongst the nomads that populated
the region during Thaox'endo's reign, but due to the decay caused by centuries of neglect it is
now a shadow of what it once was.
As Mostur's fortress, the players may decide to assault it. Nobody knows what horrors
await them there, but until we are ready to reveal the detailed layout of this place players are
encouraged to use the standard Fortress exploration rules. The final encounter will be Mostur
of the Setting Sun himself, though!

Mostur of the Setting Sun


Type: Humanoid. Roll twice on the Special Loot table and once on the Artifact table.
- HP: 250
- Awareness: 40
- Initiative: 14
- Damage: 2D10+20 / 4 attacks
- Against Seasoned Characters: Enemy has +50 HP / Defense: 40 / Offense: 50

Regeneration: Mostur automatically heals 5 HP/turn at the beginning of his turn


Bringer of Change: Each time Mostur successfully damages a PC they must reduce one
random Attribute and increase a different one
Disarming Tentacles: Once per turn, characters must perform a DEX Test to avoid being
disarmed. If failed, they lose their weapon and must spend a turn recovering it

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