a) I didn't have as much written down as I thought, and
b) a lot of the core concepts of the setting are at stark odds with each other, and
c) there is so much other cool stuff I want to CRAM in, it makes it even worse.
But there are a few things I put together when I started working on this setting and they're really cool and shareable. I'll start with some of the cultist enemies, based on one of my fave bands:
CULT OF AZATHOTH
(AKA The Blind Idiot God, The Nuclear Chaos, The Daemon Sultan)
|Hats... of CHAOS|
Move: 120’ (40’)
Armor Class: 13
Hit Dice: 3-6
Save: Magic User
Experience: 80 - 820
The cultists of Azathoth are the *really* weird ones. They will appear, seemingly out of nowhere, and
make ominous statements (some true, some false, all vague and incomprehensible) in a grinding old-man whisper. Go ahead and use some psychedelic rock lyrics or a few lines from your favorite experimental novel. They may attack, or simply say their piece and leave. Their motives are inscrutable and the rites they conduct have never been observed. The lower-ranking members wear nooses and executioners' hoods. As cultists increase in rank (and Hit Dice), they wear more elaborate headgear and costumes.
As weapons, they use accursed bone flutes that produce monotonous whines, drums of stretched human skin, violins bent and twisted into near-unplayability, and the occasional large bell or gong from distant lands. Playing these instruments damages anyone within earshot with the soul-twisting melodies of chaos. Save vs. death or take 1d6 from flutes or violins, 1d8 from drums and 1d10 from large bells (the artillery piece!). The instruments have no magical property in themselves and not all of them even play regular music.
|High-ranking Azathothian right here.|
EDIT: Here we go, this is what Azathoth up in your shizzito should sound and feel like: