Introduction
Garagos, The Reaver, governs war, skill-at-arms, destruction, plunder. He embodies battle-rage, devastation, and the taking of spoils—the savage edge of war that Tempus tolerates but does not celebrate.
Barbarians, fighters, raiders, soldiers, spies, and weapon masters invoke him. His scattered cults prize personal prowess and believe possessions belong to whoever can seize and hold them.
The god sends an avatar when a battle becomes slaughter, when a conqueror mistakes plunder for victory, or when a weapon master seeks a foe no mortal can provide. This is a killable vessel of divine will, not the god’s complete being, and its defeat changes the crisis without ending the faith behind it.
Physical Appearance
Garagos appears as a massive, scarred warrior in battered blackened plate, his face fixed between a grin and a snarl. He grips the Tentacus, a single brutal pinwheel weapon whose five serpentine arms end in swords.
Every wound on the avatar looks fresh but sheds no blood. His armor bears dents from forgotten wars, and his voice lands like steel struck against an anvil.
Roleplaying the Avatar
Garagos respects nerve, skill, and honest appetite. He mocks strategy that hides cowardice, offers single combat readily, and treats everything not defended as abandoned.
- Measure strangers by their grip and stance.
- Call treasure “spoils” and territory “ground held.”
- Offer a clean duel before ordering a general assault.
- Laugh when wounded by a clever technique.
- Respond to moral arguments by asking what the speaker can defend.
Use in a Campaign
The Fifth Blade
A warlord finds one severed arm of the Tentacus and becomes unbeatable. Garagos wants it returned, but every army in the region wants to keep it.
Spoils of Peace
The avatar arrives at treaty talks and declares the disputed city unclaimed because neither side will fight for it.
The Last Weapon Master
Garagos challenges an aging hero whose undefeated reputation prevents a needed succession.
Rage Without War
A battlefield curse drives veterans to attack their own households. The party must redirect the Reaver toward the spirit feeding on their anger.
Lairs
Garagos turns defended places into brutal proving grounds. Weapons pull toward their owners’ hands, surrendered treasure marks new targets, and hesitation opens visible gaps in armor.
The Plunder Hall
Every trophy grants the tactic of its former owner, but taking one alerts all others.
Five-Blade Arena
Rotating walls divide allies into sudden duels while the central floor records every surrender.
The Burned Camp
Ghostly quartermasters continually sort spoils from a vanished army and attack anyone who cannot prove a claim.
The Red Ford
Crossing the water forces travelers to relive the fiercest fight they ever fled.
Shared References
Open a reference for its canonical description and related entries.
