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Demon, Vepar, the Master of Angry Waters

Vepar, the Master of Angry Waters
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Vepar symbol 1
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  • Pantheon: Abyssal Lords
  • Title: Master of Angry Waters, Prince of the Drowning Sea
  • Symbol: A trident crossed with a twisted coral crown, surrounded by crashing waves
  • Home Plane: The Seething Passage, a tumultuous and violent layer of the Abyss
  • Level: CR 30-32 (Demon Lord)
  • Alignment: Chaotic Evil
  • Aliases: The Drowned Tyrant, The Wrath of the Ocean, Vepar the Relentless
  • Superior: Aegir, the God of Oceans (though Vepar’s loyalty is questionable)
  • Traditional Allies: Other Abyssal demons, especially those of aquatic or destructive nature, such as Hezrou, Nalfeshnees, and Mariliths
  • Traditional Foes: Deities of the seas who oppose chaos, such as Poseidon, and beings of law and good
  • Divine Artifact: Demonbrand: A large +2 trident that casts Magic Missiles seven times per day and Waves of Fatigue once per day
  • Servants: Shrroths, large Abyssal demons loyal to Vepar; Fiendish Merfolk and Fiendish Tritons
  • Servitor Creatures: Hezrou, Nalfeshnees, Mariliths, and Balors summoned through his powerful magic; Sea serpents, tentacled horrors, and other aquatic demons
  • Sacred Animal: The Giant Squid, symbolizing his deep connection to the ocean and the creatures that dwell within
  • Manifestations: Vepar can manifest as a terrifying sea storm, a massive whirlpool, or a sudden gale that capsizes ships and sinks them with violent waves
  • Portfolio: Ocean voyages, drowning, mercantile trade, slavery, storm and tempest, domination of seas and trade routes
  • Domains: Chaos, Evil, Travel, Water, Slavery, Destruction
  • Favored Weapon: Trident, a powerful tool of destruction and a symbol of his command over the ocean’s wrath
  • Favored Class: Warlocks (those who make dark pacts with him), Barbarians (strong in battle and survival), and Sorcerers (who manipulate chaotic forces)
  • Favored Race: Sahuagin, Fiendish Merfolk, Fiendish Tritons, and humans in seafaring or slaving roles
  • Gender: Male (though his monstrous form is beyond traditional biological gender)
  • Abode/ Base of operations: Kolopan, an underwater citadel located deep within the Seething Passage in the Abyss, a place where violent storms and abyssal creatures converge
  • Affiliation (s): The Abyss, aligned with Aegir though plotting against him, and other chaotic or evil deities and forces that thrive on destruction and suffering
  • Significant others: None, as Vepar’s nature is one of utter disdain for emotional attachments, focused solely on domination and the spread of chaos

Vepar is a massive, grotesque humanoid with the lower body of a silver-scaled fish and an upper body covered in loose, pallid gray skin that seems on the verge of sloughing off. His balding head bears an irregular crown of jagged coral, which digs into his scalp, oozing thick amber blood. Two small copper horns emerge just above his sunken, burning blue eyes, which flare with silvery fire when he is angered. His hands end in wicked claws with nails resembling jagged, polished steel, and he wields Demonbrand, a massive trident that gleams with infernal energy. Vepar’s presence is both regal and revolting, an eerie embodiment of the sea’s unrelenting cruelty.


Behavior
Vepar is a brooding and sadistic demon, reveling in the chaos and suffering caused by his storms and maritime disasters. He is cunning and manipulative, often granting desperate sailors false hope in exchange for their loyalty or cargo, only to betray them at the moment of triumph. Vepar takes a perverse pleasure in watching mortals turn against one another, fostering betrayal and despair. Despite his cruelty, he is patient and strategic, quietly amassing power while maintaining a facade of loyalty to his master, Aegir, the God of the Oceans.


Habitat
Vepar rules from Kolopan, the Seething Passage, a nightmarish Abyssal plane dominated by perpetual typhoons and hurricane-force winds. This hellish ocean is filled with wrecked ships, swirling maelstroms, and monstrous sea creatures. His citadel, an immense fortress of coral and black stone, is nestled within an underwater mountain range miles below the surface. The waters teem with fiendish merfolk, aquatic demons, and the Slithy Brood, his personal army of hezrou demons. The Seething Passage is a place of eternal maritime torment, where the souls of the damned are condemned to drown repeatedly or become prey for demonic sea beasts.


Modus Operandi
Vepar operates through terror and manipulation, targeting sailors, slavers, and merchants who depend on the sea. He conjures violent storms or calm seas as tools of leverage, demanding tribute or sacrifices in exchange for safe passage. Vepar’s storms are legendary for their ferocity, often leaving survivors stranded on derelict vessels where they must battle one another for food or face the horrors lurking beneath the waves. He delights in sowing distrust among mortals, coercing crews into offering up their own as sacrifices to appease him. Vepar often strikes without warning, ambushing ships from the depths or appearing as a massive shadow beneath the water before unleashing his wrath.


Motivation
Vepar’s ultimate goal is dominion over all sea travel and commerce. He thrives on the suffering of mortals, drawing strength from the fear and despair of sailors, the torment of drowning souls, and the agony of slaves chained in stifling cargo holds. While he outwardly serves Aegir, Vepar harbors ambitions of overthrowing his master and establishing himself as the supreme ruler of the seas. By fostering the spread of sea-reliant civilizations, Vepar ensures his eventual dominance, envisioning a world where all who depend on the oceans are subject to his cruel will.


  • Vepar 5e
  • Vepar Pathfinder
Vepar, the Master of Angry Waters
Create

Demon Lord of the Abyss, Patron of Slavery and the Sea
Large Fiend (Demon), Chaotic Evil
Armor Class: 23 (Natural Armor)
Hit Points: 620 (40d10 + 400)
Speed: 40 ft., swim 90 ft.


STRDEXCONINTWISCHA
30 (+10)28 (+9)30 (+10)28 (+9)26 (+8)32 (+11)

Saving Throws:

Dex +18, Con +19, Wis +17, Cha +20

Skills:

Intimidation +21, Perception +17, Survival +17, Arcana +17, Insight +16, Deception +19

Damage Resistances:

Acid, Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Damage Immunities:

Poison, Psychic

Condition Immunities:

Charmed, Frightened, Paralyzed, Petrified, Stunned

Senses:

Truesight 120 ft., Darkvision 120 ft., Passive Perception 27

Languages:

Abyssal, Aquan, Common, Draconic, Infernal, Undercommon, Telepathy 120 ft.

Challenge Rating: 31 (155,000 XP)


TRAITS

Aura of the Seething Depths (Recharge 5-6)

A swirling maelstrom of violent water surrounds Vepar. Any creature that starts its turn within 30 feet of Vepar must succeed on a DC 27 Strength saving throw or be knocked prone and pulled 10 feet toward him as if caught in a whirlpool. Additionally, creatures within this aura have disadvantage on saving throws against being drowned or taking cold or fire damage from Vepar’s abilities.


Amphibious

Vepar can breathe both air and water.


Unholy Aura

Vepar is surrounded by an aura of pure malevolent energy. Any creature that begins its turn within 20 feet of him must succeed on a DC 27 Charisma saving throw or be frightened until the start of their next turn.


Master of Storms

Vepar can cast Control Weather at will, and can also cast Control Winds (DC 24) as a bonus action. When Vepar casts these spells, he can alter the weather over an area of up to 100 square miles and summon violent storms and waves with ease. He can create effects such as tornadoes, blizzards, and lightning strikes, as well as manifest monstrous sea creatures from the depths.


Legendary Resistance (3/Day)

If Vepar fails a saving throw, he can choose to succeed instead.


ACTIONS

Multiattack

Vepar makes three attacks: one with his Trident and two with his Claws.

Trident of the Depths

Melee Weapon Attack: +21 to hit, reach 10 ft., one target.
Hit: 40 (4d10 + 10) piercing damage plus 22 (4d10) cold damage. On a critical hit, the target is frozen for 1 minute and cannot take reactions until the end of their next turn (DC 27 Constitution saving throw ends the effect).

Claw of the Abyss

Melee Weapon Attack: +21 to hit, reach 5 ft., one target.
Hit: 35 (4d8 + 10) slashing damage plus 15 (3d8) necrotic damage. The target must succeed on a DC 27 Constitution saving throw or take 1d6 levels of exhaustion as the cold, draining power of the Abyss saps their strength.

Hypothermic Touch

Melee Weapon Attack: +21 to hit, reach 5 ft., one target.
Hit: 30 (3d8 + 10) cold damage, and the target must succeed on a DC 27 Constitution saving throw or suffer 2d6 points of Dexterity damage. If the target drops to 0 Dexterity, they are frozen solid and incapacitated until revived by a Greater Restoration spell or similar magic.


SPELL-LIKE ABILITIES

Vepar can cast the following spells at will, using Charisma as his spellcasting ability (spell save DC 27, +19 to hit with spell attacks):

  • Control Water, Detect Good and Evil, Blasphemy (DC 26), Polymorph (Self only), Greater Teleport (Self + 50 lbs), Water Breathing (Others only, DC 24), Fear (DC 23)

Once per day, Vepar can cast these spells at 9th level:

  • Implosion (DC 28), Ice Storm, Summon (Level 9): 1d4 Hezrou, 1d3 Nalfeshnees, 1d2 Mariliths, or 1 Balor

Additional Spells:

  • Control Weather, Polymorph (Others), Tsunami, Earthquake, Wall of Ice, Blade Barrier


LEGENDARY ACTIONS

Vepar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Vepar regains spent legendary actions at the start of his turn.

  • Trident Strike. Vepar makes one Trident of the Depths attack.
  • Frightening Roar (Costs 2 Actions). Vepar lets out a deafening, bone-chilling roar. All creatures within 60 feet of him that can hear it must succeed on a DC 27 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Drowning Grasp (Costs 3 Actions). Vepar targets one creature he can see within 30 feet of him. The creature must succeed on a DC 27 Strength saving throw or be submerged in water, restrained, and begin to drown. The target can repeat the saving throw at the end of each of its turns to escape.

REGIONAL EFFECTS

The region within 6 miles of Vepar’s lair in the Abyss becomes twisted by his presence:

  • Sea Monsters Roam the Waters. The seas around Vepar’s lair are teeming with monstrous creatures that veer closer to the shore, terrorizing ships and coastal settlements.
  • Storms Are Unending. Weather in the region is volatile. Violent storms, often filled with lightning and heavy rainfall, plague the area, sometimes lasting for weeks.
  • Drowned Remnants. The spirits of those who have drowned at Vepar’s command rise from the waters at night, haunting travelers and adventurers who enter the region. These spirits are often harbingers of death or warning signs of Vepar’s growing power.

LORE AND MOTIVATION

Vepar is the Master of Angry Waters, a demon lord whose dominion is the vast, violent oceans. His soul is as cold as the waters he controls, and his lust for power over the seas is matched only by his hatred of mortals. Vepar feeds on fear and the despair of those who are lost to the depths, and he revels in the suffering caused by his violent storms and deadly sea creatures.

Once a servant of the god Aegir, Vepar’s ambitions now stretch far beyond mere servitude. He seeks to dominate not only the oceans but the entire world, controlling all trade routes and slave markets. The seas are his weapon of subjugation, and his ultimate goal is to drown the mortal world in an eternal storm of chaos. Those who travel the seas pray to him in desperation, offering sacrifices to calm the waters in exchange for safe passage. But Vepar’s bargains are cruel—he delights in the torment of those who invoke his name.

Vepar’s lair lies in Kolopan, the Seething Passage, a citadel built deep within the underwater mountain ranges of the Abyss. Surrounded by hundreds of aquatic demons, fiendish merfolk, and tritons, Vepar watches over the planes of the Abyss with a patient, calculating eye. His desire for power is unyielding, and he is willing to wait centuries to claim his ultimate victory.


TREASURE

  • Trident of the Abyss (Legendary Weapon): This +3 trident deals an additional 2d6 cold damage on a hit and allows the wielder to cast Control Water and Water Breathing at will. Once per day, the wielder can cast Tsunami (9th-level spell).
Demon, Vepar, the Master of Angry Waters
Create

This creature appears as a giant-sized merman with dull gray skin and silver scales. An irregular crown of coral atop his balding head and it carries a menacing-looking trident.

Originally from The Book of Fiends

Designed By Aaron Loeb, Erik Mona, Chris Pramas, and Robert J. Schwalb

Master of Angry Waters

Layer: Kolopan, the Seething Passage
Areas of Concern: Mercantile trade, ocean voyages, slavery, drowning
Domains: Chaos, Evil, Travel, Water
Favored Weapon: Trident

To get anywhere worth going, you’ve got to cross water. When seasoned mariners encounter a storm on the open seas, they call upon the dread lord Vepar in hopes that the demon prince will quell his wrath and calm the violent waters. Below decks, chained ‘savages’ curse his name. They blame Vepar for allowing rapacious slavers to come across the ocean and cart them away from their homelands. Lower still, beneath the frightening waves, massive, many-tentacled sea creatures keep pace with the
ship, thanking the Master of Angry Waters for delivering them yet another tasty meal.

Vepar appears as an immense humanoid figure with the lower body of a giant fish. His dull gray skin hangs loosely from his powerful skeleton, seemingly awaiting the day when it will slough off as he swims through the depths of the sea. Vepar wears an irregular crown of coral atop his balding head. The headgear pulls and tears at his scalp, releasing thick amber blood of a pus-like consistency. The Master of Angry Waters rarely surfaces, preferring to dwell in the watery depths of his home layer, the Seething Passage, alongside the Slithy Brood, a school of seventy-two hezrou who serve him faultlessly.

Immediately upon their arrival at his home layer, souls sworn to Vepar or those harvested in his name from the Howling Threshold find themselves packed into leaking vessels with torn rigging, adrift in a nightmare seascape of typhoon winds and hurricane waves. Worse, they usually manifest chained in sweaty, cramped holds, their only companions the screams of other damned souls and the slowly rising pool of water coming in through small holes in the deck.

Most drown within an hour of arrival, fueling Vepar’s unthinkable demonic power. The strongest manage to fight their way on deck, wrestling the vessel to a semblance of safety by navigating into the relatively calm eye of the storm. Within the eye, which has a radius of more than ninety miles, those who survive the storm get the pleasure of fighting off ships crewed by other survivors, all in constant battle for the only food available on the entire Abyssal layer; soulflesh. Below, Vepar and his companions squeal with piscine laughter.

Very few serve Vepar intentionally, though most who live on the open seas know of him and occasionally toss an offering into the waters in a half-hearted attempt to stave off his villainous attentions. But when gales tear the mainsail from its moorings and waves pound crew off the deck and into the inky waters, lip service often shifts to wholehearted prayers and desperate promises. Vepar isn’t picky, however, and takes his followers wherever he can get them. He’s been known to manifest aboard a ship in the minutes before it goes under, proffering its crew safety in return for their cargo. Sometimes he tells them that they must offer up three of their own to the Abyss before he will calm the waters’ Vepar delights in watching formerly tight crews fall upon each other to save their own hides. Rarely, he even allows the three sacrifices to live, casting their betrayers into the seas as snacks for inhuman servitor creatures that dwell below the waves.

Slavers honor Vepar as patron of their cruel trade, praying to him to reveal the best naval routes to new lands rife with material and human riches. Vepar in turn thrives on the suffering of the slaves in disease-ridden, filthy cargo holds. He delights in the eradication of ‘primitive’ societies, seeing this as necessary to spread cultures that depend upon sea travel for their sustenance. Once they dominate the world, the Master of Angry Waters intends to visit it personally, demanding tribute from all while holding the trade of every nation in his clawed, rubbery fingers.

Obedience

A thaumaturge dedicated to Vepar always carries the decaying severed head of a humanoid he has personally drowned. To regain his spell complement for the day, the thaumaturge conducts a ritual in which he holds the head under water while chanting prayers to his infernal master. Alternately, he may empty a vial of holy water into the mouth of the head, letting the liquid spill through the open throat and onto his boots. In either case, the ritual takes a full hour. When all of the flesh and hair rots away from the skull, the thaumaturge must replace it by drowning another victim.

Originally posted on Pathfinder SRD

Vepar CR 21
XP 409,600

CE Large outsider (aquatic, chaotic, demon, evil, extraplanar)

Init +12; Senses Darkvision 60 ft.; Perception +45

Aura unholy aura (DC 27)
DEFENSE
AC 37, touch 26, flat-footed 29 (+8 Dexterity, +11 natural, –1 size, +9 profane)

hp 363 (22d10+242)

Fort +26, Ref +21, Will +15

DR 15/cold iron and good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 32
OFFENSE
Speed 20 ft., Swim 60 ft.

Melee +2 trident +35/+30/+25/+20 (2d6+13/19-20) or 2 claws +33 (1d8+11 plus hypothermic touch)

Space 10 ft.; Reach 10 ft.

Spell-Like Abilities (CL 20th)  

Constant – unholy aura (DC 27)
 
At will – blasphemy (DC 26), control weather, control winds (DC 24), control water, detect good, detect law, fear (DC 23), greater dispel magic, greater teleport (self plus 50 pounds of objects only), polymorph (self only), water breathing (others only, DC 22)

1/day – ice storm, implosion (DC 28), summon (level 9, 2d6 shrroths, 1d4 hezrous, 1d2 nalfeshnees or mariliths, or 1 balor100%)
STATISTICS
Strength 33, Dexterity 26, Constitution 33, Intelligence 27, Wisdom 27, Charisma 29

Base Atk +22; CMB +34; CMD 61 (can’t be tripped)

Feats Alertness, Blind-Fight, Cleave, Deceitful, Great Fortitude, Improved Critical (trident), Improved Initiative, Power Attack, Quicken Spell-Like Ability (ice storm), Weapon Focus (claw), Weapon Focus (trident)

Skills Bluff +38, Diplomacy +31, Disguise +35, Escape Artist +30, Intimidate +31, Knowledge (arcana) +30, Knowledge (geography) +30, Knowledge (planes) +33, Knowledge (religion) +30, Perception +45, Sense Motive +37, Stealth +29, Survival +30, Swim +22, Use Magical Device +31; Racial Modifiers +8 Perception

Languages Abyssal, Aquan, Celestial, Common, Draconic, Infernal, Undercommon; telepathy 100 ft.

SQ amphibious
SPECIAL ABILITIES
Hypothermic Touch (Ex)

Those hit by Vepar’s claw attack must make a successful DC 32 Fortitude save or be overcome with bone-numbing cold that deals 1d8 points of Dexterity damage. A successful save reduces the ability score damage by half. The save DC is Constitution-based.
ECOLOGY
Environment any (Abyss)

Organization solitary or troupe (Vepar plus 2-5 shrroths)

Treasure double standard

Unique Item: Demonbrand

Vepar’s unique weapon is a Large +2 trident that can cast magic missiles seven times per day as a swift action (CL 15th). Additionally, the wielder can cast waves of fatigue once per day (CL 15th).

Vepar is an Abyssal duke in the service of Aegir, God of the Oceans. He leads 29 battalions of shrroths in service to his master. He is a brooding and malevolent demon that relishes in the torture and death of others, particularly mortals (whose very existence he disdains). His loyalty to Aegir is questionable at best, for behind the scenes, Vepar is quietly amassing an army of demons to one day lead against his current lord. But for now, he waits and serves.

Vepar’s citadel, Kolopan, the Seething Passage, is built into an underwater mountain range that sits several miles below the surface of his watery Abyssal home. The citadel is guarded by scores of aquatic demons, fiendish merfolk, and fiendish tritons, led by a fiendish Merfolk 15th-level sorcerer named Anaunon. Most visitors (those that can actually reach it) avoid this place.

Vepar resembles a 12-foot tall merman. His upper torso is dull gray while his lower torso and fins are silver and scaled. Vepar’s hair is balding an irregular crown of coral atop his head . His eyes, usually blue in color, burn with a silvery fire when he is angered or excited. Under his crown, two small copper horns can be seen just above his eyes. Vepar’s hands end in wicked claws with silvery nails.

Vepar relies on his trident, spell-like abilities, and ability to deal ability damage when combating foes. Before entering combat, he often raises a storm (using control weather or control winds) to herald his coming, though he is just as likely to attack from ambush or surprise as he is to ‘announce’ his arrival. He enters combat with unholy aura active and follows it closely with ice storm.

Section 15: Copyright Notice – Tome of Horrors Complete

Vepar from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

Vepar
Create

Vepar, the Master of Angry Waters, moves silently through the depths of the sea, his monstrous form hidden beneath the churning waves. His eyes, burning with cold, silver-blue fire, observe the world above, and he senses the currents of change in the air. The world, still young in many ways, teems with life and chaos—and for Vepar, this is the perfect moment to strike. He waits for the storms to grow fierce, for the tumult to take hold, knowing that he thrives in this destruction.

His goals are far from simple. Though a demon lord of the Abyss, Vepar’s desires reach far beyond the eternal suffering of his domain. He has long coveted control over the mortal world, watching with patience as human empires rise and fall like waves upon the shore. He knows that power on land requires domination over the seas—there is no commerce without the waterways, no war without naval fleets. It is the oceans that bind the world together and divide it. And Vepar, ever patient and cunning, intends to be the master of both.

In the early 14th century, Vepar’s influence begins to subtly seep into the affairs of mortal men. The great maritime republics of Venice and Genoa, their ships braving the dangerous, unknown expanses of the Mediterranean, find themselves battered by inexplicable storms. Mariners, once confident in their travels, whisper of the dark lord beneath the waves. Vepar manipulates the winds and the tides, ensuring that the seas are forever treacherous, pushing those who travel them into desperate bargains. Some of the most daring sailors begin to make sacrifices to the demon, throwing cargo into the waves, seeking his favor in hopes of calm waters. Their prayers are answered—for a time.

Yet Vepar is a cruel god. He grants his mercy only when it suits him. Soon, the Mediterranean becomes a graveyard for ships, their wrecks littering the coasts. But what the sailors do not realize is that it is not the storms alone that claim their lives—Vepar feeds on their terror, their despair. He thrives on the fear of drowning, the final, suffocating moments before the ocean claims them. And those souls, still struggling beneath the surface, serve him in ways they cannot comprehend. They become part of the vast, inhuman armies he amasses deep below.

By the late 14th century, Vepar’s influence spreads into the Caribbean and the Atlantic, with the expanding reach of European explorers unknowingly drawing him further from his Abyssal home. As the Age of Exploration dawns, he watches with growing interest as these brave, reckless souls push their vessels ever further into the unknown. The storms rage higher, the waters darker, and the demons of the deep grow bolder.

Vepar is not only a master of the sea, but also a patron of the horrific trade in human lives. The slave ships that cross the Atlantic become vessels of torment in his eyes. He is drawn to their cargo—the desperate souls in chains, suffering in the disease-ridden holds. The more they suffer, the stronger Vepar becomes. Slavers, blinded by their greed, whisper of a dark god who controls the oceans, a god who can grant safe passage to their wretched ships in exchange for their souls. Some accept his bargain, while others are dragged into the depths when they fail to fulfill their end of the deal.

By the time the 15th century reaches its climax, Vepar’s reach extends to the very heart of the world’s most powerful empires. His influence is woven through the whispers of sailors, merchants, and soldiers who traverse the oceans in search of new riches, new territories, new lives. The world has changed, but the sea remains his domain, and Vepar’s goals have never wavered.

He seeks nothing less than control over every trade route, every naval fleet, every nation that relies upon the oceans for survival. The more they fear him, the stronger he becomes. He delights in watching once-proud civilizations crumble as their fleets are lost to storms, their trade routes disrupted by the wrath of the sea. Vepar knows that when mankind has nowhere to turn but to him, when all their hopes for survival are tied to the whims of the waves, he will have them in his grasp.

But even in his demonic power, Vepar knows that patience is key. He has always waited. He has seen the rise and fall of nations, the constant ebb and flow of mortal ambition. His time will come, but it will be the right time. And until then, he remains beneath the water, gathering his strength, ever watchful, ever hungry. The seas are his playground—and soon, the world will be too.

Vepar’s Plan

Vepar’s evil plan is a vision of total domination—an intricate and far-reaching scheme to reshape the world through fear, suffering, and enslavement, all powered by the untamed force of the oceans. As the Master of Angry Waters, he seeks to transform the world into a place where the chaos of the seas mirrors his internal wrath, controlling the waterways that are vital to civilization’s trade, travel, and survival. His ultimate goal is to envelop the entire world in a storm of destruction, bringing it under his brutal rule.

1. Reigning Over the Seas

Vepar’s most immediate and personal ambition is to bring the oceans under his direct control, turning the seas into his personal domain of suffering. The oceans are already vast and treacherous, but under Vepar’s influence, they will become a living nightmare, filled with violent storms, vicious currents, and the constant threat of shipwrecks and drownings. Merchant fleets, military navies, and any form of maritime travel will be at the mercy of his unpredictable rage. Vepar will use his control over water and weather manipulation to terrorize sea routes, forcing civilizations dependent on the oceans to bend to his will or face annihilation.

2. Enslaving Mortals Through the Sea

One of Vepar’s deepest desires is to enslave mortals who venture too close to his domain, particularly those who are involved in the slave trade. As the patron of slavery, Vepar uses the storms and shipwrecks to facilitate the capture and subjugation of individuals, particularly those from isolated, primitive societies. He supplies slavers with safe routes to new lands, while simultaneously encouraging the destruction of native cultures to replace them with those that are more reliant on oceanic trade—a world where only those who bow to the sea (and by extension, to Vepar) can survive.

3. Sowing Division and Betrayal

Vepar delights in causing discord and betrayal among mortals, especially in situations where the desperate struggle for survival pits individuals against each other. When a ship is caught in one of his storms, he demands sacrifices to calm the waves. His schemes often result in crews turning on each other—trading their own comrades to the waves in exchange for safety, betraying their deepest loyalties to save themselves. This sowing of mistrust and strife fuels his power, as the souls of the damned become his fuel, their pain and despair feeding his demonic strength. Those who survive these trials often find themselves caught in endless cycles of betrayal and violence, eventually breaking under the weight of their own torment.

4. Destruction of the Old World and Rebuilding

Vepar believes that the world of mortals, especially its primitive societies, is flawed and must be destroyed for a new order to emerge. The old world must sink beneath the waves in a violent deluge of death and despair. He plans to reshape the world—not as a realm of cooperation, but as a domain where the seas themselves will be both a harsh ruler and a constant reminder of his authority.

Only those who are willing to worship the sea, accept his dominion, and bow before him will survive the cataclysmic changes. In time, the entirety of the surface world will be swept into the sea, its former lands submerged beneath his furious waters. A new world will rise, one where Vepar’s followers rule.

5. Defiance of Aegir, Master of the Oceans

Vepar’s ultimate long-term ambition involves overthrowing his current patron, Aegir, the God of the Oceans. Though Vepar currently serves Aegir, he does so with a sense of deep resentment and ambition. His true desire is to usurp Aegir’s throne, taking control of the oceans for himself. Vepar believes Aegir is too soft, too passive, and incapable of properly wielding the oceans’ full destructive power. As a result, Vepar has quietly amassed a following of powerful demons, including the likes of mariliths and balors, planning a rebellion that will sever Aegir’s influence and replace him with Vepar as the undisputed ruler of the seas.

Vepar’s ultimate goal is a world where all trade, communication, and life are tied directly to the sea, and where his followers—especially slavers, pirates, and those who respect the sea’s power—dominate the land. The very world will bend to his will, driven by the tides of chaos, wrath, and betrayal he commands. The seas will be his to conquer, and all will worship at his coral-encrusted feet.

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