Bolg was an orog hero deity and servant of the mad empyrean Lyttan. He was a master warrior but poor commander. As a mortal he commanded legions of orcs into combat with the Thessan Federation and the elves of the Silver Reach and Helmstadt.
Bolg was the creator of the Trómosmail.
Bolg the Bloody was born in the third age in the mountains near what would become Azogun's Folly, North of Findle. His clan were ravagers, servants of the empyrean god Lyttan. Most of his clan were killed by a team of adventurers, but Bolg survived and was next seen 15 years later leading a band of orcs and wearing a suit of dark armor scavenged from an Azogun war priest. He rampaged with his small band through the Helmstadt valley and Southern Thessan. When he gained the Spark of Terror is unknown, but it was last known to be owned by the Daern, Galdan the Gold although he never bonded with it and likely sent it far away to prevent the chance of an accidental merger.
Spark of Terror
The Spark of Terror granted Bolg eternal youth and gave him the following abilities in addition to his formidable combat abilities.
Ability DC = 8 + Proficiency bonus + highest attribute modifier
Wielder can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creatures turn. The wielder regains spent points at the start of its turn.
Attack - (One Point) The wielder makes one attack or one bonus action.
Horror - (One Point) You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for one minute. At the end of each of the target’s turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends.
Control Fear - (Two Points) Each creature in a 60-foot radius must succeed on a dc Wisdom saving throw or suffer one of the following effects. Gain immunity to fear while within 60 feet from the caster, or drop whatever it is holding and become frightened permanently.
While frightened by this ability, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.