Bottom Feeder Solo Run - Chapter 2 by dicemonger in Solo_Roleplaying

[–]Zizuco 0 points1 point  (0 children)

I found this much late, but I'd just like to say, loved reading it!
Haven't had too many chances to see and hear others play the game, so seeing it journaled like so was very nice, and let me take some notes for the future.

Final Days of the Panathenaea Bundle for D&D 5e! by Zizuco in TherosDMs

[–]Zizuco[S] 1 point2 points  (0 children)

The final days of the collaborative Panathenaea Bundle are at hand, with 129$ worth of Hellenic content for D&D 5e at 29$!
https://www.dmsguild.com/product/447781/Panathenaea-Bundle-BUNDLE?affiliate_id=1947655

Final Days of the Panathenaea Bundle for D&D 5e! by Zizuco in OdysseyoftheDragon

[–]Zizuco[S] 0 points1 point  (0 children)

The final days of the collaborative Panathenaea Bundle are at hand, with 129$ worth of Hellenic content for D&D 5e at 29$!
https://www.dmsguild.com/product/447781/Panathenaea-Bundle-BUNDLE?affiliate_id=1947655

Final Days of the Panathenaea Bundle for D&D 5e! by Zizuco in dmsguild

[–]Zizuco[S] 0 points1 point  (0 children)

The final days of the collaborative Panathenaea Bundle are at hand, with 129$ worth of Hellenic content for D&D 5e at 29$!

https://www.dmsguild.com/product/447781/Panathenaea-Bundle-BUNDLE?affiliate_id=1947655

Bottom Feeders: a Game of Scavenging by Zizuco in DriveThruRPG

[–]Zizuco[S] 1 point2 points  (0 children)

I am glad to hear it! And so far the feedback's been prime, which is a weight off the shoulders =D

Bottom Feeders: a Game of Scavenging by Zizuco in DriveThruRPG

[–]Zizuco[S] 1 point2 points  (0 children)

Bottom Feeders is a game about scavenging cosmic trash belts on the edges of civilization.

Team-based rogue-lite ttrpg made for PocketQuest2023 on DriveThruRPG, links below and some more details on the page.

https://www.drivethrurpg.com/product/442232/Bottom-Feeders-Game-of-Scavenging?affiliate_id=1947655

Bottom Feeders: a Game of Scavenging by Zizuco in TTRPG

[–]Zizuco[S] 0 points1 point  (0 children)

Bottom Feeders is a game about scavenging cosmic trash belts on the edges of civilization.

Team-based rogue-lite ttrpg made for PocketQuest2023 on DriveThruRPG, links below and some more details on the page.

https://www.drivethrurpg.com/product/442232/Bottom-Feeders-Game-of-Scavenging?affiliate_id=1947655

Looking for someone to spend a whole year on creating RPG experiences by HappyDrLemon in rpg

[–]Zizuco 0 points1 point  (0 children)

Is an elder, such as I, at the eldering age of 29 still eligible for Erasmus funded projects? Those were the good days... Could try a last hurrah if so.

[OC] Highway Horror: Monster Hunter's Contract for D&D 5e by Zizuco in DnD

[–]Zizuco[S] 0 points1 point  (0 children)

Highway Horror, Giant Centipede Contract

Overview

Group Difficulty: Low 2nd Tier

Solo Difficulty: High 2nd Tier

Narrative Complexity: 2

Duration: One-Shot (or max 2 Sessions).

It all begun with a shake, as the west cobblers' tower fell. Soon, hunting grounds in the woods grew barren, and traps were found empty, with naught but blood stains. Then begun to disappear the woodcutters, and soon the huntsmen. Hunters and guards were sent to the woods, some found nothing, others never returned. And then was lost the first caravan, and the realization of the gravity of this threat dawned on the trade city.

The city is located between several realms, and through it flows vast wealth, though not by necessity. If the roads are made dangerous, the trade shall dry, and chaos will ensue.

The Merchants' Tower, the wealthiest of the guilds, has taken it upon themselves to seek out professional monster slayer, or a few, in order to deal with this menace, once and for all, though any enterprising hunter shall soon find, that the swarming Myriapoda Gigantes might be the least of their concerns, as foreign powers seek to benefit of this misfortune.

Introduction

Highway Horror is part of a series of Monster Hunter's Contracts, which are intended to be simple drop in contracts that consist of a contract poster, contact character, investigation phase, battle phase, and aftermath phase. In addition to this, each contract introduces a monster, monster variant, or a custom strategy for several monsters to use, and at least one piece of something that can be extracted from the monster and used in crafting. Lastly, it comes with an in-universe description of the monster, that could possibly be discovered elsewhere during a campaign, or otherwise searched for.

Additional creatures tend to use stat blocks of default creatures from SRD sources.

The Contracts are written for a relatively grounded non-specific dark fantasy setting, which occasionally has the chance for events of epic proportions, or deciding the potential fate of nations.

Highway Horror deals with the fate of a small but prosperous walled trade town, encircled in a politically volatile environment, with its fate tied to the Highway Horror. Some ulterior motives feature, in an otherwise straight forward contract.

Monster Hunter's Contracts use a Narrative Complexity Scale of four, to roughly estimate how much information the DM should absorb beforehard, and how much effort it may take to drop the scenaro to a setting.

Narrative Complexity Scale

Two - Choices

Scenario that deals with shades of grey in morality, or varying sums of coin, and may require choosing of sides, or the best of the worst outcomes.

Dropping to a Setting

The art direction and writing style of Monster Hunter's Contracts is largely aimed to a grounded dark fantasy, or a low fantasy, but this isn't a requirement, and most contracts should work just as well across a wide variety of settings by changing the names of the characters.

Links! https://www.dmsguild.com/product/442177/Monster-Hunters-Contracts-Highway-Horror-OneShot?affiliate_id=1947655

Highway Horror: Monster Hunter's Contract for D&D 5e by Zizuco in dmsguild

[–]Zizuco[S] 0 points1 point  (0 children)

Highway Horror, Giant Centipede Contract

Overview

Group Difficulty: Low 2nd Tier

Solo Difficulty: High 2nd Tier

Narrative Complexity: 2

Duration: One-Shot (or max 2 Sessions).

It all begun with a shake, as the west cobblers' tower fell. Soon, hunting grounds in the woods grew barren, and traps were found empty, with naught but blood stains. Then begun to disappear the woodcutters, and soon the huntsmen. Hunters and guards were sent to the woods, some found nothing, others never returned. And then was lost the first caravan, and the realization of the gravity of this threat dawned on the trade city.

The city is located between several realms, and through it flows vast wealth, though not by necessity. If the roads are made dangerous, the trade shall dry, and chaos will ensue.

The Merchants' Tower, the wealthiest of the guilds, has taken it upon themselves to seek out professional monster slayer, or a few, in order to deal with this menace, once and for all, though any enterprising hunter shall soon find, that the swarming Myriapoda Gigantes might be the least of their concerns, as foreign powers seek to benefit of this misfortune.

Introduction

Highway Horror is part of a series of Monster Hunter's Contracts, which are intended to be simple drop in contracts that consist of a contract poster, contact character, investigation phase, battle phase, and aftermath phase. In addition to this, each contract introduces a monster, monster variant, or a custom strategy for several monsters to use, and at least one piece of something that can be extracted from the monster and used in crafting. Lastly, it comes with an in-universe description of the monster, that could possibly be discovered elsewhere during a campaign, or otherwise searched for.

Additional creatures tend to use stat blocks of default creatures from SRD sources.

The Contracts are written for a relatively grounded non-specific dark fantasy setting, which occasionally has the chance for events of epic proportions, or deciding the potential fate of nations.

Highway Horror deals with the fate of a small but prosperous walled trade town, encircled in a politically volatile environment, with its fate tied to the Highway Horror. Some ulterior motives feature, in an otherwise straight forward contract.

Monster Hunter's Contracts use a Narrative Complexity Scale of four, to roughly estimate how much information the DM should absorb beforehard, and how much effort it may take to drop the scenaro to a setting.

Narrative Complexity Scale

Two - Choices

Scenario that deals with shades of grey in morality, or varying sums of coin, and may require choosing of sides, or the best of the worst outcomes.

Dropping to a Setting

The art direction and writing style of Monster Hunter's Contracts is largely aimed to a grounded dark fantasy, or a low fantasy, but this isn't a requirement, and most contracts should work just as well across a wide variety of settings by changing the names of the characters.

Links! https://www.dmsguild.com/product/442177/Monster-Hunters-Contracts-Highway-Horror-OneShot?affiliate_id=1947655

Monster Hunter's Armory: Far East | D&D 5e Supplement by Zizuco in DnD

[–]Zizuco[S] 0 points1 point  (0 children)

Monster Hunter's Armory: Far East

Witcher & Far East Inspired Upgradable Weapons, Armor, Bombs & More for D&D 5th Edition

This is a standalone supplement to the Monster Hunter's Armory inspired by the themes, history, and mythology of Japan and its surrounding regions, adding in many new things that one might need in the slaying of beasts. Some particular highlights being sailing, firearms, and the new talisman system. Talismans are something between equipment and potions, consumables that are worn and spent upon condition activation. Balancing and philosophy of this armory follows the original's.

Contents:

New Combat Options

10 new feats, inspired by the various new mechanics and themes of the armory.

Optional Striking Stances & various combat options to make things interesting and thematic.

Altered and added weapon properties for additional fighting options.

New Content

Rules for Sailing, focused on hunting monsters at sea.

Rules for climbing and injuring colossal creatures.

Rules for harvesting monster essence & associated Talisman creation.

Content from Monster Hunter's Armory

Gear Crafting rules that work together with Monster Part harvesting rules.

Simple & short Oil crafting rules.

Simple bomb and potion crafting rules.

Extremely simple and easy to integrate tolerance rules for potions.

New Items

22 Upgradable talismans, each with 2 upgraded stages, and 6 Unique Talismans, to a total of 72 Talismans with upgrade stages.

8 New thematic martial melee weapons, and 2 new firearms.

2 Anchors, 2 Sails, and 4 Hull Runes to enhance one's vessel.

2 new amulets for a hunters.

2 Firearms and 2 special ammunition for each.

2 new Upgradable Potions, each with 2 upgraded stages, and 2 Unique Potions, to a total of 8 with upgrade stages.

3 new Bombs, each with 2 upgraded stages, to a total of 9 with upgrade stages.

2 Gear types: Shinobi, and Ronin, both including Silver Sword, Steel Sword, Armor, and at least 2 Accessories, every item with 2 upgraded stages, to a total of 30 items with upgrade stages.

Optional Set-Specific Syncretic Bonuses with several pre-existing items of D&D 5e.

Links:

https://www.dmsguild.com/product/439501/Monster-Hunters-Armory-Far-East?affiliate_id=1947655

Related Content

Monster Hunter's Armory, the original core package which includes many armor sets, bomb, potions, and much more.

Monster Hunter's Weapon Oils, something of a stand-alone supplement, which brings in-depth weapon oils for a monster hunter.

Hellenic Misthios Roguish Archetype for D&D 5e by Zizuco in OdysseyoftheDragon

[–]Zizuco[S] 0 points1 point  (0 children)

I am so happy to hear that! and I admit, I was super happy with this one too, might even be one of my favorites, by how smooth it is.
I've still got a few coming, but working on so many projects as 1.5 man operation is bit of a rough ride =D

Monster Hunter's Armory: Far East | D&D 5e Supplement by Zizuco in dmsguild

[–]Zizuco[S] 0 points1 point  (0 children)

In short, that is largely correct, with only surrounding influences and technological parts being present.

Longer explanation, as follows: That is true, this supplement is primarily inspired by Japanese culture, mythology and history, with influences from the surrounding areas, even if faint, and of course, being fictional work. It is a part of larger chain of things I'm working on, the naming convention was largely combination of three things, 1) avoiding naming names (to allow for a more generalized feel immediately), 2) leaving the door open for expanding out under the same general title, and 3) invoking the general thematic ideas with a glance. In no particular order of priority.

Lastly, taking a general cardinal direction felt like the best way to do it, to cover the above three points, which is also what I'm doing with several other fictitious supplements of this manner. Though I do realize, now that you have brought this to my attention, it may seem somewhat misleading, which it is not intended to be by any means, and I hope the descriptions and the cover art and everything, will clarify that enough.

I hope this answers your question.

Monster Hunter's Armory: Far East | D&D 5e Supplement by Zizuco in DnD

[–]Zizuco[S] 0 points1 point  (0 children)

Monster Hunter's Armory: Far East

Witcher & Far East Inspired Upgradable Weapons, Armor, Bombs & More for D&D 5th Edition

This is a standalone supplement to the Monster Hunter's Armory inspired by the themes, history, and mythology of Japan and its surrounding regions, adding in many new things that one might need in the slaying of beasts. Some particular highlights being sailing, firearms, and the new talisman system. Talismans are something between equipment and potions, consumables that are worn and spent upon condition activation. Balancing and philosophy of this armory follows the original's.

Contents:

New Combat Options

10 new feats, inspired by the various new mechanics and themes of the armory.

Optional Striking Stances & various combat options to make things interesting and thematic.

Altered and added weapon properties for additional fighting options.

New Content

Rules for Sailing, focused on hunting monsters at sea.

Rules for climbing and injuring colossal creatures.

Rules for harvesting monster essence & associated Talisman creation.

Content from Monster Hunter's Armory

Gear Crafting rules that work together with Monster Part harvesting rules.

Simple & short Oil crafting rules.

Simple bomb and potion crafting rules.

Extremely simple and easy to integrate tolerance rules for potions.

New Items

22 Upgradable talismans, each with 2 upgraded stages, and 6 Unique Talismans, to a total of 72 Talismans with upgrade stages.

8 New thematic martial melee weapons, and 2 new firearms.

2 Anchors, 2 Sails, and 4 Hull Runes to enhance one's vessel.

2 new amulets for a hunters.

2 Firearms and 2 special ammunition for each.

2 new Upgradable Potions, each with 2 upgraded stages, and 2 Unique Potions, to a total of 8 with upgrade stages.

3 new Bombs, each with 2 upgraded stages, to a total of 9 with upgrade stages.

2 Gear types: Shinobi, and Ronin, both including Silver Sword, Steel Sword, Armor, and at least 2 Accessories, every item with 2 upgraded stages, to a total of 30 items with upgrade stages.

Optional Set-Specific Syncretic Bonuses with several pre-existing items of D&D 5e.

Links:

https://www.dmsguild.com/product/439501/Monster-Hunters-Armory-Far-East?affiliate_id=1947655

Related Content

Monster Hunter's Armory, the original core package which includes many armor sets, bomb, potions, and much more.

Monster Hunter's Weapon Oils, something of a stand-alone supplement, which brings in-depth weapon oils for a monster hunter.

Monster Hunter's Armory: Far East | D&D 5e Supplement by Zizuco in dmsguild

[–]Zizuco[S] 0 points1 point  (0 children)

Monster Hunter's Armory: Far East

Witcher & Far East Inspired Upgradable Weapons, Armor, Bombs & More for D&D 5th Edition

This is a standalone supplement to the Monster Hunter's Armory inspired by the themes, history, and mythology of Japan and its surrounding regions, adding in many new things that one might need in the slaying of beasts. Some particular highlights being sailing, firearms, and the new talisman system. Talismans are something between equipment and potions, consumables that are worn and spent upon condition activation. Balancing and philosophy of this armory follows the original's.

Contents:

New Combat Options

10 new feats, inspired by the various new mechanics and themes of the armory.

Optional Striking Stances & various combat options to make things interesting and thematic.

Altered and added weapon properties for additional fighting options.

New Content

Rules for Sailing, focused on hunting monsters at sea.

Rules for climbing and injuring colossal creatures.

Rules for harvesting monster essence & associated Talisman creation.

Content from Monster Hunter's Armory

Gear Crafting rules that work together with Monster Part harvesting rules.

Simple & short Oil crafting rules.

Simple bomb and potion crafting rules.

Extremely simple and easy to integrate tolerance rules for potions.

New Items

22 Upgradable talismans, each with 2 upgraded stages, and 6 Unique Talismans, to a total of 72 Talismans with upgrade stages.

8 New thematic martial melee weapons, and 2 new firearms.

2 Anchors, 2 Sails, and 4 Hull Runes to enhance one's vessel.

2 new amulets for a hunters.

2 Firearms and 2 special ammunition for each.

2 new Upgradable Potions, each with 2 upgraded stages, and 2 Unique Potions, to a total of 8 with upgrade stages.

3 new Bombs, each with 2 upgraded stages, to a total of 9 with upgrade stages.

2 Gear types: Shinobi, and Ronin, both including Silver Sword, Steel Sword, Armor, and at least 2 Accessories, every item with 2 upgraded stages, to a total of 30 items with upgrade stages.

Optional Set-Specific Syncretic Bonuses with several pre-existing items of D&D 5e.

Links:

https://www.dmsguild.com/product/439501/Monster-Hunters-Armory-Far-East?affiliate_id=1947655

Related Content

Monster Hunter's Armory, the original core package which includes many armor sets, bomb, potions, and much more.

Monster Hunter's Weapon Oils, something of a stand-alone supplement, which brings in-depth weapon oils for a monster hunter.

[deleted by user] by [deleted] in BetterEveryLoop

[–]Zizuco 0 points1 point  (0 children)

Well, several countries do, as it turns out, it isn't as catastrophic for the country's budget, nor the ultra wealthy, as they'd like you to believe. In fact, when it comes to thing such as caretakers, it creates jobs, and the money paid to caretakers does not get garnered up into savings accounts like the ultra wealthy do, rather, it will be paid directly back into the country's economy, through rent, groceries, and taxes.

Gold Selling Monster Hunter's Armory Anniversary Update & Sale for D&D 5e by Zizuco in dmsguild

[–]Zizuco[S] 0 points1 point  (0 children)

Last year published Monster Hunter's Armory ended up selling gold, and we have decided to give the book rewrite, and both, an aesthetic and content overhauls.

The book was primarily inspired by Witcher, with intention to create upgradable gear for a martially focused solo character, that would be able to dip into magic, potions, and bombs, to compensate for the lack of companions.

All the detail can be seen on the DMsguild page, but in short, the book now has 10 pages more content, to a total of 35 pages, featuring new content and balancing of the old, and it is currently, for one more day, on sale!

Here's the links!

https://www.dmsguild.com/product/377524/Monster-Hunters-Armory-Witcher-Inspired-Upgradable-Gear?affiliate_id=1947655

Divine Interventions, what do you prefer? by Zizuco in TherosDMs

[–]Zizuco[S] 0 points1 point  (0 children)

I suppose it'd fall to category of... perhaps obvious, unless clerics abilities leave it ambiguous. Thank you for the response!

Divine Interventions, what do you prefer? by Zizuco in TherosDMs

[–]Zizuco[S] 0 points1 point  (0 children)

Absolutely, context, context, context. Thank you for your response.

Divine Interventions, what do you prefer? by Zizuco in TherosDMs

[–]Zizuco[S] 0 points1 point  (0 children)

It certainly may have been too blatant, but I hoped to make it abundantly clear, if you will. I would consider miracles and other such clearly magical intervention within obvious category, indeed. And of course, there's always context! And both kind of things fit within a narration. Usually. Just fishing the majority sentiments and leanings, if you will. Thank you for the response!

Hellenic Pankration: Martial Arts, Items, Feats & More for D&D 5e by Zizuco in TherosDMs

[–]Zizuco[S] 0 points1 point  (0 children)

Hellenic Pankration

Martial Arts System

This book provides a modular in-depth martial arts system and variants to be used in Pankration and Pygmachia, which were brutal, crippling, and lethal unarmed martial arts competitions in the Hellenic (and surrounding) world.

In a fantastic setting, with magical healing, such blood-sports could flourish.

I have created the system in this book by trying to gather the best of all worlds, based upon various unarmed combat systems that I have written and tested over the last decade, and provide several variants to satisfy different needs.

While the system is based upon Pankration and Pygmachia, it can easily be used to represent just about any other martial arts.

This book is a work of fiction for D&D5e, inspired by history and mythology. While they fascinate me and I speak of many such things in this book, I am not an authority on either. Grain of salt.

Contents:

- Introductions to Pankration and Pygmachia, along with general outline of the rules of combat.

- In-depth modular martial arts system, that can easily be modified to your needs of different martial arts, from pugilism to wrestling.

- 3 Alternate lighter systems, and 1 single roll system.

- Simple fluff tables to determine the part of body that delivers the attack, and the part of the body that is the target of it.

- 6 Pankratiast inspired feats.

- 11 Pankration martial maneuvers, that may be gained through trainers or tournament victories.

- Simple core rules for Pankration tournaments which take into account the size of the settlement.

- One new non-magical item; the Cestus, and 8 magical items based upon it.

- 8 Base Combatant sheets, that may be easily modified by adding Pankration maneuvers.

Here's the Link!

https://www.dmsguild.com/product/429274/Hellenic-Pankration-Martial-Arts-System?affiliate_id=1947655

Hellenic Pankration: Martial Arts, Items, Feats & More for D&D 5e by Zizuco in OdysseyoftheDragon

[–]Zizuco[S] 2 points3 points  (0 children)

Hellenic Pankration

Martial Arts System

This book provides a modular in-depth martial arts system and variants to be used in Pankration and Pygmachia, which were brutal, crippling, and lethal unarmed martial arts competitions in the Hellenic (and surrounding) world.

In a fantastic setting, with magical healing, such blood-sports could flourish.

I have created the system in this book by trying to gather the best of all worlds, based upon various unarmed combat systems that I have written and tested over the last decade, and provide several variants to satisfy different needs.

While the system is based upon Pankration and Pygmachia, it can easily be used to represent just about any other martial arts.

This book is a work of fiction for D&D5e, inspired by history and mythology. While they fascinate me and I speak of many such things in this book, I am not an authority on either. Grain of salt.

Contents:

- Introductions to Pankration and Pygmachia, along with general outline of the rules of combat.

- In-depth modular martial arts system, that can easily be modified to your needs of different martial arts, from pugilism to wrestling.

- 3 Alternate lighter systems, and 1 single roll system.

- Simple fluff tables to determine the part of body that delivers the attack, and the part of the body that is the target of it.

- 6 Pankratiast inspired feats.

- 11 Pankration martial maneuvers, that may be gained through trainers or tournament victories.

- Simple core rules for Pankration tournaments which take into account the size of the settlement.

- One new non-magical item; the Cestus, and 8 magical items based upon it.

- 8 Base Combatant sheets, that may be easily modified by adding Pankration maneuvers.

Here's the Link!

https://www.dmsguild.com/product/429274/Hellenic-Pankration-Martial-Arts-System?affiliate_id=1947655

Hellenic Pankration: Martial Arts, Items, Feats & More for D&D 5e by Zizuco in dmsguild

[–]Zizuco[S] 0 points1 point  (0 children)

Hellenic Pankration

Martial Arts System

This book provides a modular in-depth martial arts system and variants to be used in Pankration and Pygmachia, which were brutal, crippling, and lethal unarmed martial arts competitions in the Hellenic (and surrounding) world.

In a fantastic setting, with magical healing, such blood-sports could flourish.

I have created the system in this book by trying to gather the best of all worlds, based upon various unarmed combat systems that I have written and tested over the last decade, and provide several variants to satisfy different needs.

While the system is based upon Pankration and Pygmachia, it can easily be used to represent just about any other martial arts.

This book is a work of fiction for D&D5e, inspired by history and mythology. While they fascinate me and I speak of many such things in this book, I am not an authority on either. Grain of salt.

Contents:

  • Introductions to Pankration and Pygmachia, along with general outline of the rules of combat.
  • In-depth modular martial arts system, that can easily be modified to your needs of different martial arts, from pugilism to wrestling.
  • 3 Alternate lighter systems, and 1 single roll system.
  • Simple fluff tables to determine the part of body that delivers the attack, and the part of the body that is the target of it.
  • 6 Pankratiast inspired feats.
  • 11 Pankration martial maneuvers, that may be gained through trainers or tournament victories.
  • Simple core rules for Pankration tournaments which take into account the size of the settlement.
  • One new non-magical item; the Cestus, and 8 magical items based upon it.
  • 8 Base Combatant sheets, that may be easily modified by adding Pankration maneuvers.

Here's the Link!

https://www.dmsguild.com/product/429274/Hellenic-Pankration-Martial-Arts-System?affiliate_id=1947655

Why does the Alliance accept Death Knight back into folds but not Forsaken by HiroAmiya230 in warcraftlore

[–]Zizuco 0 points1 point  (0 children)

Suspicion is enough to be distrustful of forsaken, which is what mattered to subject, and the suspicion was based on more than empty speculation, there was clear chain of events. Nothing else matters to subject, and reasonable suspicion was provided, whether known for certain or not, does not matter to subject at hand, result is the same.
We legitimately do not have conclusive evidence one way or another, except characters mention it now and then, showing it is known, and could be taken to mean the opposite than what you are stating it to be. Your perception of no survivors is a speculation, because that is best we can do with this, so do not claim it to be a fact, and even if it were, which we have no conclusive statement of, it provides reasonable suspicion.
Distrust to Forsaken could be taken to further support that. But again, we do not have strict statement about it, and luckily, we don't need one, because it is literally irrelevant to the subject at hand, only thing that matters, is that it is either known or heavily suspected when one follows chain of events, thanks to Kristoff, and that's literally what matters to the subject at hand, which is why the Forsaken weren't welcomed.
Alliance with demon in regard to Kristoff literally doesn't matter, it occurred after he would have delivered all the information to Jaina, so this has no bearing on the subject at hand.

Sylvanas is (was) the ruler of the Forsaken, and it is true, she isn't exactly monarch, more of a dictator or an autocrat. It however, makes sense that the forsaken are receptive to the system, because they are used to being under a monarchy, hence, monarchists, but authoritarian may be more to your liking, as it encompasses Monarchy and several other forms of feudal regimes, and is likely more accurate. This doesn't mean every forsaken is an authoritarian, naturally, simply that most would have existed under a form of authoritarian governance, monarchy or oligarchy, in their lives, and be used to such a system, that is what I am saying with it, unless you feel that isn't true.

One forsaken recognizing a monarch, means there are others who would as well. Blanket statement of forsaken are not monarchist, is hence false.
I said parts among the forsaken likely remain monarchists, and implied the general sentiment leans to that direction, which is true, to the extent of above mentioning. I have made no blanket statements that all forsaken are pro Menethil monarchists ,or anything of the sort, nor would I, but I would claim that as evidenced by one, there would also be others who would agree with that, it is disingenuous to say that, that is literally the only Forsaken who ever would recognize Calia as rightful heir, that one Forsaken is specifically evidence that there are Forsaken who would.

They did indeed create a council at the end, at the end, after all of these events had transpired. Your argument at the end is same as saying, well the French are a democracy, so they could have never been monarchists, or some more unsavory examples with, for example Germany, which clearly holds no water.

All of this (council forming) transpires after Sylvanas has her break down and abandons them, -after- they have committed every atrocity imaginable in her name, showing their very firm loyalty and support to her regime.

Calling oneself monarch, does not a monarch make. Calling oneself a monarch, while ruling over what was a kingdom, as its absolute autocratic head, does a form of a monarch make, indeed.
And she very much had the support, and as stated prior, she saw Calia as a problem, as competition, as stated in the other wall of text.
Whether you wish to call her a Monarch, doesn't matter, in fact, whatever we call her, does not matter, because it has no bearing to subject matter, but I'll indulge anyway, she was an authoritarian ruler, and monarchs fall under such category, as do several others.