Characters and Beings G to I

Godark - Warrior of the Void

Reckless adventurer, remorseless killer, haunted shell and unhappy lethal dead guy in black.

See also Goruan below

Godark is a brutal warrior without remorse and only a shred of humanity left in him. A sad, hollow being who has long since forgotten what it is to be a man and to care about anything, he wanders the shattered spaces between the Ids of Reality, through the debris of worlds and realities torn apart and consigned to history.

There in those dark erased places he discovers a god-like sword called Kranatakyn, The Gohde of Satüle; a sword with such a powerful mind and ego that it drives Godark to the point of madness. Unable to free himself from its intoxicating desires for wanton savagery and power, he consigns himself to his fate, as its wielder and instrument, his heart growing colder with each to land and people that fall before them.

The sword refuses to let him die and he refuses to give it up. For Godark sees the Gohde as his burden and his alone; something evil and so destructive that he cannot allow to fall into anyone else's hands.

For many years he and Kranatakyn wander the fragments of long uncreated realities... the memories of ages past and races no longer remembered by anything that still lives. He gathers several amazing objects about him but none even close to the Dark Sword of Satüle.

One day though he feels something calling him across the Ids and he travels towards it. The feeling pulls him all the way back to Eldahar where the man he once was, Goruan, was born and raised.

It is the pull of Makailla, his only love, the Queen of Spirits; after so long being a killer in the cold night, he suddenly feels something again. He cares and takes her side in the last great war of Eldahar Prime.

*Note - During the final days of Eldahar Makailla sacrifices herself and imbues Alyx of Akilla with her entire spirit as a way of escaping the tortures of Ashar. Alyx and Makailla become one being, bringing together the best powers of both. This results in a strange love triangle though as Alyx loves Wan, Godark loves Makailla, Makailla loves Alyx and Wan loves the planet.*

The Skara Axis of Temoa'kain

Godark also possesses the Skara Axis. Click link for further details.


The Gods of Eldahar

"All men have the power to be Gods, but few men have the patience to be men," Ischandi the Wise

The shakers and movers of above and below.


The Elandian and Esian Pantheon of Gods

The dominant pantheon of Gods on the continent of Eldahar.

Name Title Parentage Sphere of Influence Lands
Gaea Mother of the Gods None Mother of All, Fate, Destiny Esia / Elandia / Eridorn
Ortha Sky Father - Ruler of Gods Gaea Sky, Storms, Strength Esia / Elandia
Linda Lady of Justice Gaea Justice, Peace, Wisdom Esia
Keen Of the Mountains Gaea Stability, Trust, Mountains, Stone Esia / Elandia
Orin God of Traitors Gaea Traitors, Rebels, Uprisings, Intrigue Esia / Elandia / Daydark
Miah Goddess of Hearth Gaea Mothers, families, loyalty Esia / Elandia
Akilla Goddess of Dusk Gaea Dusk, The Dead and Underworld Esia
Dina Goddess of Nature Gaea Nature, animals and plants Esia / Elandia
Himus God of Time Gaea Time Esia
Emonra Sun God Ortha = Miah Sun, Light, Purity, Devotion Esia / Elandia
Ailam Sea God Ortha = Miah Seas, Rivers Esia
Koen War God Ortha = Miah War, Bloodshed, Skill at arms Esia
Shiene Goddess of Stars Ortha = Miah Stars, Guiding souls, Tracking Esia / Elandia
Misha Goddess of Love Ortha = Miah Love, Lust, Beauty, Manipulation Esia
Louhri Goddess of Winter Ortha = Miah Ice, Snow, Cold heart Esia / Daydark
Hemera Goddess of Dawn Ortha = Miah Dawn, Birth, Blessings Esia
Diah Goddess of The Blind Ortha = Miah Slaves, Cripples Esia / Elandia
Lluthe The Messenger Ortha = Miah Secrets, Information Esia / Elandia
Wan God of Limbo Ortha = Akilla Limbo, The undead and spiritual perfection Esia
Arűn God of Witches Ortha = Misha Witchcraft, Lust, power Esia / Daydark
Eishma God of Knights Emonra = Shiene Knights, Quests, Honor Esia
Luna Goddess of the Moon Emonra = Akilla Moon, women, Banishing spirits Esia
Aslade Goddess of Lakes Ailam = Dina Lakes, Springs, Nurturing Esia
Korth God of Revenge Misha = Koen Revenge, Retribution Esia
Rian God of Healing Lluthe = Hemera Healing, Cures, Release Esia
Ariel Goddess of Children Rian = Aslade Innocence Esia / Elandia
Band God of Music Rian = Misha Arts, Crafts, Music, Drinking Esia / Elandia
Thand God of the Hunt Ortha = Miah Hunting, great beasts  Esia
Berle Goddess of the Chase Ortha = Miah Heroines Esia

A Creation Story of the Elandian Pantheon

The Elandian Pantheon has many creation stories about the Universe and Eldahar. Some containing a bit of truth while others merely the product of creative minds. One such alternative belief lies below.

The Age of Dreaming

Before everything came in existence, Gaea lay in the Universe's womb, dreaming of the future. It is said that in this timeless state Gaea dreamed every dream imaginable until finally the weight of her dreams became reality and she awoke in light.

The Age of Fire

In the beginning everything was aflame, kindled from a single flame. With no structure to her dreams, everything collided at once, vying for a place in the new Universe.

The Age of Ages

Finally the Universe gave unto Gaea the gift of Time so that she might structure her creation. So began the First of Days. However Time was not easy to come to terms with and Gaea could not decide which Aspects of her Great Dream should come first, or last, or indeed why?

So great became Gaea's desire to bring her Great Dream into being, as accurately as she could, that she beseeched the Universe for guidance. When the Universe remained silent, Gaea shed 21 tears of loneliness from which sprung 21 voices in a celestial choir. When she heard these voices she recognized Aspects of the Great Dream and rejoiced, granting each voice a form befitting its Aspect. So were born the First and Last. In her Wisdom she had created from herself, Aspects of the whole Great Dream from the beginning of it to the very end. Timeless Aspects, immortal voices.

And the 21 Aspects of Creation busied themselves creating the Great Dream.

The Age of the Long Night

By now the Great Dream was taking shape, each Aspect with its own unique perspective. Whenever the Aspects disagreed how something should be they sought out Gaea as only she could envision the whole Dream.

Eventually Gaea became so pleased with her Aspects that she withdrew back into Dream, allowing them to proceed without her. She wanted to Dream again, as what she had dreamed before called to her in its perfection.

The Aspects began to grow more independent in her absence, each one becoming convinced that its way was correct and for the best of the Dream. Without Gaea to settle disputes the Aspects soon began to quarrel and shun one another until after a very long time, when the Dream had reached a crucial juncture, the Aspects came together again and argued fiercely. Finally they divided into three groups. Those for the change, those against the change and those undecided. The two opposing factions then began to fight.

Such a battle has and never will be seen again. The very structure of the Great Dream began to unravel around them, until at the very last instant Gaea returned and cast them all down. In her anger she placed chains of Time around them, forcing them to become a part of the Great Dream and giving them forms made from it. Suddenly deprived of their freedom, the Aspects sank low and mourned their loss.

Turning her back on the Great Dream, Gaea plunged everything into absolute darkness and cold, swearing to never make anything like the Aspects again.

The Age of the New Dawn

After eons of suffering many of the Aspects had given up asking Gaea for forgiveness. Though their betrayal still pained her she had once again grown lonely though and sought the comfort of the Great Dream and it's perfection.

As she turned to face the Dream again her light fell into the unenlightened darkness and struck a rock. The rock shattered her light into a million shards that filled the heavens.

When she examined the rock she found it to be from the Universe and embraced it. As her arms closed around it, it broke, releasing a being similar to but unlike her.

It announced itself as "Kand" The Father of Things to Come, and Gaea was delighted, loving this Creation.

Searching the Star filled sky, Gaea spied another rock. Kand quickly said, "That is my brother Keen, broken from the same thought as I. May I release him?"

And Gaea allowed Kand to release Keen - Kand never allowing Keen to forget who had been released first.

The Northern Gods of Doom, Aegis and Whailin

Harsh and brutal gods presiding over an even harsher land.

Other Miscellaneous Deities / Gods of Eldahar

Name Title Parentage Sphere of Influence Lands
Beloved The Wood King Gaea Trees Drail
Armana Goddess of Cliffs Gaea Cliff, Wind, Gulls Drail
Kynja God of Ocean deeps Gaea Seas, Fish, Deep Water Drail
Ekre God of Thunder Gaea Thunder, Anger, Hate Drail
Chantra Goddess of Waterfalls Gaea Waterfalls, Hidden treasure Drail
Tenkus God of Death Gaea Death, Undead, Of the dying Drail
Taupau Goddess of Desire Gaea Love, lust, children, birth Drail
Pah God of Ancestry Gaea History, Knowledge, Wisdom, Age Drail
Sahri The Pale Goddess Gaea Fate and the all seeing eye Shandar
Cladu Messenger of Sahri Sahri = ? Prophecies, Visions, Seers Shandar
Weycha Goddess of Trees None Trees, Nature, Harmony Kane
Ul God of the Blood red sky None Sky, Heaven, Strength of Purpose Ulakhan
Ki God of Blood-letting Ul = Niah Land, Blood Ulkahan
Niah The World Mother None (Variation on Gaea) Ulakhan
Shayr Goddess of Temptation Ul = Niah Greed, plots, Shadows Ulakhan / Shadow
Skithe Dragon eating serpant Eskanu Devouring, destruction, doom Ulakhan
Slan Demi-God of Serpants Skithe Hunger Ulakhan
Abel God of Arts and Warfare Gaea War, Skill, Blessings, Honor Eridorn
Aermana Goddess of Waters of Life Gaea Life, Rebirth, Healing, Aid Eridorn
Fauna Goddess of Rain and Fertility Gaea Rain, Crops, Fertility, Birth Eridorn
Aortha God of Dry Land Gaea (Fallen version of Ortha) Eridorn
Espann God of Rhyme and Riddle Gaea Fate, Prophecy, Destiny Eridorn
Saint Claude Patron of Learning Espann Knowledge, Study, Plans Eridorn
Selene Goddess of Brimming Moon Gaea Moon, Tears, Sadness  Eridorn
Shangta God of Elementals Chi Earth, Fire, Wind, Air Suraan
Chi The Supreme Spirit None Power over the Soul and Elements Suraan
Hordja Spirit Dragon of Death None Enemy of Chi Suraan
Shogen God of Storms Chi Worry, Portent Suraan
Sciarn God of Long Life Chi Happiness, Living well Suraan
Natchai The Underworld Chi Darkness, Grief Suraan
Nubet The World's Light Chi Soul-fire, Light, Sun Suraan
Greeg God of the Shining Stone Mother rock Stone etc. Aradoch

For more Gods, see The Land of Doom

Gortte - Spirit of Midnight

Assassin who plays in the dark.

Gortte was born in the year 2590 to Radrik and Alexis in the village of Domar in Aegis. His twin brother Exantin died in the womb but Eldahar being the peculiar and magical place it is, Exantin's spirit remained connected to Gortte's for many years afterwards.

By the age of 11, Gortte showed great skill with the bow, longs word and dagger, excelling at hunting and stalking. As no one else could perceive his "dead" brother's spirit, Gortte quickly learned that telling people Exantin spoke to him made them think he was mad. Exantin became his secret friend and ally, only appearing when Gortte was alone or needed him; a being of pure spirit, Exantin's mind matured alongside Gortte's but he always appeared as a still-born baby.

When he was 14 Gortte impressed the local Lord of Bandrim, Lord Keater. Keater took the young swordsman under his wing, allowing him to train as a soldier (just like his father before him because Radrik had been a guard for many years).

Gortte's macabre and melancholy personality kept him distanced from the other soldiers. Because of this, Keater chose him for a very special secret mission. Keater wanted Gortte to assassinate a sorcerer called Sacaster the Dragon Hawk, for the good of the people.

Not particularly bothered about the "people" or Lord Keater, Gortte only became interested when Keater offered him anything he wanted if he succeeded. Thinking of a lot of things he'd be happy having, Gortte managed to track Sacaster to a nearby keep. Under cover of darkness and with a little assistance from Exantin, Gortte crept in with uncanny stealth and slit Sacaster's throat. But even dead, Sacaster proved dangerous. Barely escaping alive when Sacaster's demonic soul-guard cleansed the entire keep in corridors of fire, dragging the sorcerer's soul back to the Pit and its Black Cross, Gortte returned to Keater to claim his reward.

On the way back to Bandrim Gortte was attacked by three warriors. He managed to slay all three and recognize one of them as a soldier of Bandrim. Suddenly suspicious of Lord Keater's motives, Gortte warily returned to the citadel. His suspicion's were realized when he found out that Keater had outlawed him as a murderer and traitor of Orin.

Forced to flee Gortte wandered for two years, avoiding men of Bandrim and keeping a low profile. Eventually he was hired by the Lord of Thendry of Merthyr in Daydark.

Demonstrating a ruthless loyalty and cold, almost heartless desire to succeed, Gortte managed to quickly impress Lord Thendry and become Merthyr's Champion. But despised and hated by the General of Merthyr (as it had become known Gortte was a traitor to Bandrim, even if Thendry didn't care), Gortte soon ended up receiving one too many dangerous missions. One mission took the young Champion into a skirmish against several trolls. On General Bartholomew's orders, Gortte's soldiers ran off, leaving the Champion trapped inside the troll lair, facing almost certain death.

But again Gortte's single-mindedness won through the betrayal. Wounded and exhausted from a two day battle with the trolls, he dragged himself clear of the lair and spent several weeks healing.

When he returned to Merthyr, the soldiers stared in astonishment as Lord Thendry had been told of his Champion's death and already chosen a replacement. Wasting no time, Gortte walked in on the Lord, his General and new Champion, Castrafar, helping himself to some of their wine.

Things didn't go well; Gortte accused the Lord of betrayal (even though Thendry didn't have a clue it had actually been his General's fault) and accepted a challenge put forward by the new Champion Castrafar.

Stabbing Castrafar to death with his dagger, Gortte then slit the throat of General Bartholomew and threatened Lord Thendry with death as well, saying If you send men after me I will come back, stalk pass your guards into your room and remove a part of your body every night until there's nothing left of you!

Believing Gortte to be sincere (and probably able to do it too), Thendry let Gortte leave.

Gortte journeyed back into Aegis, rethinking what he wanted in life. He decided that what really interested him was magic and spirits, so with Exantin's help, he began adventuring for objects or talisman's that would allow him to become a mage.

Champion of Shawn

In 2615 he became Champion of Aegis' Citadel Shawn, a riotous and dirty Citadel with a bloody minded Lord hell-bent on slaughter and stealing treasures from neighbouring lands. Lord Koris embraced Gortte's skills, supplying the new Champion with armour and weapons to do whatever he wanted (just so long it went along with Koris' plans).

Then in 2616, on Koris' urging, Gortte joined the party of Ragnek the Wise. By doing so Gortte's existence would undergo a dramatic change.

At this time, the spirit Midnight (whose name was once Elinda), sensed the time had come to act and ensure the survival of her Spiritual House. She visited Ragnek with a proposition, aware that her actions would have serious repercussions on all the Spirit's of Cairis.

In order to make Ragnek's journey safer she offered to bestow the aid of the spirit Midnight. Not something to be taken lightly as it was well known to the Wise that Midnight was perhaps the most potent and elusive spirit of the bunch, Ragnek listened intently. Midnight wanted to return her "house" back to the lands of its origin, the lands of Anu'taka, but couldn't do that as a spirit as she was barred by the Great barrier. Hence she had to "pass on" her house. Unlike other spirits who trained and nurtured beings to worthiness, Midnight had decided to choose Gortte as its living vessel.

Lured out of the camp by Ragnek, Gortte found himself suddenly spiritually "raped" by the spirit Midnight, who then promptly vanished out of existence, leaving Ragnek tending to him saying You are destined to join the elite. You will know Time.

So did Gortte become the new Spirit of Midnight.

Preferred fighting style

Gortte prefers fighting with the bow from a distance or using a longs word / shortsword combination, making use of his acute balance and hand eye coordination. He is merciless in combat, killing without remorse or fear of self injury / death.

A sudden change of appearance

When Gortte stepped into the strangely magical Midnight Sun - its rays triggered a transformation of the latent magical energies surrounding him after crossing the Great Barrier. His appearance underwent a drastic change ;- from human to dark elf in a matter of moments. As all of the original House of Midnight were Dark elves, their latent spiritual imprints still resided in Gortte's structure. The Midnight Sun just unlocked them, making him appear as a 6' glossy black skinned elf with fine features, pointed ears and long slender fingers.

Goruan the Master Smith - Spirit Dark Moon

Master smith, wolf and hard case nutter.

One day, after a very bad rain storm, Goruan wandered through a wood near his home and stumbled across a giant wall of thorns. Nearby he found an old anvil that the storm had unearthed from thick mud. As soon as he laid his hands on it, wolves attacked and savaged him near to death. When he awoke, he stumbled back to his village and remained on his death bed for several days. Then one night, under the full moon, he transformed into a wolf, killed one of the villagers and fled.

Goruan found the wolves and fought for the right to live with them. They had once all been human, like him, but had long since given up their human forms in favour of their wolf ones. They revered the "Father", largest and strongest of their number and obeyed his wishes.

Goruan went back to the wall of thorns and vaulted his way in, discovering the secret grove of a druid and last hiding place of a long dead smith called Koranarth. The anvil had belonged to Koranarth and reading the smith's book, Goruan learned it was called The Anvil of the Gods.

Deciding to become a smith and follow in Koranarth's footsteps, Goruan set off for Esium city and after several months of mastering the basics (and his ability to shift between man and wolf), he earned an apprenticeship under the Dwarven Master Smith - Corden.

After a couple of years Goruan left Esium and returned to the druids grove. He had manufactured himself special wolf armour to seek out and defeat the "Father" of the wolves. After winning a terrible fight, Goruan became the pack leader.

He then decided to adventure in search of rare metals and materials for his smith craft. He had heard the best place to find such things was the Catacombs. After many more adventures, with knights, strange temples and a witch that transformed him into a bird and a bird called Shobe-santalu who ended up as his familiar, Goruan's path eventually took him to Evost Derry, rooting around ancient tombs and burial chambers in search of magic.

This is where he uncovered the secret resting place of Makailla - Queen of the Damned. No sooner than he awakened her she used her milky blood to bind him, thus ensuring his absolute loyalty. He learned much from Makailla - ancient history and occult. But he did not learn wisdom. Within days of being with her he was off exploring again and ended up dead.

This wasn't the end for Goruan though - Makailla held power over death and her blood coursed through his veins. He returned to her as a living spirit, the Spirit of the Darkmoon.


Adjusting to his new identity and powers, Goruan befriended a young girl of 14 years called Ruth; Ruth proved literally ruthless in her ambition and with Goruan's help quickly crawled her way out of the pitch dark tunnels under Evost Derry and into the light. With Goruan as an ally Ruth soon became a living spirit herself, the legacy of Makailla's spirit spreading from one to another.

Each day there on in Goruan accomplished acts in the background of Evost Derry that would help shape campaign events for years to come. But alas, Goruan himself would not be around much longer. On another of his reckless explorations of the underdeep he stumbled across an Ancient Titan City and stepped through a strange portal never to be seen on Eldahar the same again.

But his adventures beyond the Id of Eldahar were just beginning. See Godark for further information.


Gray - The High Doman

Devout, unswerving, immortal, hardboiled and bald.

Man is the breath of God, his days like a passing shadow. Oh Lord of Silence, who hath fallen from the Wheel Eternal, there shalt be no trespassers in your realm. And we shalt know your place among the stars by the seven winds that stir the soul.

AN OLD PRAYER OF WAN

When one High Doman dies, another is born and reincarnated with the same soul. The Doman's of Wan know how to locate this new child by its spirit and bring it back to their temple, upon their holy hill above the caverns of Darksea, to raise him as the guiding light of their religion.

This is how it had been for many centuries and more than a dozen generations. But all things come to an end.

Gray was the last High Doman to be born; his story chronicled in Eldahar prime's timeline as well as the Chronicles of Wan.

He is the definition of "undying belief."

At twelve years of age, after absolute dedication, prayer and self sacrifice in the name of the God of the Arda "Wan", he was buried and killed in a terrible cave-in, while above the priests of his religion were slaughtered by minions of the undead Lord Laylak.

When Gray awakened he was neither dead or alive. This in itself wouldn't have been too bad, but for Gray's hole in the head that refused to heal. His memories only lasted several hours before reverting back to the moment of the cave-in. He wandered lost and confused for many months until he started to write his new experiences down. Then, having to read his writings at least twice a day just to remember what was going on, who he was with and why, he finally began the arduous task of battling the undead and rebuilding his shattered religion.

Gray's most loyal and trusted companion is Alyx of Akilla. She watches out for him and he for her. They share common goals - to avenge the slaughter and desecration of their religions. They make an unlikely almost comedic pair but should never be underestimated by their enemies as both are capable of acts of extreme prejudice and wrath on behalf of their respective Gods.

In 2602 Gray sacrifices himself within an artificially created plane so that Drathelmox, Laylak and the three Kings of the Living Dark can never plague the world again. With the aid of Shefanhow the Blue, a spiritual dragon, and Ceraph, a wraith with a soul, he seals them all within the Keystone of Wan and for all intents and purposes, ceases to be.

However, this is not his end. Years later he reappears in Darksea; no longer as Gray, but Wan himself. And he soon discovers that the Living Dark isn't quite as gone as he'd hoped.

Halo of Dayspear

Gifted warrior and savage warmonger with a best friend complex.

Halo was found by the crew of the Valen when he was only fourteen and sailed with them for nearly two years before it's captain, Creed, decided to take him to the City of Lendos to gain an education.

At Lendos he studied many things such as war craft & military history, leadership, magic and mysterious events / objects, boat building and design, rune craft and ancient languages, map making / interpretation and lock lore / lock smithing.

For more on Halo, see the Timelines of Ash.


Harmony - Angel of the Eternal Dawn

Nice girl, without equal, made out of cosmic glue.

In 2600 Ashar Guentas, perhaps the most versatile spiritualist to ever live, managed to safely conceive a child with the Wraith girl Ceraph. Despite the volatile instability between normal positive life energy and the negative energy of the Living Dark, Ashar managed to balance the two.

On the 22/2/2601 Ceraph gave birth to Harmony in the newly created plane of The Living Light. Born off world, Harmony was protected from any exterior influences (like immortals or Gods), allowing Ashar to take her away into hiding. Before going she received gifts from the High Doman of Wan and the Ancient Dragon, Shefanhow the Blue.

Entrusted into Ashar's protection by her Wraith mother, to be raised and taught by him to be the potential Saviour of Mankind, Harmony existence by 2616 had proven of paramount importance to the future of Eldahar.

Harmony's soul and spirit are completely unique. Because they are in perfect balance, they exude a powerful healing power upon anything she touches. However this power isn't limited to mere flesh and spirit - Harmony's aura of healing is so powerful it can actually heal planal rifts or tears in the fabric of Eldahar's reality. By acting as a bridge between these faults she can literally knit them back together. The repercussions of this are huge, as essentially the whole of Eldahar is wounded and in need of healing.

Her unique spirit also allows Harmony to phase between planes. She can drop back and forth at will between realities (but not take anyone with her). If someone attacks her, she simply steps into another existence and then back again in the blink of an eye.

Harmony's perception of reality and the foundation of the World's spirit is also unique and without equal. She can sense all layers of reality with ease, perceive anything spiritual (including the faintest of echoes - sometimes centuries old). She can also sense how things will effect other things to a paramount degree.

She appears as a fresh faced young girl with golden hair. Her skin is unblemished and her eyes large, golden speckled and breathtakingly bright. She often appears with a pair of golden angel like wings, a side effect of spending so much time on the Dream World giving hope to those who have none.

In early 2616 Harmony was summoned from Eldahar by The Players, a group of Titans residing deep into the Idiom of Realities. Forced to respond she vanished from Eldahar Prime, just prior to an escalation of events that would have easily been resolved had she remained.

As her abilities were so special and unique, several search parties were dispatched off world in the following days and weeks to find her.

Though her time among The Players is not chronicled here, she did eventually elude them and proceed to the Nexus (center of the Idiom) and learn a tremendous amount of things from the Elder Gods there.

The Homé of Khur

Tribal Spiritualists - the forerunners of modern spiritualism on Eldahar.

It is a widely held belief that the art of Spirits, their summoning, binding and use - all originated in ancient Khur and their holy city of Khurdir.

Perhaps the greatest and most infamous Homé to ever come out of Khur was Asharan Guentas (Ashar). However in 2600 this title was challenged by the Ki-rin Iana-Katra who embodied everything it was to be a Spiritualist and the pinnacle of Homé achievement.

Homé approach spiritualism as a religion. They divide the body into spiritual points of energy (that they call Katra's) and use these points to manipulate not only their spirit but the spirit of the world.

Below is a list of the seven Katra's and below that a brief breakdown of some of their abilities.

The Katra's

Name Description Appearance
Katra Mantis The Movements Red
Katra Cantis The Graces Yellow
Katra Lockra The Virtues Blue
Katra Keelin The Deeds Violet
Katra Dogna The Verses White
Katra Tarot The Signs Black
Katra Karma The Harmonies Green

The Movements

Name Description
The Passing Call any spirit. The result is random.
The Calling Call a bound spirit or a known / named one.
The Finding Locate a known / named spirit - distance, bearing / vision.
The Leaping Step too and from where a bound spirit is.
The Rooting Root a spirit to one spot.

The Virtues

Name Description
The River Tap into a person's life and witness its history.
The Touch Read the current aspects / abilities of a spirit or person.
The Path Read a person's most likely possible futures.
The Breath Channel energy into another person's Katra.
The Raising Unknown

The Graces

The Art of Spirit Nodes / Anchor Points.

Name description
The Sending Send one piece of spirit out to seek another.
The Rising Raise a spirit from a body - including one freshly dead by non-violent means.
The Palms One hand becomes positive, the other negative to draw spirits apart.
The Reaching The ability to manipulate one's innermost spiritual depths.
The Making The ability to channel spirit into the palms and string it together / knot it's ends.
The Unmaking Unknotting spiritual ends and dispersing spirit.
The Knotting The very useful ability to tie and untie spiritual nodes or block them.

 

The Hounds Of Tharizden

Malevolent hounds that hunt down beings through Time and space, before dragging them back to their masters feet. Undistracted by Pedigree Chum.


Ilvir the Damned
Servant of Chaos

Sick twisted and tortured has-been paladin with a fondness for soul soup.

And upon the horizon a knight appeared upon a pale and skeletal steed, carrying a banner drenched in blood and wielding a sword that cut the air with fear.

With armour shining like a beating heart and a helmet hiding all trace of man, the knight rode down ahead a gibbering host to feed the hunger of the damned. - CHAPTER 6 OF THE BATTLE OF TORRIUM.

Background

Sir Ilvir of Brennen was once a paragon of virtue, a Champion of Law; a paladin who revered the Gods, fought evil wherever it arose and protected the innocent. He served his church with passion and zeal, travelling to the ends of the world to spread its word and holy scripture. There was no one like him. He was untouchable.

Or so people thought.

Ilvir had one flaw, his ego and quickly became the target of Lord Xarimog of Chaos. Rather than simply defeat or kill the paladin, instead Xarimog put into motion an elaborate plan to drive him insane and convert him to Chaos.

The story goes that Xarimog appeared and tormented Ilvir with his ghostly presence for several months. Xarimog taunted the paladin and belittled his accomplishments and duties to Law saying such things as You are but a lowly cog in a great machine. You achieve nothing with your devotion. Why is it that you have so little power? I have known Champions who wield the Sword of Law and they are but farm boys.

Ilvir would retaliate saying Each cog has its part to play. Without it the whole becomes flawed. Now begin Demon. But Xarimog's comments irked the paladin and made him restless.

Make me lowly squire. If you had a true weapon you could but all you have is your pathetic faith, Xarimog replied and continued to haunt the paladin laughing hysterically night after night.

Ilvir prayed to the Lords of Law and asked why he had not been given such a weapon as the Blue Sword. For weeks he prayed and for weeks no one answered. Then finally one day, in the greatest of temples to his lords and masters, Ilvir received the Word of Law.

It is not for you.

Ilvir could not believe it and asked why, over and over again, but the Lords of Law are renowned for keeping thing short and succinct. Where Chaos loves to hear itself and make noise, Law quietly ticks and chooses its moments.

Xarimog laughed and laughed when he knew Ilvir had gained word. You are not good enough to wield it is what they mean little squire.

Ilvir refused to rise to the bait and simply bowed his head. If I am not worthy I will endeavour to be so. I will not be goaded by you. I will serve as I have always served. You shall not turn me Demon!

And Xarimog laughed.

As weeks turned to months Xarimog feigned lack of interest and let Ilvir have time to stew. It was then that the next stage of his despicable plan moved into play. He instructed his servants to hunt down murderers and rapists, thieves and assassins - every wrong doer or necromancer that might be in Ilvir's path and put an end to their lives.

Ilvir's temperament became one of shadow and gloom. He journeyed far and wide looking for people to save, for evil to banish but found none. For months he had no reason to draw his sword and for months he rode aimlessly without cause or quest. His church soon heard word of the great good he had done in the Kingdoms, banishing evil and making the world safer and sought to congratulate him for his hard work. Via letter they ordered him home so that he might take up an exalted position in the temples and deliver sermons to the masses.

And he refused. He had done nothing to earn the honour and did not want to lay down his sword. His life was the sword and delivering judgement upon the guilty. The church were perplexed with his answer and sent knights to bring the word directly to his ears. But even they had no luck turning the paladin from the road. He defied the orders of the Arch Bishop and stayed true to the path he had set for himself.

Then one day Ilvir came across a book that spoke of divine blessings and described a special pool where he who so ever drinks of the water of Abbolom shall gain the sight of souls, that evil might be revealed wherever it so hides.

The idea of being to seek out evil appealed to Ilvir so he set forth to find the pool. It took him many months and many more refusals to return to the Temple but find it he did, in a sacred valley high up in the Mountains of Gehenn.

But before he drank of the water he once again prayed to Law and asked for its blessing. I have been true to my path. I only seek to serve you better, he said.

And his Lord of Law replied. You have defied the orders of my other servants. Why?

I was given my purpose by you. To serve you as your holy warrior. I have followed your command, not those commands of mere servants.

Laws must be obeyed. There is Chaos at work here. Do not drink of the waters of Abbolom. No mortal man is strong enough to possess such power, Law replied.

And Ilvir sensed he was alone once more. No mortal man strong enough? But he was no mere mortal man. He was a Champion, a Paladin, a man without equal. He spoke aloud, I am Ilvir, Champion of Law. I am no mortal man. With that he bent down to the waters and drank deep of their blessing.

He felt strange but triumphant. The waters did not kill him which obviously meant he was strong enough. He knew he had disobeyed but firmly believed that it had been a test. A test of his worthiness to wield the Sword of Law. A test of his dedication to the path.

He rode down and passed into a sleepy village to get some rest. As people awoke they gazed in wonder at the shining Paladin as he dismounted and bid them greetings. He smiled and approached them but suddenly recoiled in horror.

What witchery is this? he demanded with a roar. Every person before him seemed spotted with darkness, some with gaunt faces like the walking damned. He drew his sword. Back all of you. I am Ilvir Champion of Law!

People were shocked and backed away. But Ilvir still could not believe his eyes. Is this the sight I see before me? Has it already led me to a den of evil?

Sword in hand and wide-eyed, Ilvir raised it skyward and shouted to the heavens. I shall cleanse all darkness from this world. Then without pause for breath he set to the task and did not stop until every blighted man woman and child in the village had felt the soulful release of his sword.

And somewhere in Time, Xarimog was laughing.

Ilvir burned the bodies and prayed once more to Law saying I have slain a nest of demons.

And Law did not reply.

It wasn't over though. Far from it. Wherever Ilvir travelled he saw darkness. Every human he laid eyes on seemed infected by the blight and uttered words filled with sinuous lies. But they all fell upon his blade. Soon knights came to turn him from his folly but he saw the darkness in them too and slew them in a great and terrible battle. Faced with the possibility that the church itself had to be corrupt, Ilvir became convinced that he was the only one blessed enough to bring purity back to his religion. If the darkness had spread there, then it explained why he had not been given the sword of Law... they were keeping it from him deliberately.

He rode to his Temple and kicked down the door. The priests and bishops begged him to see clarity and pronounced him mad but he knew could see the darkness in them too. They tried to explain that every human carries a little darkness in their soul - that no one is truly pure but his sword smote them down, each and every one until in a pool of blood Ilvir at last kneeled before the altar of Law.

And it is there that Law spoke to him one final time.

Ilvir, you have forsaken Law. For your slaughter of the faithful and slaying of innocents you are hereby stripped of your title of Champion and forever cursed. You shall never know the stillness of Law again. You shall never know sanity.

Ilvir screamed but it was too late. Law struck him down and changed his flesh so that it would forever shift and change in a hideous and madness inducing way. He writhed and pulled at it but it kept shimmering before his eyes, twisting, contorting, pulling and ripping. The pain was so unbearable, even to a man as great as he, that he took up his sword and thrust himself upon it so it might end.

But it didn't. His flesh continued shifting and when the sword came back out it was as if he had never been struck. He screamed and set fire to the Temple. And the last the people of the city saw of him was a burning man standing in midst of the inferno, tearing flesh from his bones.

It did not end here for Ilvir though. Xarimog appeared before him once more and spoke soothingly to his bloodied ears. Ilvir, I am saddened by the way you have been treated. I would like to help you. To take away your pain. You are more worthy than they have ever given you credit for. Let me help you. Take my hand.

And Ilvir, squirming in agony, reached up and took it.

When Ilvir awoke the pain was gone but he could still feel his skin crawling and rippling beneath his armour. Except it wasn't his armour but another strange type of metal that shone with an irridescent rainbow patterned light.

Xarimog greeted him and explained. The Rainbow Armour was an artefact of Chaos that shielded him from pain and was also impervious to harm. Then Xarimog held forth a red bladed sword that pulsed with power and pronounced Ilvir worthy. You are a great man Ilvir and have been wronged by Law. I give this sword, the sword of Chaos, as you have earned it, so that you might use it to whatever end you see fit. Do good with it. Take vengeance if you wish. But you are worthy to be my Champion.

Ilvir wept inside the armour knowing there would be no absolution for him. He wept at losing Law and being cursed but most of all wept in anger.

He took hold of the sword and let its light burn through his helmets vizor and ignite his eyes with hatred. I am you servant he said and Xarimog smiled.

Ilvir the Damned

Ilvir served Xarimog for many years. At first he attempted to do some good with the sword but his actions always turned to those of revenge or inflicting pain on others. He became bitter and malicious. Cruel and calculating. He became known as Ilvir the Damned and carried the Banner of Chaos into battle ahead of armies of followers, both human and inhuman.

As he had done as a mortal (for yes he was now immortal thanks to Law's curse), he became the best at what he did. in fact he became such a good Champion that other Lords of Chaos desired him and he played them against one another for his services.

To the highest bidder he swore his loyalty but only for so long as it suited him. He had truly become a Champion of Chaos and truly become a monster.

Ischandi the Wise, aka 'Shaman'

Very old and very secretive wizard who stands against Mordark. Head wizard of the Wise.

Legend says Ischandi was born in the Eternal Flame of the Evermore Vault and that as a consequence his soul is tied to the Heart of the World. If he dies, the world reforms him; by his will he can make mountains fall and seas freeze, making him the Wizard to end all Wizards.

Residing permanently it seems in a tall, spire-like tower within the Vale of Day, somewhere in the inhospitable Icy Fells to the south of Doom, Ischandi prefers to act upon the world through his five Wise. Mainly as to personally leave his Vale of Day would be to invite ruin as the Lord's of Mordark see him as a tremendous threat and if given the opportunity would descend on him en masse.

In legend, only heroes find their way to his vale; the journey is treacherous and many do not make it. Once there however, it soon becomes apparent no greater sanctuary exists.

Those that survive the journey tend to find a friendly man (especially over a cup of tea), albeit a bit brief and to the point as he isn't one for small talk.

His Vale of Day is completely impervious to scrying or magical vision and his tower has a magical bridge on top that can reach anywhere in the north lands. There are also magical horses at the edge of the vale that can travel five times further than any normal steed in a single day and require very little rest.

The Wise of Cairis

Preferring to stay safely hidden away in his tower, Ischandi uses five lesser wizards to patrol the north lands and fight his battles.

These five wizards are called the Wise; each one rumoured to represent a finger upon Ischandi's hand.

When one Wise dies (which isn't often as they're all pretty tough as Wizard's go), Ischandi creates a new one. The Timeline of Ragnek Stormcrow details how this often comes about. In Ragnek's case, Thekrian is dying so Ischandi bestows some of his own soul / spirit upon the man, transforming him into someone more knowledgeable and powerful.

Some of the Wise through the ages

Name Description

Haken

the Black

17th, Speciality Rituals, Demons, Elementals.

Known and feared throughout Doom, Haken hunted Demons and undead to the point of obsession. His family slain by a Mist Wraith, Haken soon began cleansing the 3 lands of anything supernatural. Unfortunately, during the Prelude to the Evermore War he realized the job was just to big to accomplish on his own.

Renowned for his valiant defence of Doomwaith during the Prelude, where he disappeared shortly after.

Tredir

the Blue

16th, Speciality Alchemy, Illusions.

During the Evermore War Tredir combated the forces of Mordark single-handedly, earning himself accolade from all religions and a mention in many prayers.

His demise at the end of the war heralded the possible final defeat, but instead brought new ferocity to the allies' defence.

Mokkire

the Red

15th, Speciality Fire, Elements, Dragons.

Known as the grumpiest Wise around, Mokkire seldom found himself welcome anywhere, possibly because of his addiction to causing fires.

Known for burning a fey Lord's hall to the ground because he lost an argument and accidentally calling the dragon Wayrath down onto a friendly army, Mokkire often did more harm than good, ending his days trapped by the Lord of Mordark, Minantias, in Mordark.

Upon his death however, Ischandi (who for some reason liked Mokkire above all his other Wise) paid a private visit to Minantias in disguise. Confronted by the intruder, the Lord of Mordark prepared a painful death magic, but stopped dead as Ischandi angrily revealed his naked soul. Minantias, his tower, and all his minions, were consumed in ever burning flames from that moment forth.

Solaris

the Green

18th, Speciality Nature, Command, Travel, Visions.

Hardly ever venturing into the world of men, Solaris preferred the company of beasts and woodland fey. His greatest achievement as a Wise was uniting the two fey families in marriage during the War of Leaves.

Istarach

the Grey

19th, Speciality Light, Energy, Life, Healing.

A traitorous Wise who after leading a rebellion in the north lands, fled south to Esia and founded his own magical order called the Crucible of Magic. See Istar.

He disappeared approximately 3 years before the Evermore War and was known for being quiet spoken and very benign. His greatest action as a Wise was blinding and eventually slaying Drathelmox, just before his disappearance and subsequent enslavement to the Black Elves.

Ragnek Stormcrow

See the Timeline of Ragnek for more detail. A master ritualist who moved on to become on of the Crown Wielders and an Overlord of Daig.

Phazil

the Grey

One of the final Wise ever to be made by Ishandi. In 2614, Phazil came first, followed by Elric and finally Ragnek.

Lucan

the violet

Very final Wise to be made. Literally hours before Phazil's and Elric's attack on Louhri's mountain on the 27/2/2617.

Elric

the Yellow

Another of the last Wise to be made by Ischandi just prior to the Countdown to Armageddon. Elric was also the youngest Wise to ever be made and died in battle against Chaos five miles from the northern World Gate.

The Ritual of Infectious Fire and The Rings of Dragon's Might were both performed in Louhri's kingdom against the Ice Queen and her Ice Fey, wiping out 80% of her population. Elric died here for the first time, killed by Essadalmox's dragon fire but later reformed through Ischandi's will back in the Vale of Day.

But why are you leaving us Father? Why don't you retaliate against who has done this? asks Elric.

Because I must leave. We are entering the Time of Dragons and if I remain, then everything we know will be doomed.